**After using Easy Driver Pack Driver , You should download Original Driver from the manufacturer's website and install it again. This will make sure for your PC work fully and correctly.

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Posted by5 years ago
Archived
I'm having a problem getting creatures to move during sexlab type interactions. I have installed the creature pack using nmm, I've updated it using fnis, I have creature animations activated on sexlab as well as all creatures options clicked. I'm trying to get the defeat mod to work and so I downloaded the recommended mods for creature animation like the beastiality mod and immersive bodies, but when scenes are activated creature just stand there motionless while the scene plays out. Everything works fine for human on human interactions. What am I missing?
comment
Creature Pack V5_3
http://www.nexusmods.com/skyrim/mods/11811/?
Nexus File of the month May 2015
No custom animation possible for Skyrim? Wrong. FNIS Behaviors allows other mods to add different types of animations to the game: idles/poses, sequenced, arm offset, furniture, and paired animations, killmoves, and creature animations.
And, with the demonstration mod FNIS Spells the user has a means to display almost all animation files. Dance animations included.
Note: You will have to run a generator tool GenerateFNISforUsers.exe (part of FNIS Behavior) every time you have installed or uninstalled FNIS, or an FNIS based mod. In addition, when you uninstall a mod that uses FNIS Creatures, you first have press the 'De-Install Creatures' button, before you run the 'Update FNIS Behaviors'
NEW: The most complete FNIS tutorial (both NMM/MO). Thanks GamerPoets. . . . And a little bit what FNIS is all about. Thank you, shinji72.
FNIS intallation instructions at 1:27, 10:37, and 11:41. . . . . . . . . . . . . . . Using Mod Organizer to install FNIS. Thank you gopher for both
Never installed FNIS before? Check out the article Installation Guide FNIS / GenerateFNISforUsers.exe
You are a modder, and interested in Behaviors? Download FNIS for Modders Documentation V5.1 (or later) from the Files section
You are a modder, and want to understand the contents of behavior files? CondenseBehavior represents Behaviors in a condensed form
Want to see creatures animated by custom FNIS behaviors? Go and get FNIS Zoo
Bored of all females walking the same? FNIS Sexy Move will change that
Ready to explore Skyrim from above? Install FNIS Flyer and off you go
Use animations exclusive to the player in an EASY way? Install FNIS PCEA2 and see the potential
Recent Change(s)
2016/07/19
FNIS Behavior 6.3 XXL: (Optional release)
Note: FNIS 6.3 XXL will run slower on PCs with little memory.
It is also likely, that using mods with a total of more than 8000 animations will increase the likelyhood of load CTD. How much? I don't know. Use at your own risk.
2016/06/07
FNIS Behavior 6.3:
Installation (short version)
When you exit GenerateFNISforUsers.exe, you will be asked if a shortcut to the tool shall be created on your desktop.
Say 'YES' (strongly recommended - you will need the generator quite frequently)
Problem shooting 'Installation Problems'
When all NPCs move with the dreaded STIFF 'half-T' POSE, then this is NO FNIS bug: YOU HAVE DONE SOMETHING WRONG DURING INSTALLATION!
If the problem persist AND you are using a LEGAL, STEAM based version of Skyrim then do the following:
NOTE: I will NOT HELP any PIRATES! First, I don't support people that don't support Skyrim. And second, I don't waste my time chasing down problems which only occur with illegal installations.
Mods using FNIS Behavior
Non-adult:
Adult:
Mods from an all-adult site (in the links replace 'LL' with name of the site!!!):
Mods supported by FNIS with patches:

Creature Pack V6_1 Download

Usage
This mod serves both gamers and modders.
Gamers can use it to make characters perform any standard or custom idle 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 some adult type animation mods.
Modders can generate behavior files to add new idle animations to their mods. To hook these new behavior files into the sytem, it is necessary to modify 4 original behaviors (0_master.hkx, defaultmale.hkx, defaultfemale.hkx, mt_behavior.hkx) for characters, and similar files for each creature for which an FNIS dependent mod exists. Because of the anti-modding structure of these behaviors, my mod will always be incompatible to all other mods which modify these files as well. To make 2 behavior modifying mods compatible, they have to be integrated into one set of behaviors. That's why GenerateFNISforUsers.exe has an integrated 'Patch Management', which takes care of necessary Behavior changes for other behavior changing mods, like PC Exclusive Animation Path.
