Player80 Posted July 5, 2021 Author Posted July 5, 2021 (edited) 6 hours ago, NNS10 said: Nemesis crashes for me halfway through the process. This happens when I don't clean the FNIS.esp nor the files generated by a previous run of Nemesis. If that still doesn't work for you, you should contact the author of Nemesis and ask for help there Edited July 5, 2021 by Player80 1
Guest Posted July 5, 2021 Posted July 5, 2021 (edited) Mate , Fnis won't generate output in that FNIS Output. Nemezis does ... Okay . After 4 times running fnis and reinstalling it output is there and everything works. Thanks! Edited July 6, 2021 by KenshiSamurai edit
Unspec Posted July 6, 2021 Posted July 6, 2021 (edited) FNIS reports 25k animations, but when I run nemesis it jumps to 49k. I feel like it might be double counting animations. The heck is going on? Edited July 6, 2021 by Unspec
45672 Posted July 14, 2021 Posted July 14, 2021 something interesting to report is if your name for nemesis output contains special characters like [[ the process takes considerably longer and causes graphical glitches on the screen. Not sure if it's just my setup or what I but hope this helps someone.
KingstonPrince7 Posted July 14, 2021 Posted July 14, 2021 I'm having problems with Nemesis, because, since XPMSE its needed for HDT-SMP, when I hace XPMSE as an active mod, if I run Nemesis, male NPCs are not able to do melee combate anymore, and this only happens when I active XPMSE in MO2. Anybody can help me with this?
KingstonPrince7 Posted July 14, 2021 Posted July 14, 2021 On 7/5/2021 at 3:16 AM, Player80 said: This happens when I don't clean the FNIS.esp nor the files generated by a previous run of Nemesis. If that still doesn't work for you, you should contact the author of Nemesis and ask for help there Nemesis author seems to not care anymore, he isn't answering any post.
NNS10 Posted July 18, 2021 Posted July 18, 2021 On 7/4/2021 at 9:37 PM, NNS10 said: Nemesis crashes for me halfway through the process. Fixed by upping the max animation limit in the nemesis.ini file by a lot. Does not seem to correspond with the animation count displayed in the UI.
NNS10 Posted July 18, 2021 Posted July 18, 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. Where do you have Ultimate Dodge Mod in your mod order? MO2 shows that it is overwriting a lot of FNIS files. Not sure if that will cause problems or not.
moody132 Posted July 20, 2021 Posted July 20, 2021 On 7/18/2021 at 1:22 PM, NNS10 said: Where do you have Ultimate Dodge Mod in your mod order? MO2 shows that it is overwriting a lot of FNIS files. Not sure if that will cause problems or not. For me it shows it has only conflicts with 2 behavior files with FNIS, but that is why we use Nemesis. Anyway, left load order; TUDM TUDM Crouch Slide Patch TK Combat Ultimate Combat Ultimate Dragons then like 200 different mods 360 Movement Behaviors FNIS I think FNIS should be near the bottom, especialy its generated files. In esp load order I trust LOOT, only everytime i sort plugins i have to place Ultimate Dodge Mod.esp after Violens.esp, otherwise killmoves doesn't work. 1
luckydude7 Posted July 23, 2021 Posted July 23, 2021 (edited) Chiming in just to say the method in the original post worked for me. I do not run ultimate combat so I did not need to regenerate FNIS afterwards. Edit: I also found it was necessary to purge the output folders after adding or removing animations. Having my outputs be updated rather than completely rewritten broke everything from ultimate dodge mod to combat behavior and creature animations. Further Edit: I experimented with mods like Flinching SE and it's onhit SKSE plugin. With the required patch https://www.nexusmods.com/skyrimspecialedition/mods/45966 recommended by the mod, they are not compatible with this setup and will cause creatures to cease animations. Edited July 26, 2021 by luckydude7 2
PriestOfKhorne Posted August 2, 2021 Posted August 2, 2021 Should I be running the fnis and nemesiss before a merged and bash patch or after. I tried it several different ways but cannot get it to work.
readson15 Posted August 8, 2021 Posted August 8, 2021 Hey, so weird thing in my game is that the horse animations work flawlessly but every other creature is still missing animations, any ideas why?
robloxian699 Posted August 12, 2021 Posted August 12, 2021 do you guys know how can I do this with nexus mod manager?
zero2infinity Posted August 16, 2021 Posted August 16, 2021 On 8/7/2021 at 10:10 PM, readson15 said: Hey, so weird thing in my game is that the horse animations work flawlessly but every other creature is still missing animations, any ideas why? This. I've read through this whole post and tried every method, but I still can only get horses to work correctly. All other creatures I've tested reposition for the animation with the PC, but then just go into an idle (lay down). Looking for any other thoughts! Thanks!
Lamergamer123 Posted August 19, 2021 Posted August 19, 2021 Well for me what worked was simply deleting any behaviour.hkx files in the Nemesis Output that was overwriting the ones on the FNIS Output with exception to characters behaviours. 1
Violence6884 Posted August 21, 2021 Posted August 21, 2021 (edited) I wonder if anyone's figured a way to run FNIS alongside Nemesis, but for NMM. I've been trying to do that all evening following various examples given here but half ass adapting them for NMM(For example there is no way to designate an output folder for Nemesis since I don't use MO), no results- CTD on launch. Edited August 21, 2021 by Violence6884
zero2infinity Posted August 22, 2021 Posted August 22, 2021 I ended up giving up on Nemesis...just seems too janky for everyone to be so reliant on it. Luckily, Nolvus doesn't so i just used their auto installer and then dropped my content in on top...everything seems to be working well so far.
