FNIS: Fores New Idles Skyrim: Start to Finish Easy. Step by step. What makes this Tutorial worth watching? Read on: --Donations at the bottom. The file fnis creature pack 6_1-11811-6-1.7z has been seen being distributed by the following 5 URLs.
- Fnis Creature Pack 5.2 Download
- Fnis Creature Pack
- Skyrim Fnis Creature Pack
- Fnis Creature Pack 6.1
- How To Run Fnis
(also on Nexus)
Warning:
Do not delete the skeleton_female.hkx
Description
'XP32 Maximum Skeleton Extended 3' is a completely redone version of 'XP32 Maximum Skeleton - XPMS' by xp32, for the 'HDT Physics Extension' and 'HDT Skinned Mesh Physics' and provides ingame customization features.
Requirement
(are installed BEFORE you install XPMSE3 and nothing overwrites XPMSE3 in general)
Two list of requirements for XPMSE3 one for people using Racemenu and one for people using Enchance Character EditVanilla
General:
SKSE 1.7.3 or newer
Realistic Ragdolls and Force 1.9 or newer
Fores New Idles in Skyrim 6.1 or newer
RaceMenu users:
RaceMenu 3.4.5 or newer
Enchance Character EditVanilla users:
NetImmerse Override Standalone 3.4.4 or newer
Installation
Automatic:
Install the mod with a mod manager that is capable of installing fomods such as Mod Organizer or Nexus Mod Manager. The installer will guide you through the installation and will provide you with information.
Manual:
Minimum required content have their folders tagged with (Recommened), if you install manually you consent that you are capable to figure out what options are needed to be set in the requirements for the mod.
Uninstallation (completely):
- Go to a remote location with no human NPCs who are using XPMSE3 near you
- Unequip all your weapons
- (RaceMenu) Set all XPMSE related sliders in RaceMenu and MCM to default
- (Enchance Character EditVanilla) Set all style options in the MCM menu to default
- Any data that is left in your savegame is needed for reinstallation and not harmful
- Remove XPMSE3 from your mod manager
Skeleton
Body and Phyics Support:
- Breast and Butt Physic [bBP]
- Tender Breast and Butt Physic [TBBP]
- HDT Physics Extension [HDT-PE]
- HDT Skinned Mesh Physics [HDT-SMP]
Mods compatible with support:
- CITRUS
- Deadly Mutilation
- Dual Sheath Redux
- HDT Dragon Tails
- HDT Equipment (Well Fitted option only)
- Nipple Magic (included style option and animations recommended)
- Realistic Ragdolls & Force
- SAM - Shape Atlas for Men
- SOS - Schlongs of Skyrim
- The Joy of Perspective
- UN7B
Mods compatible without support:
- Aesthetic Bolt Quiver (included style option recommended, base mod still usable)
- Enchance Character Edit (technical support dropped, incompatible with other mods)
Mods completely unsupported:
- HDT Equipment (everyone option), that includes mods including everyone option features in their HDT Physics extension xmls this includes:
HDT equipment v0.2 everyone breast fix HDT Equipment V0.2 for Everone with Belly and Collision Monster Skeletons
Fixes:
- Fixes crashes caused by some monster skeletons
- Fixes HDT problems caused by some monsters skeletons
- XPMSE RaceMenu compatibilty, takes over changes from RaceMenu part to other transforming races like to Werewolf and Vampire Lords
- Conflict with any HDT Equipment everyone option based mod
XPMSE Plugin
XPMSE RaceMenu:
- The skeleton will be checked for the character in RaceMenu, if a character does not use an XPMSE3 compatible skeleton a notification will be shown and all features will be disabled
- Weapon styles for miving weapons ingame, sliders are named 'Style', ex. 'Sword Style', 'Axe Style', 'Sword Style (Left)'
- ScalePositionRotation sliders for weapons
- Many body related sliders
- SOSSAM related sliders
- Female specific related sliders
- Beast race specific related sliders
- Custom racemenu categories ex. 'WEAPON' -> Weapon Sliders
- Unified 3rd and 1st Person scaling
- Extensible Follower Framework 4 compatible for follower edits
- NiOverride powered, for better support with other mods using NiOverride (NetImmerse mods can cause incompatibility problems)
XPMSE MCM:
- The skeleton will be checked for the player character, if the player character does not use an XPMSE3 compatible skeleton all features will be disabled
- Enables user to change weapon styles if 'showracemenu' with RaceMenu is not an option for example if currently a Vampire or Enhanced Character Editvanilla user
- Provides a information tab with version information
XPMSE Weapons:
Scale Module:
- Checks an actors skeleton on equipping a weapon, and corrects scale problems caused by Bethesda.
- Takes Weapon scale edits by RaceMenu to the sheathed weapon to the drawn Weapons
- Disables itself when Enchance Character Edit is used
Style Module:
- Manages styles on Non-Player characters
- Manages ArrowsBolts, BowsCrossbow, GreatswordsBattleaxeWarhammer and Magic styles dynamically for fixing visual issues and seperating shared nodes
- Manages Animations for added non default styles that need a changed Arrows Draw, Bow Equip, Idle and Attack, GreatswordsBattleaxeWarhammer Equip and Magic Attack, Cast, Concentration, Cast, Idle, Movement and Sprint styled animation dynamically and will overwrite any other mod trying to do so, too
- Works with Enchance Character Edit installed
Poses:
Currently supported Pose Mods:
- FNIS Spells
- Shape Atlas for Men Poses
- Halo Poser S (recommended)
- Halo Poser S MCM
- Public Poser
- Aloe Poses
- GomaPeroPero Poses
- Kinoko Poses
- Lamir Poses
- Brainsperm Poses
- Oden Poses
- Shocky's Creature and Human Poses
esp files from these pose mods are not needed for the functionallity, only the registration with Fores New Idles in Skyrim
XPMSE Lib:
- Provides functions commonly used in XPMSE3 based on NiOverride and FNIS for other modders
- Provides skeleton checks for XPMSE3
Styles (Weapon Positions)
Styles avaiable from the XPMSE RaceMenu Plugin and the MCM Menu.In RaceMenu the 'All' sliders and in MCM the 'Non-Player' choices are setting the styles for any NPC that has no individually style set via Extensible Follower Framework 4.
