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so does nemesis work with the creature side of lovers lab or no i have been using fenis since i got my pc but i feel like i need an upgrade but there are still mod on this site i still wanna use
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- beastialty
- monstersex
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Hi, I'm "new" to this, so any help is very apreciated. BaboDialogue and SLHH seems to be working partialy. Aggressive animations won't start. What happens: NPCs will aproach and initiate dialogue Some options will lead to a animations start (such as when they invite to sex, saying yes makes the animation start) Some options will lead to further dialogue making it seems that a animation will start, but it dosen't (such as when you reject them, they will get angry and have a dialogue suggesting aggressive animation will happens, but then they say "Damn you girl", and nothing happens) NPCs will aproach and initiate animation directly Only slaping and groping There are 2 types of groping, when where they grope foverever and nothing happens, and one where there is a menu and you can select options such as give in and resist. The last one initiate the aggressive animation, but it's very rare, so I can't tell if it's inittiating now. About the slaping, it will create an aura that allow further dialog, that can initiate normal consensual sex. (Once i saw a forced kissing animation, but it's extremelly rare for some reason) What I did: Recently instaled the ZAZ 8+ (I had the wrong one) Registered the animations on the ZAZ menu > Registered all animations on SLAL menu again Reinstaled the BakaFactory's SLAL Animation LE / SSE All options selected (ZAZ Raplacer, etc) Configured the Approach, SLHH and babodialog menus a lot This is my instalation and load order: (All nolvus Mods) ------ SexLabFrameworkSE_v163.7 SexLabArousedSSELoose CreatureFrameworkV Fertility Mode Fertility Mod Fixes and Updates OBody NG OPubes NG 1 Pubic hairstyles all in one CBBE Sunstarved Tanlines - CBBE COCO Bikini Collection - CBBE SE Glasses Pack vol.1 Leather Sandals v1.2c - CBBE Mac's Socks Mac's Socks CBBE 3BA Platform sandals - Only CBBE version Schlongs of Skyrim SE SOS - futanari MoreNastyCrittersSE_v SLAL_SE BakaFactory's SLAL Pack SexLab Aroused Creatures SE v SexLab EagerNPCSERev SLHH Expansion Sexlab Defeat Baka Patch Radiant Prostitution Sexlab Sexlab Approach Redux Baka Motion Data Pack BaboDialogue ZaZ Animation Pack Billyy's SLAL Animations 8.4 BEES-1_2 ------ (Follower, clothes, shadowman quests mods) Possible important mentions: I'm using Nolvus Using Nemesis and FNSIS together (All creature and sexlab animations work normally) Have almost reached the FNIS animations limit (It's handling all creature animation) Have almost reached the Nemesis animation limit (It's handling all animations except creature) I'm using both SLAL_SE and BakaFactory's SLAL Pack All ZAZ 8+ animations work if initiated by other mods Thank you!
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- babodialogue
- slhh expansion