FNIS animations 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.
(For more modding related information see FNIS 4.0 for Modders Documentation in the files section)
FNIS Spells
On start-up the player automatically receives 3 spells:
If you want to cast animations of your choice, you can simply replace the files in meshes/actors/character/animations/FNISSpells by your own files:
If you change AnimObject ('o' or 'b') animations, you should also change the corresponding AnimObjects in meshes/AnimObjects/FNIS
Patches
Skyrim uses 2 gender specfic behavior files (defaultfemale.hkx, defaultmale.hkx) to list ALL animation files used in the game. These files cannot be used for different compatible mod changes. One mod will always overwrite other mods default files. Therefore FNIS attempts to incorporate changes made by other mods (fortunatley there are not many). This is done with the GenerateFNISforUsers.exe 'Patch Management'. However, FNIS will not include other (animation) files from these mods. So if you want to use the patches, you will still have to install these mods as well, before running the generator.
DONT' TICK PATCHES for mods, that you DON'T HAVE INSTALLED!!
There are 2 more patches without required base mods:
Bug Fixes
FNIS Behaviors incorporate the following bug fixes for vanilla Skyrim (without the need for the user to actively do anything):
FAQ
I'm getting Error messages when I call GenerateFNISforUSers.exe. What can I do?
All error codes greater than 2000 are logical errors found by the Generator. Errors less than 2000 are reported by Windows. Most of the reports should be self-explanatory. Before you can work with FNIS, you need to solve all errors shown in the textfield. Also look at the warnings. They can also indicate problems that prevent FNIS from working properly (like incompatibilities). Some specific error messages:
('Animation Problems') After installing FNIS I suddenly have animations problems (stiff half-T pose, or other glitches). Why?
Principally, FNIS Behaviors correctly installed and generated (without patches) add additional animations, and DO NOT INFLUENCE OTHER ANIMATIONS IN ANY FORM! There are a numer of possible causes, which can make FNIS look like it is breaking animations:
I got the warning 'Generator not run from a legal (Steam) Skyrim installation directory'
This is a warning (only) that indicates, that your installation is not recognized as a legal steam installation. The generator is not effected by this. However, I will NOT support you with any installation problem you might have. Most users seeing this warning are using an illegal or pirated Skyrim copy (and don't have the proper registry information). And I don't support Skyrim pirates, and I don't want to track down possible problems caused by pirate installations.
If you think you got a legal installation
('Load CTD') After I ran the generator, Skyrim aborts (CTD) when loading a save file. An FNIS bug?
No. Skyrim's memory Management is buggy, and the more you add to Skyrim, the greater the likelyhood that you see CTDs, especially on save load. I personally have NO load CTD with 1500 animations, about 0.5 with 3000 animations, and about 3-6 CTD with 4000 animations before the game is loaded. Interestingly, once Skyrim starts sucessfully, an immediate re-load of the same file will almost always succeed, even with 4000+ animations. So there is an apparent dependency between memory usage and CTD frequency. Here my advice when you have an unacceptable CTD rate:
('.NET Problems') The generator gives some other strange error messages like '0x800A0005 (CTL_E_ILLEGALFUNCTIONCALL)', '.NET Framework Initialization Error', or aborts immediately after double-clicking.
Most likely you have a corrupted Windows or .NET installation, which can even be caused by undetected viruses. Use the Windows Event Viewer eventvwr.msc to find clues about the cause of the failure. If it indicates .NET problems, then re-install .NET from Microsoft .NET Framework 4 (Standalone Installer). If this does not help use .NET Framework Setup Verification Tool and Microsoft .NET Framework Repair Tool. The following links might give additional information: .NET 40 Redistib install error 'failed with 0x240006' and Possible issue where .NET Framework 4 setup reports success but fails .. This .NET Framework Setup Verification Tool User's Guide seemed to solve many issues. If nothing helps, and before you have to completely re-install windows, you might consider How to Perform an In-Place Upgrade on Windows Vista, Windows 7, Windows Server 2008 & Windows Server 2008 R2.
Creature Pack V5_3
What is a 'clean save' (or 'cleaned save'), and how can I make one?
There are (hardly understood) mechanisms in the engine which cause problems with updates of scripted mods. The mixture of old save data, new scripts, quests, and objects can cause all kinds of problems. When it does not help to use another save, where FNIS Spells have not been used during the last 3 minutes, you should try with a 'clean save'
There are more complicated 'clean save' procedures reported, but they might only be necessary for more complicated mods
Why is it necessary to call GenerateFNISforUsers.exe every time I (re-)install or delete an FNIS based mod?
