The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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[Solved] Character constantly 'T-poses' when using FNIS with Mod Organizer
i recently installed a couple of mods that use FNIS (because some are not appropriate i shall not list them here, more info below). i did the normal steps: i enabled the mods that needed FNIS in MO, ran FNIS and updated the FNIS Behavior (with GENDER and SKELETON patches), installed the file's from the Overwrite folder in MO, enabled them and tried them. when trying them they would not work, my character would just stand there in a T-pose. all added animations would not work, only vanilla animations would work (running, jumping, swinging a weapon, etc.). if it may help anyone figure this out, some animation mods had a V?.? behind the mod name and i'm using the XPMSE skeleton. i have tried so much! i tried running FNIS outside of MO, which did f*ck all, and i tried an older version of FNIS (6.2 instead of 6.3).the last thing that i have yet to try is NMM to see if that works, but it would be really annoying to constantly use NMM to install FNIS instead of using MO for this.

i also visited the mod page for FNIS and found out that the mod author for FNIS has dropped support for MO and actually reccomends me using NMM and as said earlier, i would rather not....

does someone either know a (better) way of using/installing FNIS or have a solution? it would be really appreciated :steamhappy:

also, even the animations that come with FNIS make my character T-pose. just putting that out there.

Nexus Mods Post: https://forums.nexusmods.com/index.php?/topic/4756235-character-constantly-t-poses-when-using-fnis-with-mod-organizer/
Lover's Lab Post + solution: http://www.LL.com/topic/65650-character-constantly-t-poses-when-using-fnis-with-mod-organizer/?p=1642776
Last edited by Ruftinator [E30]; Aug 14, 2016 @ 4:27am
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Showing 1-15 of 45 comments
cfs111 Aug 13, 2016 @ 9:33am 
Post your FNIS report, run genrate again, when it gets done copy and paste the portion in white.
Ilja Aug 13, 2016 @ 9:38am 
Subscribed.
Ruftinator [E30] Aug 13, 2016 @ 9:49am 
FNIS Behavior V6.2 13-8-2016 18:26:58
Skyrim: 1.9.32.0 - E:\Program Files (x86)\Steam\steamapps\common\Skyrim\ (Steam)

Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones)
Patch: "GENDER Specific Animations"
Patch: "SKELETON Arm Fix"

Reading DeviousDevices V2.9.2 ...
Reading FNISBase V6.2 ...
Reading MME V6.07 ( 2 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading SexLab V1.62 ...
Reading SexLabAroused V?.? ...
Reading SexLabCreature V1.61 ...
Reading XPMSE V6.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ...
Reading ZaZAnimationPack V6.1 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading xo3dBF V?.? ( 11 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading zzEstrus V1.2 ...

All Anim Lists scanned. Generating Behavior Files ...
No GENDER directory male
No GENDER directory female
mt_behavior usage: 28,4 % ( 39 furniture, 29 offset, 0 chair, 0 alternate animations)
0_master usage: 5,2 % ( 0 paired, 0 kill, 80 alternate animations)
Alternate Animation mods: 1 sets: 16 total groups: 30 added file slots: 170 alternate files: 164

Creature Pack not installed

2404 animations for 10 mods successfully included (character)


like i said, i'm using 6.2 instead of 6.3. i tried 6.2 to see if that would work and haven't gone back to 6.3.
Last edited by Ruftinator [E30]; Aug 13, 2016 @ 9:57am
cfs111 Aug 13, 2016 @ 9:56am 
Lol, please take the spoiler tags off, next to impossible to read on my phone.
Ilja Aug 13, 2016 @ 9:57am 
Well, go back to 6.3. There are mods in your list that require it.

If I recall correctly, some of the descriptions were lacking. You do not have creature pack. See if that fixes your problem.

Estrus is a mess. I would not use it, even for fun. Grown-up's site has upgraded version of it. That mod requires Estrus, but not it's ESP file or scripts folder. They can (and really should) be deleted when using it. Just having that mess of scripts in your game can cause bugs and problems.
Ruftinator [E30] Aug 13, 2016 @ 9:58am 
Originally posted by cfs111:
Lol, please take the spoiler tags off, next to impossible to read on my phone.
sorry, i'm not too familiar with this part of Steam XP
Ruftinator [E30] Aug 13, 2016 @ 10:00am 
Originally posted by Ilja:
Well, go back to 6.3. There are mods in your list that require it.

