Open boss-robot opened 8 years ago
FNIS PCEA2 (Player Character Exclusive Animations, 2nd generation) allows you to define animations which are dedicated to the player only.
http://www.nexusmods.com/skyrim/mods/71055/
FNIS PCEA2 (Player Character Exclusive Animations, 2nd generation) allows you to define animations which are dedicated to the player only.
<http:/nexus.com>
http://www.nexusmods.com/skyrim/mods/71055/?
...................................................................................................FNIS PCEA2 at 11.50
But unlike its pre-decessor PCEA, FNIS PCEA2 allows you to:
And, to make things most easy for the user, FNIS PCEA2 already comes with a selection of replacers:
Many thanks to the authors of these great animations for sharing them with the community, and for giving permission to upload them whith this mod.
These included animation replacers allow you to start FNIS PCEA2 right out of the box.
Note 1: FNIS does "only" support 537 animations this way. Which is only about one third of all animations for character. The reason: system limitations. Animations like ritual spell, staffmagic, sitting, horse riding, killmoves, and crossbow are purposely ommitted in the interest of ALL users. You don't need to ask me. I will not add them in a later release of FNIS.
Note 2: there are a few additional folders which end with "_EquipOnly". These files are part of the included animation replacers. They are separated however in order to not conflict with the equip animations set by XPMSE/Racemenu. If you don't use XPMSE or another mod changing equip animations using FNIS Alternate Animations, you can move these files back to their original folder.
Recent Change(s)
2015/12/16 FNIS PCEA2 1.3 Changes:
Requirements
Requirements:
Installation and Usage
It's really easy:
You see how easy it is? Now define your own selections. See "Create your own animation collections".
Configuration Options (SKYUI MCM)
Create your own animation collections
Of course you don't need to stick with the included animation replacers. You can have up to 10 different folders which contain your different animation sets.
Only 10, when FNIS PCEA2 already comes with 8? This is a deliberate limitation with PCEA 2. FNIS Alternate Animations (AA, the FNIS base technology) adds a considerable load to your installation. Not only for the animations and the modified behavior files, but also for the data needed to support file pre-caching in order to avoid intermittent t-pose situations. Remove pre-installed animation folders if you don't want them, or female animations when you play male. And DO NOT just dump any set of animations you find somewhere on the net and expect your system not being impacted.
All subfolder names start with a digit "0" to "9", followed by an optional underscore "_":
When you create your own new PCEA2 subfolders keep the following in mind:
FNIS mods First Aid Instructions for Mod Organizer users
MO is a very intelligent and helpful mod manager, and makes many things so easy. But it also includes some traps that are very nasty. FNIS has a lot of error and warnning checks, right? But due to the structure of MO, FNIS is rather helpless against these pit-falls. So if you experience unexplainable usage problems with FNIS mods under Mod Organizer, then check and do the following steps.
meshes/animation_.txt meshes/actors/character/behaviors meshes/actors/character/animations/_FNIS* (folders) scripts/FNIS.pex (Explanation: these remnant files are from the time when you used NMM or manual install. In case you make make a mistake using FNIS under MO, they can make you believe that everything is in shape and render FNIS checks useless)
If made all this, and you still have (strange) issues
FNIS Background
FNIS 6.0 and above provides an ALTERNATE ANIMATION (AA) functionality, which allows modders to DYNAMICALLY replace standard animations by an "arbitrary number of custom ones. Currently there are 537 animations which can be replaced. They range from the mt_idle.hkx, over sheathed and unsheathed movement and sprint, equip and attack, to magic and more. Basically most animations which cannot be defined by FNIS otherwise (like idles, furniture, paired, and killmove), or which don't seem very needed (e.g. riding and crossbow).
But due to the sheer amount of animations, it is not possible to change all animations independently. You always change the animations per group. Group sizes range from 1 (mt_idle) to 44 (1hm attack). The change of one group is controlled by one Animation Variable, which can be set with FNIS functions. If a mod provides only some animations for one group, FNIS will use the vanilla animations in place of the missing ones.
