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Loverslab Fnis Creature Pack
loverslab fnis creature pack










  1. #LOVERSLAB FNIS CREATURE PACK INSTALL FRUN GENERATEFNIS#
  2. #LOVERSLAB FNIS CREATURE PACK CODE IN FNIS#
loverslab fnis creature pack

Loverslab Fnis Creature Pack Install Frun GenerateFNIS

I tried to reinstall frun generateFNIS and it still is there Normally when you run ANY tool in MO the files that exist already in the VFS are updated and any NEW files that are created are sent to 'Overwrite', where you can decide if they need to made into a mod or discarded. What should i do to fix this problem. Then i went into game playeds went into a dungeon found the draugers just standing there not moving i dont want the creature pack. Keep both 'FNIS' and 'Nemesis' disabled.I deleted and unsitalled. Youll never need to disable FNIS creature pack ever. Enable 'FNIS creature pack' and leave it enabled permanently.

Loverslab Fnis Creature Pack Code In FNIS

Very problematic.Splitting the FNIS install into two: tools and scripts in one mod and the basic meshes in another unfortunately doesn't work since running the tool still places the new *.hkx files into the mod that contains the FNIS tool, not the one with the meshes, thus defeating the purpose of splitting them.What anyone that uses FNIS, to provide creature animations needs to do, is re-install the Creature Pack each time after choosing "De-install creatures", at least until the new FNIS version is released.If anyone can think of a clean and easy way to maintain profile specific versions of the FNIS mod, please post here as I am currently devising a "simple" method for all MO users to run this tool.Or if you can pinpoint the error as from either FNIS or MO let me know and we can get either author to change it.I just now tried to make an already existing mod that contains the various creature animations and have that active alongside the FNIS - Creature Pack. Whilst I originally criticised this idea it does now look to be a good option, except for the need to update multiple copies of the mod with each new FNIS version and then ensure the shortcuts to those tools are correct each time. The original soultion posed by this user was to have multiple installs of FNIS, specific to each profile. There are possibly a few ways this can be avoided.The biggest problem is the MAIN FNIS mod contains the tools needed to update the animations. MO is unaware that the TEMPLATES inside it have been removed.So, after running the "De-install creatures" function you MUST re-install the FNIS - Creature Pack.(Now after bringing this to attention he has agreed to change the functionality of that button to leave behnd the TEMPLATES, but this won't be in place until the new version of FNIS is released.)Here is my MO log from running FNIS with a creature animation mod installed.Here is the Bug Genie report that is now closed because can't see how it is related to how MO's code works.What we need to do is see if it is in fact an error caused by the code in FNIS or MO and then bring it to the attention of either author.We also should consider re-evaluating the install instructions of FNIS inside MO to avoid this issue. This will in fact remove these newly created animations from inside the MAIN FNIS mod but it also removes the *_TEMPLATES specific to each creature from inside the FNIS - Creature Pack, necessary for the functionality of these mods.This means if you want to install another mod that also has creature animations FNIS will complain that Creature Pack is missing, despite the fact the mod is still installed.

MO only uses Python for a few small plugins in its tools and it also comes with a bundles subset of Python when you install it. As soon as you run MO with Admin privileges it will fix those issues but then impose other errors on your setup, possibly the one you have now.So firstly you can safely disregard the Python error messages. I need to go back through that initial animation generation logic to determine how defaultfemale.hkx and defaultmale.hkx end up in the final directory.DEBUG (19:00:41.0339): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\0_master.xml" "0_master.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hookingDEBUG (19:00:44.0269): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\defaultfemale.xml" "defaultfemale.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hookingDEBUG (19:00:44.0809): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\defaultmale.xml" "defaultmale.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hookingDEBUG (19:00:45.0409): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\atronachflamebehavior.xml" ".\.\meshes\actors\atronachflame\behaviors\atronachflamebehavior.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hookingProblem is that if i run mo in regular mode then nothing works and it says i can't detect python or the other stuff plus when i run fnis outside of mo i get a error from fnis saying it was installed badlyIf you run MO as a regular user, as you should, and it is telling you it can't find certain files or executables that's because they are restricted by Admin privileges. Does NPC & PC animations have to be treated differently to creature ones, and whether his code specifically treats them as different and if so why.Further both and myself are examining the VB code for it, to see if there is some trick to this odd behaviour.Looking at the MO logs seems to show that the FNIS code uses variables for the paths used by actor animations but it uses commandline functions to go back through the directory tree twice before saving the files in the meshes folder when dealing with creature animations.DEBUG (09:35:56.0227): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\atronachstormcharacter.xml" ".\.\meshes\actors\atronachstorm\characters\atronachstormcharacter.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hookingDEBUG (09:35:51.0557): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\defaultmale.xml" "defaultmale.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hookingI still can't see why MO would follow that and place them in that folder and not the 'Overwrite' since none of these files exist beforehand in the VFS.The only difference I see, and I haven't dug into this aspect of it too deeply yet, is that the default animations are created in in the default folder whereas the creature animations are created in the specific folder where they belong. Very weird.I've PMd to get some input into how he has his code working, ie.

When you installed this mod did you ensure it was installed into a mod all its own and not merged into the FNIS main mod? If it is a separate mod ensure it is both below the FNIS main mod and checked in the left pane.Ok thanks i didn't know that its really good to know i always thought that i had to keep it in admin modeAnd no i am pretty sure it was attached to fnis problem yes i installed fnis creatures seperately and yes its below main one i will take mo off admin mode now so thanks i hope this fixes it((edit)) just ran it on normal mode and still got the fnis creature pack error Edited Januby randomnessincarnate06:54:28 Working directory: D:\steam&maybe other game stuff\steamapps\common\Skyrim\Mod Organizer\stylesheets06:54:28 MO at: D:\steam&maybe other game stuff\steamapps\common\Skyrim\Mod Organizer06:54:28 looking for plugins in D:\steam&maybe other game stuff\steamapps\common\Skyrim\Mod Organizer\plugins06:54:28 loaded plugin "bsaExtractor.

loverslab fnis creature pack