Popular Post Player80 Posted February 25, 2021 Popular Post Share Posted February 25, 2021 (edited) Disclaimer: The provided guide can already be found by carefully browsing through the forum or using google. I'm creating this post to centralize all the "best practice" ways of using both animation frameworks together. ________________ Here's an in depth guide, assuming you use "Mod Organizer 2". If you don't, nothing prevents you from following these steps, but I can't guarantee that it'll work. Step 1: Install FNIS, FNIS creature pack and Nemesis. Enable "FNIS creature pack" and leave it enabled permanently. You'll never need to disable FNIS creature pack ever. Keep both "FNIS" and "Nemesis" disabled. Step 2: Create two folders, one named "FNIS Output" and the other "Nemesis Output". Step 3: Activate both "FNIS Output" and "Nemesis Output". Leave both FNIS and Nemesis disabled, for now. Step 4: Open up MO2, click on the dropdown list at the top right (next to "Run") and click Edit... Step 5: Add an executable using "Add from file" and go find FNIS's executable (should be in "\mods\Fores New Idles in Skyrim SE - FNIS SE\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe") Step 6: Check "Create files in mod instead of overwrite", open up the dropdown list at the right of the option and find "FNIS Output". Click Apply. Step 7: Repeat steps 4 to steps 6 with Nemesis instead of FNIS (should be in "\mods\Nemesis.Unlimited.Behavior.Engine.v0.84-beta\Nemesis_Engine\Nemesis Unlimited Behavior Engine.exe"). You've now properly installed both FNIS and Nemesis. Nemesis Output should overwrite everything from FNIS Output and FNIS creature (even though there shouldn't be anything from Nemesis overriding the creature animations), meaning you should assign a higher priority to Nemesis Output (if you don't know what this means, 0 is the lowest priority, 99999 is a very high priority. If FNIS Output has a priority value of "10", Nemesis Output should then have a priority above "10"). In order to run both FNIS and Nemesis, you need to carefully follow these steps: Step 8: Enable both "FNIS" and "FNIS Output". Disable "Nemesis" and "Nemesis Output". Step 9: Run FNIS. Step 10: Disable FNIS only. "FNIS Output" must stay enabled. Step 11: Enable both "Nemesis" and "Nemesis Output". Step 12: Open Nemesis. Step 14: Everytime you install or remove animations, you'll need to click on "Update Engine" first. Once it is done, you can then click on "Launch Nemesis Engine". Step 15: Nemesis will take a little while and will inform you once it is done. The big bar in the center isn't a progress bar but it shows how many animations you're using. You'll have to wait until a message pops up, showing how much time the process took. Step 16: Keep "FNIS Output", "Nemesis" and "Nemesis Output" enabled. "FNIS" is the only mod that should be disabled. Nemesis will create a FNIS patch for the animations it couldn't process. If you look through the list of esp, you should find a new "FNIS.esp" (generated inside "Nemesis output"). It must be enabled. You'll only need to run FNIS when you install / remove creature animations. If you keep adding or removing human animations, you will never need to run FNIS again. You will always need to run Nemesis (using steps 8 to 16) after running FNIS. If you're using SLAL and run a lot of animations, you'll have to raise a value in the config. It is located at "\mods\Nemesis.Unlimited.Behavior.Engine.v0.84-beta\Nemesis_Engine\nemesis.ini". You'll need to set "MaxAnimations" to something like 30000. Warning though, Nemesis is said to become unstabled above 30000 (or even 25000) animations. I'm currently sitting at 22000 animations with a mix of both SLAL animations and (Dynamic Animation Replacers) DAR, but I haven't found any gamebreaking bug. If you're using DAR, when you first load the game, your character can t-pose for what seems to be a minute, and only while idling. This is normal and will go away until you restart the game. Did you notice that I skipped a step? ________________ Edit: I could have sworn they used to work, but Draugr (and because of that, skeletons) and falmers will not have any animation during SL scenes. I'm trying to find a way to make them work. Edit 2: So it's been a while, and I have narrowed down a list of mods that will