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[LE/SE] Guide on using Nemesis alongside FNIS


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Posted (edited)

Hi there I am also having the same problem with the skeletons and draugr idling during animations.  I am having missing skeleton and draugr folders from fnisoutput/meshes/actors however there isn't anything in my overwrite.  I have tried deleting and regenerating things a few times but it comes out the same.  Any thoughts?

Seem to have it working now, I think I was using an incorrect file, I had the nemesis creature behaviour compatibility patch enabled and once I removed that and walked through the steps again it worked like a charm, billy anims and all.  Thanks so much for the guide!

Edited by 420juana
got it
  • 2 weeks later...
Posted (edited)

Hello, I need to ask something about creature animation.
currently I don't use any creature animation, even I didn't installed FNIS creature pack or any creature related animation (although, maybe ZaZ 8 have it).
When I run FNIS XXL it says something like 13000 animations installed.
But when I run Nemesis I have 23k animations installed. When I check SexLab MCM menu, it says FNIS creature pack is installed.

The question is, why my animation count goes higher when using nemesis? Does this happen because Nemesis is installing a placeholder for FNIS Creature pack?
How do I reduce the animation count on Nemesis and/or remove the FNIS Creature pack's placeholder?

Edited by kyoryo
edit
  • 2 weeks later...
  • 2 weeks later...
Posted
On 4/30/2021 at 10:26 AM, fiinhvip said:

For vortex user, I also get the creature animation working by disable FNIS, the key is the output from FNIS. I ran FNIS with nemesis enabled and still working no problem(until now).

First, run FNIS through Vortex integrated FNIS (FNIS still required and enabled). Just enable FNIS in Settings -> Interface, then tick the box same as you would in FNIS. Deploy the mod normally and FNIS Data will be add automatically.

  Hide contents

image.png.79eef5c11339bfe2c0efc24d8a122729.pngimage.png.e9eed63ed9587272103ffdb35dbe9ab0.png

2nd, disable FNIS itself (not creatures/output). the output should be overwritten by Nemessis based animation.

 

  Hide contents

 

image.png.a4bdaa052127103308292cac369ca85c.pngOverwritting rules:image.png.30380efabe279ee677c65e302143c97a.png

3rd, run Nemessis. But make sure nemesis DO NOT delete any files in FNIS Data(if it is, restore or rerun FNIS)

Thank you so much, this helped a lot. it works. 

 

 

  • 2 weeks later...
Posted

For my part, I have found a simpler method.
I activate FNIS Creature, spell, output and Fnis then I launch FNIS.
Then I delete the hkx files of Behavior, charactere and charactere female.
Then I deactivate fnis and these mods, and I check the ones of Nemesis (ouput, creature pcea). I launch Nemesis.
Once finished, I deactivate nemesis and leave ouput creature and pcea and activate creature, spell and output.

 

It works well....except for draugrs. The NPC/PC goes into position but the draugr stays up and doesn't move.
But I tested with other creatures and it worked.
Any ideas?

 

  • 1 month later...
Posted
On 5/12/2022 at 8:25 PM, venomr said:

 

 

This is what finally got things to work for me.

 

Use FNIS and NEMESIS Together at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

 

If you're using mod organizer  2, be sure to go into your overwrite folder and remove the nemesis folders that might be created there. ( or you could rename those folders so that skyrim doesn't read them. I changed the name to "qqNemesis_engine.) That way I could go back in case things went wrong.

 

Anyway, the Nexus method will have you create new output folders for FNIS and Nemesis (if you don't know how to create mod output folders, we can guide you.)

 

You will run FNIS with only the 3 fnis folders open, then Run Nemesis with only the 3 Nemesis folders open, then you will close all 6 folders and then only open 3 of them

FNIS creature pack

FNIS output

NEmesis output

 

 

 

 

 

Almost a year later, this worked for me. 

 

If anyone has a problem with other methods for sure try this one. The others did not help. 

  • 3 weeks later...
Posted
On 4/18/2023 at 5:12 PM, The Lonesome Spirit said:

 

 

Almost a year later, this worked for me. 

 

If anyone has a problem with other methods for sure try this one. The others did not help. 

 

The only problem with this is that those 15 steps take a long time so if you add animations allot your screwed.

Posted
On 5/7/2023 at 3:04 AM, Gergar12 said:

 

The only problem with this is that those 15 steps take a long time so if you add animations allot your screwed.

 

If I ever need to run FNIS and/or Nemisis again. Just:

 

Delete the creature files in Nemisis

Run Nemisis

Run FNIS

Re-Copy over the creature files. 

 

It can be annoying if you install/uninstall animations a lot.

 

 

Personally I'm at the point where I do not. 

  • 2 weeks later...
Posted

You don't need to do all those overcomplicate steps. For me I just set both FNIS and Nemesis output to a same mod in MO2. Run FNIS first then Run Nenemis. Done.

