Name: Fore's New Idles for Skyrim
Version: 3.1.1
Date: 20/07/2012
Category: Animation Adding and Presenting
Requirements: -
Author(s): fore (fore06151@yahoo.com)
Source: http://www.skyrimnexus.com/downloads/file.php?id=11811
Video at: http://www.youtube.com/watch?v=cgG6QutxadE

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This mod 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. It does this by adding new (mod specific) Behavior files to the game.


IMPORTANT: Read the INSTALLATION notes (even when you have used former versions of FNIS)
You will have to call a generator tool every time you install or de-install FNIS, or an FNIS based mod

Update 2012/07/20:  V3_1_1 . FNIS Behavior, GenerateFNISforUsers.exe and Template files ONLY
FIxed a problem with the GenerateFNISforUsers.exe, which caused different Generator crashes, mainly on non-Win7 systems

Update 2012/07/19:  V3_1 . . (FNIS Behavior, GenerateFNISforUsers.exe ONLY) Added Patch Management and PCEA support
No need to install (possibly incompatible) behavior patches any more - it's included in the Generator (but you still need the original's mod animation files, if any)
Currently included: [url=http://skyrim.nexusmods.com/mods/14871]PC Exclusive Animation Path[/url], [url=http://skyrim.nexusmods.com/mods/15215]CHSBHC arm fix[/url], [url=http://skyrim.nexusmods.com/mods/16864]Momo Acrobatic Jump[/url], [url=http://skyrim.nexusmods.com/mods/16975]New Animation for Running with Bow[/url], [url=http://skyrim.nexusmods.com/mods/18981]New Animation for 1H Weapon[/url]


This mod serves both gamers and modders.

Gamers can use it to make NPCs perform any standard or custom idle by simply copying the (.hkx) animation file under a pre-defined name into a special directory, and activate them by casting the FNIS spells. 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 some adult type animation mods.

Modders can generate behavior files to add new idle animations to their mods. To hook these new behavior files into the sytem, it is necessary to modify 3 original behaviors (0_master.hkx, defaultmale.hkx, defaultfemale.hkx). Because of the anti-modding structure of these behaviors, my mod will always be incompatible to all other mods which modify these files as well. To make 2 behavior modifying mods compatible, they have to be integrated into one set of behaviors.  That's why GenerateFNISforUSers.exe has an integrated "Patch Management", which takes care of necessary Behavior changes for several mods, like [url=http://skyrim.nexusmods.com/mods/14871]PC Exclusive Animation Path[/url].

FNIS animations can be used for all kind of simple animation tasks, (hopefully) including idle based combat overhauls like Oblivion's DR6 and CCAO. However due to the lack of necessary behavior information they cannot be used for regular combat animations.


Mods using FNIS Behaviors:

- FNIS Idle Spells (part of this mod)
- [url=http://skyrim.nexusmods.com/downloads/file.php?id=2658]Dance Animation for Modder[/url] by Umpa, SergeyWR (as part of this mod)
- [url=http://skyrim.nexusmods.com/downloads/file.php?id=8714]Adult Show XXX[/url] by RainOfChaos, theru, Messenjah, Persacom
- [url=http://skyrim.nexusmods.com/downloads/file.php?id=15775]Flying Mod Beta[/url] by PorroOne
- [url=http://skyrim.nexusmods.com/downloads/file.php?id=11427]Bathing Beauties or Beefcake - Luxury Suite[/url] by migal130
- [url=http://skyrim.nexusmods.com/downloads/file.php?id=18366]Niruins Business Plans[/url] by FreshFish
- [url=http://skyrim.nexusmods.com/downloads/file.php?id=6786]Forbidden Romance[/url] by theroll, Don Juan
- [url=http://skyrim.nexusmods.com/downloads/file.php?id=17174]Pinup Poser[/url] by Halofarm
- [url=http://skyrim.nexusmods.com/downloads/file.php?id=14521]Dance Animation - Shake It[/url] by IndexMemories
- [url=http://skyrim.nexusmods.com/downloads/file.php?id=18575]Amethyst Hollows Dreamworld[/url] by AmethystDeceiver
- [url=http://skyrim.nexusmods.com/downloads/file.php?id=19497]Osare AnimObjects Pose[/url] by anano
- Legendary Evil by MontanaBlueSkies (planned)



