Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
PapyrusUtil - Modders Scripting Utility Functions by exiledviper meh321
http://www.nexusmods.com/skyrim/mods/58705/?
So any changes some other mod maker have done is gone when some other mod is loading its changes.
Hope I did write right now.
the solution is found on LL, i have already marked it.
here is the link
http://www.loverslab.com/topic/65650-character-constantly-t-poses-when-using-fnis-with-mod-organizer/#entry1643297
i am so relieved that this method worked (i also used a suggestion provided by a modorator, he/she told me to leave the FNIS created file's in the Overwrite folder).
Good that you did get it to work.
Edit.
Did read the guide.
Yes you must do that, I did believe that you have done that part :P
Have done that mistake my self.
Fore tells about that to.
Anyways, here is the current and correct URL for the t-pose solution.
https://www.loverslab.com/topic/65650-character-constantly-t-poses-when-using-fnis-with-mod-organizer/
Could you for the love of god send another link of that site it wont let me access it i've been looking for a fix for so long.. I got the exact same issue
They can not do that. The site name is censored. This is why Ziladus posted it as it was. Not spamming, but trying to avoid Steam clearing the link.
You already quoted the dabuzzkiller's post. Just do it again (without posting) and copy the uncensored link directly from quote view.
What fixed it for me (and I have continued to use this method everytime I mod the game since then) is to hide or remove, they do the same, a couple of files included with FNIS that don't quite go hand in hand with the way MO handles these files.
If you browse the filetree in MO for FNIS you need to remove/hide the following:
Meshes/animationsetdatasinglefile.txt
Meshes/actors/character/behaviors (the folder)
meshes/actors/character/animations/FNISBase (the folder)
You could also remove or hide fnis.pex under the scripts folder but I noticed mine isn't hidden by MO so I think you can leave that one out. I also highly recommend you to keep the files that FNIS generates inside of you Overwrite folder. I heard that MO prioritizes the Overwrite folder from other mods that have been enabled in your left panel and I have indeed noticed a difference when making the generated files their own "mod" instead of leaving them in the Overwrite folder.
I hope this prevents people from struggling with the links in the future and that it will clear up the problem with anybody using MO or MO2 and running FNIS.
But we cant suggest that.
What you talk about is LEFT side in MO. Way better to sort it correct.
Tell that to the people from the LOOT team if it really isn't sorted correctly. I thought I clearly stated that the files you need to hide/remove are not needed when using FNIS in MO. To edit the FNIS filetree in MO you have to use the LEFT panel to edit the file tree. In here you wanna do as instructed and after that FNIS should properly generate your animations. For me there really wasn't more to it.
LOOT only manages the right panel. It really isn't up to team to tell people how to manage their left panel in MO/MO2. That is another disucssion.
Though there wouldn't be any reason to move FNIS in left panel. Tool Priorities are the issue there. FNIS should be run among last generators, if you are using any other generators (xEdit, WryeBas, SkyProc etc.)
The order IS strict. It is that with any tool, but MO/MO2 makes it more obvious.
Delete your previous FNIS patch and build a new patch.
If you don’t know how to make a patch, there’s a video for it.
https://youtu.be/Q7ZgIHWV5Ec
Ok I can’t read, I just saw the solved part. I’ll keep this for anyone who has a similar issue.
I'm using Vortex as my mod manager which has always worked just fine for me. I understand from reading this thread that the problem is likely the load order. I can display it in Vortex, but I can't for the life of me figure out how to manipulate it, nor even how I can effectively list it other than on the screen.
I apologize for being in any way vague, I'm honestly not sure what information to include here.
Thanks in advance for the help.
You didn't mention the most obvious. Are you running FNIS through Vortex? That is required, because Vortex uses hardlinks for mods and does not actually install any files in to your Data folder. It differs from MO2 in that Vortex uses links that appear in Data, when Vortex system is active. MO2 runs all from virtual Data folder. Both modern mod managers require that you run FNIS through the mod manager, or there is nothing for it to detect from the Data folder.
If you are already running FNIS through Vortex, then you can try to run LOOT through Vortex as well. Vortex does not have native plugin sorting feature. In most cases it does not require it, due to how it handles resource priorities (in it's system: mod priorities.) If you encounter load order issues that you can not solve with mod priority functions, then you can always set custom rules to LOOT - if it does not for some reason sort files correctly - and deal with the problem that way.