Dyn FNIS AA functions

⭐ ⭐ (486 endorsements) 📥 32,498 downloads 📌 v3.0.2 📅 3/23/2026
🟡 Updated this year

By SARDONYX · Animation

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 9/3/2026 📅 Created: 3/23/2026
⚠️ Install Order · 5 steps
1🛠️ SKSE64 — Skyrim Script Extender 64 Download ↗
2🔧 USSEP — Unofficial Skyrim Special Edition Patch Download ↗
3🖥️ SkyUI — SkyUI (MCM framework) Download ↗
4🧩 Address Library — Address Library for SKSE Plugins Download ↗
5🔧 SSE Engine Fixes — SSE Engine Fixes Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 1.5% endorsement rate — high engagement, a strong quality signal
  • ✅ Updated 14 days after the latest game patch — actively maintained
  • 🏆 #2 of 55 Animation mods in this game by downloads

📋 About This Mod

An SKSE Plugin that replaces specific FNIS scripts with a C++ implementation, dynamically generating functions at runtime based on JSON configuration.(Patching Tool Add-on)

--- What is this?

How FNIS normally works

Running FNIS triggers PapyrusCompiler to generate:

- FNIS_aa2.pex

- FNISVersionGenerated.pex

These scripts are tailored to each user’s environment.

Role of FNIS_aa2.pex

- Provides functions to switch graph variables for FNIS Alternate Animation

- Must be regenerated every time a patch is applied(because indices differ per user)

The problem

- We must run PapyrusCompiler every time we patch

- This adds an extra, repetitive compilation step

This plugin’s approach

- Loads a JSON file at Skyrim runtime

- Dynamically generates equivalent Papyrus functions based on that data

Result / Benefits

- No need to run PapyrusCompiler

- Patchers (FNIS/Nemesis-compatible) only need to output JSON

- The JSON is read once and reused for the entire duration of the game session (no redundant processing)

- Faster execution:

- Logic that previously spanned multiple Papyrus function calls is handled as much as possible in C++

--- Who is this plugin for?

- Users who use Pandora or d_merge and want to run FNIS AA mods (such as XPMSE, FNIS Sexy Move SE, etc.)If you are not using Pandora or d_merge, or you are not using FNIS AA mods, then you do not need this plugin.

--- What should users do?

Install the following using a mod manager such as MO2:

- This SKSE plugin

- FNIS AA mod(XPMSE, FNIS Sexy Move SE, etc.)

- A patching tool that can generate the configuration files read by this SKSE plugin

- Pandora Behaviour Engine Plus( Merged. preview builds released on or after April 10)

- d_merge(>= v1. 0. 3)

Simply run the patching tool that supports this plugin, install the output, and launch the game.

Even if you don't use the patching tool mentioned above, you can still make good use of this SKSE plugin as long as your FNIS/Nemesis-compatible patcher meets the following requirements

- A patch tool capable of converting FNIS alternate animations to OAR (or injecting a graph that changes the hkbClipGenerator using hkbManualSelector)

- Output SKSE/Plugins/fnis_aa/config.json

- Define the internal variables used by FNISaa<group_name> (e.g., FNISaa_1hmeqp)

If the tool does not meet the above requirements, this SKSE plugin will have no effect.

This is primarily a helper plugin designed to make it easier for FNIS/Nemesis-compatible patchers to support FNIS Alternate animaton.

--- User Notes

- Unsupport FNIS PCEA because its logic is unknown.

- In principle, all FNIS alternate animation should be compatible, but if there are any mods that aren't supported, please let me know the URL , version and Pandora or d_merge version.

- If you are using the Pandora and FNIS AA mods, the following output will appear in Engine.log:  `FNISAA > PushAAVars > Added`

If this doesn't appear, you don't need this SKSE plugin.

-- FNIS Alternate Animation  directory structure

FNIS Alternate Animation is an older runtime animation-switching system that predates OAR (Open Animation Replacer). It allows a mod to replace certain animations at runtime, but it is considerably more limited than OAR. As far as I know, its use is primarily limited to specified third-person humanoid animations.

A mod using the FNIS Alternate Animation format has the following directory structure:

└── actors/

└── character/

├── animations/

│      └── <fnis_mod_namespace>/        <-  This is like an ID. (e.g., `FNISSexyMove`)

│              ├── *.hkx                <- HKX animation files

│              └── FNIS_<fnis_mod_namespace>_List.txt <- Settings for the animations and events

└── behaviors/

└── FNIS_<fnis_mod_namespace>_Behavior.hkx <- Mod-specific

📊 Mod Details

Game
Skyrim Mods
Author
SARDONYX
Version
3.0.2
Downloads
32,498
Endorsements
486
Category
Animation
Created
3/23/2026
Updated
9/3/2026

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