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I ran into a consistent bug with the male and female skeletons. After running behavior generators (Nemesis and FNIS, I dont use both at the same time) the male and female skeletons are just stuck T-posing. If i uninstall whatever behavior generator I used and then reinstall it without running it, they go back to normal. But once I run it again, the skeletons go back to T-posing. I dont know whats causing it, or how to fix it. I have never had this problem up until now. *Unofficial Skyrim Special Edition Patch.esp Occ_Skyrim_AnnEdition.esp *Schlongs of Skyrim - Core.esm *SexLab.esm *iWant Widgets.esl *hypercubeSE.esl *RS_Books.esl *SexLabAroused.esm *RaceCompatibility.esm *ZaZAnimationPack.esm *SexLab - Sexual Fame [SLSF].esm *HighHeelsCondition.esp *Heels Sound.esm *Experience.esl *AAAVanillaHelgenCaveExitMQQuickStart.esl *SkyUI_SE.esp *SOSRaceMenu.esp *RaceMenu.esp *XPMSE.esp *Fast Travel From Anywhere AE.esp *Dragon Born Castle.esp *Schlongs of Skyrim.esp *SLSFFameComments.esp *marriagemod - alpha v3.esp *CustomComments.esp *WindstadMine.esp *SexLab-AmorousAdventures.esp *crimsonquestmarkers.esp *dse-buttplug.esp *buttplugsOfSkyrim.esp *SOS - Shop.esp *SOS - VectorPlexus Muscular Addon.esp *The Paarthurnax Dilemma.esp *Project Flintlock SE Original.esp *Optional.DibellaStatuesFixes.esp *NewStatueOfShalidorMagicLights.esp *BHUNP3BBB.esp *RaceMenuMorphsBHUNP.esp *milfactory asset hub.esp *Milfactory Gwynesha The Blessed.esp *Milfactory Valerica.esp *Milfactory Serana.esp *New Falmer Statue fixes.esp *New Vaermina Statue.esp *RaceMenuPlugin.esp *Breval Big Breton Beauty.esp *MCMHelper.esp *Fresh Faces - Legendary.esp *Milfactory Housecarls.esp *Bimbos of Skyrim- No Outfits patch.esp *NibblesAnimObjects.esp *SLALAnimObjBillyy.esp *DancingPenis.esp *HavoksLipPatterns.esp *KMLMakeupSuite.esp *[Predator] Latex High Boots 2.esp *[Predator] FZ Heels H.esp *[Predator] Casual Clothes.esp *[Predator] Latex Condom Suit.esp *[Predator] Suzan Lingerie.esp *[Predator] Long Dress.esp *[Predator] Latex Suit.esp *[Predator] DxD.esp *[Predator] Babydoll Lingerie.esp *voidLetsGetNaked.esp *Botox SE.esp *TheCleaner.esp *Black Rose.esp *AIMFIX.esp *Ars Metallica.esp *HandgunsOfSkyrim.esp *Anal Torch.esp *SLAnimStarter.esp *RGMsVanityMirror.esp *KS Hairdo's.esp *IntelligentVoicedDirtyTalk.esp *UIExtensions.esp *CrimeDecay.esp *BD UUNP Collection.esp *marriagemod - hf.esp *RaceCompatibilityUSKPOverride.esp *SOS - TRX - Futanari Addon.esp *RaceMenuMorphsTRX.esp *SOS - TRX - Futanari Addon Horse.esp *SLAnimLoader.esp *SLAL_SHanimAnimObj.esp *Sexlab - Cum Overlays.esp *SLACS.esp *SexLab Extra Voices.esp *PC Head Tracking - MCM.esp *Brows.esp *AnubAnimObj.esp *New Hagravens.esp *NoSoulGemRequired.esp *RaceMenuHH.esp *SexLab sslAnimationSlots 2000 SE.esp *TheEyesOfBeauty.esp *aaa_jordistheinnocent.esp *BimbosOfSkyrim_NoOutfits.esp *Shoot Straight V1.1.esp *aaa_freathetrusting.esp *SexLabGapeMorph.esp *PnP-Heels-Sound.esp *[Predator] Latex HighBoots.esp *[Predator] Fuck Doll.esp *[Predator] High Boots 3 - 4 in 1.esp *[Predator] Latex Flirt Dress.esp *[Predator] Secret Lingeries.esp *Valariel Alter.esp *Valariel The Auntmer.esp *Shargar The Bonkas Companion.esp *Delariel Dunmer Dommy Mommy.esp *Milfactory Nia The Nerd.esp *Milfactory Lenita Companion.esp *Milfactory Gyda Gyatta.esp FNIS.esp
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My Nemesis seems can't get well with DD series.When Nemesis handles the animation files,None of the DD animation playing,even the armbinder or gag are not playing .However ZAZ seems no issue at all......I can't understand why ZAZ's armbinder works well but DD's armbinder is broken as hell.This shit haunted. Edit:Welp,for someone have the same faustrating issue.Just switch to nemesis 0.83 instead of 0.84 probably because version 0.84 nemesis is support both LE and SE.