Axe:
0: Default
1: Reversed Axes by Groovtama
2: Axes on Back by Groovtama
Sword:
0: Default
1: 1-Handed Swords on Back by xp32
2: SWP 1-Handed Swords on Back by Metal-Gear-Rex
3: FSM Swords turned edge up by fushimi
4: Dual Swords on left waist by Ayame
5: No More Dangling Swords by Akakus
Dagger:
0: Default
1: Daggers on Back Hip by xp32
2: Daggers on the Ankles by Metal-Gear-Rex
Two-Handed (Greatsword and BattleaxeWarhammer):
0: Default
1: SWP Two-Handed Weapons on Back by Metal-Gear-Rex
2: FSM Two-Handed turned and on waist by fushimi
Bow:
0: Default
1: Frostfall Bow by Chesko
2: Reversed Better Bows by Messes With Wolves
3: FSM Turn Bow by fushimi
Arrow Quiver:
0: Default
1: Frostfall Quiver by Chesko
2: Frostfall Quiver by xp32
Crossbow:
0: Default
1: Frostfall Bow by Chesko
Bolt Quiver:
0: Default
1: Frostfall Quiver by Chesko
2: Left Hip Bolt by xp32
3: Experimental Hip Bolt by xp32
4: Aesthetic Bolt Quiver by IsharaMeradin
Magic:
0: Default
1: Nipple Magic by ElPsyCongroo
Shout:
0: Default
1: Schlong Shout by ElPsyCongroo
Endorse those authors' mods, show your support!
Credits
XPMSE2 Authors:
- Groovtma: 'XP32 Maximum Skeleton Extended' author, 'XP32 Maximum Skeleton - XPMS' maintainer
- Skulltyrant: 'XP32 Maximum Skeleton - XPMS' maintainer and 'Custom Skeleton Replacers' author
- XP32: 'XP32 Maximum Skeleton - XPMS' author
Contributing authors:
- belisario: 'SAM - Shape Atlas for Men' and 'SOS - Schlongs of Skyrim' maintainer
- Blabba: CITRUS author
- Expired: RaceMenu and 'Extensible Follower Framework 4' author
- Fore: 'Fores New Idles in Skyrim' author
- HydrogensaysHDT: 'HDT Physics Extension' and 'HDT Skinned Mesh Physics' author
- jacques00: 'HDT Equipment' maintainer
- Neovalen: 'Dual Sheath Redux' author
- ousnius: BodySlide maintainer
- Septfox: Enhanced Character Edit - More Body Sliders author
Animators:
- Bergzore: 'Immersive Animations' author
- Chesko and Ninivekha: 'Belt-Fastend Quivers' authors
- DServant: 'Archery Gameplay Overhaul' author
- dualsun: 'Pretty Combat Animations' author
- ElPsyCongroo: 'Nipple Magic' author
- yukl: 'YY Anim Replacer - Mystic Knight' author
Includes work of authors:
- Alan: UN7B author
- Ayame: 'Female Skeleton Replacer' author
- Dbfinder: 'Realistic Ragdoll and Force' author
- CherryHotaling: 'Breast and Butt Physics' creator
- DarkPhoenix: DSPSOB author
- Dragonfly0124mark19850124哈哈笑笑: 'Tender Breast and Butt Physics' creator
- fushimi: 'FSM de Gozaru' author
- IsharaMeradin: 'Aesthetic Bolt Quiver' author
- Metal-Gear-REX: 'Skyrim Weapon Positioning' author
- TheFigment: hkxmcd author
Betatesters:
Liuli; LordNecris; Kaputzki; PsychoMachina; mm777
Translations:
- Narsilien80/Aravis7: French (Enchance Character Edit)
- k©קaso√®: Russian (Enchance Character Edit and XPMSE Plugin)
- t3h0th3r: French (Enchance Character Edit and XPMSE Plugin)
- unknown: Japanese (Enchance Character Edit and XPMSE Plugin)
- xuniana: Chinese (Enchance Character Edit and XPMSE Plugin)
Warning:
Do not delete the skeleton_female.hkx
Description
'XP32 Maximum Skeleton Extended 3' is a completely redone version of 'XP32 Maximum Skeleton - XPMS' by xp32, for the 'HDT Physics Extension' and 'HDT Skinned Mesh Physics' and provides ingame customization features.
Requirement
(are installed BEFORE you install XPMSE3 and nothing overwrites XPMSE3 in general)
Two list of requirements for XPMSE3 one for people using Racemenu and one for people using Enchance Character EditVanilla
General:
SKSE 1.7.3 or newer
Realistic Ragdolls and Force 1.9 or newer
Fores New Idles in Skyrim 6.1 or newer
RaceMenu users:
RaceMenu 3.4.5 or newer
Enchance Character EditVanilla users:
NetImmerse Override Standalone 3.4.4 or newer
Installation
Automatic:
Install the mod with a mod manager that is capable of installing fomods such as Mod Organizer or Nexus Mod Manager. The installer will guide you through the installation and will provide you with information.
Manual:
Minimum required content have their folders tagged with (Recommened), if you install manually you consent that you are capable to figure out what options are needed to be set in the requirements for the mod.
