lRaven Posted June 29, 2021 Posted June 29, 2021 6 hours ago, Aylis said: Those are candles, so flickering is to be expected.  well, you say its normal? Spoiler  with weather mods from the list, sometimes it is really dark in the evening, and then the flicker is even more annoying Spoiler  and after lantern "turn on" these contrast... Spoiler Â
lRaven Posted June 29, 2021 Posted June 29, 2021 (edited) 19 hours ago, akadeadpool said: Has anyone got problem with mod Torch Remover cause city guards to have torch holding animation but no torch in hand? Â Whenever I see the mod in work, it's like the game trying to see which NPC raise the torch first and then delete torches from those who lose. So there's alot of time when I see guard NPCs holding invisible torch in the air. Â yea, I disable this mod, works strange Edited June 29, 2021 by lRaven
lRaven Posted June 29, 2021 Posted June 29, 2021 It would be nice to hide shields, or put it behind your back. Otherwise it looks silly with noncombat Idle animations. Probably this mod could fix it On 3/17/2019 at 8:03 PM, Aylis said: DAR - Smooth Combat Non Combat  But mod hide on Nexus Spoiler On 3/17/2019 at 8:03 PM, Aylis said: Â
akadeadpool Posted June 29, 2021 Posted June 29, 2021 3 hours ago, lRaven said: Â yea, I disable this mod, works strange Do you have any problem with light flickering because torch is count as light source and there is a limit on number of light sources in 1 location. Â Without the mod, I imagine many NPCs will equip torches that add more light source which can potenitally cause light flickering.
lRaven Posted June 29, 2021 Posted June 29, 2021 (edited) 4 hours ago, akadeadpool said: Without the mod, I imagine many NPCs will equip torches that add more light source. Â Nope, this is clearly not the problem Not a big deal, I can live with it. Â Btw. I just love how rains looking now. However I recommend set the Storm Lightning preset to a "minimum". Edited June 29, 2021 by lRaven
wollboi Posted June 29, 2021 Posted June 29, 2021 18 hours ago, Zathuul said: Horsies  I have the same issue. Doesn't effect every carriage, but about half of them.
trgdolors Posted June 30, 2021 Posted June 30, 2021 Hate to bring this up again, but has anyone got new thoughts on how to get Nemesis to run without crashing? Â
alaunus01 Posted June 30, 2021 Posted June 30, 2021 2 hours ago, trgdolors said: Hate to bring this up again, but has anyone got new thoughts on how to get Nemesis to run without crashing?   I'll just assume everything is in the right spot of the loadorder first.  [ ] FNIS [x] Nemesis ... [stuff] [x] FNIS output [x] Nemesis output  ----snip----  delete everything in BOTH outputs to start from scratch enable FNIS - disable Nemesis - make sure fnis.esp is still in the right spot run FNIS - move overwrite into FNIS output and enable it optional - start skyrim to quickly check if you screwed up something with the FNIS install disable FNIS - enable Nemesis start nemesis - check for engine updates - put the overwrite into the regular nemesis mod NOT the output - shutdown nemesis redo the above line until you no longer get updated files in the overwrite you have to drag into the original mod only then let nemesis generate animations - that overwrite belongs into nemesis output enable nemesis output - make sure the fake fnis.esp nemesis created is moved into the same spot where the original resided.  after that all should work  5
Frep Posted June 30, 2021 Posted June 30, 2021 Quote (Optional) Bleak falls barrow - Revisited (Optional) Embershard Mine - Revisited (Optional) Halted Stream Camp - Revisited (Optional) White River Watch - Revisited  There is now an "All in One" mod: https://www.nexusmods.com/skyrimspecialedition/mods/51798 including Bleak Falls Barrow, Ustengrav, Embershard Mine, Steepfall Burrow, Halted Stream Camp, White River Watch, Hillgrund's Tomb. 2
Crashasmack Posted June 30, 2021 Posted June 30, 2021 (edited) In Physics and Animation DAR - Smooth Combat Non Combat seems to be a link to a hidden mod. DAR - Smooth Magic Casting Animation too. Edited June 30, 2021 by Crashasmack
Aylis Posted June 30, 2021 Author Posted June 30, 2021 (edited) 1 hour ago, Crashasmack said: In Physics and Animation DAR - Smooth Combat Non Combat seems to be a link to a hidden mod. DAR - Smooth Magic Casting Animation too. I fear there will be more in the near future.  The most likely explanation can be found here: FO4 - Lost Mods (Post #5). I already found several OA withdrawing/hiding their mods because of that.  Flagged both as 'Momentarily(?) not available.'.  The newest shenanigans of Nexus will cause a lot of problems. In my opinion Nexus is in the same category as EA. But we all know Greed. Greed never changes...  Edited June 30, 2021 by Aylis
Niittäjä Posted June 30, 2021 Posted June 30, 2021 So as someone who just got to the part in the guide with Smooth Combat Non Combat and Smooth Magic Casting Animation, should I just skip them for now since they are hidden?
Aylis Posted June 30, 2021 Author Posted June 30, 2021 @Niittäjä Yep. Thankfully they are not essential.
