0 of 0

File information

Last updated

Original upload

Created by

dnalloh1987

Uploaded by

dnalloh1987

Virus scan

Safe to use

347 comments

  1. dnalloh1987
    dnalloh1987
    • supporter
    • 31 kudos
    Locked
    Sticky
    I am back and taking questions cause i have received a lot of questions sent to my inbox. I will do my best to help each and every one of you based off of knowledge but realize sometimes the animations you are converting are not my specific taste and require special skeletons which I don't mess with so please bare with me :)
  2. fore
    fore
    • premium
    • 1,303 kudos
    Locked
    Sticky
    This will only work if the converted "Animation mod" is a simple animation replacer.

    It will not work, if it is an FNIS dependent mod. FNIS dependent mods have a behavior file in the "behaviors" folder. If this file is not converted, ALL (non-creature) characters will show t-pose. What makes it even harder is a quirk of the Bethesda tool. I have made the experience that those FNIS generated behavior files will not always be usable after conversion. I don't know if it is sometimes or always. Since after my first bad encounter I have always re-generated those behaviors with the GenerateFNIS_for_modders tool.

    Your tool will also not work if you try to convert an animation mod with a fomod setup.
    1. ethruria
      ethruria
      • premium
      • 2 kudos
      @fore, thanks for your advice. i was trying to port the indispensable Bathing in Skyrim for my personal use and ran into the t-pose problem caused by the behaviour files. will be regenerating the files with your modders tool.
    2. pegames
      pegames
      • member
      • 0 kudos
      Yes I got same problem . If mod have file in "behaviors' folder, This file can not converted,and All characters will show t-pose.

      Don't know why......
  3. Thaurane
    Thaurane
    • member
    • 0 kudos
    Locked
    Sticky
    Hey just dropping by to let you know that it worked great with the Realistic Animation Project - Movement. Thank you for the guide!
  4. DominusXus
    DominusXus
    • supporter
    • 1 kudos
    You deserve a medal sir! THANK YOU! For anyone struggling to get this to work (my computer would not let me just copy and paste the batch file directly into MO2's virtual folder for some reason) I realised:

    a) once you have downloaded the batch ZIP file through NEXUS MOD MANAGER/MO2/VORTEX like a MOD

    b) you need to replicate the FILE STRUCTURE like a MOD!

    SO what I mean is once the batch is downloaded your mod manager will probably kick up a fuss saying the file structure is invalid (happened in my case!)

    1. you can ignore that and let it be added to your modlist incorrectly (it will be greyed out)
    2. RIGHT CLICK on it and select OPEN IN EXPLORER. This should show the batch file 
    3. a) Replicate the folder structure by creating NEW FOLDER and call it "Meshes".
        b) Open that folder. create a new folder within that folder called "actors". 
        c) Open that folder and create a new folder within that folder called "character" (you get the idea by now)
        d) Open that folder and create a new folder in that finally calling that "animations".
    4. Take your batch file and place it INSIDE your animations folder!

    DONE!

    If you want to check it's location is correct check your virtual folder and go to that animations folder in the file tree. If it is there then all you need to do is 

    DOUBLE CLICK IT!

    It will run and convert all your old 32 bit animations to SSE!

    Hope that helps anyone as it took me a while to figure this out. 

    All the v best!

    EDIT - OH, yes and if you have Nemesis RUN THAT AFTER! lol
  5. AGMagyar
    AGMagyar
    • member
    • 1 kudos
    I have to ask, what is the point of using Creation kit here, your instructions for the two patches worked?  
    1. LateKill
      LateKill
      • member
      • 1 kudos
      just for HavokBehaviorPostProcess.exe, CK have that tool so you need to have CK SSE in bethesda launcher.
  6. ceano
    ceano
    • premium
    • 138 kudos
    Is it possible to make special edition animations work in legendary edition ?
  7. DikeeConventh
    DikeeConventh
    • member
    • 0 kudos
    É compatível com Skyrim LE?
  8. SoldierZoom
    SoldierZoom
    • supporter
    • 1 kudos
    if u r having trouble I recommend installing the creation kit on steam as  Bethesda did not work for me but steam did 1st try
    1. Thanks man! worked for me
  9. KaylaKaze
    KaylaKaze
    • premium
    • 8 kudos
    Put the following in a batch file instead
    @For /f "delims=" %%G in ('dir /s/b *.hkx') do "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Tools\HavokBehaviorPostProcess\HavokBehaviorPostProcess.exe" --platformamd64 "%%G" "%%G"
    @pause
    (make sure you change the Skyrim path if you need to)
    and it'll update all animations in the subfolders. Run it on you characters/animations folder and it'll convert everything, skipping those that have already been converted.
    1. Magicaldonut1
      Magicaldonut1
      • member
      • 1 kudos
      Cheers
  10. Map4uk
    Map4uk
    • member
    • 0 kudos
    i am trying to make my own new animation, i did it in blender and converted into hkx file, but the problem that it is x32 hkx for oldrim
    and now i cant convert to x64 for skyrim se. Guides telling me to have
    HavokBehaviorPostProcess.exe but the CK wouldnt start in steam, bethesda launcher not working, all the guides are outdated...
    maybe you can help me somehow? and please dont send me steam discussions
    1. Jakemessi
      Jakemessi
      • member
      • 5 kudos
      cathedral assets optimizer
  11. ByDragonDenStudios
    ByDragonDenStudios
    • supporter
    • 1 kudos
    thank you
  12. JadeRae
    JadeRae
    • premium
    • 0 kudos
    Six years later and this guide just helped me with my new setup! Everything worked perfectly! Thank you @dnalloh1987!!
  13. SethPhoenix2000
    SethPhoenix2000
    • member
    • 0 kudos
    How does one download the necessary "havokbehaviorpostprocess.exe" for this? The link in requirements doesn't work and copying the link gives me the bethesda launcher setup. I know bethesda's a garbage company but am I really going to be forced to use their launcher to get what I need?
    1. shamanicFox
      shamanicFox
      • member
      • 0 kudos
      the files are out there! Only thing is i cant say ive tested it
    2. JuneSito
      JuneSito
      • member
      • 0 kudos
      you have to download the creation kit from steam under software and it should appear in your files