As a result, FNIS PCEA2 will not merge different folders. For example, Immersive Animations defines (almost) all 1hm attack animations, Mystic Knight only the 1hm_attackright.hkx. If you select both animation folders, and keep the higher priority for Mystic Knight, then this will only activate 1hm_attackright. The other 1hm attack animations will be the vanilla ones, despite the fact that you have also chosen Immersive Animations. If you don't like that, then you have to fill up your folders appropriately. The files GenerateFNIS_for_Users/Alternate_AnimationGroups.txt and Animations/FNIS_PCEA2/PCEA2_Overview.txt will give you the necessary information.
Re-define animation events (triggers) - Warning: modder level experience required!
Skyrim behaviors use numerous animation events to control the use of animations, and interact with the engine. For example to indicate the hit moment during combat, or the moment a weapon is sheathed or unsheathed. Or when the foot sound is played. Or, or, or... It is apparent, that custom animation replacers might require different timing to execute those things. Or add or remove some events, for example when a hovering movement animation doesn't need the foot sound.
Keeep in mind, that it it is possible to send the animevents either from the behavior or from the animation. In order to understand the used anim event, convert the animation files into xml (using hkxcmd), and use CondenseBehavior http://www.nexusmods.com/skyrim/mods/32113 to read the behavior files (although behavior files are rather complicated and large, it is relatively easy with CondenseBehavior to find the animation files, and understand understand which animevents they send).
Now you can modify the anim events for Alternate Animations in the behavior files. For each Alternate Animation you want to change anim events for, you have to add one command to the mod's animation list. Note that you always REPLACE all anim events for an animation. If you just want to change the time of one anim event, you still have to list ALL anim events.
If you want to change a trigger under PCEA2 you can do this with the following steps:
T .......
Example: The following command is part of the XPMSE animation list. They are necessary due to a "bug" in the unequip animations from the "dagger on the ankles" animations. When moving, the dagger could not be sheathed any more. In this file the animator has moved the anim event weaponSheathe from 0.900 to 0.966667 (in the animation file). However this caused a syc problem with the anim event Unequip_OutMoving, defined at 0.9333 sec in behaviors (-0.4 relative to a 1.33 sec animation). The following fix simply moves Unequip_OutMoving to 1.0 sec (-0.33 relative to 1.33). T xpe3_Dag_Unequip.hkx Unequip_OutMoving -0.333 Unequip_Out -0.00 BeginWeaponSheathe 0.00
If you want to carry this over into one of your subfolders, create a txt file with the above naming convention and add this one line: T Dag_Unequip.hkx Unequip_OutMoving -0.333 Unequip_Out -0.00 BeginWeaponSheathe 0.00
Why did I describe it here, and not report it to the animators? Simply because most animators are not available any more. And you might find animations where a hitsound doesn't fit, the footsteps are off, a weapon is drawn too early, ... If you are a little savvy, you might fix it, and help other users as well. I don't see myself as the onje who has to do all of that.
Mod synchronization (for mod makers only!)
Using the FNIS Alternate Animation functionality can cause much trouble when several mods try to change the same animvars for the player. In order to allow for a basic level of synchronization between the mods, FNIS PCEA2 sends the following mod event whenever it has changed something for the player. XPMSE will read this to react appropriately. It is recommended that all animation mods using FNIS Alternate Animations do the same (for player only).
SendModEvent("FNISaa_AnimVarsSet", "FNIS_PCEA2")
The first parameter is the name of the mod event and fix. The second parameter is the name of the mod (name of the mod'S animation folder, case SENSITIVE)
UNINSTALL
Uninstall as usual. Manually remove character/animations/FNIS_PCEA2. The remaining files don't hurt, but don't help either.
Known Issues
History (major steps)
2015/11/01 V1.0 . . Initial Release 2015/11/05 V1.1 . . Added "Magiska" as pre-installed animation replacer; fixed 2 pre-requisite checking /MCM menu animations 2015/12/01 V1.2 . . Added "Jump animations" as pre-installed animation replacer; added new "T" function to re-define animation triggers; don't initialize during Skyrim intro
Credits
My special thanks go to xp32, Bergzore, yukl, cyh0405, dualsun, and Feuertin, who have given permission to include their great animations into this mod.
Licensing/Legal
All animation files include are property by other authors. You have to get their permission if you want to use them for your own purposes. All script are free to use, provided the result is not a mod that uses the name FNIS, or interferes with FNIS PCEA2 in any way.