Tiemphyx Posted June 30, 2021 Posted June 30, 2021 (edited) 15 hours ago, alaunus01 said:  ---snip----  delete everything in BOTH outputs to start from scratch enable FNIS - disable Nemesis - make sure fnis.esp is still in the right spot run FNIS - move overwrite into FNIS output and enable it optional - start skyrim to quickly check if you screwed up something with the FNIS install disable FNIS - enable Nemesis start nemesis - check for engine updates - put the overwrite into the regular nemesis mod NOT the output - shutdown nemesis redo the above line until you no longer get updated files in the overwrite you have to drag into the original mod only then let nemesis generate animations - that overwrite belongs into nemesis output enable nemesis output - make sure the fake fnis.esp nemesis created is moved into the same spot where the original resided.  Thanks @alaunus01 this is just Excellent, imho it's clear, direct and unambiguous and it freaking works. It removes having to bulldoze past Nemesis crashes. just one (very) minor addition and a comment. Somewhere after deleting the Nemesis Output and then re-running Nemesis, it's (perhaps obviously) necessary to re-select: Jump Behavior Overhaul, Movement Behavior Overhaul, and Ultimate Combat/TK Dodge - for this build, anyway. The comment is just that all the Overwrite content transports can be obviated by using MO2's profile specific executable's option to "Create files in mod...". Anyway, your concise description understandably avoids this potential complication - thanks again Edited June 30, 2021 by Temphyx 2
Zathuul Posted July 1, 2021 Posted July 1, 2021 (edited) On 6/29/2021 at 1:48 AM, Aylis said: 2. Havn't seen a mod that makes them dangle without causing problems somewhere else. Funny thing is, I had it working fine in the past but I forgot how I managed that years ago. By the way I found out who it's attached to, those buggy leather straps on the horse. Spoiler It's attached to this guy's balls and also... The guard got himself a stretchy belt so he can follow the carriage I bet, joking aside. Now I'm not a modder, but I wish I knew how to fix this. It'd solve everyone's problem that has this.   Edited July 1, 2021 by Zathuul
Facehugger199$ Posted July 1, 2021 Posted July 1, 2021 (edited) I am still getting no animations after re-following the steps for installation. I attached screenshots of my load order, and logs for FNIS and Nemesis. The only thing I get in-game are blinking animations. Like, the character's eyes closing and opening and looking around. Nothing else, all T-posing.  Spoiler   Spoiler  Spoiler    Spoiler   Spoiler  Spoiler   Edited July 1, 2021 by Facehugger199$
Aylis Posted July 1, 2021 Author Posted July 1, 2021 @Facehugger199$ 1. Pics belong into spoilers! 2. Warning in FNIS. This has to be fixed first. 3. If FNIS.esp is missing it can't work.
Facehugger199$ Posted July 1, 2021 Posted July 1, 2021 (edited) 2 hours ago, Aylis said: @Facehugger199$ 1. Pics belong into spoilers! 2. Warning in FNIS. This has to be fixed first. 3. If FNIS.esp is missing it can't work. How does one find out what the warning is?  Isn't the FNIS.esp being created by Nemesis?   Spoiler  Edited July 1, 2021 by Facehugger199$
alaunus01 Posted July 1, 2021 Posted July 1, 2021 @Temphyx Yes I left out make sure the correct options are checked. People always complain I sound to patronizing. ? And regarding "Create files in mod...": That'll end well the next time nemesis does an engine update and you need to untangle that again. Â @Facehugger199$ In addition to what Aylis said I can spot from the screenshots that your MoreNastyCritters is using oldrim animations.
Tiemphyx Posted July 1, 2021 Posted July 1, 2021 4 hours ago, alaunus01 said: Â And regarding "Create files in mod...": That'll end well the next time nemesis does an engine update and you need to untangle that again. Well, new version -> new instance across several profiles is a working habit so not so big a deal, maybe, but I do take your point about patronizing. -Best
Niittäjä Posted July 1, 2021 Posted July 1, 2021 I got another noobie question. The guide says to get Simply Realistic Armor and Weapons, but later seems to overwrite the weapons with the Believable Weapons mod. Is there something here I am not aware of or are the mods compatible? 1
Aylis Posted July 1, 2021 Author Posted July 1, 2021 (edited) 37 minutes ago, Niittäjä said: I got another noobie question. The guide says to get Simply Realistic Armor and Weapons, but later seems to overwrite the weapons with the Believable Weapons mod. Is there something here I am not aware of or are the mods compatible? If something gets overwritten in this guide then it is on purpose. Better things partially overwriting other mods to get the imho best combination.  Simple Math    Simply Realistic Armor and Weapons + Believable Weapons __________________________________________ = Simply Realistic Armor and Believable Weapons  Btw. Thanks for giving me this question. Perfect for giving a simplified explanation how overwriting works.  Edited July 1, 2021 by Aylis
lanaya1437 Posted July 1, 2021 Posted July 1, 2021 I'm not sure if this has been mentioned in this thread yet (it's kind of huge tbh), but Dynamic Animation Replacer has a quirk where it sets an internal limit of around 16k animations. Since we're on LL, this might be an issue for some people. The limit cannot be set through a config menu or file since it's hardcoded into the DLL. There is an alternate DLL recently posted in the DAR thread on the Nexus where someone found the hex value in the DLL and changed it so it works with over 16k animations, and there is a link to download it, supposedly virus free. It might be a good idea to warn people of the limit, and inform them of the alternate DLL.
Aylis Posted July 1, 2021 Author Posted July 1, 2021 @lanaya1437 In my experience Skyrim starts to get wonky after adding 12k animations and it starts to get crashy at ~14K+. I don't think it is a good idea to expand on the number.
lanaya1437 Posted July 1, 2021 Posted July 1, 2021 From my experience, crashing usually originates from somewhere else. I've has very crashy playthroughs with few additional animations, and some very stable playthroughs with somewhere around 20k animations. Regardless, it seems a lot of people come here as a starting point when modding with LL, and then move on to adding other mods, including animations. A warning about the animation limit just kind of makes sense. In fact, what you wrote above also makes sense to add.
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