Uninstallation (completely):
- Go to a remote location with no human NPCs who are using XPMSE3 near you
- Unequip all your weapons
- (RaceMenu) Set all XPMSE related sliders in RaceMenu and MCM to default
- (Enchance Character EditVanilla) Set all style options in the MCM menu to default
- Any data that is left in your savegame is needed for reinstallation and not harmful
- Remove XPMSE3 from your mod manager
Skeleton
Body and Phyics Support:
- Breast and Butt Physic [bBP]
- Tender Breast and Butt Physic [TBBP]
- HDT Physics Extension [HDT-PE]
- HDT Skinned Mesh Physics [HDT-SMP]
Mods compatible with support:
- CITRUS
- Deadly Mutilation
- Dual Sheath Redux
- HDT Dragon Tails
- HDT Equipment (Well Fitted option only)
- Nipple Magic (included style option and animations recommended)
- Realistic Ragdolls & Force
- SAM - Shape Atlas for Men
- SOS - Schlongs of Skyrim
- The Joy of Perspective
- UN7B
Mods compatible without support:
- Aesthetic Bolt Quiver (included style option recommended, base mod still usable)
- Enchance Character Edit (technical support dropped, incompatible with other mods)
Mods completely unsupported:
- HDT Equipment (everyone option), that includes mods including everyone option features in their HDT Physics extension xmls this includes:
HDT equipment v0.2 everyone breast fix HDT Equipment V0.2 for Everone with Belly and Collision Monster Skeletons
Fixes:
- Fixes crashes caused by some monster skeletons
- Fixes HDT problems caused by some monsters skeletons
- XPMSE RaceMenu compatibilty, takes over changes from RaceMenu part to other transforming races like to Werewolf and Vampire Lords
- Conflict with any HDT Equipment everyone option based mod
XPMSE Plugin
XPMSE RaceMenu:
- The skeleton will be checked for the character in RaceMenu, if a character does not use an XPMSE3 compatible skeleton a notification will be shown and all features will be disabled
- Weapon styles for miving weapons ingame, sliders are named 'Style', ex. 'Sword Style', 'Axe Style', 'Sword Style (Left)'
- ScalePositionRotation sliders for weapons
- Many body related sliders
- SOSSAM related sliders
- Female specific related sliders
- Beast race specific related sliders
- Custom racemenu categories ex. 'WEAPON' -> Weapon Sliders
- Unified 3rd and 1st Person scaling
- Extensible Follower Framework 4 compatible for follower edits
- NiOverride powered, for better support with other mods using NiOverride (NetImmerse mods can cause incompatibility problems)
XPMSE MCM:
- The skeleton will be checked for the player character, if the player character does not use an XPMSE3 compatible skeleton all features will be disabled
- Enables user to change weapon styles if 'showracemenu' with RaceMenu is not an option for example if currently a Vampire or Enhanced Character Editvanilla user
- Provides a information tab with version information
XPMSE Weapons:
Scale Module:
- Checks an actors skeleton on equipping a weapon, and corrects scale problems caused by Bethesda.
- Takes Weapon scale edits by RaceMenu to the sheathed weapon to the drawn Weapons
- Disables itself when Enchance Character Edit is used
Style Module:
- Manages styles on Non-Player characters
- Manages ArrowsBolts, BowsCrossbow, GreatswordsBattleaxeWarhammer and Magic styles dynamically for fixing visual issues and seperating shared nodes
- Manages Animations for added non default styles that need a changed Arrows Draw, Bow Equip, Idle and Attack, GreatswordsBattleaxeWarhammer Equip and Magic Attack, Cast, Concentration, Cast, Idle, Movement and Sprint styled animation dynamically and will overwrite any other mod trying to do so, too
- Works with Enchance Character Edit installed
Poses:
Currently supported Pose Mods:
- FNIS Spells
- Shape Atlas for Men Poses
- Halo Poser S (recommended)
- Halo Poser S MCM
- Public Poser
- Aloe Poses
- GomaPeroPero Poses
- Kinoko Poses
- Lamir Poses
- Brainsperm Poses
- Oden Poses
- Shocky's Creature and Human Poses
esp files from these pose mods are not needed for the functionallity, only the registration with Fores New Idles in Skyrim
XPMSE Lib:
- Provides functions commonly used in XPMSE3 based on NiOverride and FNIS for other modders
- Provides skeleton checks for XPMSE3
Styles (Weapon Positions)
Styles avaiable from the XPMSE RaceMenu Plugin and the MCM Menu.In RaceMenu the 'All' sliders and in MCM the 'Non-Player' choices are setting the styles for any NPC that has no individually style set via Extensible Follower Framework 4.
Axe:
0: Default
1: Reversed Axes by Groovtama
2: Axes on Back by Groovtama
Sword:
0: Default
1: 1-Handed Swords on Back by xp32
2: SWP 1-Handed Swords on Back by Metal-Gear-Rex
3: FSM Swords turned edge up by fushimi
4: Dual Swords on left waist by Ayame
5: No More Dangling Swords by Akakus
Dagger:
0: Default
1: Daggers on Back Hip by xp32
2: Daggers on the Ankles by Metal-Gear-Rex
Two-Handed (Greatsword and BattleaxeWarhammer):
0: Default
1: SWP Two-Handed Weapons on Back by Metal-Gear-Rex
2: FSM Two-Handed turned and on waist by fushimi
Bow:
0: Default
1: Frostfall Bow by Chesko
2: Reversed Better Bows by Messes With Wolves
3: FSM Turn Bow by fushimi
Arrow Quiver:
0: Default
1: Frostfall Quiver by Chesko
2: Frostfall Quiver by xp32
Crossbow:
0: Default
1: Frostfall Bow by Chesko
Bolt Quiver:
0: Default
1: Frostfall Quiver by Chesko
2: Left Hip Bolt by xp32
3: Experimental Hip Bolt by xp32
4: Aesthetic Bolt Quiver by IsharaMeradin
Magic:
0: Default
1: Nipple Magic by ElPsyCongroo
Shout:
0: Default
1: Schlong Shout by ElPsyCongroo
Endorse those authors' mods, show your support!