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Anyone know how to make defeat work properly with Nemesis ? chokehold / sleeper animation does not play so i cant knock people down with the hotkey, in first person all it does is move me to third person camera and third person it just stands there. i tried commanding a follower to do it and they also wont do it
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- sl defeat
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So any fix for SL defeat's sneak choke(activate G while sneaking) not working with Nemesis yet? I'm using FNIS in conjunction with Nemesis btw. I can't just not use FNIS only because I'm using Nemesis only mods like Ultimate dodge mod
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Sorry for the long post (the spoilers are kinda long on my screen) So have about 24344-25060 animations on Nemesis and around 19000 in FNIS. I run FNIS first and then Nemesis, update engine and launch it. I don't know why the mod amount changes, it might be Nemesis not reading or reading multiple times. Basicly i just run it, it runs for a bit and after it reaches 99%, nothing. It just stays like that for an eternity. It was running fine but it just decided to do this. I downloaded some stuff and now it doesn't complete it. Here's what it looks like in the end: And what it says (all of it): Now i suspect something about the hkxcmd.exe It wasn't about this i guess. Here's what FNIS looks like on TASK MANAGER As you can see it uses hkxcmd, and it keeps opening new ones or this one stays open idk. But it's just there 'till FNIS is done. Now when i run Nemesis on the other hand It boots up like 5-3-1 hkxcmd.exe and here's the thing, not only does it boot up more than one (might be normal idk) All hkxcmd's shut down by the time Nemesis reaches 95% and it just loads to 99% without any hkxcmd This might be normal i just wanted to point it out. ZaZ is suspicious too, it sometimes reads it and sometimes shows 400~ animations missing from ZaZ. And it's the last thing Nemesis seem to load (well it's actually alphabetic but idk) So yeah that's it, someone PLEASE help me. I've been at this for like 5 hours i can't find a fix. Again, sorry for the long post (it's long with the spoilers) just wanted to provide any info i can, if you need more just say the word please help. Edit 1: I used to run it through MO2, i deleted that and put the folder manually in Data. When i run it manually it doesn't load any anims which is normal. But even when i set the location to normal Skyrim directory Nemesis instead of Mod Organizer's folder and then run it through MO2 it still shows like a lot of anims and checkable boxes for like True Directional Movement which doesn't show up when i start it manually in Skyrim folder.
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TLDR version: If you want to switch 2 or more profiles in Mod Organizer, each with mods requiring both fnis and nemesis, you may probably have to regenerate fnis/nemesis every time you switch profile or you may get T-pose. To avoid that, you will need to install separate/duplicated copies of fnis/nemesis, not just their outputs, for multiple MO profiles. Install one copy of fnis/nemesis for each profile and treat them as separate mods. It means you need to dedicate a separate or duplicate copy of fnis/nemesis mod folder with its executable tool and its output folder to each MO profile. The long version: Years ago when there was only fnis in oldrim, I found some instructions/comments on using duplicate copies of fnis in multiple Mod Organizer profiles to get rid of the need to run fnis again upon profile switch. I remembered if I didn't use duplicate copies of fnis folders, I would T-pose when I switched to another profile in old mod organizer for skyrim LE even though I used separate fnis output folders for each profile. Recently, I had to build a new PC. So I decided to move onto 64bit skyrim AE on the new PC, starting again from scratch with all SE/AE mods. I wanted to set up two MO2 profiles again so that I can use different sets of mods, all of which require fnis/nemesis. I know we could do it with fnis but I wasn't sure about nemesis which was new to me or even about using both fnis and nemesis for each profile. Most of my google/reddit searches about nemesis turned up with conflicting information on running multiple MO2 profiles, basically with people saying nemesis has to be regenerated every time you use a different profile. Thankfully I found [LE/SE] Guide on using Nemesis alongside FNIS here on LL so I learned how to use both in one profile. So I went ahead to try the same method of using duplicate copies to both fnis/nemesis for multiple profiles and it worked. I thought I would share my experience. The example situation for using two MO2 profiles: in profile 1, you may want to set up all basic mods for your main playthrough including bathing, dancing, SL frameworks and basic OStimNG mods. Then in profile 2 you might like to set up with all profile 1's mods plus additional adult playthrough mods such as SL quest mods and OStimNG gameplay mods that you might want to try sometime but also want to keep out of your main save. Multiple profiles are also useful if you want to play conflicting mods with custom anims back and forth just by switching between profiles. I'll list general procedure to set up both fnis and nemesis in two MO2 profiles so that you can just switch profiles back and forth and play right away without having to regenerate every time you switch profiles. If you only use nemesis, it'll be simpler and the general