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Fores New Idles in Skyrim

Desciption: Fores New Idles in Skyrim is an idle animation mod for Skyrim and was developed by Nexus user, fore. This mod allows the user to add and play new Idle Animations. It is also used by many mods as the required tool to include their custom idle animations into the game. This is done by adding new (mod specific) Behavior files.
Mod Developer: fore
Requirements: None


Installation (short version)

  • Install FNIS Behavior V3_5 – ALWAYS necessary
  • Install FNIS Idle Spells V3_5 – 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 AS ADMINISTRATOR (part of FNIS Behavior, and ABSOLUTELY NECESSARY, or NOTHING works)
  • Select Behavior patches (ONLY those you need!)
  • Click “Update FNIS Behavior”

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)

Problem shooting "Installation Problems"

When all NPCs move with the dreaded STIFF “half-T” POSE, then this is NO FNIS bug: YOU HAVE DONE SOMETHING WRONG DURING INSTALLATION! Remove the desktop GenerateFNISforUsers.exe desktop short-cut Re-install FNIS Behavior EXACTLY as described in the “Installation (extended)” Fix all errors in the generator's text field, and give note to all warnings - Errors definitely WILL, Warnings CAN indicate causes of the “half-T” problem DON'T try to be smart moving things around - and DON'T call the generator from 7Zip, WinRar, ….

If the problem persist AND you are using a LEGAL, STEAM based version of Skyrim then do the following:•Send me a personal message WITH YOUR LOG FILE (data/tools/GenerateFNIS_for_Users/temporary_logs/GenerateFNIS_LogFile.txt), AND Report your problem WITH SUFFICIENT and PRECISE information in the FNIS discussion thread. Avoid meaninless information like “glitches”, “didn't work”, “tried all different ways 3 times”

NOTE: I will NOT HELP any PIRATES! First, I don't support people that don't support Skyrim. And second, I don't waste my time chasing down problems which only occur with illegal installations.

Mods using FNIS Behavior

Mods supported by FNIS with patches:


This mod serves both gamers and modders.

Gamers can use it to make characters 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 other behavior changing mods, like PC Exclusive Animation Path.

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.

(For more modding related information see “Usage for MODDERS” towards the end of the description)

Usage for GAMERS (FNIS Spells)

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 Dance Animation for Modder (animations C10 to C26), and dualsun's Funny Animations And Idles (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 FNISSPo018.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


Skyrim uses 2 gender specfic behavior files (defaultfemale.hkx, defaultmale.hkx) to list ALL animation files used in the game. These files cannot be used for different compatible mod changes. One mod will always overwrite other mods default files. Therefore FNIS attempts to incorporate changes made by other mods (fortunatley there are not many). This is done with the GenerateFNISforUsers.exe “Patch Management”. However, FNIS will not include other (animation) files from these mods. So if you want to use the patches, you will still have to install these mods as well, before running the generator.


Mods currently supported with patches:

  • PC Exclusive Animation Path
  • New Animation for Running with Bow
  • New Animation for 1H Weapon
  • Horsemen Mounted Combat Enhancements

There are 2 more patches without required base mods:

  • SKELETON arm fix: this change (originally introduced by mirap for CHSBHC) fixes arm animation glitches in many animations, caused by the additional bones in custom skeletons. This patch checks for the actually installed skeletons (female and male), and applies skeleton specific modifications to the behavior files.

Note: the generator currently recognizes the CHSBHC, XPMS, and TBBP skeletons, but will also work for all complete skeleton definitions (with both .nif AND .hkx files). However, skeletons with INCOMPLETE definition (no .hkx files) like “The skeleton of female models” or “Custom Skeleton Replacer” CANNOT be properly patched.

  • GENDER specific animations: in Skyrim only a few animations are defined gender specific (different animations in the “Animations\female” and “Animations\male” folder. This patch allows you to make other animations gender specific provided they are “properly” created by the animators, see the Note). If you want to use such animations (e.g xp32's New Animation Pack, dualsun's Pretty Combat Idles, or NonokuraSan's Female Animation Pack), simply copy them into your “Animations\female” (or “male”), and use this patch.
  • Important Note: Some custom animations may cause strange effects when used with GENDER, especially most combat animations from the Female Animation Pack, but I can't exclude other animation files and replacers. This is caused by animation duration differences between vanilla and custom, resulting in animation events being triggered in the behaviors AFTER the end of a custom animation. Most (not all) effects disappear when you install the FAP animations as downloaded (combat animations NOT in female).


