FNIS PCEA2 - 播放器独家动画(动态)SE

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简单简介

在3DM Mod站下载上古卷轴5:重置版最新的FNIS PCEA2 - 播放器独家动画(动态)SE Mod,由fore制作。老葉在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: fore Mod版本: 7.2 Mod大小: 5.33 MB 更新时间: 2019-08-09 14:49:33 发布时间: 2019-08-09 14:49:33

详细说明

FNIS PCEA2 SE(玩家角色独家动画,第2代,用于Skyrim SE)允许您定义仅供玩家使用的动画。



 

.................................................. ................................................. FNIS PCEA2在11.50


但与其前身PCEA不同,FNIS PCEA2允许您:

通过MCM在游戏中选择您的自定义动画

将您的动画分配到最多10个不同的子文件夹中,这些子文件夹可以自由组合

使用此功能而无需播放器的自定义竞赛


而且,为了方便用户使用,FNIS PCEA2已经配备了一系列替换器:

xp32的新动画包

Bergzore沉浸式动画

YY Anim Replacer  -  yukl的神秘骑士

YY Anim Replacer  -  Yukl的Zweihander

东亚的东方剑法动画由cyh0405

Magiska  -  Feuertin的拼写动画

由Davjes跳跃动画

由doublesun漂亮女性的闲话(1动画)

非常感谢这些伟大的动画的作者与社区分享它们,以及允许上传它们与这个mod。


这些包括动画替换器允许您开箱即用启动FNIS PCEA2。


注1:FNIS以这种方式“仅”支持537动画。这只是所有角色动画的三分之一。原因:系统限制。为了所有用户的利益,故意省略诸如仪式法术,职员,坐,骑马,杀戮和弩等动画。你不需要问我。我不会在以后的FNIS版本中添加它们。


注2:还有一些以“_EquipOnly”结尾的附加文件夹。这些文件是包含的动画替换器的一部分。但它们是分开的,以免与XPMSE / Racemenu设置的装备动画冲突。如果您不使用XPMSE或使用FNIS Alternate Animations的其他mod更改装备动画,则可以将这些文件移回其原始文件夹。


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近期变动)


2018年3月4日

FNIS PCEA2 SE 7.2

删除早期SKSE版本中的错误解决方法使用最新的SKSE64版本(2.0.6或更高版本)

修复了启动要求检查(例如FNIS版本依赖,...)


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要求


要求:

SKSE64(SKSE64 2.0.6或更高版本)

SkyUI

FNIS SE(V7.2或更新版本)


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安装和使用


这真的很容易:

像往常一样安装所需的mods /工具:SKSE,SkyUI,FNIS 6.0及以上版本

安装FNIS PCEA2手册,或使用NMM或MO

运行FNIS(GenerateFNISforUsers.exe)

启动天际

转到MCM Mod Configuration并选择所需的动画文件夹



你看它有多容易吗?现在定义您自己的选择。请参阅“创建自己的动画集”。


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配置选项(SKYUI MCM)


现在刷新PCEA动画:当FNIS PCEA2与使用相同FNIS功能的其他mod竞争可能不正确时,事情可能会随着时间的推移而搞砸。激活此选项将根据您在进入MCM菜单时的文件夹选择刷新所有动画变量。注意:每次打开MCM菜单时都可以调用此选项。

可用的动画集:这些集合中最多有10个您已按上述方式定义的集合。第一个(最上层)集合具有最低优先级,并首先添加其动画组。以下集合定义了它们的动画,从上层集合中推翻了可能定义的组。有关详细信息,请参阅“FNIS背景”。



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创建自己的动画集合


注意Mod Manager用户(Vortex,MO(2),NMM Virtual Install):不要尝试将以下更改直接进入FENIS PCEA2的mod管理器的mod目录。 Mod管理器无法识别用户手动完成的更改。您需要制作一个新的FNIS PCEA2 zip文件,并将其与您的mod管理器一起安装。


当然,您不需要坚持使用包含的动画替换器。您最多可以拥有10个不同的子文件夹,其中包含不同的动画集。

PCEA2识别的10个子文件夹必须按以下方式定义:

