All in all it's a great tool, and something I recommend to everyone for sure. It also provides the capability to define gender-specific animations. It basically provides a way to use alternate animations not otherwise possible with the default game. 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. Linking it to perverse/sexual mods is doing it a disservice imo. FNIS simply allows non-vanilla animations to be played via script or otherwise. Right-click the GenerateFNISforUsers.exe file and select Add as Executable In the window that opens, type FNIS for the Title. Then expand the GenerateFNISforUsers folder. On the game, at least.It is also used for a variety of combat animation mods, etc as well. Add FNIS to the list of executables by doing the following: In the right pane, go to the Data tab. Neo's been using this for a while, and it doesn't appear to have negative effects. The animations that can be changed include idles/poses, sequenced, arm offset, furniture, and paired animations, killmoves, and creature animations. This adds custom animation support to the game, and will be required for many good mods out there. Running FNIS appears to fix the animation problems with Dragonborn, as long as you tick the "SKELETON arm fix". Download Fores New Idles in Skyrim - FNIS.
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. The reason being that this tool has a option to fix animation problems when using the Maximum Skeleton.
Considering what the mod was commonly used for, it would seem really bizzare for me to suggest this for STEP under normal conditions.īut, there's actually a reason for it, and it has to do with a side feature of the mod.