For next time you only need to run FNIS again if you install creature animations. Otherwise  just run Nemesis and done.

Posted (edited)
On 5/21/2023 at 1:46 PM, assassin394 said:

You don't need to do all those overcomplicate steps. For me I just set both FNIS and Nemesis output to a same mod in MO2. Run FNIS first then Run Nenemis. Done.

For next time you only need to run FNIS again if you install creature animations. Otherwise  just run Nemesis and done.

No you can't. If it was that easy, people smarter than both of us would have done so. 

Edited by Gergar12
Posted (edited)
1 hour ago, Gergar12 said:

No you can't. If it was that easy, people smarter than both of us would have done so. 

Except you can. I have been doing that since I start use Nemesis for all the new animations mod. Everything work fine. I have all the creature animations from Billy, Anubs, Baka...etc and all the creature animations work. All Nemesis related mod. MCO, DAR. Everything work. So care to explain why I can't? Maybe only you are the not smart one.

Edited by assassin394
Posted
On 5/23/2023 at 9:28 PM, assassin394 said:

Except you can. I have been doing that since I start use Nemesis for all the new animations mod. Everything work fine. I have all the creature animations from Billy, Anubs, Baka...etc and all the creature animations work. All Nemesis related mod. MCO, DAR. Everything work. So care to explain why I can't? Maybe only you are the not smart one.

I have literally never heard this method. 

  • 2 weeks later...
Posted
12 hours ago, doctorproctor19 said:

still didnt work for me, creatures just stand there during animations

 

If you use MO2 go cut and paste all folders but character, and human in FNIS Output from meshes/actors, then just paste them into a folder on desktop, run Nemesis, then paste the folders back to FNIS output. 

Posted
On 6/2/2023 at 9:14 PM, Gergar12 said:

image.png.4182bd8fcd8d746542f4c63b83542c04.png

 

Better method. 

 

Can confirm. This method worked for me on the first try.

  • 3 weeks later...
Posted (edited)

work perfectly fine for me, following every step from this guide.

my skyrim is SE 1.6 , but i downgrade it to SE 1.5.97.
the reason for downgrade are 1.5 are more compatible and more stable imo.

i use MO2 just fine, easy to use
i have NEMESIS and FNIS XXL and FNIS creature pack just work fine together too.

i have around 20150 ish animation instaled

 

 

i tested out with the one with the most problem, werewolf. it just work fine

the other creature are no problem too.

 

just dont miss the step on the guide.
oh and i dont use multiple profile on MO2, just one default profile.

Edited by kiddie24
Posted
On 2023/6/3 at AM8点14分, Gergar12 said:

image.png.4182bd8fcd8d746542f4c63b83542c04.png

 

更好的方法。 

its work for me !

thank!

I found this original post,ringt, the pdf, I also saw this message,What I think is if this simple solution doesn't work, I'll try PDF again, after all it works pretty much the same。

then! it work!

This bothered me for many days, but now it's solved, I feel fine, thank you friend!

I'm just too excited to write so much crap!

  • 3 weeks later...
Posted
On 6/3/2023 at 3:14 AM, Gergar12 said:

image.png.4182bd8fcd8d746542f4c63b83542c04.png

 

Better method. 

hey)
Explain pls , how remove actors files in mo2? so many mods (MNC example) . Or Skyrim-data-meshes-actors remove work too ?
P.S. english second language sry xd

  • 2 weeks later...
Posted
On 5/22/2023 at 12:46 AM, assassin394 said:

You don't need to do all those overcomplicate steps. For me I just set both FNIS and Nemesis output to a same mod in MO2. Run FNIS first then Run Nenemis. Done.

For next time you only need to run FNIS again if you install creature animations. Otherwise  just run Nemesis and done.

I'm commending this. Haven't found a problem so far. Thank you for sharing mate !

  • 2 weeks later...
Posted
On 1/21/2023 at 4:20 PM, kyoryo said:

Hello, I need to ask something about creature animation.
currently I don't use any creature animation, even I didn't installed FNIS creature pack or any creature related animation (although, maybe ZaZ 8 have it).
When I run FNIS XXL it says something like 13000 animations installed.
But when I run Nemesis I have 23k animations installed. When I check SexLab MCM menu, it says FNIS creature pack is installed.

The question is, why my animation count goes higher when using nemesis? Does this happen because Nemesis is installing a placeholder for FNIS Creature pack?
How do I reduce the animation count on Nemesis and/or remove the FNIS Creature pack's placeholder?

Has anyone found a solution to this problem ? I'm getting the same. Nemesis doubles the animation count.

  • 3 weeks later...
Posted (edited)



The maximum number of animation files for each project is 16384. This number is the sum of the original files in Skyrim, the files added by other mods, and the files added by this mod. If there are too many, a message box will display an error and animations will not be loaded

Edited by kiddie24

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