Credits
XPMSE2 Authors:
- Groovtma: 'XP32 Maximum Skeleton Extended' author, 'XP32 Maximum Skeleton - XPMS' maintainer
- Skulltyrant: 'XP32 Maximum Skeleton - XPMS' maintainer and 'Custom Skeleton Replacers' author
- XP32: 'XP32 Maximum Skeleton - XPMS' author
Contributing authors:
- belisario: 'SAM - Shape Atlas for Men' and 'SOS - Schlongs of Skyrim' maintainer
- Blabba: CITRUS author
- Expired: RaceMenu and 'Extensible Follower Framework 4' author
- Fore: 'Fores New Idles in Skyrim' author
- HydrogensaysHDT: 'HDT Physics Extension' and 'HDT Skinned Mesh Physics' author
- jacques00: 'HDT Equipment' maintainer
- Neovalen: 'Dual Sheath Redux' author
- ousnius: BodySlide maintainer
- Septfox: Enhanced Character Edit - More Body Sliders author
Animators:
- Bergzore: 'Immersive Animations' author
- Chesko and Ninivekha: 'Belt-Fastend Quivers' authors
- DServant: 'Archery Gameplay Overhaul' author
- dualsun: 'Pretty Combat Animations' author
- ElPsyCongroo: 'Nipple Magic' author
- yukl: 'YY Anim Replacer - Mystic Knight' author
Includes work of authors:
- Alan: UN7B author
- Ayame: 'Female Skeleton Replacer' author
- Dbfinder: 'Realistic Ragdoll and Force' author
- CherryHotaling: 'Breast and Butt Physics' creator
- DarkPhoenix: DSPSOB author
- Dragonfly0124mark19850124哈哈笑笑: 'Tender Breast and Butt Physics' creator
- fushimi: 'FSM de Gozaru' author
- IsharaMeradin: 'Aesthetic Bolt Quiver' author
- Metal-Gear-REX: 'Skyrim Weapon Positioning' author
- TheFigment: hkxmcd author
Betatesters:
Liuli; LordNecris; Kaputzki; PsychoMachina; mm777
Translations:
- Narsilien80/Aravis7: French (Enchance Character Edit)
- k©קaso√®: Russian (Enchance Character Edit and XPMSE Plugin)
- t3h0th3r: French (Enchance Character Edit and XPMSE Plugin)
- unknown: Japanese (Enchance Character Edit and XPMSE Plugin)
- xuniana: Chinese (Enchance Character Edit and XPMSE Plugin)
- It is also saying on the generate for users program in tools that I dont have the creature pack when I do?
- FNIS Creature Pack. Download and install FNIS Behaviour Files into Skyrim/Data. Did you forget to install the FNIS Creature Pack? Install it and rerun the GenerateFNISforUsers. FilePlanet is the ultimate online destination for Creature Creator: Creatures Creature Pack downloads. Here is an updated tutorial for Mod Organizer 2 on how to.
http://www.nexusmods.com/skyrim/mods/11811/?
Nexus File of the month May 2015
No custom animation possible for Skyrim? Wrong. FNIS Behaviors allows other mods to add different types of animations to the game: idles/poses, sequenced, arm offset, furniture, and paired animations, killmoves, and creature animations.
And, with the demonstration mod FNIS Spells the user has a means to display almost all animation files. Dance animations included.
And, with the demonstration mod FNIS Spells the user has a means to display almost all animation files. Dance animations included.
Note: You will have to run a generator tool GenerateFNISforUsers.exe (part of FNIS Behavior) every time you have installed or uninstalled FNIS, or an FNIS based mod. In addition, when you uninstall a mod that uses FNIS Creatures, you first have press the 'De-Install Creatures' button, before you run the 'Update FNIS Behaviors'
NEW: The most complete FNIS tutorial (both NMM/MO). Thanks GamerPoets. . . . And a little bit what FNIS is all about. Thank you, shinji72.
FNIS intallation instructions at 1:27, 10:37, and 11:41. . . . . . . . . . . . . . . Using Mod Organizer to install FNIS. Thank you gopher for both
Never installed FNIS before? Check out the article Installation Guide FNIS / GenerateFNISforUsers.exe
You are a modder, and interested in Behaviors? https://cityheavenly.weebly.com/2d-fighter-maker-download.html. Download FNIS for Modders Documentation V5.1 (or later) from the Files section
You are a modder, and want to understand the contents of behavior files? CondenseBehavior represents Behaviors in a condensed form
Want to see creatures animated by custom FNIS behaviors? Go and get FNIS Zoo
Bored of all females walking the same? FNIS Sexy Move will change that
Ready to explore Skyrim from above? Install FNIS Flyer and off you go
Use animations exclusive to the player in an EASY way? Install FNIS PCEA2 and see the potential
You are a modder, and interested in Behaviors? https://cityheavenly.weebly.com/2d-fighter-maker-download.html. Download FNIS for Modders Documentation V5.1 (or later) from the Files section
You are a modder, and want to understand the contents of behavior files? CondenseBehavior represents Behaviors in a condensed form
Want to see creatures animated by custom FNIS behaviors? Go and get FNIS Zoo
Bored of all females walking the same? FNIS Sexy Move will change that
Ready to explore Skyrim from above? Install FNIS Flyer and off you go
Use animations exclusive to the player in an EASY way? Install FNIS PCEA2 and see the potential
Recent Change(s)
2016/07/19
FNIS Behavior 6.3 XXL: (Optional release)
FNIS Behavior 6.3 XXL: (Optional release)
Note: FNIS 6.3 XXL will run slower on PCs with little memory.
It is also likely, that using mods with a total of more than 8000 animations will increase the likelyhood of load CTD. How much? I don't know. Use at your own risk.
It is also likely, that using mods with a total of more than 8000 animations will increase the likelyhood of load CTD. How much? I don't know. Use at your own risk.