break draugr and skeleton animations. - For some reasons, Billy's SLAL animations break draugr and skeleton when using Nemesis. I'm not too sure how though, but I was sometimes able to make them work with Billy's animations, and some other time they wouldn't work at all after removing Billy's animations and (what I think is) carefully rebuilding FNIS and Nemesis. - zxlice's mods, specifically "Backstab and Parry" and "hitStop". Again, I was able to have draugr and skeleton animations working while trying out different mod combinations and Nemesis patches (with either or both "Backstab and Parry" and "hitStop" enabled), but they would eventually break. - Combat Gameplay Overhaul is a big definitive no. Contrary to Billy's and Zxlice's mods, I was never able to get draugr and skeleton animations to work with this mod enabled (with or without the nemesis patch). Honorable mention: - Character Behaviors Enhanced: Doesn't seem to break draugr and falmers, but will break some devious device or toys animations on occasion, but only visually. Should be safe-ish. I'm still trying out new ways to make everything work, notably by completely deleting the mesh folder from "Nemesis - Output" before rebuilding it, or leaving FNIS and FNIS - Output while running Nemesis. I'll be sure to update this post whenever I get one of those mods to behave correctly with creature animations, but it's safe to say that Nemesis has been abandonned by its author so creature support is not likely going to happen within Nemesis anytime soon. Nemesis is on github tho, anyone skilled enough could fork it and unofficially maintain it. I know I won't. Edited September 8, 2021 by Player80 88 Link to comment
RAMMTank Posted February 25, 2021 Share Posted February 25, 2021 Thank You Much for Putting this together. Going to give it a try later today, though knowing me I will mess it up the first few times. ?? Link to comment
Luan101 Posted February 26, 2021 Share Posted February 26, 2021 I tried this guide but my animations wouldn't work. What i did was what was in the guide, but i set up different animation packs, mostly creatures for FNIS and then disabled them and enabled human animations and ran Nemesis. Mod order and plugin order look fine i guess but i'm sure to be doing something wrong, just not sure what. One of the things i'm unsure about is that i ran zaz's through nemesis. What if i have too many anims for FNIS and can't load them all at once? Can i just use register creatures through fnis and humans through nemesis? I tried using FNIS xxl and still the animations play out, the female is moving but the creature isn't, Spoiler Link to comment
Player80 Posted February 26, 2021 Author Share Posted February 26, 2021 3 hours ago, nikgtasa said: mostly creatures for FNIS and then disabled them and enabled human animations and ran Nemesis. You need to keep the animations enabled. The only thing that should be disabled when you want to run Nemesis is FNIS itself. Everything FNIS has generated should stay enabled Link to comment
Luan101 Posted February 26, 2021 Share Posted February 26, 2021 28 minutes ago, Player80 said: You need to keep the animations enabled. The only thing that should be disabled when you want to run Nemesis is FNIS itself. Everything FNIS has generated should stay enabled I still enabled them when i was done with fnis. Anyway, i used FNIS XXL and did the guide but again, the creature animations weren't working. Link to comment
Player80 Posted February 26, 2021 Author Share Posted February 26, 2021 14 minutes ago, nikgtasa said: I still enabled them when i was done with fnis. Anyway, i used FNIS XXL and did the guide but again, the creature animations weren't working. This is weird! Have you increased the maximum number of animations inside "nemesis.ini"? Link to comment
Luan101 Posted February 26, 2021 Share Posted February 26, 2021 1 hour ago, Player80 said: This is weird! Have you increased the maximum number of animations inside "nemesis.ini"? I increased them to 22000 but they came out more than that. Around 24k. The behavior generation still completed tho. Maybe it's a plugin order problem? Link to comment