Behavior files were not intended by Bethesda to be moddable, so there is no native plugin interface for that. I'm aware that it was easier for the user with FNIS 2.1 and before. But it was impossible add some new FNIS features without a generator tool
Why is GenerateFNISforUsers.exe not integrated into the NMM installation?
NMM's fomm/C# interface does not allow to start programs. I tried (really) ALL Nexus channels to make aware of the need, but unfortunately to no avail.
Is there a way to make it easier calling the generator tools?
When you exit the generator tool (the 1st time) you are asked, if you want a link created on your desktop (with a clearly visible 'F' icon). If you don't have this link yet, remove Data/tools/GenerateFNIS_for_Users/DontAskAgainForLink.txt, start the tool again, and exit.
Creature
I have uninstalled one of the mods which use FNIS Behavior. Now I get CTD when loading a save file.
That's a sytem reaction when a behavior file is missing. Run GenerateFNISforUsers.exe and you should be fine again.
I'm a 1st person player, but my player is freqently changing to 3rd person, especially after starting the game.
This is an unavoidable side-effect of the FNIS Alternate Animation functionality (which is used by mods like FNIS Sexy Move, PCEA2, or XPMSE). The animations are depending on setting (3rd person) animation variables, and this can only be done in 3rd person. FNIS isself is changing to 3rd person only when loading a save, and the installed mods have changed. Other mods like FNIS Sexy Move and FNIS PCEA2 do this on every start, and every time you change something in their MCM menu. XPMSE waits until the user herself switches from 1st to 3rd, but this (great) solution is not very helpful when many mods do the same. All other 1st/3rd effects (like repeated 3rd person switch) are caused by older versions of the mods mentioned here. Or new mods coming up.
Starting with FNIS 6.0 there is an FNIS.esp. Do I really need this? And if so, where do I put it in the load order.
FNIS.esp is needed when you have at least one mod using the FNIS Alternate Animation (AA) functionality, like in XPMSE, PCEA2, or Sexy Move. But even if you don't use one of these, I don't recommend deactivating FNIS.esp. Because if you do, and if you THEN add such mods, you will certainly not know why all of the sudden things don't work. And you can put FNIS.esp first in your list. Though it doesn't really matter. It doesn't conflict with anything, and is only needed once after game load.
I want to run the Generator on Linux, but it cannot be run there because of .NET 4.x.
Here is what you can do (thanks to hellgeist):
1- On any version of Linux, install VirtualBox, put windows XP on it
2- Update windows and Install .Net 4
3- Install Skyrim and patch it via Steam.
4- Use VMWare Tools to add a shared drive so you can port files between Linux and XP.
5- Copy the Data folder from your main install on linux and overwrite the windows one.
6- Install the ForesNewIdles in Skyim-FINIS mod, and run GenerateFNISforUsers.exe
7- Make sure your main Linux data folder is backed up.
8- Copy the updated Data folder from VirtualBox (Windows) Skyrim and overwrite your main one on Linux
9- Close VirtualBox and run Skyrim.
I'm a modder and have a mod which conflicts with the behavior files modified by FNIS. How can I be compatible with FNIS?
Talk to me. I can add your behavior changes as patches to the FNIS generator. However, I have ONE big requirement: I'm not going to figure out what your changes are compared to the vanilla xml file. That can be a verytedious task. I need EXACTLY what you changed in the vanilla file (similar to a UNIX diff).
INSTALLATION (extended)
Requirements:
NMM Installation (extended)
Manual Installation (extended)
Note: there are many ways to manually install. This is 'my way':
Mod Organizer Installation (courtesy of MistakenMystic)
Things to keep in mind:
UNINSTALL
NMM Uninstall
First, if you have the FNIS Creature Pack installed: Open the Generator and press 'De-Install Creatures'.
Then deactivate both FNIS Behavior, FNIS Creature Pack, and FNIS Spells in NMM's Mods tab. That should take care of everything. To be totally sure that there are no behavior remnants, delete the following files, if they should still exist:
Manual Uninstall
First, if you have the FNIS Creature Pack installed: Open the Generator and press 'De-Install Creatures'.
After that, remove the following files or directories:
Known Restrictions and Incompatibilities
Usage for MODDERS
See FNIS for Modders Documentation in the files section.
