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 :)
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.
@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.
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
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.
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
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?
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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.
Don't know why......
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
@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"
(make sure you change the Skyrim path if you need to)@pause
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.
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