procedure should still work. (1) Install 2 copies of FNIS and Nemesis program/mod folders, preferably using profile name as part of mod names for easier identification. So there will be 2 copies each for fnis and nemesis mod folders. One way to do this is when you download fnis/nemesis, duplicate the installer/zip files and rename them using your profile name as part of the new name. Then install both copies of fnis and nemesis as separate mods to MO2. For example: in MO2, you may install "FNIS behavior 7.6 for profile 1", "FNIS behavior 7.6 for profile 2", "Nemesis Unltd Behav Eng for profile 1", "Nemesis Unltd Behav Eng for profile 2" as four separate mods. Note: You only need one copy of FNIS creature pack, the one that you keep it on all the time following [LE/SE] Guide on using Nemesis alongside FNIS. We will also keep it on for both profiles. (2) You also need 2 copies of output mod folders each for fnis and nemesis (example, "FNIS output for profile 1", "FNIS output for profile 2", "Nemesis output for profile 1", "Nemesis output for profile 2"). For now, you can just create empty folders under MO2's mod folder and restart MO2 so that they show up as mods. You can later set up in your executable list of MO2 to force fnis/nemesis to generate their output directly into those empty output mod folders instead of inside overwrite folder. Or if you prefer, you can just let it output to overwrite folder and create a mod from it but remember to name it for specific profile. (3) After both copies of fnis/nemesis and their output folders are installed, add 4 exec files shortcut to MO2 executable list (under Mod Organizer 2 > Tools > Executables) and give it different names preferably using profile name. Example, when you add one of the fnis, give name like "Generate FNIS for user for profile 1", then choose the executable file in "FNIS behavior 7.6 for profile 1\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe". When you add "Generate FNIS for user for profile 2" executable shortcut to MO, choose the executable file in "FNIS behavior 7.6 for profile 2\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe". Do the same for nemesis (add Nemesis Unlimited Behav Engine for profile 1 executable with path to "Nemesis Unltd Behav Eng for profile 1\Nemesis_Engine\Nemesis Unlimited Behavior Engine.exe" and add Nemesis Unlimited Behav Engine for profile 2 executable pointing to "Nemesis Unltd Behav Eng for profile 2\Nemesis_Engine\Nemesis Unlimited Behavior Engine.exe") (4) Run fnis/nemesis for profile 1. First, switch to profile 1 in MO2 and turn on the mods you want to use in that profile. Follow the instructions of [LE/SE] Guide on using Nemesis alongside FNIS to run both fnis and nemesis together for one profile, probably starting from step 8 of that guide because you already installed fnis/nemesis (2 copies in fact) and set up four executable to MO. But it won't hurt to read earlier steps to verify what you did. If you are using OStimNG together with Sexlab creatures, read my Final Note near the end about how I disable OStimNG mods while I run fnis to avoid fnis warnings. While following [LE/SE] Guide on using Nemesis alongside FNIS, make sure to tick the correct fnis/nemesis mods and their outputs for profile 1. Example, tick "FNIS behavior 7.6 for profile 1" and "FNIS output for profile 1". Then keep following that guide and turn on "Nemesis Unltd Behav Eng for profile 1" and "Nemesis output for profile 1" at appropriate step. Keep the other copy of fnis/nemesis for profile 2 disabled (untick "FNIS behavior 7.6 for profile 2", "FNIS output for profile 2", "Nemesis Unlimited Behav Engine for profile 2", "Nemesis output for profile 2") while you works on profile 1. After you finish following that guide and set up for profile 1, play the game and see if everything work in profile 1. (5) Run fnis/nemesis for profile 2. In MO2, switch to profile 2 and enable different or additional set of mods that you want to keep separate from profile 1, disable fnis/nemesis and their outputs for profile 1 (untick "FNIS behavior 7.6 for profile 1", "FNIS output for profile 1", "Nemesis Unltd Behav Eng for profile 1", "Nemesis output for profile 1"). Follow [LE/SE] Guide on using Nemesis alongside FNIS again and turn on the fnis/nemesis/their outputs for profile 2 at appropirate steps. Basically, everything is the same as what you did for profile 1 except you will be using ("FNIS behavior 7.6 for profile 2", "FNIS output for profile 2", "Nemesis Unlimited Behav Engine for profile 2", "Nemesis output for profile 2") while keeping fnis/nemesis/output for profile 1 disabled. Play the game to see if everything work in profile 2. Now when you switch profile, you won't get T-pose nor will you need to run fnis/nemesis again. Just switch profile in MO2 and play different save right away with different mods. But of course, you will need to run fnis/nemesis again if you later want to add more mods requiring fnis/nemesis to either profile. But in that case, you only need to run the correct fnis/nemesis for that specific profile where you add more mods with additional custom anims that normally require fnis/nemesis. Additional Tips: Set nemesis executable files in both copies of nemesis to run in windows 7 compatibility mode. It will prevent nemesis from crashing before completion. Also increase maximum numbers of anims for DAR and Nemesis in their ini files (SKSE\plugins\DynamicAnimationReplacer.ini and your two profiles' nemesis folders\Nemesis_Engine\nemesis.ini). I did 32k (or 0x7D00 in hex) for DAR and 60k for Nemesis because I have a lot of conditional