I'm getting Error messages when I call GenerateFNISforUSers.exe. What can I do? All error codes greater than 2000 are logical errors found by the Generator. Errors less than 2000 are reported by Windows. Most of the reports should be self-explanatory. Before you can work with FNIS, you need to solve all errors shown in the textfield. Also look at the warnings. They can also indicate problems that prevent FNIS from working properly (like incompatibilities). Some specific error messages:

  • Error 5 (Access denied): You have to run as Administrator. Right-click on the Generator (in in Explorer, or on the desktop Link) and click “Run as Administrator”.
  • Error 53 (File not found) / Webroot (Anti Virus) Users: Since almost one year Webroot creates false positives on hkxcmd.exe (which the Generator uses to convert hkx files). On my report Webroot support did not want to pursue this issue, since they need data from Webroot users. Here is their response:

“To identify your issue, it is necessary for Webroot to have log files from the Webroot SecureAnywhere application on the affected computer system. Please right-click the SecureAnywhere icon in the system tray (next to the system clock display) on the computer which is experiencing the problem, then choose “Help and Support”. Select “Open a Support Ticket” on the Webroot support web site that opens. By following these steps, the necessary data should upload automatically for Webroot to review and troubleshoot.” Thank you for your patience with this issue. Sincerely, The Webroot Threat Research Team

  • Error 53 (File not found): You probably have an incomplete installation → Re-Install FNIS Behavior. Usually the generator will give you a more specific error when files are not found. Eror 53 indicates something unexpected. Please send me you log file, usually in C:/Program files(x86)/Steam/SteamApps/common/Skyrim/data/tools/GenerateFNIS_for_Users/temporary_logs/GenerateFNIS_LogFile.txt.
  • Error 2019 (Temporary directory does not exist. Bad Installation?): (1) you have an incomplete installation → Download and Re-Install FNIS Behavior (2) You have moved GenerateFNISforUSers.exe to a different place. DON'T DO THAT. It will not work from an arbitrary place.

(“Animation Problems”) After installing FNIS I suddenly have animations problems (stiff half-T pose, or other glitches). Why? Principally, FNIS Behaviors correctly installed and generated (without patches) add additional animations, and DO NOT INFLUENCE OTHER ANIMATIONS IN ANY FORM! There are a numer of possible causes, which can make FNIS look like it is breaking animations:

  • You have ignored ERRORS or WARNINGS in your last generator run. Don't do this. They are there for some reason.
  • You are running a cracked Skyrim. In the past apparant cracks have shown symptoms I have not seen in Steam versions.
  • Your game cache is corrupted. Run Steam Verify Cache (The Elder Scrolls V: Skyrim → RMB → Properties → Local Files → Verify Integrity Game Cache …). Another reason not to use cracks.
  • You have installed female animations with the FNIS Gender Patch. This is primarily effecting most combat animations from the Female Animation Pack, but I can't exclude other animation files and replacers. See the Note for “Patches”/“GENDER”.
  • You are running a custom skeleton which comes with a skeleton.nif only, and not a corresponding skeleton.hkx (e.g. Custom Skeleton Replacers). Installing XP32 Maximum Skeleton - XPMS first usually should fix the problem.
  • You run the Dragenborn DLC and use a custom dragon skeleton. Remove it.
  • Principally all DLCs and mods have bugs. Check the appropriate threads.
  • Skyrim was just updated. Usually it takes me a day or 2 to adapt FNIS to the new Skyrim updates, if necessary (usually Bethesda makes behavior updates ahead of planned DLCs).

I got the warning “Generator not run from a legal (Steam) Skyrim installation directory” This is a warning (only) that indicates, that your installation is not recognized as a legal steam installation. The generator is not effected by this. However, I will NOT support you with any installation problem you might have. Most users seeing this warning are using an illegal or pirated Skyrim copy (and don't have the proper registry information). And I don't support Skyrim pirates, and I don't want to track down possible problems caused by pirate installations. If you think you got a legal installation