TopDogCat Posted February 26, 2021 Share Posted February 26, 2021 I don't know exactly how UVRE Wabbajack has it setup, but I just run Nemesis, then I copy the overwrite to a "animation output" folder I created. There is a UVRE Nemesis generated mod that I place mine underneath. I'm not sure if any of the creature stuff is working, but the human animation works. There are some that don't seem to work, but I may have fixed it, or I may have to follow this guide to get the extra FNIS stuff. I don't see FNIS installed, but it does show up in the load list so I know it's there somewhere. I never seem to have to run it. I just started all this so I could be doing something wrong. The load order is no joke. Link to comment
killorkilled Posted February 26, 2021 Share Posted February 26, 2021 Hi im having a issue with xp32 skeleton extended when im about to launch nemesis engine after update engine its get stuck at 99 percent anyones nemesis getting stuck when using xp32 skeleton extended with launch nemesis engine after update engine in nemesis if anyone has these problems or have a solution at least can tell me about it please guys im loosing my mind here thanks. Link to comment
Player80 Posted February 26, 2021 Author Share Posted February 26, 2021 49 minutes ago, killorkilled said: Hi im having a issue with xp32 skeleton extended when im about to launch nemesis engine after update engine its get stuck at 99 percent anyones nemesis getting stuck when using xp32 skeleton extended with launch nemesis engine after update engine in nemesis if anyone has these problems or have a solution at least can tell me about it please guys im loosing my mind here thanks. Mine sometimes hangs at 99% for a solid 20 seconds Link to comment
killorkilled Posted February 26, 2021 Share Posted February 26, 2021 58 minutes ago, Player80 said: Mine sometimes hangs at 99% for a solid 20 seconds Yeah but mine is getting stuck like not running at all after 99% i check the nemesis in windows task manager there is no movement there no processing nothing. Like im telling you its getting stuck at 99% Link to comment
Luan101 Posted February 26, 2021 Share Posted February 26, 2021 I think for some reason, fnis doesn't generate behavior files for me Link to comment
kronson Posted February 26, 2021 Share Posted February 26, 2021 You might have to run FNIS 2 or 3 times untill it gets it right.. If it doesn't complete normally delete the output files and try again. I tried this and it worked with no other mods enabled. Gonna try it now with my full humongous mod list Link to comment
kronson Posted February 27, 2021 Share Posted February 27, 2021 Yeah with my full list the creature behaviours don't generate properly - the human start the animation but the creatures stay idle Link to comment
Luan101 Posted February 27, 2021 Share Posted February 27, 2021 2 hours ago, kronson said: Yeah with my full list the creature behaviours don't generate properly - the human start the animation but the creatures stay idle Yeah, same for me. FNIS XXL is fine but coupled with Nemesis creatures stop working. @Player80 can you share your modlist and load order so we have an easier time identifying issues? 1 Link to comment
yarz96 Posted March 29, 2021 Share Posted March 29, 2021 Work for me: Enable Fnis.esp, run fnis, disable fnis.esp, run nemesis, all animations works 3 Link to comment
Just Passerby Posted April 1, 2021 Share Posted April 1, 2021 Thanks for the hints. It's saved a lot of time for me to not figure this things by myself from the scratch. Tried today. Seems everything works fine except spam from the XPMSE in the papyrus log. As a quick solution I just commented out all lines inside GetAnimVar() in XPMSEWeaponStyleScaleEffect.psc and made the function to simple return 0. Link to comment
Lucifeller Posted April 2, 2021 Share Posted April 2, 2021 Is FNIS PCEA still broken for Nemesis? Link to comment
donnerwetter Posted April 2, 2021 Share Posted April 2, 2021 On 2/25/2021 at 7:31 PM, Player80 said: You'll only need to run FNIS when you install / remove creature animations. If you keep adding or removing human animations, you will never need to run FNIS again. Wait, the catch with Nemesis is creature anims? I don't use them at all- is Nemesis worth the switch? Link to comment
Player80 Posted April 3, 2021 Author Share Posted April 3, 2021 11 hours ago, donnerwetter said: Wait, the catch with Nemesis is creature anims? I don't use them at all- is Nemesis worth the switch? It really depends if you're planning on using Combat Gameplay Overhaul and other mods like this Link to comment