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Usage for GAMERS

On start-up the player automatically receives 3 spells:

- FNIS Spell Selector: This (self) spell allows you to select 1 of 72 Idle Animation which will be used for the next Idle Spells (NPC or player). By installation, most of these animations are pre-set with standard animations, but it also includes all 17 of Umpa's [url=http://skyrim.nexusmods.com/downloads/file.php?id=2658]Dance Animation for Modder[/url] (animations C10 to C26), and dualsun's [url=http://skyrim.nexusmods.com/downloads/file.php?id=17880]Funny Animations And Idles[/url] (animations C28 to C34, A1 to A4). For a complete list of the used spells, see Data/meshes/actors/character/animations/FNISSpells/FNIS_Animations.txt.

- FNIS NPC Idles: This (target) spell makes the casted NPC perform the selected idle. On standing NPCs the idle will run until you interrupt by casting again. But unfortunately, in some cases the animation can be also interrupted by or blended with the movement of other standard animation of the NPC's regular animation schedule. 

- FNIS Player Idles: This (self) spell forces the player into 3rd person and makes her perform the selected idle. The will run until you interrupt, e.g. by jumping up (space bar).


If you want to cast animations of your choice, you can simply replace the files in meshes\actors\character\animations\FNIS by your own files:

- FNISSPc001.hkx to FNISSPc045.hkx (for cyclic animations)
- FNISSPa001.hkx to FNISSPa009.hkx (for acyclic animations)
- FNISSPo001.hkx to FNISSPo009.hkx (for cyclic animations using AnimObjects)
- FNISSPb001.hkx to FNISSPb009.hkx (for acyclic animations using AnimObjects)

If you change AnimObject ('o' or 'b') animations, you should also change the corresponding AnimObjects in meshes\AnimObjects\FNIS


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FAQ

I want to report a problem. What information do I need to provide? 

- version of FNIS Behavior and Spells
- previous version (if problem with re-installation)
- Skyrim version
- Operating system (if problem with generator tool)
- manual or NMM install?
- did FNIS work for you before?
- character not animating at all, or goes into stiff "half-T" position (if animation problem)?
- when did you call GenerateFNISforUsers.exe the last time?
- what other animation or behavior changing mods do you use
- what is wrong?

I installed FNIS Spells for the first time, but cannot find the spells in my magic inventory.
FNIS Spells is not correctly installed or activated.

- Check in your Steam "Data Files" if FNISSpells.esp is activated
- Re-Install FNIS Spells, and make sure you say "No" when asked to "Update?"

During the game I have all kind of weird animation behaviors, like standing on a horse during combat, hitting several times during one strike, and many more. Is this caused by FNIS? 
This is not FNIS. You are using another, NOT Skyrim 1.6 compatible mod that alters behavior files. Try to fix it by running GenerateFNISfor USers.exe. If this is not enough, re-install FNIS Behaviors.


When I cast an Idles Spell on a character, she stops for a split second, and continues her regular task. What can I do? 
Try using the spells on another character. Some characters execute high priority packages, which are not easy to interrupt

When I cast a spell on a character, some smoke appears around the character, but she doesn't show any animation, or freezes in half-T. What happend?
Most likely you have installed another animation/behavior mod which has destroyed the FNIS behavior structure. Running  GenerateFNISforUSers.exe should fix that.


FNIS Spells worked fine in a previous version, but with the new version I have problems (don't get the spells, only some or none of the animations work, ... Why? 

- Make sure, FNIS Behaviors and FNS Spells are properly installed
- Try with different save files (one where you had not yet installed FNIS Spells, and one where you had not used FNIS spells for at least the last 3 minutes before save). If none of them work either, you have not installed properly. If one of them works, you have to continue with the working save file. Or you need to start from a "clean save".