2016/06/07
FNIS Behavior 6.3:
FNIS Behavior 6.3:
Installation (short version)
When you exit GenerateFNISforUsers.exe, you will be asked if a shortcut to the tool shall be created on your desktop.
Say 'YES' (strongly recommended - you will need the generator quite frequently)
Say 'YES' (strongly recommended - you will need the generator quite frequently)
Problem shooting 'Installation Problems'
When all NPCs move with the dreaded STIFF 'half-T' POSE, then this is NO FNIS bug: YOU HAVE DONE SOMETHING WRONG DURING INSTALLATION!
If the problem persist AND you are using a LEGAL, STEAM based version of Skyrim then do the following:
NOTE: I will NOT HELP any PIRATES! First, I don't support people that don't support Skyrim. And second, I don't waste my time chasing down problems which only occur with illegal installations.
Mods using FNIS Behavior
![Fnis creature pack Fnis creature pack](/uploads/1/2/6/0/126089685/943944850.jpg)
Non-adult:
Adult:
Mods from an all-adult site (in the links replace 'LL' with name of the site!!!):
Mods supported by FNIS with patches:
Usage
https://cityheavenly.weebly.com/r-kelly-tp2-album-download.html. This mod serves both gamers and modders.
Gamers can use it to make characters perform any standard or custom idle by simply copying the (.hkx) animation file under a pre-defined name into a special directory, and activate them by casting the FNIS spells. Note: although there can be different NPCs performing different animations at one time, this mod does not provide any synchronization of these animations, as needed for example in some adult type animation mods.
Modders can generate behavior files to add new idle animations to their mods. To hook these new behavior files into the sytem, it is necessary to modify 4 original behaviors (0_master.hkx, defaultmale.hkx, defaultfemale.hkx, mt_behavior.hkx) for characters, and similar files for each creature for which an FNIS dependent mod exists. Because of the anti-modding structure of these behaviors, my mod will always be incompatible to all other mods which modify these files as well. To make 2 behavior modifying mods compatible, they have to be integrated into one set of behaviors. That's why GenerateFNISforUsers.exe has an integrated 'Patch Management', which takes care of necessary Behavior changes for other behavior changing mods, like PC Exclusive Animation Path.
FNIS animations can be used for all kind of simple animation tasks, (hopefully) including idle based combat overhauls like Oblivion's DR6 and CCAO. However due to the lack of necessary behavior information they cannot be used for regular combat animations.
(For more modding related information see FNIS 4.0 for Modders Documentation in the files section)
FNIS Spells
On start-up the player automatically receives 3 spells:
If you want to cast animations of your choice, you can simply replace the files in meshes/actors/character/animations/FNISSpells by your own files:
If you change AnimObject ('o' or 'b') animations, you should also change the corresponding AnimObjects in meshes/AnimObjects/FNIS
Patches
Skyrim uses 2 gender specfic behavior files (defaultfemale.hkx, defaultmale.hkx) to list ALL animation files used in the game. These files cannot be used for different compatible mod changes. One mod will always overwrite other mods default files. Therefore FNIS attempts to incorporate changes made by other mods (fortunatley there are not many). This is done with the GenerateFNISforUsers.exe 'Patch Management'. However, FNIS will not include other (animation) files from these mods. So if you want to use the patches, you will still have to install these mods as well, before running the generator.
DONT' TICK PATCHES for mods, that you DON'T HAVE INSTALLED!!
There are 2 more patches without required base mods:
Bug Fixes
FNIS Behaviors incorporate the following bug fixes for vanilla Skyrim (without the need for the user to actively do anything):
FNIS Behaviors incorporate the following bug fixes for vanilla Skyrim (without the need for the user to actively do anything):
FAQ
Fnis Creature Pack 5.2 Download
I'm getting Error messages when I call GenerateFNISforUSers.exe. What can I do?
All error codes greater than 2000 are logical errors found by the Generator. Errors less than 2000 are reported by Windows. Most of the reports should be self-explanatory. Before you can work with FNIS, you need to solve all errors shown in the textfield. Also look at the warnings. They can also indicate problems that prevent FNIS from working properly (like incompatibilities). Some specific error messages:
All error codes greater than 2000 are logical errors found by the Generator. Errors less than 2000 are reported by Windows. Most of the reports should be self-explanatory. Before you can work with FNIS, you need to solve all errors shown in the textfield. Also look at the warnings. They can also indicate problems that prevent FNIS from working properly (like incompatibilities). Some specific error messages:
('Animation Problems') After installing FNIS I suddenly have animations problems (stiff half-T pose, or other glitches). Why?
Principally, FNIS Behaviors correctly installed and generated (without patches) add additional animations, and DO NOT INFLUENCE OTHER ANIMATIONS IN ANY FORM! There are a numer of possible causes, which can make FNIS look like it is breaking animations:
Principally, FNIS Behaviors correctly installed and generated (without patches) add additional animations, and DO NOT INFLUENCE OTHER ANIMATIONS IN ANY FORM! There are a numer of possible causes, which can make FNIS look like it is breaking animations:
I got the warning 'Generator not run from a legal (Steam) Skyrim installation directory'
This is a warning (only) that indicates, that your installation is not recognized as a legal steam installation. The generator is not effected by this. However, I will NOT support you with any installation problem you might have. Most users seeing this warning are using an illegal or pirated Skyrim copy (and don't have the proper registry information). And I don't support Skyrim pirates, and I don't want to track down possible problems caused by pirate installations.
If you think you got a legal installation
This is a warning (only) that indicates, that your installation is not recognized as a legal steam installation. The generator is not effected by this. However, I will NOT support you with any installation problem you might have. Most users seeing this warning are using an illegal or pirated Skyrim copy (and don't have the proper registry information). And I don't support Skyrim pirates, and I don't want to track down possible problems caused by pirate installations.
