Name: Fore's New Idles for Skyrim
Version: 1.5
Date: 03/21/2012
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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[size=4]This mod allows you to [color=yellow] add and play new Idle Animations[/color][color="CDCCAA"] without having to deal with nasty work-arounds[/color], like replacing existing animations and creating temporary pseudo-races. It does this by [color="CDCCAA"]creating new animation slots in the Skyrim Behavior files[/color].[/size]

[size=4][color=orange]2912-03-21: Most likely this is the final update to this mod. Since Theru apparently has found a much easier and straigh-forward way to add new idles ([url=http://skyrim.nexusmods.com/downloads/file.php?id=13376]Skyrim behavior setup[/url]), there is no reason to persue this path-[/size][/color]

[color=orange]Update (2012-03-21): Update "FNIS Idle Spells" V1.5 [/size][list]
[*]Made Behavior Files and Idle Spells compatible with Skyrim V1.5
[*]Added player spell
[*]Increased to 45 idles (examples including all 17 of Umpa's dance animations)
[*]New PlayIdle concept, which allows to cast more NPCs (although still not all NPCs in all situations)[/size][/list][/color]


This mod serves both gamers and modders.

[color=yellow]Gamers[/color] can use it to make NPCs [color="CDCCAA"]perform any standard or custom animation[/color] 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 somne adult type animation mods).

[color=yellow]Modders[/color] can use the [color="CDCCAA"]new animation slots[/color] to implement there own (behavior independant) animation invocation and synchronization.  

The animation slots are implemented by extending Beth's behavior files (which was only possible thanks to TheFigment aka TheHologram's amazing [url=http://skyrim.nexusmods.com/downloads/file.php?id=1797]hkxcmd[/url]). Because of the anti-modding structure of these behaviors, my mod will always be incompatible to all other mods which modify behaviors as well (none known as of today). To make 2 behavior modifying mods compatible, they have to be integrated into one set of behaviors.

Currently this mod provides 400 additional animation slots. They 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.


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[size=3][color=yellow]Usage for GAMERS[/color][/size]

On start-up the player automatically receives [color="CDCCAA"]3 spells[/color]:
[list]
[*][color="CDCCAA"]FNIS Spell Selector[/color]: This (self) spell allows you to select 1 of 45 Idle Animation which will be used for successive Idle Spells (NPC or player). By installation, most of these animations are pre-set with 9 standard animations (C1-C9), all 17 of Umpa's [url=http://skyrim.nexusmods.com/downloads/file.php?id=2658]Dance Animation for Modder[/url] (C10-C26), and 9 standard animations for testing purposes which require additional behavior support not available yet (animObjects, forward moves, attacks). See "Installation" on how to change these files with your animations.

[*][color="CDCCAA"]FNIS NPC Idles[/color]: 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), because the animation slots are fully integrated into the behavior files, the animation will be also interrupted by other standard animation event's of the NPC's animation schedule. 

[*][color="CDCCAA"]FNIS Player Idles[/color]: 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).
[/list]


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[size=3][color=yellow]Usage for MODDERS[/color][/size]

Simply [color="CDCCAA"]copy your animations into the "animation/FNIS" folder[/color], using the predefined names [color="CDCCAA"]FNISc051 to FNISc400[/color] (I hereby reserve the right to use the first 50 slots for upcuming versions of this mod ;-) )
and call your idles with PlayIdle() by using the corresponding anim events (zFNISc051 and following).

Please keep in mind that you will interfere wih all other modders that use the same animation names. Provided there is enough interest from SERIOUS modders to use this scheme, I would be willing to assign those numbers for a certain time. In the long run I hope someone (else) will write a managing utility, which defines the animation numbers based on the user's mod list. But this would also require an additonal wrapping layer, TBD.


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[size=3][color=yellow]Known Restrictions and Incompatibilities[/color][/size]

[list]
[*][color=orange][size=4]WARNING:[/size][size=3]This mod is incompatible with every other mod which modifies the same bahavior files mt_behavior.hkx, defaultmale.hkx, and defaultfemale.hkx[/size][/color]. None are known as of today, but it will only be a matter of time ...

[*]Currently all animations are setup as cyclic, i.e. they continue to run once the end of the animation is reached.

[*]The FNIS Idle Spell really in most situations. 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 5-quest/quest idle management to make most casts successful. But there are still misses due to specific hame 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.
[/list]

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[size=3][color=yellow]Plans[/color][/size]

[list]
[*]make unscaled 1-time animations, animObject animations, and paired animations possible
[*]make FNIS configurable, so you can work (as much as possible) with custom names and identifications (which probably requires a working SKSE)
[/list]


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[size=3][color=yellow]Required & Recommended Mods/Tools[/color][/size]

None required


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[size=3][color=yellow]INSTALLATION[/color][/size]

Install the files as usual, either using NMM, or with manual installation

There are 3 seperate file coming with the mod:

[list]
[*][color="CDCCAA"]FNIS Behavior Files[/color]. Required. Replaces 3 original behavior files.
- Install files 
[*][color="CDCCAA"]FNIS Idle Spells[/color]. Optional (if you want to use described FNIS spells).
- Install files 
- Activate FNISspell.esp
- If you want to play your own animations, you can simply replace the files "meshes\actors\character\animations\FNIS\FNISc001.hkx" until "FNISc045.hkx" by your own files. but YOU HAVE TO USE EXACTLY THE SAME NAMES (unless you want to change the scripts).
[/list]


[color=yellow]Uninstall[/color]

Uninstall with NMM, or manually delete
[list]
[*]Data/Meshes/actors/character/behaviors/mt_behavior.hkx
[*]Data/Meshes/actors/character/characters/defaultmale.hkx
[*]Data/Meshes/actors/character/characters female/defaultfemale.hkx
[*]Data/FNISspell.esp
[*]Data/Meshes/actors/character/animations/FNIS
[*]Scripts/FNIS*.* and Scripts/Sources/FNIS*.*
[/list]

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[size=3][color=yellow]History[/color][/size]

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 allows to cast more NPCs (although still not all NPCs in all situations)
2012/03/21 V1.5 . . Adapted Behavior Files and Idle Spells to Skyrim 1.5

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[size=3][color=yellow]Credits[/color][/size]

TheFigment aka THeHologram for his invaluable [url=http://skyrim.nexusmods.com/downloads/file.php?id=1797]hkxcmd[/url]
Umpa for his [url=http://skyrim.nexusmods.com/downloads/file.php?id=2658]Dance Animation for Modder[/url]

 
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[size=3][color=yellow]Licensing/Legal[/color][/size]

You are NOT ALLOWED to upload contents of this mod TO ANY OTHER SITE.

On SKYRIMNEXUS.com you have to ask me before you use any part of the "FNIS Behavior Files"
(simply because I want to prevent that people will modify withouth knowing what they do).
Whti the "FNIS Idle Spells" you can do whatever you want.
I also like to be informed which mods are including my work.