moody132 Posted April 17, 2021 Share Posted April 17, 2021 After 300h+ on few different characters, I again can confirm with 100% of confidence FNIS & Nemesis can work togheter perfectly, with creatures animations, DAR, and all Nemesis based mods like CGO SkySA, Ultimate Dodge Mod, Slide tackle, etc My load order is FNIS behavior XXL Fnis Creatures Fnis Output Nemesis Nemesis output First you generate FNIS, while doing it you should have enabled only FNIS Behavior Fnis Creatures Fnis Output After that you generate Nemesis, while doing it you should have enabled only Fnis Creatures Fnis Output Nemesis Nemesis Output. After that, it's done. Sometimes Nemesis needs like 5-10 reruns because it crashes for my, i think too much animations, not sure. But beside that, anything works properly. 1 Link to comment
ee28 Posted April 19, 2021 Share Posted April 19, 2021 On 4/16/2021 at 9:52 PM, moody132 said: After 300h+ on few different characters, I again can confirm with 100% of confidence FNIS & Nemesis can work togheter perfectly, with creatures animations, DAR, and all Nemesis based mods like CGO SkySA, Ultimate Dodge Mod, Slide tackle, etc My load order is FNIS behavior XXL Fnis Creatures Fnis Output Nemesis Nemesis output First you generate FNIS, while doing it you should have enabled only FNIS Behavior Fnis Creatures Fnis Output After that you generate Nemesis, while doing it you should have enabled only Fnis Creatures Fnis Output Nemesis Nemesis Output. After that, it's done. Sometimes Nemesis needs like 5-10 reruns because it crashes for my, i think too much animations, not sure. But beside that, anything works properly. This works, but draugr and falmer are the only creatures that do not start animations as soon as I run Nemesis. Here are my mods that use nemesis: 360 Movement Behavior Archery Gameplay Overhaul Combat Gameplay Overhaul Jump Behavior Overhaul TK Dodge zxlice's hitstop zxlice's ultimate potion animation zxlices backstab and parry NOTE: their animations work if I rerun FNIS without rerunning nemesis, moment I rerun nemesis, their animations break. 1 Link to comment
Kakabishan Posted April 24, 2021 Share Posted April 24, 2021 On 4/19/2021 at 10:53 AM, ee28 said: This works, but draugr and falmer are the only creatures that do not start animations as soon as I run Nemesis. Here are my mods that use nemesis: 360 Movement Behavior Archery Gameplay Overhaul Combat Gameplay Overhaul Jump Behavior Overhaul TK Dodge zxlice's hitstop zxlice's ultimate potion animation zxlices backstab and parry NOTE: their animations work if I rerun FNIS without rerunning nemesis, moment I rerun nemesis, their animations break. Yeah im having the exact same issue as you, and have the same Nemesis related mods as well. Can't get Falmer / Draugr creature animations to work, but other creatures are working. Was wondering if anyone knows any workarounds Link to comment
ee28 Posted April 26, 2021 Share Posted April 26, 2021 On 4/24/2021 at 12:58 AM, Kakabishan said: Yeah im having the exact same issue as you, and have the same Nemesis related mods as well. Can't get Falmer / Draugr creature animations to work, but other creatures are working. Was wondering if anyone knows any workarounds Actually I think I may have just found a way. Here's how I did it. ( I use MO2) - First rerun FNIS with this load order (In MO2 this is on the left pane) FNIS SE FNIS Creatures Nemesis Nemesis Output -I didn't turn off Nemesis or PCEA, just the mods above that use it, the only anims that FNIS loaded was Sexlab animations. -I turned off the initial FNIS Output to create an entirely new one, this is FNIS Output 2, though in my experience, you can probably delete it and still use your previous output without issues. -I turned off FNIS SE and turned on Nemesis Output and all my other Nemesis using mods (make sure Nemesis Output has a FNIS esp, if it doesn't, it's because it crashed before it could finish fully.) - I did not have to rerun Nemesis. That should be it, tried it and draugr and falmer animations work fully again alongside my Nemesis mods and other creature animations as well. 4 Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now