riane94 Posted November 22, 2022 Posted November 22, 2022 thanks to this thread i managed to get the animations working but now i have to find a way for the draugr to actually get "nude"
Faithful32 Posted April 24, 2023 Posted April 24, 2023 Geez, a year after the fact and now I ended up with this issue. And at first it didn't work, the behavior file could only be generated by Nemesis. But then suddenly... It was then able to be generated by FNIS. This fucking game... At first the solution didn't work, then it did
yencrown12 Posted April 29, 2023 Posted April 29, 2023 On 4/22/2022 at 11:29 AM, MiyuShinonomiya said: Oh my god you are a blessing. This WORKS. I've tried so many guides on getting Nemesis and FNIS to play nice, I've searched everywhere and this is the one thing none of those guides got Draugr working. I can't believe it was Ultimate Combat's files causing FNIS to ignore them somehow. I realized I needed this solution when I saw the Draugr behaviours missing in my Output mods / Overwrite section. The behaviours literally didn't exist despite FNIS saying it created them. For anyone reading: This is an Ultimate Combat thing. 100% certainty, at least it was my issue. If you own Ultimate Combat, you will find the meshes/actors folder inside Ultimate Combat containing behaviours that FNIS chooses to ignore generating for some strange reason. This is the reason why Draugr animations don't work, and probably some others. FNIS is ignoring them because of Ultimate Combat somehow. -- I don't know how to get this to work using the Output method but below is how you get Draugr working with everything else. Do not use the Output mod method until someone figures it out. Again, for Ultimate Combat users, which is a lot of us probably: 1- Find Ultimate Combat's location in your mods. 2- Go to meshes/actors within Ultimate Combat's mod folder. Inside you will find meshes/actors and the folders for the creature categories we're looking for. Draugr, Falmer, Giant, etc. 3- Take these behaviours and paste them into meshes/actors within your Overwrite section. This allows FNIS to realize it needs to generate those files as well, otherwise they are ignored if you have Ultimate Combat and they aren't already in your Overwrite. Don't know why, but it's the truth. From here it's normal. 4- Run FNIS with all animations enabled, Nemesis on/off doesn't matter. 5- Once FNIS is done, go into Overwrite and head to meshes/actors. It will have actually generated Draugr and so on properly instead of ignoring them this time. 6- Copy everything inside meshes/actors (should be lots of creature-named folders) and paste it somewhere safe elsewhere. - These are the good behaviour files that FNIS has generated. 7- Run Nemesis, update the engine if you have to but just run it like you would. FNIS on/off doesn't matter either. - Nemesis is going to screw up all our generated behaviours for some reason. Don't know why, but they're no good so we're gonna replace them in Step 9. 8- Once Nemesis is done, open up the Overwrite once again. 9- Take everything (the good behaviour files) you copied to a safe location from earlier and replace those same meshes/actors folders inside the Overwrite. - This basically replaces all the things Nemesis screwed up with the good creature behaviours from when you generated with FNIS. Except now, Draugr are included. -- And that should do it. Thanks to Aensland, this also explains why some of us have it working and others don't when using the popular method for FNIS+Nemesis. Some of us have Ultimate Combat installed whereas others don't. Another possibility is that the Draugr behaviour files were already in the Overwrite section for some of us, therefore FNIS was already generating them correctly, but not for people didn't already have them there. Thank you, replaced those nemesis files with fnis generated once for draugr, problem solved.
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