and PCEA DAR folders. Remember to increase it in both copies of nemesis for your two profiles. I don't know about OAR or its limit as it wasn't available while I was modding. Final Note: I use both SL creature and OStimNG at the same time and that was my reason for using both fnis and nemesis. I follow [LE/SE] Guide on using Nemesis alongside FNIS. But I turn off OStims related animations mods (or any non-creature mod that specifically requires nemesis) while running FNIS to avoid fnis warnings and turn them back on before I run nemesis. My profile 1 has all the regular gameplay mods as well as basic SL/SLAL framework and basic OStimNG related mods so that I only need to edit/export/select the anims and settings once and forget about them. Then my profile 2 has all profile 1 mods plus additional SL/Ostim gameplay mods, the ones to fool around but not to keep in my main save such as Thief, SL Solutions, Babo dialogue, Dealing with sexual daedra, OStim Lovers, etc. By using separate/duplicate copy of fnis and nemesis for each profile (mods as well as outputs), I can switch profiles to play without the need to run fnis/nemesis every time. I can also install mods recklessly in profile 2 without worry about ruining my main save because I use separate disposable saves for that profile and I can just switch back to profile 1 whenever I feel like continuing my main game. I hope this is not confusing. I've attached screenshots of my two profiles and MO's executable list for reference. If there is already similar guide here on LL, feel free to delete my post as I don't search LL forum often and thus not sure if this is common knowledge.
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I switched over to Nemesis today cause I wanted to try The Ultimate Doge mod, everything worked fine but for some reason when a SL scene starts it doesn't advance beyond stage 1 of the animation I already tried to make a clean save file, disabled mods, rebuild animation registry, reran Nemesis. But nothing worked Update: I got no idea how, but I managed to make it work now.
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Hello, I'm very new to modding and have been following guides and it all worked great until last session where somehow I started getting this txt file when I ran Nemesis Engine. It's called "CriticalLog" and simply states the date/time and "Global reset all: TRUE" No idea what I did to break it, I feel like I followed everything fine and neither the guide nor other seems to have encountered the problem. I've tried disabling everything and clearing output etc but it still gives me the same Critical Log, I also updated to make sure I had c++ 2019+ installed but I didn't get this issue earlier so I kind of knew that wasn't the issue already. Apart from deleting everything and starting from scratch again, I'm not sure what to do as I'm down to only Nemesis active and it still gives me the Critical Log. Any ideas or experienced modders know what I could have done to mess it up or why this has happened all of a sudden? (I use MO2, SKSE works fine, everything seems to still work, just not animations and Nemesis itself, giving me the Critical Log.) Thanks.
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- nemesis
- criticallog
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So Praetolays on Nexus mods brought this method to light and I've tested it a bit and it seems to work pretty flawlessly though I'd need to play around with it more. Step 1: Run FNIS and then go to M02's overwright folder, then into meshes and then actors and copy everything except for character into another folder Step 2: Run Nemesis Step 3: Copy back the actor meshes back into the overwright folder and when prompted replace existing files. This should work and it has for me but again I haven't tested this out for more than an hour so your mileage may vary
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I need help with creatures animations, I did the process to get creature animations with fnis and nemesis but, I still having trouble with falmers, giants, draugrs and skeletons, the other creatures are fine (trolls, wolfs, bears, werewolfs, chaurus, hunter chaurus, rieklings), Im using vortex, so basicly what I did was, 1- make a folder in the desktop, 2- then install fnis 3- run fnis, 4-copy the folders in Data\meshes\actors and paste them on the folder i made in the desktop, same with the creatures behaviors in the behaviors' folder, 5-them uninstall fnis, 6- install nemesis, 7- run nemesis and after that 8-copy and paste the content in the folder in the desktop in they're respective place
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Hey guys, Does anyone know what I'm doing incorrectly when trying to install SexLabs? Here is some vague info about the setup I have; Mod Organizer v2.4.4 Latest Nolvus (Meaning no FNIS, only Nemesis*) SexLabFrameworkSE SexLab MatchMaker SE Updated SL Tools I've added all of the mods at the end of the load order and started up Skyrim. Once ingame, I need to run the command "setstage SKI_ConfigManagerInstance 1" in order for SexLabs to appear in MCM. There, I pressed install and it completed the process. After reopening the MCM menu to check on SexLabs though, I've noticed that there isn't a single animation under any of the tabs. Am I missing a step? Do I have to do something with Nemesis after installation maybe? Any help would be much appreciated! *I've heard from multiple sources that unless I want creature animations, Nemesis alone should be sufficient for SexLabs. They might be wrong though, I haven't a clue.
