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Fores New Idles in Skyrim SE - FNIS SE. D:/Games/Steam/SteamApps/common/Skyrim Special Edition), and from there. When you exit GenerateFNISforUsers.exe, you will be asked if a.
I don't know how you have Mod Organizer and FNIS configured, so these are general recommendations/requirements. Mod Organizer must not be installed in the Steam or game folder or you may run into a folder recursion issue with UVFS. When you install FNIS in Mod Organizer, right click on Overwrite and select All Mods / Create Empty Mod. Name this mod something like FNISOutput and make sure it's unchecked - this FNISOutput mod must not be active (checked) when you run GenerateFNISForUsers. Double click the FNIS mod, go to the Filetree tab, rename FNIS.ini0 to FNIS.ini, and click Close. Double click the FNIS mod again and go to the INI Files tab.
You should see FNIS.ini listed here so select it and find this line:'RedirectFiles=D:FNISRedirectRemove the ' at the beginning of the line and change the path to the full path of the FNIS Outut mod, click Save, and click Close. The result should be something like this:RedirectFiles=C:ModOrganizermodsFNISOutputThis instructs GenerateFNISForUsers to store all generated files directly into the FNISOutput mod and it must be unchecked when you run GenerateFNISForUsers so UVFS does not interfere with the process.Finally run GenerateFNISForUsers from Mod Organizer. Assuming it runs successfully and generates all of the animation files without any errors, close GenerateFNISForUsers and check (activate) the FNISOutput mod. The directions above have not fixed this issue on my PC.
I am running MO2 v2.1.3, revision 886fb10.MO2 is installed in C:Games, as suggested, as is Steam and Skyrim. MO2 is in a separate directory branch.Following the video instructions to move from MO to MO2, I copied downloads, mods, overwrite, profiles and webcache into a new directory, C:GamesMO2working, and set this as the MO2 Base Directory.Under MO, I was very familiar with running earlier versions of FNIS and then copying the tools and scripts directories from Overwrite to a dummy mod, FNISOutput, for that profile.But when I switched to MO2 and to FNIS 7.4.5, this all stopped working. The first run of FNIS seems to go fine but when I try to use the dummy mod, I get the path error. So I clear out the dummy mod, create the FNIS.ini as directed,I rename to create FNIS.ini, un-comment the RedirectFiles line and set it to point to the dummy mod:RedirectFiles=C:GamesMO2workingmodsFNISOutputWhen I run FNIS the next time, I get the same first run results, but even though the FNIS.ini line shows the redirect should go to the FNISOutput dummy mod, they don't. FNIS Behavior V7.4.5 6/27/2018 8:07:32 PMSkyrim 32bit: 1.9.32.0 - C:GamesSteamsteamappscommonSkyrim (Steam)Skeleton(hkx) female: XPMS (242 bones) male: XPMS (242 bones)FNIS.ini RedirectFiles=C:GamesMO2workingmodsFNISOutputPatch: 'GENDER Specific Animations'Patch: 'SKELETON Arm Fix'Reading FNISBase V7.4.5.All Anim Lists scanned.
Did you uncheck the FNISOutput mod in the left pane before you ran GenerateFNISForUsers? If you skip this step, the UVFS virtual file system hijacks the files created by GenerateFNISForUsers and stuffs them in the overwrite folder. The reason this approach is recommended is because AL12 says GenerateFNISForUsers may overwrite files in the original mods if FNIS is writing through the virtual file system.Unfortunately, this workaround is not perfect because I can't get GenerateFNISForUsers to detect animations if I have the FNIS Creature Pack installed. It works fine with the base animations and XPMSE installed. If I throw FNIS Creature Pack into the mix, the only way I can get GenerateFNISForUser to detect and build all the animations is to let it generate the files into the Overwrite folder. I wonder if you're running into the same issue since the last line is ' 0 animations for 1 mods successfully included ( character )'. I've been wanting to discuss this more thoroughly with AL12, but we've both been extremely busy and I haven't caught him online.