If you think you got a legal installation
('Load CTD') After I ran the generator, Skyrim aborts (CTD) when loading a save file. An FNIS bug?
No. Skyrim's memory Management is buggy, and the more you add to Skyrim, the greater the likelyhood that you see CTDs, especially on save load. I personally have NO load CTD with 1500 animations, about 0.5 with 3000 animations, and about 3-6 CTD with 4000 animations before the game is loaded. Interestingly, once Skyrim starts sucessfully, an immediate re-load of the same file will almost always succeed, even with 4000+ animations. So there is an apparent dependency between memory usage and CTD frequency. Here my advice when you have an unacceptable CTD rate:
No. Skyrim's memory Management is buggy, and the more you add to Skyrim, the greater the likelyhood that you see CTDs, especially on save load. I personally have NO load CTD with 1500 animations, about 0.5 with 3000 animations, and about 3-6 CTD with 4000 animations before the game is loaded. Interestingly, once Skyrim starts sucessfully, an immediate re-load of the same file will almost always succeed, even with 4000+ animations. So there is an apparent dependency between memory usage and CTD frequency. Here my advice when you have an unacceptable CTD rate:
('.NET Problems') The generator gives some other strange error messages like '0x800A0005 (CTL_E_ILLEGALFUNCTIONCALL)', '.NET Framework Initialization Error', or aborts immediately after double-clicking.
Most likely you have a corrupted Windows or .NET installation, which can even be caused by undetected viruses. Use the Windows Event Viewer eventvwr.msc to find clues about the cause of the failure. If it indicates .NET problems, then re-install .NET from Microsoft .NET Framework 4 (Standalone Installer). If this does not help use .NET Framework Setup Verification Tool and Microsoft .NET Framework Repair Tool. The following links might give additional information: .NET 40 Redistib install error 'failed with 0x240006' and Possible issue where .NET Framework 4 setup reports success but fails .. This .NET Framework Setup Verification Tool User's Guide seemed to solve many issues. If nothing helps, and before you have to completely re-install windows, you might consider How to Perform an In-Place Upgrade on Windows Vista, Windows 7, Windows Server 2008 & Windows Server 2008 R2.
Most likely you have a corrupted Windows or .NET installation, which can even be caused by undetected viruses. Use the Windows Event Viewer eventvwr.msc to find clues about the cause of the failure. If it indicates .NET problems, then re-install .NET from Microsoft .NET Framework 4 (Standalone Installer). If this does not help use .NET Framework Setup Verification Tool and Microsoft .NET Framework Repair Tool. The following links might give additional information: .NET 40 Redistib install error 'failed with 0x240006' and Possible issue where .NET Framework 4 setup reports success but fails .. This .NET Framework Setup Verification Tool User's Guide seemed to solve many issues. If nothing helps, and before you have to completely re-install windows, you might consider How to Perform an In-Place Upgrade on Windows Vista, Windows 7, Windows Server 2008 & Windows Server 2008 R2.
What is a 'clean save' (or 'cleaned save'), and how can I make one?
There are (hardly understood) mechanisms in the engine which cause problems with updates of scripted mods. The mixture of old save data, new scripts, quests, and objects can cause all kinds of problems. When it does not help to use another save, where FNIS Spells have not been used during the last 3 minutes, you should try with a 'clean save'
There are (hardly understood) mechanisms in the engine which cause problems with updates of scripted mods. The mixture of old save data, new scripts, quests, and objects can cause all kinds of problems. When it does not help to use another save, where FNIS Spells have not been used during the last 3 minutes, you should try with a 'clean save'
There are more complicated 'clean save' procedures reported, but they might only be necessary for more complicated mods
Why is it necessary to call GenerateFNISforUsers.exe every time I (re-)install or delete an FNIS based mod?
Behavior files were not intended by Bethesda to be moddable, so there is no native plugin interface for that. I'm aware that it was easier for the user with FNIS 2.1 and before. But it was impossible add some new FNIS features without a generator tool
Behavior files were not intended by Bethesda to be moddable, so there is no native plugin interface for that. I'm aware that it was easier for the user with FNIS 2.1 and before. But it was impossible add some new FNIS features without a generator tool
Why is GenerateFNISforUsers.exe not integrated into the NMM installation?
NMM's fomm/C# interface does not allow to start programs. I tried (really) ALL Nexus channels to make aware of the need, but unfortunately to no avail.
NMM's fomm/C# interface does not allow to start programs. I tried (really) ALL Nexus channels to make aware of the need, but unfortunately to no avail.
Oki b4350 driver. Is there a way to make it easier calling the generator tools?
When you exit the generator tool (the 1st time) you are asked, if you want a link created on your desktop (with a clearly visible 'F' icon). If you don't have this link yet, remove Data/tools/GenerateFNIS_for_Users/DontAskAgainForLink.txt, start the tool again, and exit.
When you exit the generator tool (the 1st time) you are asked, if you want a link created on your desktop (with a clearly visible 'F' icon). If you don't have this link yet, remove Data/tools/GenerateFNIS_for_Users/DontAskAgainForLink.txt, start the tool again, and exit.
I have uninstalled one of the mods which use FNIS Behavior. Now I get CTD when loading a save file.
That's a sytem reaction when a behavior file is missing. Run GenerateFNISforUsers.exe and you should be fine again.
That's a sytem reaction when a behavior file is missing. Run GenerateFNISforUsers.exe and you should be fine again.
I'm a 1st person player, but my player is freqently changing to 3rd person, especially after starting the game.