What is a "clean save", and how can I make one? 
There are (hardly understood) mechanisms in the engine which cause problems with updates of scripted mods. The mixture of old save data, new scripts, quests, and objects can cause all kinds of problems. When it does not help to use another save, where FNIS Spells have not been used during the last 3 minutes, you should try with a "clean save"

- Dismiss any follower
- Go to a vanilla interior cell
- Equip only vanilla equipment
- Save and Quit
- Deactivate all pugins that you want to update (or, all except Skyrim.esm and Update.esm)
- Run, load the previous save, save again -> THIS is your "clean save"
- Activate your plugins

There are more complicated "clean save" procedures reported, but they might only be necessary for more complicated mods

Why is it necessary to call  GenerateFNISforUsers.exe every time I (re-)install or delete an FNOIS based mod? 
Behavior files were not intended by Bethesda to be moddable, so there is no native plugin interface for that. I'm aware that it was easier for the user with FNIS 2.1 and before. But it wasa impossible add some new FNIS features without a generator tool

Why is  GenerateFNISforUsers.exe not integrated into the NMM installation? 
NMM's fomm/C# interface does not allow to start programs. I tried (really) ALL Nexus channels to make aware of the need, but unfortunately to no avail.

Is there a way to make it easier calling the generator tools? 
When you exit the generator tool (the 1st time) you are asked, if you want a link created on your desktop (with a clearly visible "F" icon). If you don't have this link yet, remove Data/tools/GenerateFNIS_for_Users/DontAskAgainForLink.txt, start the tool again, and exit.

I have de-installed one of the mods which use FNIS Behaviors. Now I get CTD when loading a save file. 
That's a sytem reaction when a behavior file is missing. Run GenerateFNISforUsers.exe and you should be fine again.

I'm running some mods which tell me to use FNIS 2.1. Can I still run them with FNIS 3.0? 
YES. All these mods need to migrate to 3.0. But for the time being, there is a compatibility file, which allows them in their current version.

I noticed that all characters hold down the torch when walking. Also my casing animations look "weird". 
You probably have installed the CHSBHC mod. Now install this mod's "CHSBHC skeleton arm fix".

I'm a modder and have a mod which conflicts with the behavior files modified by FNIS (0_master.hkx, defaultmale.hkx, defaultfemale.hxk). How can I be compatible with FNIS? 
Talk to me. I have have plans for that, but as long as there are not that many candidates, I don't want to make things too complicated. If you just need an animation file entry in default/fe/male.hkx, and need a quick work-around, then do the following. Create a (pseudo) FNIS mod, and in the file list have an entry like "b <pseudoAnimEvent> ..\<animation file name>" (in case this animation file resides in Skyrims standard animation directory).


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INSTALLATION

Installation (short version)


- Install FNIS Behavior Files V3_0 -- ALWAYS necessary
- Install FNIS Idle Spells V3_0 -- ADD-ON for the spells (optional, necessary for the spells) 
- Install other FNIS dependant mods (see mod list above)
- Start Data/tools/GenerateFNIS_for_Users/GenerateFNISforUsers.exe (part of the FNIS Behavior Files) ABSOLUTELY NECESSARY, or NOTHING works
- Select necessary Behavior patches
- Click "Update FNISBehavior"

When you exit  GenerateFNISforUsers.exe, you  will be asked if a shortcut to the tool shall be created on your desktop.
Say "YES" (strongly recommended - you will need the generator quite frequently)


NMM Installation (extended)


- Under FNIS Behavior Files V3_0 -- ALWAYS necessary click "Download with Manager". Say "Yes" when asked "Overwrite?", say "No" when asked "Update?"
- Under FNIS Idle Spells V3_0 -- ADD-ON for the spells click "Download with Manager". Say "Yes" when asked "Overwrite?", say "No" when asked "Update?"
- In the NMM Plugins tab, make sure FNISSpells.esp is ticked
- Install other FNIS dependant mods (see mod list above)
- Goto <Skyrim_Install_Dir>/Data/tools/GenerateFNIS_for_Users
- Start (double-click) GenerateFNISforUsers.exe  (part of the FNIS Behavior Files) ABSOLUTELY NECESSARY, or NOTHING works
- Select necessary Behavior patches in the "Possible Patches" field (make sure you have the patched mod installed!)
- Click Update FNISBehavior (this will create your installation-specific behavior files)
- Click Behavior Consistence Check (optional, checks if new mods have defined inconsitent stuff)
- Click Exit. Say "Yes" when asked to "Create a shortcut on your desktop?" (strongly recommended, you will need the generator quite frequently)


Manual Installation (extended)

Note: there are many ways to manually install. This is "my way":