If I recall correctly, some of the descriptions were lacking. You do not have creature pack. See if that fixes your problem.

Estrus is a mess. I would not use it, even for fun. Grown-up's site has upgraded version of it. That mod requires Estrus, but not it's ESP file or scripts folder. They can (and really should) be deleted when using it. Just having that mess of scripts in your game can cause bugs and problems.

i do actually have Creature Pack, i only uninstalled it (and ran FNIS of course) to see if that would fix my problem. and, i will update my behavior immediately (again) and uninstall Estrus for Skyrim.
Ilja Aug 13, 2016 @ 10:04am 
Remember to try with a new game. Skyrim bakes script data to save files.

If that does not solve your problem, then have you properly sorted conflicts from your MO left panel as well? I did notice to you knew to add FNIS output as it's own mod from Overwrite, but I still have to ask to be sure.

Also, have you minded the running order for tools? Wrong order usually just crashes or glitches the game, but I remember few occasions where FNIS have reacted like that, if tools were ran in the wrong order.

1. Bashed Patch.
2. SkyProc tolls (DSR and similar)
3. FNIS
Ruftinator [E30] Aug 13, 2016 @ 10:17am 
Originally posted by Ilja:
Remember to try with a new game. Skyrim bakes script data to save files.

If that does not solve your problem, then have you properly sorted conflicts from your MO left panel as well? I did notice to you knew to add FNIS output as it's own mod from Overwrite, but I still have to ask to be sure.

Also, have you minded the running order for tools? Wrong order usually just crashes or glitches the game, but I remember few occasions where FNIS have reacted like that, if tools were ran in the wrong order.

1. Bashed Patch.
2. SkyProc tolls (DSR and similar)
3. FNIS
thanks for the suggestion, i uninstalled Estrus and installed FNIS Creature's. also, on the LL post someone suggested to install FNIS directly into the data folder used by Skyrim and add FNIS to MO. i'm hoping this works, if it doesn't i will try and install some programs to fix load order problems if they are even present.
Ilja Aug 13, 2016 @ 10:21am 
As far as I know, it will not help. Last time I tried that I just found more problems.

All tools added as mods should be added as executables from MO right panel Data-tab. It should then work correctly.

However, the last time I did test this out it was with a lot older version of FNIS. If Fore has changed something, then that might work. I am honestly sceptic, but interested.
Ruftinator [E30] Aug 13, 2016 @ 10:30am 
ok so as far as i could test, ZAZ Animations works fine, i don't know about DD but i will try that in the second test run (it wouldn't initialize/MCM would'n't pick it up, but that can be because i tried with a new save). i hope averything works, but if i want to install the FNIS Spells Add-on do i have to update it again?
Ilja Aug 13, 2016 @ 10:33am 
Originally posted by Ruftinator E30:
ok so as far as i could test, ZAZ Animations works fine, i don't know about DD but i will try that in the second test run (it wouldn't initialize/MCM would'n't pick it up, but that can be because i tried with a new save). i hope averything works, but if i want to install the FNIS Spells Add-on do i have to update it again?

As far as I see, DD is going to get updated soon (TM). Those mods are not exactly my thing, but I am of course following the progress with all popular mods that reserve slots from bodies. It seems that they are breaking some mod scenes with curren version.

I don't remember if you needed to run FNIS again after installing Spells. That does only take a minute or so, so it would not be a big hassle.
Ruftinator [E30] Aug 13, 2016 @ 10:49am 
so, i did a 2nd test run to see if it would work. i waited a bit longer for DD and SL and such to install and initialize. with the help of the additem menu i got a hold of 2 animated devices from ZaZ and DD. only this time they both made the character i created T-pose. so now i know that the problem is either in DDi or in SL, because they didn't initialize in the first test run.
Ilja Aug 13, 2016 @ 10:55am 
Are you activating SL manually?
- When you start a new game, activate SL manually from MCM.
- Save and exit the game to desktop.
- Start and load the save that you made.

This will allow SL and all mods related to it - including DDi - to initialize correctly. Otherwise they may glitch, or cause glitches with other animation mods.
Ruftinator [E30] Aug 13, 2016 @ 12:03pm 
if you mean initializing the mod manually then it didn't work :P
if you mean installing it before it does that automatocally, that also didn't work :P
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Date Posted: Aug 13, 2016 @ 8:05am
Posts: 45