- #How to install fnis creature pack install
- #How to install fnis creature pack mod
- #How to install fnis creature pack mods
- #How to install fnis creature pack Pc
#How to install fnis creature pack mod
Here is my MO log from running FNIS with a creature animation mod installed. (Now after bringing this to attention he has agreed to change the functionality of that button to leave behnd the TEMPLATES, but this won't be in place until the new version of FNIS is released.) So, after running the "De-install creatures" function you MUST re-install the FNIS - Creature Pack. MO is unaware that the TEMPLATES inside it have been removed.
#How to install fnis creature pack install
This means if you want to install another mod that also has creature animations FNIS will complain that Creature Pack is missing, despite the fact the mod is still installed. This will in fact remove these newly created animations from inside the MAIN FNIS mod but it also removes the *_TEMPLATES specific to each creature from inside the FNIS - Creature Pack, necessary for the functionality of these mods. The first thing you might consider is to run the "De-install creatures" function from inside the FNIS tool.
#How to install fnis creature pack mods
What this means is the MAIN FNIS mod is now changed to contain animations specific to those mods and if those plugins necessary for those animations are not active, such as in another profile or if you remove those mods, you will have frozen or T-posed creatures in your game.
#How to install fnis creature pack Pc
This is completely different to PC & NPC animations where you can have the FNIS output from 'Overwrite' made into a profile specific mod that can be de/activated at will. Now when you add a mod that has creature animations, such as the ones in the initial situation, (considering the site they came from you can imagine what they contain :O_o: ) FNIS somehow handles these differently and the resultant *.hkx files are actually saved into the MAIN FNIS mod and are now active in EVERY profile that you have FNIS active. This is how everyday FNIS use is when we add mods that have animations that affect the actor or the player's character or NPCs. Normally when you run ANY tool in MO the files that exist already in the VFS are updated and any NEW files that are created are sent to 'Overwrite', where you can decide if they need to made into a mod or discarded. There must be something in my game that it clashes with, but I don't honestly know what it is.Whilst trying to track down an issue with another user from LL, (don't ask me what the mods are, you really don't want to know.) we noticed an odd behaviour regarding animations and how they are saved in MO after you run the FNIS tool. It does not seem to suffer from CTD reports. Nothing else in my load order overwriting it, or getting overwritten, so source of these crashes might become from the mod itself. While I have cleaned the Dawnguard DLC, there should be no reason for them to clash. According to Mod Organizer, only things that Moonlight Tales scripts are overwriting are from Dawnguard and Unofficial Dawnguard Patch. I honestly don't know what would cause this instability. However, I also had a CTD with Moonlight Tales, when I used Preador Vision and disabled RealVision ENB from the same key - because night vision does not work with ENB otherwise. In some level this would make sense, because EE included werewolf encounters that may or may not be exactly in line with Moonlight Tales.
I found that the combination of Extended Encounters and Moonlight Tales felt somewhat unstable and I had CTDs with them. It seems to have some compatibility issues with other mods that include werewolfs. I have had some CTDs with Moonlight Tales.
NOTE: Following is not a solid fact, but based on my own experience. Originally posted by poweredby♥♥♥♥♥:btw do u know if moonlight tales causes ctd? ive been installing mods five by five every couple hours or so of my set and i wanted to ask if anyone els has or had problems or knows of ? please and thank-you.