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- sexlab framework
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So I had a setup that was working completely fine, maybe one random CTD but very rarely, so I decided to update SkySA, update Proteus from Project Proteus (basically a definitive version of Project Proteus), Animation Motion Revolution, and I also added some animal attack fixes from distar (SCMCO and WMCO, from: https://www.skyrim-guild.com/distar/mods/moderngameoverhaul) and a new attack animation for 1h swords, to do all that I had to disable Grip switch since it appeared to not have been updated for the newest version of SkySA, and also old Project Proteus, after I did all that my game would crash on load (at the time I didn't test new game), I fucked around with these mods disabling and enabling to find the culprit and even reverted the updated mods to their original versions, now testing around and generating the behaviours when needed my game (at least from this point on) crashed on new game and on load, I've read that crashes on new game could be due to an animation count limit so I disabled all OSA/OSex mods and the CTDs would remain, I removed the Nemesis override folder and nothing changed from that, more recently I tried disabling alternate start and any mod depending on it and lo and behold the game actually starts, I played through the entire intro up until you leave the cave and no crashes, I saved, quit to menu and loaded and no crashes either, it crashed when I loaded my actual save but that's to be expected since I was missing Dyndolod as it is dependent on alternate start. So yeah this is the most bizarre situation I had with modding Skyrim so far, I should add that running the game without mods would crash on new game too, anyway here's the mod list: https://pastebin.com/p3ddKLR4 And the active plugins list: https://pastebin.com/m6StpbHa Keep in mind that I'm running Nemesis only (FNIS.esp is the one generated by Nemesis), since some mods that I'm using are incompatible with FNIS, and also that there are no missing masters (I did all the basic checks), also might be important to note that Nemesis crashed randomly multiple times whenever I was generating behaviours.
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Hello, I'm trying to figure out if Nemesis can be used in place of FNIS for SexLab animations. According to most conversations I've seen, Nemesis is just "better FNIS" and does the exact same thing (and more). But I attempted to remove FNIS in favor of Nemesis once and found that SL animations wouldn't run. This is either because they don't work together or because I messed something up. So my question is this: Is there a way to use Nemesis without FNIS and have SexLab animations play without issue? I know that some people use FNIS and Nemesis together, but that comes with its own quirks and issues which make it not worth doing in my opinion. Has anyone here done it? Is there some kind of fix you have to do first? Or is FNIS inextricably linked to SexLab? Insight is greatly appreciated. Thank you
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Hi, When I try to run Nemesis, I get the following error message: ERROR(6002): An exception has occured while patching. Report to Nemesis' author immediately File: 0_master.txt Message: bad allocation Failed to generate behavior The "File: ..." part is not always the same: sometimes it's "0_master.txt", other times it's "1hm_behavior.txt", or "_1stperson/horsebehaviour.txt". I'm already running Nemesis as an administrator, with Window 7 compatibility mode, but nothing worked. I've found nothing on the internet specific to this "bad allocation" error, so I'm trying to see if anyone already had this issue and was able to fix it. Hope you can help me! Here is the full output of running Nemesis:
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I saw the recent release of OSTIM Standalone VR on the Nexus and was keen on getting it as I've never used OStim before since I mainly play on VR. But then I saw that OStim does not work with FNIS. However, I want to use both SL and OStim Standalone VR in my game so I can have variety and also have creature animations on SL as well as ZAZ and DD as I heard that DD does not work with Pandora. Is there a way to have both FNIS and Nemesis/Pandora in Skyrim VR? If so can someone please guide me through the process of doing that?