This is an unavoidable side-effect of the FNIS Alternate Animation functionality (which is used by mods like FNIS Sexy Move, PCEA2, or XPMSE). The animations are depending on setting (3rd person) animation variables, and this can only be done in 3rd person. FNIS isself is changing to 3rd person only when loading a save, and the installed mods have changed. Other mods like FNIS Sexy Move and FNIS PCEA2 do this on every start, and every time you change something in their MCM menu. XPMSE waits until the user herself switches from 1st to 3rd, but this (great) solution is not very helpful when many mods do the same. All other 1st/3rd effects (like repeated 3rd person switch) are caused by older versions of the mods mentioned here. Or new mods coming up.
This is an unavoidable side-effect of the FNIS Alternate Animation functionality (which is used by mods like FNIS Sexy Move, PCEA2, or XPMSE). The animations are depending on setting (3rd person) animation variables, and this can only be done in 3rd person. FNIS isself is changing to 3rd person only when loading a save, and the installed mods have changed. Other mods like FNIS Sexy Move and FNIS PCEA2 do this on every start, and every time you change something in their MCM menu. XPMSE waits until the user herself switches from 1st to 3rd, but this (great) solution is not very helpful when many mods do the same. All other 1st/3rd effects (like repeated 3rd person switch) are caused by older versions of the mods mentioned here. Or new mods coming up.
Starting with FNIS 6.0 there is an FNIS.esp. Do I really need this? And if so, where do I put it in the load order.
FNIS.esp is needed when you have at least one mod using the FNIS Alternate Animation (AA) functionality, like in XPMSE, PCEA2, or Sexy Move. But even if you don't use one of these, I don't recommend deactivating FNIS.esp. Because if you do, and if you THEN add such mods, you will certainly not know why all of the sudden things don't work. And you can put FNIS.esp first in your list. Though it doesn't really matter. It doesn't conflict with anything, and is only needed once after game load.
FNIS.esp is needed when you have at least one mod using the FNIS Alternate Animation (AA) functionality, like in XPMSE, PCEA2, or Sexy Move. But even if you don't use one of these, I don't recommend deactivating FNIS.esp. Because if you do, and if you THEN add such mods, you will certainly not know why all of the sudden things don't work. And you can put FNIS.esp first in your list. Though it doesn't really matter. It doesn't conflict with anything, and is only needed once after game load.
I want to run the Generator on Linux, but it cannot be run there because of .NET 4.x.
Here is what you can do (thanks to hellgeist):
1- On any version of Linux, install VirtualBox, put windows XP on it
2- Update windows and Install .Net 4
3- Install Skyrim and patch it via Steam.
4- Use VMWare Tools to add a shared drive so you can port files between Linux and XP.
5- Copy the Data folder from your main install on linux and overwrite the windows one.
6- Install the ForesNewIdles in Skyim-FINIS mod, and run GenerateFNISforUsers.exe
7- Make sure your main Linux data folder is backed up.
8- Copy the updated Data folder from VirtualBox (Windows) Skyrim and overwrite your main one on Linux
9- Close VirtualBox and run Skyrim.
Here is what you can do (thanks to hellgeist):
1- On any version of Linux, install VirtualBox, put windows XP on it
2- Update windows and Install .Net 4
3- Install Skyrim and patch it via Steam.
4- Use VMWare Tools to add a shared drive so you can port files between Linux and XP.
5- Copy the Data folder from your main install on linux and overwrite the windows one.
6- Install the ForesNewIdles in Skyim-FINIS mod, and run GenerateFNISforUsers.exe
7- Make sure your main Linux data folder is backed up.
8- Copy the updated Data folder from VirtualBox (Windows) Skyrim and overwrite your main one on Linux
9- Close VirtualBox and run Skyrim.
I'm a modder and have a mod which conflicts with the behavior files modified by FNIS. How can I be compatible with FNIS?
Talk to me. I can add your behavior changes as patches to the FNIS generator. However, I have ONE big requirement: I'm not going to figure out what your changes are compared to the vanilla xml file. That can be a verytedious task. I need EXACTLY what you changed in the vanilla file (similar to a UNIX diff).
Talk to me. I can add your behavior changes as patches to the FNIS generator. However, I have ONE big requirement: I'm not going to figure out what your changes are compared to the vanilla xml file. That can be a verytedious task. I need EXACTLY what you changed in the vanilla file (similar to a UNIX diff).
INSTALLATION (extended)
Requirements:
NMM Installation (extended)
Manual Installation (extended)
Fnis Creature Pack
Note: there are many ways to manually install. This is 'my way':
Mod Organizer Installation (courtesy of MistakenMystic)
Things to keep in mind:
UNINSTALL
NMM Uninstall
First, if you have the FNIS Creature Pack installed: Open the Generator and press 'De-Install Creatures'.
Then deactivate both FNIS Behavior, FNIS Creature Pack, and FNIS Spells in NMM's Mods tab. That should take care of everything. To be totally sure that there are no behavior remnants, delete the following files, if they should still exist:
Then deactivate both FNIS Behavior, FNIS Creature Pack, and FNIS Spells in NMM's Mods tab. That should take care of everything. To be totally sure that there are no behavior remnants, delete the following files, if they should still exist:
Manual Uninstall
First, if you have the FNIS Creature Pack installed: Open the Generator and press 'De-Install Creatures'.
After that, remove the following files or directories:
After that, remove the following files or directories:
Known Restrictions and Incompatibilities
Usage for MODDERS
See FNIS for Modders Documentation in the files section.
A short syntax for Anim definition can be found at the top of each FNIS (character) AnimList (e.g. FNIS_FNISBase_List.txt)
History (major steps)
2012/03/01 V1.0 . . Initial Relase
2012/05/14 V2.0 . . Moved all FNIS Behavior functionality into a seperate file (FNIS_behavior.hkx)
. . . . . . . . . . . . . . Added functionality for acyclic, cyclic AnimObject, and acyclic AnimObject. Added 400 cyclic slots.