子文件夹直接位于“动画\ FNIS_PCEA2”内。不允许子文件夹,特别是没有“男性”或“女性”。

子文件夹名称以数字“0”到“9”开头。数字表示给定文件夹的优先级:0表示最低,通常用于大型动画包;对于专门的动画,9是最高的。可以多次使用相同的优先级(因此在插入新文件夹时不必重命名文件夹名称)。

如果子文件夹名称的第二个字符是“_”,则此子文件夹是默认文件夹,并在第一次启动FNIS PCEA2时自动在MCM菜单中选择,或更改其目录。


只有10个子文件夹,当FNIS PCEA2已经附带7个?是。

明智地使用您的文件夹,不要只是转储您在网上某处找到的任何动画集。 FNIS备用动画(AA,FNIS基础技术)为您的安装增加了相当大的负担。不仅对于动画和修改的行为文件,而且对于支持文件预缓存所需的数据,以避免间歇性的t-pose情况。那么,例如,你只玩一个性别?删除不需要的女性/男性特定文件夹。


仅将动画文件放入这些动画/ FNIS_PCEA2子文件夹中。永远不要尝试更改FNIS_PCEA2本身的文件! FNIS生成器将以不同的名称将文件复制到FNIS_PCEA2中。它会相应地调整天际行为文件。删除那里的文件将导致众所周知的t-pose。



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FNIS背景


FNIS SE行为提供了一种交替动画(AA)功能,允许模仿者通过“任意数量的自定义动画”动态地替换标准动画。目前有537种动画可以替换。它们的范围从mt_idle.hkx,覆盖护套和无人机运动和短跑,装备和攻击,魔术等等。基本上大多数动画都不能由FNIS定义(如空闲,家具,配对和杀戮),或者看起来不太需要(例如骑马和弩) 。


但由于动画量很大,因此无法独立更改所有动画。您始终可以更改每个组的动画。组大小范围从1(mt_idle)到44(1hm攻击)。一组的更改由一个动画变量控制,可以使用FNIS功能进行设置。如果mod仅为一个组提供一些动画,FNIS将使用vanilla动画代替缺失的动画。


因此,FNIS PCEA2将不会合并不同的文件夹。例如,Immersive Animations定义(几乎)所有1hm的攻击动画,Mystic Knight只定义1hm_attackright.hkx。如果你选择两个动画文件夹,并保持Mystic Knight的更高优先级,那么这只会激活1hm_attackright。尽管你还选择了Immersive Animations,但其他1hm的攻击动画将是vanilla的动画。如果您不喜欢,那么您必须适当填写文件夹。文件GenerateFNIS_for_Users / Alternate_AnimationGroups.txt和Animations / FNIS_PCEA2 / PCEA2_Overview.txt将为您提供必要的信息。



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重新定义动画事件(触发器) - 警告:需要更改级别的体验!


天际行为使用大量动画事件来控制动画的使用,并与引擎交互。例如,表示战斗期间的击中时刻,或武器被套上或拔出的时刻。或者播放脚声时。或者,或者......或者......很明显,自定义动画替换器可能需要不同的时间来执行这些操作。或者添加或删除一些事件,例如当悬停运动动画不需要脚声时。


请记住,可以从行为或动画中发送动画。为了理解使用过的anim事件,将动画文件转换为xml(使用hkxcmd),并使用CondenseBehavior http://www.nexusmods.com/skyrim/mods/32113读取行为文件(尽管行为文件相当复杂)而且,使用CondenseBehavior查找动画文件相对容易,并了解他们发送的动画。

注意:hkxcmd只能读取32位行为文件。对我们所有人来说幸运的是,Skyrim和Skyrim SE使用相同的行为(仅翻译成不同的hkx格式)

现在,您可以在行为文件中修改备用动画的动画事件。对于要为其更改动画事件的每个备用动画,您必须向mod的动画列表添加一个命令。请注意,您始终为动画替换所有动画事件。如果您只想更改一个动画事件的时间,您仍然需要列出所有动画事件。


如果要在PCEA2下更改触发器,可以执行以下步骤:

 - 在包含相关动画文件的子文件夹中,创建文件FNIS_PCEA2_ <any_name_you_like> _List.txt。

 - 在FNIS_PCEA2_ <any_name_you_like> _List.txt中添加类似于FNIS ReadME / FNIS Modders'文档中描述的触发器的触发事件(“T”命令),但文件名是香草名称(没有“<mod_prefix> < number_0_to_9> _“)


T <vanilla_filename> <anim_event_1> <time_1> <anim_event_2> <time_2> .......


