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Nemesis Beast animations trouble


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I use Nemesis since it is more stable but I am unable to get beast animations to trigger alongside the biped animations. They just sit or stand there doing idle animations instaead of what they're supposed to be doing while the other is reacting with the proper animations.

Posted

Found this on Reddit where someone got Nemesis and Creature working, but I forgot the exact reddit post, but I copied it for my own reference:

 

Quote

 

Use FNIS, and generate the files as normal. Output the files into a separate mod, such as "FNIS Overwrite"

Then, run Nemesis and output files as normal (preferably in a second mod w/ MO2, such as "Nemesis Overwrite").

Disable the main FNIS mod/files (just uncheck them). This may be unnecessary, but I haven't gotten any crashes yet, and it seems to work (no T-posing).

Take any meshes generated by FNIS for creatures and copy them into their own blank mod (such as "FNIS Creatures Overwrite", and enable it. Even though Nemesis doesn't generate creature animations, it appears it can still use the ones from FNIS.

Finally, this is the step that causes/stops the crashing for me. In the "FNIS Overwrite" meshes folder, there should be two .txt files; "animationdatasinglefile.txt" and "animationsetdatasinglefile.txt" . Copy both of these files from the "FNIS Overwrite".

In the "Nemesis Overwrite" mod, replace the native animation text files in the meshes folder with the ones copied from FNIS. ALSO, replace the ones stored in meshes\actors\character within the "Nemesis Overwrite".

Finally, disable the "FNIS Overwrite" mod. This should be the last step for not have the game CTD on startup.


In summary, the "animationdatasinglefile.txt" and "animationsetdatasinglefile.txt" files generated from Nemesis are what are causing the crashes for me (found in \meshes and \meshes\actors\characters). Replace them with the FNIS versions, then disable any other FNIS stuff (except creatures)."

 



I tried this and it works, I've got creature animations & Nemesis working together, but its just a bit of a pain to do it every single time if you add new creature animations or remove them

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