  • check Bethesda's installing from disc instead of steam thread.
  • you might not have executed the proper steps to relocate your steam folder, as described in Moving a Steam Installation and Games.
  • if you have used “Steam Verify Cache”, it might have removed one of the required registry entries. Start Skyrim once through the “Skyrim Launch” (and not through SKSE)
  • or, most likely, a hyperactive registry cleaner (CCLeaner?) has removed the registry entries used for this check. You can do a “quick” re-install (thanks to wtfmanreally):
  1. Backup your Skyrim local files with Steam (right click on Skyrim in games library, Backup Game Files).
  2. Delete Skyrim local files from the library (right click on Skyrim, Delete Local Content…).
  3. In steam, go to Steam→Backup and Restore… and select Restore a Previous Backup, click on Next.
  4. Click on Browse and select the folder “The Elder Scrolls V Skyrim”. Click on Next.
  5. From here on it will ask if you want to install the game. Everything else should run as a normal Steam install.
  6. Make a backup of your old load order (files in “X:\Users\Username\AppData\Local\Skyrim” and your old .ini files (.ini files in “Documents\My Games\Skyrim”).
  7. Start Skyrim through your Games Library. This will bring up the launcher. Click on Play.
  8. Restore your load order and .ini files backups, since the official Skyrim launcher screwed them up.

(”.NET Problems”) The generator gives some other strange error messages like “0x800A0005 (CTL_E_ILLEGALFUNCTIONCALL)”, ”.NET Framework Initialization Error”, or aborts immediately after double-clicking. Most likely you have a corrupted .NET installation, which can even be caused by undetected viruses. Re-Install .NET from Microsoft .NET Framework 4 (Standalone Installer). If this does not help use .NET Framework Setup Verification Tool and Microsoft .NET Framework Repair Tool. The following link might give additional information: .NET 40 Redistib install error "failed with 0x240006”. This .NET Framework Setup Verification Tool User's Guide seemed to solve many issues. If nothing helps, and before you have to completely re-install windows, you might consider How to Perform an In-Place Upgrade on Windows Vista, Windows 7, Windows Server 2008 & Windows Server 2008 R2.

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?”
  • Buy a legal Skyrim version. There are certain problems where “owner” of a pirated skyrim version are not able to activated plugins (.esp files)

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

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 Behavior 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 nothing works, 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 was 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 Behavior. Now I get CTD when loading a save file. That's a system reaction when a behavior file is missing. Run GenerateFNISforUsers.exe and you should be fine again.

I want to run the Generator on Linux, but it cannot be run there because of .NET 4.x. Here is what you can do (thanks to hellgeist):

  1. On any version of Linux, install VirtualBox, put windows XP on it
  2. Update windows and Install .Net 4
  3. Install Skyrim and patch it via Steam.
  4. Use VMWare Tools to add a shared drive so you can port files between Linux and XP.
  5. Copy the Data folder from your main install on linux and overwrite the windows one.
  6. Install the ForesNewIdles in Skyim-FINIS mod, and run GenerateFNISforUsers.exe
  7. Make sure your main Linux data folder is backed up.
  8. Copy the updated Data folder from VirtualBox (Windows) Skyrim and overwrite your main one on Linux
  9. Close VirtualBox and run Skyrim.

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. If it's only a change in default(fe)male.hkx, I can add your mod as a patch. If you need a quick work-around for added file names, then you can 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).



  • Microsoft .NET 4.0 (follow the link when GenerateFNISforUsers.exe issues a corresponding error message)
  • Administrator rights to your Skyrim installation directories

NMM Installation (extended)

  • Under FNIS Behavior V3_5 – ALWAYS necessary click “Download with Manager”. Say “Yes” when asked “Overwrite?”, say “No” when asked “Update?”
  • Under FNIS Idle Spells V3_5 – 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 to your Skyrim Installation directory(usually C:/Program Files (x86)/Steam/SteamApps/common/skyrim), and from there to Data/tools/GenerateFNIS_for_Users
  • Start (double-click) generatefnisforusersicon.jpg GenerateFNISforUsers.exe (part of FNIS Behavior) ABSOLUTELY NECESSARY, or NOTHING works
  • Select necessary Behavior patches in the Possible Patches field (make sure you have the patched mod installed!)
  • Click Update FNIS Behavior (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 a temporary directory <temp_dir> (name of your choice)
  • Download FNIS Behavior V3_5 – ALWAYS necessary into <temp_dir>
  • Download FNIS Idle Spells V3_5 – ADD-ON for the spells into <temp_dir>
  • Open and extract FNIS Spells 3.5.7z with your favorite archive program (e.g. 7zip) into into <temp_dir>
  • Open and extract FNIS Behavior 3.5.7z with your favorite archive program (e.g. 7zip) into into <temp_dir> - Say “Yes” when asked to “Integrate…”. Now you should have a ”<temp_dir>/Data” folder with 3 subfolders: “Meshes”, “Tools”, And “Scripts”.
  • Drag and drop the <temp_dir>/Data folder into your Skyrim installation directory (usually C:/Program Files (x86)/Steam/SteamApps/common/skyrim). Say “Yes” when asked “Overwrite?”, or when asked to “Integrate…”
  • Install other FNIS dependant mods (see mod list above)
  • Goto to your Skyrim Installation directory, and from there to Data/tools/GenerateFNIS_for_Users
  • Start (double-click) GenerateFNISforUsersIcon.jpg GenerateFNISforUsers.exe (part of FNIS Behavior) ABSOLUTELY NECESSARY, or NOTHING works
  • Select necessary Behavior patches in the Possible Patches field (make sure you have the patched mod installed!)
  • Click Update FNIS Behavior (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