例:

以下命令是XPMSE动画列表的一部分。由于“脚踝上的匕首”动画中的非均匀动画中的“错误”,它们是必要的。移动时,匕首不能再被套住了。在这个文件中,动画师已经将动画事件weaponSheathe从0.900移动到0.966667(在动画文件中)。然而,这导致动画事件Unequip_OutMoving的syc问题,行为定义为0.9333秒(相对于1.33秒动画为-0.4)。以下修复只是将Unequip_OutMoving移动到1.0秒(相对于1.33为-0.33)。

T xpe3_Dag_Unequip.hkx Unequip_OutMoving -0.333 Unequip_Out -0.00 BeginWeaponSheathe 0.00


如果要将其转移到其中一个子文件夹中,请使用上述命名约定创建一个txt文件并添加以下一行:

T Dag_Unequip.hkx Unequip_OutMoving -0.333 Unequip_Out -0.00 BeginWeaponSheathe 0.00


为什么我在这里描述它,而不是向动画师报告?仅仅因为大多数动画师不再可用。而且你可能会发现动物不适合,脚步声关闭,武器过早,......如果你有点精明,你可能会修复它,并帮助其他用户。我不认为自己是必须做所有这一切的人。



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卸载


像往常一样卸载。

手动删除字符/动画/ FNIS_PCEA2。剩下的文件不会受到伤害,但也没有帮助。



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已知的问题


右/左/后跳(包括MoMo AJ)不起作用。由于未知原因,成功用于数百种其他动画的技术拒绝在此处工作。也许用于混合这两个跳跃序列的特殊节点(HBT中的Bethesda唯一增强)与它有关。在这种情况下,一些其他动画也不能被替换。



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历史(主要步骤)


2017/11/01 V1.0。 。初始版本天际SE

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积分


我特别感谢xp32,Bergzore,yukl,cyh0405,dualsun和Feuertin,他们已经允许将他们的精彩动画包含在这个mod中。



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许可/法律


所有动画文件都包含其他作者的属性。如果您想将它们用于自己的目的,则必须获得他们的许可。

所有脚本都可以免费使用,前提是结果不是使用名称FNIS的mod,或者以任何方式干扰FNIS PCEA2。

——————————————————————————————————————————————————

FNIS PCEA2 SE (Player Character Exclusive Animations, 2nd generation, for Skyrim SE) allows you to define animations which are dedicated to the player only.



 



...................................................................................................FNIS PCEA2 at 11.50

But unlike its pre-decessor PCEA, FNIS PCEA2 allows you to:

select your custom animations DURING THE GAME via MCM

distribute your animations into up to 10 different subfolders which can be freely combined

use this functionality without a custom race for the player


And, to make things most easy for the user, FNIS PCEA2 already comes with a selection of replacers:

New Animation Pack by xp32

Immersive Animations by Bergzore

YY Anim Replacer - Mystic Knight by yukl

YY Anim Replacer - Zweihander by yukl

Oriental Swordsmanship animation of East Asia by cyh0405

Magiska - Spell Casting Animations by Feuertin

Jump animations by Davjes

Pretty Female Idles by dualsun (1 animation)

Many thanks to the authors of these great animations for sharing them with the community, and for giving permission to upload them whith this mod.

These included animation replacers allow you to start FNIS PCEA2 right out of the box.

Note 1: FNIS does "only" support 537 animations this way. Which is only about one third of all animations for character. The reason: system limitations.Animations like ritual spell, staffmagic, sitting, horse riding, killmoves, and crossbow are purposely ommitted in the interest of ALL users. You don't need to ask me. I will not add them in a later release of FNIS.

Note 2: there are a few additional folders which end with "_EquipOnly". These files are part of the included animation replacers. They are separated however in order to not conflict with the equip animations set by XPMSE/Racemenu. If you don't use XPMSE or another mod changing equip animations using FNIS Alternate Animations, you can move these files back to their original folder. 