Tried again to be sure. Removed FNISOutput, recreated as an empty mod, made sure it was unchecked and the FNIS.ini pointed at FNISOutput. I checked GENDER, SKELETON and MO redirect patches this time the first time and ran. It seemed to work from the output listed: FNIS Behavior V7.4.5 6/28/2018 8:27:03 PMSkyrim 32bit: 1.9.32.0 - C:GamesSteamsteamappscommonSkyrim (Steam)Skeleton(hkx) female: XPMS (242 bones) male: XPMS (242 bones)FNIS.ini RedirectFiles=C:GamesMO2workingmodsFNISOutputPatch: 'GENDER Specific Animations'Patch: 'SKELETON Arm Fix'Patch: 'File Redirection (Vortex/ MO profiles support)'Reading FNISBase V7.4.5.All Anim Lists scanned.
Generating Behavior Files.No GENDER directory maleNo GENDER directory femaleAlternate Animation mods: 0 sets: 0 total groups: 0 added file slots: 0 alternate files: 0Creature Pack not installed0 animations for 1 mods successfully included (character)Generated files redirected to C:GamesMO2workingmodsFNISOutputWhen I exit FNIS I find something interesting. In the FNISOutput, 'meshes' and 'scripts' directories have been populated. So the redirect is partially working.But the 'tools' directory is still ending up in the Overwrite section. And that is where the skeleton.xml is, in the temporarylogs directory.
So I copy the tools directory in ( btw, seems like a bug that if I browse the file structure, then try to drag and drop, it doesn't work). Check FNISOutput and try running FNIS. I pull up the FNISOutput directory on file explorer and confirm both skeleton files are present (xml, hkx). As soon as I click Update, they disappear. FNIS removes them and then says it can't find them.Maybe the temporarylogs directory is not being mapped correctly?
I know the tools directory is because the DontAskAgainForLink.txt file works fine. Though that doesn't explain why the skeleton files are both removed. My first guess is that it is trying to recreate them; something I would expect to happen to things in a temporarylogs directory. Okay, this is getting interesting. As silly or stupid as this may sound, try it this way. Reinstall FNIS once more (just to ensure none of the files have been overwritten or deleted).
Create the empty FNISOutput mod and empty Overwrite. Edit the FNIS.ini file again and set the RedirectFiles option.
Now open Modify Executables (the cog button at the top), select GenerateFNISForUsers (or whatever you named it), check 'Create Files in Mod instead of Overwrite', select the FNISOutput mod, and click Modify to save the changes. Uncheck the FNISOutput mod and run GenerateFNISForUsers. Yes, this is basically a double redirect so Mod Organizer traps anything FNIS is writing to Overwrite to force it into the FNISOutput mod folder.This is how I configured it in in my last STEP install since I wanted to test the guide the Mod Organizer 2 and I had completely forgotten about it until I poked around in Mod Organizer tonight. The one caveat is my frail memory seems to think I unchecked FNISOutput before I ran GenerateFNISForUsers but I could be mistaken. Okay, removed FNIS, ' Spells, Creature Pack and FNISOutput. Re-installed the first three, and created a new empty mod named FNISOutput.
Renamed FNIS.ini0 to to FNIS.ini, edited the redirect line and saved.Set FNIS executable to direct files to FNISOutput.Ran FNIS - error - FNISOutput is not active. Activated (checked) FNISOutput.Ran FNIS, de-installed creatures, set GENDER, SKELETON, and redirect patches and ran Update - FNIS Behavior V7.4.5 6/30/2018 1:35:25 PMSkyrim 32bit: 1.9.32.0 - C:GamesSteamsteamappscommonSkyrim (Steam)Skeleton(hkx) female: XPMS (242 bones) male: XPMS (242 bones)FNIS.ini RedirectFiles=C:GamesMO2workingmodsFNISOutputPatch: 'GENDER Specific Animations'Patch: 'SKELETON Arm Fix'Patch: 'File Redirection (Vortex/ MO profiles support)'ERROR(57): The process cannot access the file 'GenerateFNISLogFile.txt' because it is being used by another process. I'm asking myself the same thing because it looks as if the RedirectFiles option isn't quite working as intended. I think you're basically saying to run GenerateFNISForUsers exactly the same way we used to do it with MO1 and let it write everything to Overwrite? I can say doing it the old way works the most reliably and I think I'll just stick with this for now.I want to discuss with AL12 on discord when he's available to see if he has more information because in our last discussion (before we got tied up with work), he stated that not using the RedirectFiles option can be dangerous because it may overwrite files in other mods. I can see how this may happen, but it does see something is broken somewhere since it doesn't work reliably.