2012/07/08 V3.0 . . First version using generator tool, which allows for mod specific, parametrized behavior files
2013/02/20 V3.5 . . Generator: Generalized Skeleton patch, fix Turkish 'i' problem, and for legal Skyrim check after Verify Cache
. . . . . . . . . . . . . . Spells: Re-generated with Skyrim 1.8 CK and Papyrus (hopefully avoiding some unexplainable CTDs with PCEA)
2013/10/02 V4.0 . . Adds creature support. Adds furniture and arm offset animations to the game (modifications in mt_behavior.hkx)
2013/12/08 V4.1 . . Changed behavior strucrute (humanoids and creatures) to avoid Load Game CTD conditions
2014/02/08 V5.0 . . Added Paired Animation and Killmove support
2014/06/01 V5.1 . . Added Alternate Animations for non-weapon walk/run, and option for Animated Camera.
2014/11/06 V5.2 . . Added (modder) parameter to make animations send arbitrary trigger events (e.g. to allow animation triggered soundplay)
2015/04/02 V5.3 . . Added (modder) parameter motion/rotation(MD, RD), set AnimVars (-AV, -AVI), AnimCam set/reset (-ac1, -ac0)
2015/04/23 V5.4 . . Added alternate weapon equip/unequip animations (for use with XPMSE2 and RaceMenu)
2015/05/28 V5.5 . . Added custom animation pre-cache, and ch animation type
2015/11/01 V6.0 . . New Alternate Animations system for 537 standard animation files
2015/12/01 V6.1 . . New function 'T' to re-define triggers for alternate animations, included 'Dual Dagger Power Attack Speed Fix', bug fixes for pre-cache, error(9), ..
2015/12/02 V6.2 . . Fixed error(2005) for users no using a mod with Alternat Animation functionality; updated Russian language file
2016/06/07 V6.3 . . Fixed error(9) for users with more than 1000 'Sequenced Animations'
2016/07/19 V6.3 XXL . Optional version to allow 12000 animations max (instead of 8000). Added Altzernate ANimations for npc_turn
2012/05/14 V2.0 . . Moved all FNIS Behavior functionality into a seperate file (FNIS_behavior.hkx)
. . . . . . . . . . . . . . Added functionality for acyclic, cyclic AnimObject, and acyclic AnimObject. Added 400 cyclic slots.
2012/07/08 V3.0 . . First version using generator tool, which allows for mod specific, parametrized behavior files
2013/02/20 V3.5 . . Generator: Generalized Skeleton patch, fix Turkish 'i' problem, and for legal Skyrim check after Verify Cache
. . . . . . . . . . . . . . Spells: Re-generated with Skyrim 1.8 CK and Papyrus (hopefully avoiding some unexplainable CTDs with PCEA)
2013/10/02 V4.0 . . Adds creature support. Adds furniture and arm offset animations to the game (modifications in mt_behavior.hkx)
2013/12/08 V4.1 . . Changed behavior strucrute (humanoids and creatures) to avoid Load Game CTD conditions
2014/02/08 V5.0 . . Added Paired Animation and Killmove support
2014/06/01 V5.1 . . Added Alternate Animations for non-weapon walk/run, and option for Animated Camera.
2014/11/06 V5.2 . . Added (modder) parameter to make animations send arbitrary trigger events (e.g. to allow animation triggered soundplay)
2015/04/02 V5.3 . . Added (modder) parameter motion/rotation(MD, RD), set AnimVars (-AV, -AVI), AnimCam set/reset (-ac1, -ac0)
2015/04/23 V5.4 . . Added alternate weapon equip/unequip animations (for use with XPMSE2 and RaceMenu)
2015/05/28 V5.5 . . Added custom animation pre-cache, and ch animation type
2015/11/01 V6.0 . . New Alternate Animations system for 537 standard animation files
2015/12/01 V6.1 . . New function 'T' to re-define triggers for alternate animations, included 'Dual Dagger Power Attack Speed Fix', bug fixes for pre-cache, error(9), ..
2015/12/02 V6.2 . . Fixed error(2005) for users no using a mod with Alternat Animation functionality; updated Russian language file
2016/06/07 V6.3 . . Fixed error(9) for users with more than 1000 'Sequenced Animations'
2016/07/19 V6.3 XXL . Optional version to allow 12000 animations max (instead of 8000). Added Altzernate ANimations for npc_turn
Credits
Skyrim Fnis Creature Pack
TheFigment aka The Hologram for his invaluable hkxcmd
Umpa for Dance Animation for Modder
dualsun for Funny Animations And Idles
mirap for the CHSBHC arm fix
cougarbg(Bulgarian), Zimitry(Español], latranchedepain(Français), speleologo(Italiano), vicpl(Polski), kapasov(Russian), xyzeratul/liu5166518 (Chinese), fofaun1417/NomexPT(Português), sssSami(Norsk), 1stchannel(Indonesian), Luke2135(Hungarian), yohru(Japanese) for Generator translations
somebody4 for input, feedback and test for pre-cache functionality. And for pushing me in moments when I wanted to give up on this matter.
Umpa for Dance Animation for Modder
dualsun for Funny Animations And Idles
mirap for the CHSBHC arm fix
cougarbg(Bulgarian), Zimitry(Español], latranchedepain(Français), speleologo(Italiano), vicpl(Polski), kapasov(Russian), xyzeratul/liu5166518 (Chinese), fofaun1417/NomexPT(Português), sssSami(Norsk), 1stchannel(Indonesian), Luke2135(Hungarian), yohru(Japanese) for Generator translations
somebody4 for input, feedback and test for pre-cache functionality. And for pushing me in moments when I wanted to give up on this matter.
Future Plans
Fnis Creature Pack 6.1
Licensing/Legal
The FNIS Behavior can only be downloaded and used in the described way. Without my express permission you are NOT ALLOWED
How To Run Fnis
You can use and modify FNIS Idle Spells in any way that does not prevent running (the original) FNIS Idles Spells in its described way. Simply give credit, and inform me when you include it into your mod.