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Recent Change(s)

2018/03/04
FNIS PCEA2 SE 7.2

Removed work-arounds for bugs in earlier SKSE Versions Use newest SKSE64 version (2.0.6 or better)

Fixed the start requirements checking (e.g. FNIS version dependendy, ...)


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Requirements

Requirements:

SKSE64 (SKSE64 2.0.6 or newer)

SkyUI

FNIS SE (V7.2 or newer)


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Installation and Usage

It's really easy:

Install the required mods/tools as usual: SKSE, SkyUI, FNIS 6.0 and above

Install FNIS PCEA2 manual, or with NMM or MO

Run FNIS (GenerateFNISforUsers.exe)

Start Skyrim

Go to the MCM Mod Configuration and select the Animation Folder(s) you want



You see how easy it is? Now define your own selections. See "Create your own animation collections".

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Configuration Options (SKYUI MCM)

Refresh PCEA animationsa NOW: When FNIS PCEA2 is in competition with other mods which use the same FNIS functionality maybe improperly, things might get messed up over the time. Activating this option will refresh all animation variables according your folder selection at the time you have entered the MCM menu. Note: you can call this option once every time you have opened your MCM menu.

Available Animation Collections: These are up to 10 of your collections which you have defined as described above. The first (most upper) collection has lowest priority, and adds its animation groups first. The following collections define their animations on top of that, overruling possibly defined groups from the upper collections. See "FNIS Background" for details.



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Create your own animation collections

ATTENTION Mod Manager users (Vortex, MO(2), NMM Virtual Install): do NOT try to make the following changes DIRECTLY into the mod manager's mod directory for FNIS PCEA2. Mod managers do not recognize changes that are manually done by the user. You need to make a new FNIS PCEA2 zip file, and install this with your mod manager.

Of course you don't need to stick with the included animation replacers. You can have up to 10 different subfolders which contain your different animation sets.

The 10 subfolders that PCEA2 recognizes have to be defined the following way:

The subfolders are located directly inside "animations\FNIS_PCEA2". No subfolders allowed, in particular no "male" or "female".

The subfolder names start with a digit "0" to "9". The digit indicates priority of the given folder: 0 is lowest, usually taken for the big animation packs; 9 is highest, for specialized animations. It's possible to use the same priority more than once (so you don't have to rename folder names when insert a new one).

If the 2nd character of a subfolder name is "_", then this subfolder is a default folder and will automatically be selected in the MCM menu the first time you start FNIS PCEA2, or change its directories.


Only 10 subfolders, when FNIS PCEA2 already comes with 7? YES.
Use your folders wisely, and don't just dump any set of animations you find somewhere on the net. FNIS Alternate Animations (AA, the FNIS base technology) adds a considerable load to your installation. Not only for the animations and the modified behavior files, but also for the data needed to support file pre-caching in order to avoid intermittent t-pose situations. So, for example, you play only one gender? Remove the female/male specific folders you don't need.

Only put your animations files into these Animations/FNIS_PCEA2 subfolders. Never try to change files in FNIS_PCEA2 itself! The FNIS generator will copy your files under different names into FNIS_PCEA2. And it will adjust the Skyrim behavior files accordingly. Removing files there will result in the well-known t-pose.


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FNIS Background

FNIS SE Behaviors provides an ALTERNATE ANIMATION (AA) functionality, which allows modders to DYNAMICALLY replace standard animations by an "arbitrary number of custom ones. Currently there are 537 animations which can be replaced. They range from the mt_idle.hkx, over sheathed and unsheathed movement and sprint, equip and attack, to magic and more. Basically most animations which cannot be defined by FNIS otherwise (like idles, furniture, paired, and killmove), or which don't seem very needed (e.g. riding and crossbow).

But due to the sheer amount of animations, it is not possible to change all animations independently. You always change the animations per group. Group sizes range from 1 (mt_idle) to 44 (1hm attack). The change of one group is controlled by one Animation Variable, which can be set with FNIS functions. If a mod provides only some animations for one group, FNIS will use the vanilla animations in place of the missing ones. 