A short syntax for Anim definition can be found at the top of each FNIS (character) AnimList (e.g. FNIS_FNISBase_List.txt)
History (major steps)
2012/03/01 V1.0 . . Initial Relase
2012/05/14 V2.0 . . Moved all FNIS Behavior functionality into a seperate file (FNIS_behavior.hkx)
. . . . . . . . . . . . . . Added functionality for acyclic, cyclic AnimObject, and acyclic AnimObject. Added 400 cyclic slots.
2012/07/08 V3.0 . . First version using generator tool, which allows for mod specific, parametrized behavior files
2013/02/20 V3.5 . . Generator: Generalized Skeleton patch, fix Turkish 'i' problem, and for legal Skyrim check after Verify Cache
. . . . . . . . . . . . . . Spells: Re-generated with Skyrim 1.8 CK and Papyrus (hopefully avoiding some unexplainable CTDs with PCEA)
2013/10/02 V4.0 . . Adds creature support. Adds furniture and arm offset animations to the game (modifications in mt_behavior.hkx)
2013/12/08 V4.1 . . Changed behavior strucrute (humanoids and creatures) to avoid Load Game CTD conditions
2014/02/08 V5.0 . . Added Paired Animation and Killmove support
2014/06/01 V5.1 . . Added Alternate Animations for non-weapon walk/run, and option for Animated Camera.
2014/11/06 V5.2 . . Added (modder) parameter to make animations send arbitrary trigger events (e.g. to allow animation triggered soundplay)
2015/04/02 V5.3 . . Added (modder) parameter motion/rotation(MD, RD), set AnimVars (-AV, -AVI), AnimCam set/reset (-ac1, -ac0)
2015/04/23 V5.4 . . Added alternate weapon equip/unequip animations (for use with XPMSE2 and RaceMenu)
2015/05/28 V5.5 . . Added custom animation pre-cache, and ch animation type
2015/11/01 V6.0 . . New Alternate Animations system for 537 standard animation files
2015/12/01 V6.1 . . New function 'T' to re-define triggers for alternate animations, included 'Dual Dagger Power Attack Speed Fix', bug fixes for pre-cache, error(9), ..
2015/12/02 V6.2 . . Fixed error(2005) for users no using a mod with Alternat Animation functionality; updated Russian language file
2016/06/07 V6.3 . . Fixed error(9) for users with more than 1000 'Sequenced Animations'
2016/07/19 V6.3 XXL . Optional version to allow 12000 animations max (instead of 8000). Added Altzernate ANimations for npc_turn
Credits
TheFigment aka The Hologram for his invaluable hkxcmd
Umpa for Dance Animation for Modder
dualsun for Funny Animations And Idles
mirap for the CHSBHC arm fix
cougarbg(Bulgarian), Zimitry(Español], latranchedepain(Français), speleologo(Italiano), vicpl(Polski), kapasov(Russian), xyzeratul/liu5166518 (Chinese), fofaun1417/NomexPT(Português), sssSami(Norsk), 1stchannel(Indonesian), Luke2135(Hungarian), yohru(Japanese) for Generator translations
somebody4 for input, feedback and test for pre-cache functionality. And for pushing me in moments when I wanted to give up on this matter.
Future Plans
Sep 03, 2013  #1 of My Total War: Rome II: Iceni Campaign Check Out My Rome LP: Please Comment, Thumb UP and Subscribe! It`s a fun campaign,this is what i did in my current legendary playthrough: - In my opinion you should rush and conquer the isles ASAP,build up a strong strong economy based on agriculture ( rank 2 cattle along with temple of cernunnos and the rank 3 upgrade,speaking purely of early game,along with other agricultural increase buildings and character traits filled my Celtic coffers greatly in. Iceni Faction: Far from the heart of civilisation, wreathed in mists, and soaked almost daily by drizzle, mizzle, showers and rain is the island of Britannia. This is the home of Iceni, a proud, fierce Celtic people who have the potential for greatness. This could be the heartland of an empire. Total war rome 2 iceni. How can the answer be improved?
Licensing/Legal
The FNIS Behavior can only be downloaded and used in the described way. Without my express permission you are NOT ALLOWED
You can use and modify FNIS Idle Spells in any way that does not prevent running (the original) FNIS Idles Spells in its described way. Simply give credit, and inform me when you include it into your mod.