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- skyrim vr
- skyrim vr adult
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I've been modding Skyrim for years, and though I loathe getting into individual file editing, I can do it if I have to. I do make simple patches, merge patches, bashed, etc. I've got several Sexlab mods in and working. I've some across several animations I don't care for. I am also at ~17K animations in Nemesis, and haven't added any sexlab combat or creature mods yet. I fear I am going to hit that (21K?) limit. Questions: 1. I only want dog, wolf, and werewolf creature anims. Do creature anims that process through FNIS count against the Nemesis total? Is there a way to pick and choose which animations get installed somewhere in the several mods needed to make creature sex work? Preferable outside of MCM, before those anims get counted in either FNIS or Nemesis? 2. If I unselect an animation from either ZAZ or SL Anims in MCM, does that preclude them from getting counted next time I run Nemesis? If not, how might I remove them completely from what Nemesis processes and what sexlab uses? (I'm talking whole catagories here: Foot sex, pony, titfucking . . . in other situations I want similar anims from one pack over another) 3. Due to my characters stature, many animations do not line up well. I tried the automatic resizing option in sexlab, but found the result jarring as hell. If I want to edit individual animations to fit my character, will those changes be applied globally? If I save alignment changes to an NPC character, will that apply also to that NPC vs other NPC animations? 4. How is the editing best done? should I set the animation time for each stage to be as long as possible, and edit the animation as it plays? 5. When animations play, there is this whole bizarre dance the actors go through, I am assuming it's to line them up correctly for the animation. It's kind of unnerving. Is there a way to avoid this, other than fading to black before the scene start? I would like to say, for new users, IMO 90% of the information I've been after is here, on this site, in text, waiting to be read. I'm a big fan of not expecting the mod community to do all of the thinking for me, and get the frustration that arises from the same questions over and over. I know this is a lot, but if it means anything, I've gotten quite a Sexlab modlist going, and appearing thus far to all be in working order. This is attributed entirely to the vast information available about the process, the mods, and from the mod makers and users on this site. The sexlab community does itself tremendous credit, I think, in providing information and support, and I want to thank you all for that.
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Hi. this guide is not from me but after a long search for a Guide to make FNIS and NEMESIS work together finally i find one that is easy and make more sense to understand this dont need you to go crazy and do a lot of things on MO2 or anything like that i will leave the link for the guide and just incase someone dont understand the guide will explain here little of the guide so everyone do the testing for then self. The Testing Videos are in the bottom of this guide. FNIS and Nemesis Guide - ( this work for me and i try all guide out there i hope it work for you). https://www.nexusmods.com/skyrimspecialedition/mods/89245?tab=description Guide: if you dont understand the guide from the link follow this one hopes it work for you. 1- first download the file from the link above you will find a file call FNIS.ini 2 - go where you skyrim special edition is install and go to Data folder there find the file Call FNIS.ini and make a copy if you are not sure make a copy of all files call fnis.ini just incase. 3 - after you backup the files FNIS.ini grab the file FNIS.ini from the link you download and copy and paste on you Skyrim SE Data folder there paste the file and replace if it ask. 3A - before going forward go to your MO2 and delete the mod call FNIS output or uncheck from MO2 you will not need it anymore. if you dont have this is ok continue. 4 - Now create a folder call it FNIS_REDIRECT that folder you will put it in the hard drive where skyirm is install for example D:\ there you will place the folder in the root of the hard drive remember the folder need to be call FNIS_REDIRECT copy the name from here if you want. 5 - Now you should have a mod in MO2 call Nemesis Output follow this guide how to install nemesis and create a mod call Nemesis Output for MO2 https://www.youtube.com/watch?v=--W1jhyKHU0 5B - From here and now you suppose to have Nemesis Engine install, Nemesis Creature Behaviour Compatibility and the mod Nemesis Output and FNIS install with FNIS Add ON. 5C- FNIS is going to be use only to run Sex mod for Creatures. 6 - Now open Fnis Engine in there check mark the follow options. Gender Specific Animations, Skeleton arm fix and File Redirection (vortex/MO profile support). Now click on Update Fnis Behaviour wait for it to finish after it finish dont run the game or nemesis not yet. 7 - After that go to the folder you create call FNIS_REDIRECT you will find to sub folders Meshes and Scripts you need to enter in the sub folder meshes like this FNIS_REDIRECT\meshes\actors here you will find sub folders delete the folder call Character. 