As a result, FNIS PCEA2 will not merge different folders. For example, Immersive Animations defines (almost) all 1hm attack animations, Mystic Knight only the 1hm_attackright.hkx. If you select both animation folders, and keep the higher priority for Mystic Knight, then this will only activate 1hm_attackright. The other 1hm attack animations will be the vanilla ones, despite the fact that you have also chosen Immersive Animations. If you don't like that, then you have to fill up your folders appropriately. The files GenerateFNIS_for_Users/Alternate_AnimationGroups.txt and Animations/FNIS_PCEA2/PCEA2_Overview.txt will give you the necessary information.


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Re-define animation events (triggers) - Warning: modder level experience required!

Skyrim behaviors use numerous animation events to control the use of animations, and interact with the engine. For example to indicate the hit moment during combat, or the moment a weapon is sheathed or unsheathed. Or when the foot sound is played. Or, or, or... It is apparent, that custom animation replacers might require different timing to execute those things. Or add or remove some events, for example when a hovering movement animation doesn't need the foot sound.

Keeep in mind, that it it is possible to send the animevents either from the behavior or from the animation. In order to understand the used anim event, convert the animation files into xml (using hkxcmd), and use CondenseBehavior http://www.nexusmods.com/skyrim/mods/32113 to read the behavior files (although behavior files are rather complicated and large, it is relatively easy with CondenseBehavior to find the animation files, and understand understand which animevents they send). 
Note: hkxcmd can only read 32bit behavior files. Fortunately for us all, Skyrim and Skyrim SE use the same behaviors (only translated into different hkx format)

Now you can modify the anim events for Alternate Animations in the behavior files. For each Alternate Animation you want to change anim events for, you have to add one command to the mod's animation list. Note that you always REPLACE all anim events for an animation. If you just want to change the time of one anim event, you still have to list ALL anim events.

If you want to change a trigger under PCEA2 you can do this with the following steps:
- in the subfolder that includes the concerned animation file, create a file FNIS_PCEA2_<any_name_you_like>_List.txt.
- in FNIS_PCEA2_<any_name_you_like>_List.txt add trigger events ("T" commands) similar the triggers described in the FNIS ReadME / FNIS Modders' doc, with the exception that the file names are the vanilla ones (without "<mod_prefix><number_0_to_9>_")

T <vanilla_filename> <anim_event_1> <time_1> <anim_event_2> <time_2> .......

Example:
The following command is part of the XPMSE animation list. They are necessary due to a "bug" in the unequip animations from the "dagger on the ankles" animations. When moving, the dagger could not be sheathed any more. In this file the animator has moved the anim event weaponSheathe from 0.900 to 0.966667 (in the animation file). However this caused a syc problem with the anim event Unequip_OutMoving, defined at 0.9333 sec in behaviors (-0.4 relative to a 1.33 sec animation). The following fix simply moves Unequip_OutMoving to 1.0 sec (-0.33 relative to 1.33).
T xpe3_Dag_Unequip.hkx Unequip_OutMoving -0.333 Unequip_Out -0.00 BeginWeaponSheathe 0.00

If you want to carry this over into one of your subfolders, create a txt file with the above naming convention and add this one line:
T Dag_Unequip.hkx Unequip_OutMoving -0.333 Unequip_Out -0.00 BeginWeaponSheathe 0.00

Why did I describe it here, and not report it to the animators? Simply because most animators are not available any more. And you might find animations where a hitsound doesn't fit, the footsteps are off, a weapon is drawn too early, ... If you are a little savvy, you might fix it, and help other users as well. I don't see myself as the onje who has to do all of that.


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UNINSTALL

Uninstall as usual. 
Manually remove character/animations/FNIS_PCEA2. The remaining files don't hurt, but don't help either.


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Known Issues

Right/left/back jump (including MoMo AJ) do not work. For unknown reason the technique successfully used for hundreds of other animations refuses to work here. Maybe the special node used for blending for these 2 jump sequences (a Bethesda only enhancement in HBT) has something to do with it. In this case a few other animation cannot be replaced as well.



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History (major steps)

2017/11/01 V1.0 . . Initial Release Skyrim SE
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Credits

My special thanks go to xp32, Bergzore, yukl, cyh0405, dualsun, and Feuertin, who have given permission to include their great animations into this mod.


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Licensing/Legal

All animation files include are property by other authors. You have to get their permission if you want to use them for your own purposes.
All script are free to use, provided the result is not a mod that uses the name FNIS, or interferes with FNIS PCEA2 in any way.


文件说明

Mod截图

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