- FNIS CREATURE PACK SKYRIM SPECIAL INSTALL
- FNIS CREATURE PACK SKYRIM SPECIAL UPDATE
- FNIS CREATURE PACK SKYRIM SPECIAL MODS
- FNIS CREATURE PACK SKYRIM SPECIAL CODE
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.
FNIS CREATURE PACK SKYRIM SPECIAL INSTALL
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.
FNIS CREATURE PACK SKYRIM SPECIAL UPDATE
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. The biggest problem is the MAIN FNIS mod contains the tools needed to update the animations. There are possibly a few ways this can be avoided. We also should consider re-evaluating the install instructions of FNIS inside MO to avoid this issue.
FNIS CREATURE PACK SKYRIM SPECIAL CODE
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. Here is the Bug Genie report that is now closed because can't see how it is related to how MO's code works. Here is my MO log from running FNIS with a creature animation mod installed. (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.) So, after running the "De-install creatures" function you MUST re-install the FNIS - Creature Pack. MO is unaware that the TEMPLATES inside it have been removed. 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. 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. The first thing you might consider is to run the "De-install creatures" function from inside the FNIS tool.
FNIS CREATURE PACK SKYRIM SPECIAL MODS
What this means is the MAIN FNIS mod is now changed to contain animations specific to those mods and if those plugins necessary for those animations are not active, such as in another profile or if you remove those mods, you will have frozen or T-posed creatures in your game. This is completely different to PC & NPC animations where you can have the FNIS output from 'Overwrite' made into a profile specific mod that can be de/activated at will. Now when you add a mod that has creature animations, such as the ones in the initial situation, (considering the site they came from you can imagine what they contain :O_o: ) FNIS somehow handles these differently and the resultant *.hkx files are actually saved into the MAIN FNIS mod and are now active in EVERY profile that you have FNIS active. This is how everyday FNIS use is when we add mods that have animations that affect the actor or the player's character or NPCs. 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.
Whilst trying to track down an issue with another user from LL, (don't ask me what the mods are, you really don't want to know.) we noticed an odd behaviour regarding animations and how they are saved in MO after you run the FNIS tool.