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Fore's New Idles in Skyrim - FNIS (by fore)

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#1 WilliamImm

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Posted 26 April 2013 - 03:31 PM

Discussion thread:
Fore's New Idles in Skyrim by fore
Wiki Link 

Considering what the mod was commonly used for, it would seem really bizzare for me to suggest this for STEP under normal conditions.

But, there's actually a reason for it, and it has to do with a side feature of the mod. The reason being that this tool has a option to fix animation problems when using the Maximum Skeleton. I have heard reports that the new animations introduced by the Dragonborn DLC don't function when using the Maximum Skeleton, even with the optional non-FNIS patch.

Running FNIS appears to fix the animation problems with Dragonborn, as long as you tick the "SKELETON arm fix". Neo's been using this for a while, and it doesn't appear to have negative effects. On the game, at least. 
Accepted for STEP v2.2.6
-- Thanks to WilliamImm for creating the mod page and to Neovalen for doing the testing/confirmation via Skyrim Revisited.



#2 Neovalen

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Posted 26 April 2013 - 06:21 PM

https://skyrim.nexusmods.com/mods/11811

Considering what the mod was commonly used for, it would seem really bizzare for me to suggest this for STEP under normal conditions.

But, there's actually a reason for it, and it has to do with a side feature of the mod. The reason being that this tool has a option to fix animation problems when using the Maximum Skeleton. I have heard reports that the new animations introduced by the Dragonborn DLC don't function when using the Maximum Skeleton, even with the optional non-FNIS patch.

Running FNIS appears to fix the animation problems with Dragonborn, as long as you tick the "SKELETON arm fix". Neo's been using this for a while, and it doesn't appear to have negative effects. On the game, at least.

It is also used for a variety of combat animation mods, etc as well. FNIS simply allows non-vanilla animations to be played via script or otherwise. Linking it to perverse/sexual mods is doing it a disservice imo. :)

In fact, I believe the original version was mostly for "dance", "pose", and "machinima" type mods but it can be used for the other more perverse mods as well. It basically provides a way to use alternate animations not otherwise possible with the default game.

It also provides the capability to define gender-specific animations. All in all it's a great tool, and something I recommend to everyone for sure.

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#3 WilliamImm

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Posted 26 April 2013 - 06:59 PM

It just so happened that 90% of the listed FNIS supported mods were very risque. Great tool, don't get me wrong.

#4 z929669

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Posted 05 May 2013 - 12:55 AM

If sufficient testing has been done, could either of you create the mod page and provide suggested installation notes? We will tentatively accept given the advocates ;)

#5 WilliamImm

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Posted 05 May 2013 - 01:27 AM

Page created. I've suffered no problems with it - neither has Neovalen.

Instructions may need a little revising, but they should do for now.

#6 Vond

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Posted 05 May 2013 - 01:28 AM

Been using this for some time as well with no issues. Useful for sure
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#7 Kelmych

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Posted 05 May 2013 - 08:36 PM

I've been using this mod for a while, supporting animations in several of the mods I use. I haven't had any problems with it.

#8 Eliian

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Posted 07 May 2013 - 05:21 PM

Considering what you suggested this be added to STEP for then the reason for installing would be "Dragonborn Users only" ? More like a fix than using it to add animations?
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#9 Neovalen

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Posted 07 May 2013 - 05:33 PM

My suggestion would be to remove note about arm patch and use FNIS as its more complete a fix.
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#10 dstansberry

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Posted 11 May 2013 - 10:05 PM

Okay, I've a "never been there, never done that" sort of question. I'm a real stickler for first-person view, and it's really pretty rare that I slip into 3rd person. As such, I've always avoided things like FNIS and many animation tweaks as unnecessary, since I didn't think I'd never actually SEE them in the game. Am I correct in assuming this? Or are the animations also used by NPC's throughout the gameworld as well? 'cause THAT would be really interesting!
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#11 Omolong

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Posted 11 May 2013 - 10:13 PM

The animations are also used by NPCs. The most noticeable problem I've noticed without this mod is with Dragonborn, but there are probably other issues in the vanilla game.
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#12 dstansberry

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Posted 11 May 2013 - 11:04 PM

[quote name=''Omolong' pid='36143' dateline='1368328389']The animations are also used by NPCs. The most noticeable problem I've noticed without this mod is with Dragonborn' date=' but there are probably other issues in the vanilla game.[/quote']

Thank you! I guess I'll set aside my misconceptions and give it a go!
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#13 Omolong

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Posted 03 June 2013 - 02:51 PM

I've just noticed something on the wiki page for this mod. It says: "Note: You only need to run Fore's New Idles for Skyrim if you are using the Maximum Skeleton, or if you are using other mods that support/require Fore's New Idles. Otherwise, you can use the optional non-FNIS patch on the Maximum Skeleton page." Is there any point in having that last note about the non-FNIS patch? If you're not using Maximum Skeleton, you're not going to be downloading anything related to Maximum Skeleton, so why would you need to download a non-FNIS patch?
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#14 WilliamImm

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Posted 03 June 2013 - 03:44 PM

When updating that page, I missed that note. Fixed now.

#15 doveman

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Posted 16 June 2013 - 07:02 AM

I'm a bit confused by the instructions for this. It suggests using Mod Organiser (which I do) but then says "IMPORTANT: After installation of all mods, run "GenerateFNISForUsers.exe". Now, when using MO the mods aren't really installed (in the Skyrim folder), they get installed virtually at runtime, so if this exe needs all the other mods installed first to work on, then this isn't going to work. If it doesn't, then saying to run it "After installation of all mods" is redundant. EDIT: Also it says "Users only need to run Fore's New Idles for Skyrim if also using the Maximum Skeleton, or other mods that support/require Fore's New Idles. For STEP, this applies to Dual Sheath Redux, which will be installed downstream of this mod. Disregard this mod if that mod will not also be used." Should that not say "if those mods are not used" as there appear to be two (Maximum Skeleton and Dual Sheath Redux) which require FNIS?
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