- Create temporary directory <temp_dir>
- Download FNIS Behavior Files V3_0 -- ALWAYS necessary into <temp_dir>
- Download FNIS Idle Spells V3_0 -- ADD-ON for the spells into <temp_dir>
- Open and extract FNIS Behavior 3.0.7z with your favorite archive program (e.g. 7zip) into into <temp_dir>
- Open and extract FNIS Spells 3.0.7z with your favorite archive program (e.g. 7zip) into into <temp_dir>. Say "Yes" when asked to "Integrate..."
- Move <temp_dir>/FNIS Spells 3.0.7z into your Skyrim installation directory (usually C:/Program Files (x86)/Steam/StealApps/common/skyrim). Say "Yes" when asked "Overwrite?", or when asked to "Integrate..."
- Install other FNIS dependant mods (see mod list above)
- Goto <Skyrim_Install_Dir>/Data/tools/GenerateFNIS_for_Users
- Start (double-click)  GenerateFNISforUsers.exe (ABSOLUTELY NECESSARY, or NOTHING works)
- Select necessary Behavior patches in the "Possible Patches" field (make sure you have the patched mod installed!)- Click Update FNISBehavior (this will create your installation-specific behavior files)
- Click Behavior Consistence Check (optional, checks if new mods have defined inconsitent stuff)
- Click Exit. Say "Yes" when asked to "Create a shortcut on your desktop?" (strongly recommended, you will need the generator quite frequently)
- Start Steam and click "Play"
- In "Data Files" tick FNISSpells.esp


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De-INSTALLATION

NMM De-Installation

Deactivate both FNIS Behaviors, and FNIS Spells in NMM's Mods tab. That should take care of everything. To be totally sure that there are no behavior remnants, delete the following files, if they should still exist:
 

- Data/Meshes/actors/character/behaviors/0_master.hkx
- Data/Meshes/actors/character/characters/defaultmale.hkx
- Data/Meshes/actors/character/characters female/defaultfemale.hkx
- Data/FNISspell.esp


Manual De-Installation

Remove the following or directories:

- Data/FNISspell.esp
- Data/Meshes/actors/character/animations/FNIS
- Data/Meshes/actors/character/animations/FNISBase
- Data/Meshes/actors/character/animations/FNISSpells
- Data/Meshes/actors/character/behaviors/0_master.hkx
- Data/Meshes/actors/character/behaviors/FNIS*.hkx
- Data/Meshes/actors/character/characters/defaultmale.hkx
- Data/Meshes/actors/character/characters female/defaultfemale.hkx
- Data/Meshes/AnimObjects/FNIS
- Data/Tools/GenerateFNIS_for_Modders
- Data/Tools/GenerateFNIS_for_Users


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Known Restrictions and Incompatibilities

This mod is incompatible with every other mod which modifies the same behavior files 0_master.hkx, defaultmale.hkx, and defaultfemale.hkx. In particular FNIS is incompatible with 

- Animated Prostitution - Skyrim (AP)
- Joshs Skyrim Behavior File Patcher
Some walking NPCs will just continue their way after a short interlude. So will most NPCs standing, leaning or sitting in dedicated places. I have implemented a 10-quest/quest idle management to make most casts successful. But there are still misses due to specific situations. To make these work it would be necessary to implement rather complicated packages (based on scenes). But I didn't think it's really worth this effort. 

It's a little tricky to end the player's idles. Reason is that the CK doesn't provide an event for hitting a key (for interruption). The easiest way to end a player idle is to use space to jump up, then toggle to 1st to re-gain casting ability. Note: this spell DOES NOT change your standard idle(s). It only makes the the player character play the idle until you interrupt.

(For modders:) FNIS animations used in AI packages don't stop when the package stops. You need to interupt them by an IdleForceDefaultState event. Either with PlayIdle() or SendAnimEvent(), or by assigning such an Idle as the package's "OnChange" idle (open the package's "Begin/End/Change" tab)


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Usage for MODDERS

How to create an FNIS 3.0 mod:

- Create your animation folder meshes/actors/character/animations/<mod name>. <mod name> is the name of your mod's .esp file (without ".esp"). Currently this is not enforced, but will be required in a future version.

- Place all your animations in this animation folder.