Mimolette27 Posted August 25, 2021 Posted August 25, 2021 Hey there, i don't get a Genrated FNIS.esp after running Nemesis. can someone help me pls.
Lamergamer123 Posted August 26, 2021 Posted August 26, 2021 On 8/25/2021 at 2:20 PM, mathys27 said: Hey there, i don't get a Genrated FNIS.esp after running Nemesis. can someone help me pls. That means Nemesis crashed before it could finish generate the behaviour files. Just increase the max number of animations in the nemesis.ini found in the main nemesis mod. That helps most of the time. Other than that close other programs and tasks that are running in the background.
Mimolette27 Posted August 26, 2021 Posted August 26, 2021 (edited) 1 hour ago, Lamergamer123 said: That means Nemesis crashed before it could finish generate the behaviour files. Just increase the max number of animations in the nemesis.ini found in the main nemesis mod. That helps most of the time. Other than that close other programs and tasks that are running in the background. I get this message a the end: "ERROR(1210): Vital behavior file cannot be found. This will cause T-pose in game. To fix this, either reinstall the mod or manually restore this behavior file File: f:\steamlibrary\steamapps\common\skyrim special edition\data\meshes\actors\character\behaviors\idlebehavior.hkx Failed to generate behavior" Edit: Fixed by reinstalling nemesis a couple of times. Edited August 26, 2021 by mathys27
Skill denim Posted September 2, 2021 Posted September 2, 2021 Alright I think I know how to fix creature animations, I'll write it down here just in case I forget. 1.- Disable all nemesis related mods (including nemesis output) 2.- Enable all FNIS (creature, spells etc) activate hand fix only 4.- Run FNIS 3.- Disable FNISes (output, creature, spells, XXL) 4.- Enable all nemesis related mods 5.- Run nemesis 6.- Remove FNIS.esp (if you have one) from Nemesis output (in the optional esp menu) 7.- Let FNIS output have priority over Nemesis output 8.- FNIS and everything else stays enabled (don't know if this would have effects) It's not perferct, may have side effects (like no flinch on monsters), but it just works. Sometimes nemesis will crash, just keep trying again, this is because the engine needs more resourses/priority from your pc. Also, you can't have over 24000 animations. 4
Miller826 Posted September 4, 2021 Posted September 4, 2021 (edited) On 7/23/2021 at 9:24 AM, luckydude7 said: Chiming in just to say the method in the original post worked for me. I do not run ultimate combat so I did not need to regenerate FNIS afterwards. Edit: I also found it was necessary to purge the output folders after adding or removing animations. Having my outputs be updated rather than completely rewritten broke everything from ultimate dodge mod to combat behavior and creature animations. Further Edit: I experimented with mods like Flinching SE and it's onhit SKSE plugin. With the required patch https://www.nexusmods.com/skyrimspecialedition/mods/45966 recommended by the mod, they are not compatible with this setup and will cause creatures to cease animations. You, my friend, might possible be my life/game saver. Been having an issue with creatures not animating for weeks and have been unable to pinpoint the problem. And I completely forgot I installed Stagger Direction Fix (SE) and, indeed, Ultimate Combat and Creatures Behaviour compatibility for Nemesis. Uninstalled both, rerunning FNIS and Nemesis now. Let's see if my creatures are ready for action once more. If they are, I'll report back and give you a big sloppy kiss. Edit: God motherf*cking godd*mn d*ck swingin c*nthole, it didn't work. But here's a little kiss for you anyways. Edited September 4, 2021 by Miller826
Miller826 Posted September 5, 2021 Posted September 5, 2021 On 9/2/2021 at 7:07 PM, Skill denim said: Alright I think I know how to fix creature animations, I'll write it down here just in case I forget. 1.- Disable all nemesis related mods (including nemesis output) 2.- Enable all FNIS (creature, spells etc) activate hand fix only 4.- Run FNIS 3.- Disable FNISes (output, creature, spells, XXL) 4.- Enable all nemesis related mods 5.- Run nemesis 6.- Remove FNIS.esp (if you have one) from Nemesis output (in the optional esp menu) 7.- Let FNIS output have priority over Nemesis output 8.- FNIS and everything else stays enabled (don't know if this would have effects) It's not perferct, may have side effects (like no flinch on monsters), but it just works. Sometimes nemesis will crash, just keep trying again, this is because the engine needs more resourses/priority from your pc. Also, you can't have over 24000 animations. In the end, this is what saved ny game. Thank you. This worked!
zzzzzka Posted September 13, 2021 Posted September 13, 2021 On 2/26/2021 at 1:31 AM, Player80 said: 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 Hi, I am planing to try nemesis with my build, this pose is very helpful. Thank you. do you use Ultimate combat? this mod will break the Draugr ,Falmers, and skeletons animation , because the author have added different "animation skeleton" for extra combat moves. to workaround , you can delete or disable the related files from Ultimate Combat...
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