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You can break so much modifying these files.Įxcellent! I have to say I didn't expect something like this so soon. If a tutorial is needed, s/he should stay away.
#Fnis skyrim how to#
But if someone is dedicated and knows how to read xml files, s/he will understand by looking into my xmls within 20 minutes. I really don't want to sound elitist here. Not much I can really explain.Īnd foremost, I'm not sure if this really should be explained in a tutorial yet (if you mean that). I have looked at a data structure of of an unknown tool without documentation (except for the names of the classes and their components), figured out how existing simple animations are defined, and somehow succeeded in adding and integrating similar data. First, I'm not a behavior expert by any means. But I reapeat my warnig here as well: these are 150,000 lines, up from 125,000 in the original files, just to give you an impression.īut if you want more information I'm a little bit reluctant. And I have just uploaded on Nexus the xml files I have modified for this mod, with all modifications marked and easy to find. To begin with, hkxcmd's description is not up to date, you find the behavior related commands here in this forum. But that's probably not all you wanted to know.
#Fnis skyrim update#
Thank you Fore, Would you mind sharing your "how to edit the behavior file" on the Wiki? So everybody can find it without searching the whole forum If you don't have time, please share it here, and I can try to update the wiki on your behalf "How to edit" is easy: convert the behavior files to xml, using 1.4, edit the xml with Notpad++, and convert back with hkxcmd. TRIsha FEnnesse Posts: 3369 Joined: Sun 5:59 am However due to the lack of necessary behavior information they cannot be used for regular combat animations. They can be used for all kind of simple animation tasks, (hopefully) including idle based combat overhauls like Oblivion's DR6 and CCAO.
#Fnis skyrim mod#
To make 2 behavior modifying mods compatible, they have to be integrated into one set of behaviors.Ĭurrently this mod provides 400 additional animation slots. Because of the anti-modding structure of these behaviors, my mod will always be incompatible to all other mods which modify behaviors as well (none known as of today). The animation slots are implemented by extending Beth's behavior files (which was only possible thanks to TheFigment aka TheHologram's amazing ). Modders can use the new animation slots to implement there own (behavior independant) animation invocation and synchronization.
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(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 somne advlt type animation mods). Gamers can use it to make NPCs perform any standard or custom animation by simply copying the (.hkx) animation file under a pre-defined name into a special directory, and activate them by casting the FNIS spells. It does this by creating (400) new animation slots in the Skyrim Behavior files. Allows you to add and play new Idle Animations without having to deal with nasty work-arounds, like replacing existing animations and creating temporary pseudo-races.
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