NMM De-Installation

Deactivate both FNIS Behavior, 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

Known Restrictions and Incompatibilities

  • FNIS will be incompatible with new Skyrim versions that modify the games behavior files. This will not only result in new Skyrim animations not being played, but can also cause speed changes and other glitches. Whenever this happens, I will attempt to make an FNIS update as quick as possible.
  • This mod is incompatible with every other mod which modifies the same behavior files 0_master.hkx, defaultmale.hkx, and defaultfemale.hkx. However, when using the generator, FNIS will either overwrite these files with it's own generated version (defaultfemale.hkx, defaultmale.hkx), or issue a warning (0_master.hkx).
  • FNIS is incompatible with Animated Prostitution - Skyrim after download. According to the AP description, AP can be made FNIS compatible by removing the file “behavior\0_master.hkx”, and running the FNIS generator after AP's installation.
  • 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)

Usage for MODDERS

How to create an FNIS 3.x mod:

  • Create your animation folder meshes/actors/character/animations/<mod name>. <mod name> should be the name of your mod's .esp file (without ”.esp”).
  • 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, sequenced), possible options, the corresponding AnimEvent, and the AnimObject names. See the provided examples for the required format.
  • 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 .. transition “Next Clip” (prevent pose change after acyclic animation) - default: “IdleForceDefaultState”
    • -B<n.m> .. Blend duration between current position and this animation - default: 0.6 sec
    • -k .. “known” - animation file is part of Skyrim or another (pre-requisite) mod. Set path relative to your animation folder
    • -o .. AnimObject used (last parameters) - only for SAs (see below)
  • A Sequenced Animation (SA) is a sequence of at least 2 animation files, the last one should be acyclic. Each of it's animations files has it's own options (like 'h', or 'o' for AnimObject), so you can switch head-tracking and AnimObjects during the SA. If you use acyclic animations only, the engine will automatically run all animations from start to end. Cyclic animation parts need to be terminated by calling SendAnimationEvent() to any other part, even previous ones (so you can easily make loops etc. When the last animation of the sequence has finished, you will receive an event ”<last_event_name>_DONE”, which can be caught by RegisterForAnimationEvent()/OnAnimationEvent(). In the Animation List you enter each animation of the SA line by line:
    • s <options> <anim_event> <anim_file> [>anim_object>] …. (for 1st animation of an SA), OR
    • S <options> <anim_event> <anim_file> [>anim_object>] …. (for 1st animation of an Optimized SA)
    • + <options> <anim_event> <anim_file> [>anim_object>] …. (for 2nd to last animation of an SA or Optimized SA)
  • The difference between SA and Optimized SA (OSA) is, that OSA will reduce some or all Unequip events between 2 animations with AnimObjects. These Unequip events can cause flicker effects, depending on the (file) size and color of the AnimObjects. However, jumps between 2 animations only work properly, if start anim and the anim BEFORE the target anim have the same AnimObjects and Headtracking options (e.g. jump from anim 5 to anim 3 (three): then anim 5 and anim 2 (TWO!) must have the same AnimObjects and Headtracking options).
  • Start generatefnisformoddersicon.jpg 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. A log file temporary_logs/GenerateFNIS_LogFile.txt will be created.
  • Start generatefnisforusersicon.jpg 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).


  • Cyclic animations defined as part of a Package or IdleMarker continue to run even when the package ends. You can stop a package idle by entering “IdleForceDefaultState” in the package's Begin/End/Change tab > On Change > Idle.
  • While performing single animations or SAs the NPCs will be pushed around by other interacting or by-passing NPCs. It's recommended to use setvehicle() on the NPC during this phase.
skyrim/fores-new-idles-in-skyrim.txt · Last modified: 2013/09/07 15:42 by doublezero