- Create an Animation List meshes/actors/character/animations/<mod name>/FNIS_<mod name>_List.txt. This file is a list of all your animation files, together with their intended use (basic, animObject), possible options, the corresponding AnimEvent, and the AnimObject names. See the provided examples for the required format. When migrating from FNIS 2.1 to FNIS 3.0 you CANNOT USE either the old AnimEvents, nor the old anim file names. FNIS 3.0 includes a migration behavior file (FNIS_FNIS_Behavior.hkx), which contains all previously used AnimEvents. If you would keep the old names, your mod and this file would be incompatible.
   
- For all animations in the Animation Lists you can set several options. This allows for more minor modifications on how the animations are played. You can set the following options:
-a .. acyclic - default: cyclic 
-h .. headtracking (remains) - default: headtracking off
-Tn .. clip transition "00Next Clip" (other idle will follow) - default "IdleForceDefaultState"
-Ts .. clip transition "IdleStop": (should be "regular idle end", but in FNIS similar to Next Clip)
-B<n.m> .. Blend duration between current position and this animation - default: 0.6 sec
   
- Start Data/tools/GenerateFNIS_for_Modders/GenerateFNISforModders.exe and press Generate Mod Behavior. This will ask you for the FNIS_<mod name>_List.txt you have defined. The tool will generate your mod specific behavior file behaviors/FNIS_<mod name>_Behavior.hkx. The mod generates some output about progress and success. There is also a log file temporary_logs/GenerateFNIS_LogFile.txt created. Send this to me, if you have problems and the information provided is not sufficient to solve it.
   
- Start  GenerateFNISforUsers.exe and press Update FNIS Behavior. This tool will connect your mod's behavior to the standard behavior files. It will generate an installation specific FNIS Root behavior (behaviors/FNISRoot_Behavior.hkx), and modified default files (characters/defaultmale.hkx and characters female/defaultfemale.hkx). With the same tool press Behavior Consistence Check. The only check right now looks for duplicate animation names. It's not possible to use the same animation file name, even when both files are in different folders. The system will not complain, but always uses the last file with this name defined in defaultmale.hkx.
   
- You now can start the CK and use your new AnimEvents to define Idle Objects. Remember that you need to re-start the CK whenever you have regenerated any of the behavior files.

- Distribute Animation List and generated Behavior File together with your mod. 

- And send me a message, so I know where FNIS is used (even if you are not uploading on Nexus), and I can make a link to your mod (provided this is possible with Nexus rules).



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History

2012/03/01 V1.0 . . Initial Relase
2012/03/18 V1.1 . . (Idle spells only) 
. . . . . . . . . . . Added player spell, increased to 45 idles
. . . . . . . . . . . New PlayIdle concept, which works with more NPCs (although not all)
2012/03/21 V1.5 . . Adapted Behavior Files and Idle Spells to Skyrim 1.5
2012/05/14 V2.0 . . Moved all FNIS Behavior functionality into a seperate file (FNIS_behavior.hkx)
. . . . . . . . . . . Added functionality for acyclic, cyclic AnimObject, and acyclic AnimObject. Added 400 cyclic slots.
2012/06/14 V2.1 . . Adapted Behavior Files to Skyrim 1.6
2012/07/08 V3.0 . . First version using generator tool, which allows for mod specific, parametrized behavior files
2012/07/08 V3.1 . . FNIS Behavior (GenerateFNISforUsers only): Added Patch Management and PCEA support (PC Exclusive Animation Path)

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Credits

TheFigment aka The Hologram for his invaluable [url=http://skyrim.nexusmods.com/downloads/file.php?id=1797]hkxcmd[/url]
Umpa for [url=http://skyrim.nexusmods.com/downloads/file.php?id=2658]Dance Animation for Modder[/url]
dualsun for [url=http://skyrim.nexusmods.com/downloads/file.php?id=17880]Funny Animations And Idles[/url]


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Future Plans


- Patch integration (behavior changes for other mods)
- Furniture Idles
- Paired Animations (although I failed to make them in earlier months, but maybe with increasing experience ...)



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Licensing/Legal

The FNIS Behavior can only be downloaded and used in the described way. Without my express permission you are NOT ALLOWED
- to upload FNIS Behavior TO ANY OTHER SITE
- to distribute FNIS Behavior as part of another mod
- to distribute modified versions of FNIS Behavior

You can use and modify FNIS Idle Spells in any way that does not prevent running (the original) FNIS Idles Spells in its described way. Simply give credit, and inform me when you include it into your mod.