8 - After you Delete the folder Character from FNIS_REDIRECT folder now you will install any mod you want to install for nemesis engine. Combat animation, Sex mods or any other mod that work with nemesis only. 9 - You install the mod you need it for Nemesis now Open MO2 and Run Nemesis click on Update Engine first after it finish click on Nemesis Engine Behaviour and wait to finish and close nemesis and MO2 . dont run the game yet. 10 - Now go to the folder FNIS_REDIRECT and copy the sub folders Actors and Auxbones and Paste on your Skyrim Special Edition example Skyrim Special Edition\Data\meshes here paste the folders Actors and Auxbones and click replace when it ask. Now you can run the game and see if everithing works find i hope this help. 11 - IF you install a new animation mod in the game you need to Run FNIS Behaviour again remember to check the 3 options and delete the folder character again then run nemesis engine first update the engine than click Nemesis engine behaviour and after that copy the folder Actors and Auxbones again to the game folder and run the game. i am using Elden Ring Combat Animation with Standalone sword Animations and Sex Creature https://mega.nz/file/NZtQGDKS#8KkTvjyOFouwxPJUSzPdEKvfLwO_adpwpF4mh2xUQDU https://mega.nz/file/4d1QxA4Q#-arM1Q_70CJH9OEPsdWXUiBfh3zQOcK7lgzVnponaCg https://mega.nz/file/JJsxDTRI#1I6_SYoueQsK7ri4mpfjy5wCxlMEsKMX8vKhYAWUvy0 All Credit go to - darkbladenomad
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Hello, I have a strange issue that i've never seen anything like before. After building a nemesis patch I get a CTD on new game. The strange thing is that after remove the nemesis patch, I continue to get the CTDs. Even after disabling half my load order, I still get a crash on new game. The culprit seems to come down to a random mod in my load order that is different each time (usually has animations that nee to be patched.) After I find and disable it the game starts, although with no animations. I build the patch again without the mod that supposedly caused the CTD, and now a different mod is causing the crash. Long story short, nemesis makes one of my mods cause CTDs every time I build a patch. I've never had a problem like this one. Has anyone else? Thank you
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I recently decided to try out True Directional Movement, which requires Nemesis. I don't really understand the technical details, but I think Nemesis serves essentially the same function as FNIS does. I know that Nemesis and FNIS don't quite work together; I ran into an issue with TDM where some features (360 degree horse archery, leaning, headtracking) showed up as "Not Installed" if I ran FNIS after running Nemesis. Running Nemesis after running FNIS fixed the issue, and it doesn't seem to be causing any problems for SexLab animations, but it made me wonder... Is FNIS even necessary if you use Nemesis? If not, I'd love to just get rid of it altogether. I want a dodge mechanic to go with TDM, but the two most-recommended mods I can find (TK Dodge SE and Combat Gameplay Overhaul) both list FNIS as incompatible and show conflicts in Vortex.
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so i get crashes after running nemesis mostly when clicking new game because when my animations break the game seem too run fine minus the tposing i have no clue what it is but i do have my crash log crash-2022-08-18-18-12-41.log
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So there is this new mod in the Nexus called Creature Behavior Generator which allows adding new custom creature animations to Skyrim. It supports both FNIS and Nemesis and basic, sequenced, paired and killmove animations can be added. Now this begs the question, will this work for SLAL animations and general FNIS creature animations? The only reason I still use FNIS in Sexlab playthroughs is because of creature SLAL packs, but if this can work with Nemesis, then that means FNIS might not be needed anymore? Does anyone know if this mod will work with creature SLAL packs?
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When I install the Zaz Animation Pack, everyone t-poses, my character, the NPCs, their mouths still moves, and the ones that were doing a different animation, liking using the grinding stone, are still doing it. I'm using Nemesis and the weird thing is that it is reading the Zaz Animation Pack and gives me no warnings. Mod List: https://modwat.ch/u/PedroDeRivia/plugins
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FNIS creature anims are a must. I would like to make Skyclimb and Paraglider using Nemesis also work. Nemesis coexists fine for other mods like True Directional Movement. Currently have Nemesis output above (lower priority) than FNIS output. Creature animals work fine but Nemesis ones don't. If I flip the order, Nemesis works fine but creatures don't. If I remove FNIS and all LL anims, Nemesis works fine. One post suggested deleting all but character behavior files within Nemesis. Tried that but still didn't fix the problem. If anyone has these all working together, would greatly appreciate how it was done.