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FNIS or Nemesis ?


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Posted

Nemesis seems to be gained a bit of a following with the regular and current updates, and there are some amazing looking mods out there using Nemesis where the animations are not compatible with FNIS at all.

 

given that so many mods here on LL use FNIS or require FNIS, would using Nemesis break these mods at all or will the animations and the mods using animation / containing animations also work with Nemesis, or just with FNIS only ?

 

i seriously want to use that airglider on Nexus but worried that if i get Nemesis, i won't be able to use half or more of the mods i use from LL as a result.

 

 

 

Posted

Nemesis comes with a fake FNIS.esp plugin so you won't have to worry about those mods that require FNIS, but it hasn't receive any updates since May 26, 2020. And at it's current stage it DOES NOT support creature animations, whether or not they are regular( Ultimate Dragons for example) or nsfw mods. If you try to use any mods that adds new behavior files to the creatures, they will simply be stuck in t-pose when trying to use those behaviors/animations. Also version v0.84 has problem with non-English fonts which would cause problems with non-English users. My advice? If you don't care about creature behavior/slal mods and want to focus on combat/human sex mods only, Nemesis would be fine, but if you plan to use any those mods, FNIS is the way.

Posted

you can use both.. you generate your FNIS as normal with the main nemesis mod off, create your fnis output as normal. turn off the main FNIS mod, leaving the generate for users output mod on, turn nemesis on, run it and make it's output a mod as well. that's pretty much it on how to get the swanky nemesis animations AND creature stuff. But as oddpillow stated, if you have no interest in doing creature animations, you can also just skip all of the FNIS and just use nemesis.

Posted (edited)
7 hours ago, OddPillow4 said:

Nemesis comes with a fake FNIS.esp plugin so you won't have to worry about those mods that require FNIS

 

You're positive about that? The 0.84 I downloaded doesn't contain a fnis.esp... https://github.com/ShikyoKira/Project-New-Reign---Nemesis-Main/releases

 

Edit: Right, I've read that the dummy esp is generated, and only "when needed".

 

7 hours ago, jaeos said:

if you have no interest in doing creature animations, you can also just skip all of the FNIS and just use nemesis.

 

It's just the creature stuff? MO2's FNIS configuration does have a Devious Devices checkbox, so I'm wondering if I need FNIS for DD - because it's an adult mod and probably not supported through vanilla channels. Nemesis does seem to detect it tough, it's in the list.

 

At least Nemesis seems to have a high animation limit like FNIS XXL, though it outputs an intimidating red warning:

 

Spoiler

Nemesis.png.2dd12f71287528a173702496d80db373.png

 

Edited by BillyG
Posted

@BillyG As far as i know it's just creature animations Nemesis can't do, but the author also states if you don't know, try it. I think it can do DD animations as well, in FNIS you had to add the creature support to get that functionality. But humanoid animations are supported out of the box. Same with Nemesis, it doesn't have the creature functionality so you run FNIS for the animal stuff and Nemesis for everything else, if it detects you have a FNIS mod it creates the fake FNIS.esp to cover that

Posted

creatures, you can get it working, with tweaks and bends and never be sure.

Nemesis does not support some older animations. One can get it working with tweaks and bends, but never can be sure.

I for my part decided for fnis and a stable setup. I don't mind that I cannot use a couple of new mods.

 

Posted (edited)

I wrote a topic about running FNIS and Nemesis, tho there are some incompatibilities:

- Billy's SLAL Animations break Draugr, Skeleton and Falmer animations when running Nemesis

- The zxlice Backstab and Parry mod breaks Draugr, Skeleton and Falmer animations

- Either Ultimate Combat, Combat Gameplay Overhaul or Movement Behavior Overhaul break Draugr, Skeleton and Falmer animations

- Movement Behavior Overhaul will break some animations from Devious Devices

 

At the moment I've completely removed Nemesis from my load order, I plan on trying it out again when I get a stable modlist

Edited by Player80
Posted

ok thanks, i'll keep that in mind, and hope someday someone makes a n air glider that works with FNIS as well as Nemesis, and not exclusive to Nemesis.. I will stick with stability over uncertainty

Posted
On 8/18/2021 at 2:29 PM, Player80 said:

I wrote a topic about running FNIS and Nemesis, tho there are some incompatibilities:

- Billy's SLAL Animations break Draugr, Skeleton and Falmer animations when running Nemesis

- The zxlice Backstab and Parry mod breaks Draugr, Skeleton and Falmer animations

- Either Ultimate Combat, Combat Gameplay Overhaul or Movement Behavior Overhaul break Draugr, Skeleton and Falmer animations

- Movement Behavior Overhaul will break some animations from Devious Devices

 

At the moment I've completely removed Nemesis from my load order, I plan on trying it out again when I get a stable modlist

 

FNIS Sexy Walk will also not work with Nemesis. There will be random DD or ZAZ (if installed) animations instead.

  • 1 year later...
Posted (edited)

 Nemesis is needed if you want actual combat in skyrim, its not optional.

Even due to this mod alone: https://www.nexusmods.com/skyrimspecialedition/mods/72347

It is compatible with with everything i tried it on here on LL. Latest DD/Zaz/multiple SLAL packs, including metioned Billy one. Its animation limit is editable in a .txt file as neccecery, and i dont think there is a soft cap. My Nemesis report is just over 42000 anims on generation, does not seem to be a problem.

 Its downside is it requires user discretion to have it running with creature SL packs.

 Nemesis can generate behaviour for some humanoid creatures like draugr/falmer etc, but if it does - it wont read SLAL animations for them.

So if you want both lewd content for creatures and actuall combat system - your options are:

 -A - Avoid Nemesis mods that affect creatures, like zxLice backstab&parry. Then you can just run Nemesis after FNIS and youre good.

 -B - Do a bit of extra dance and get everything. Extra dance:

1 - Run FNIS and backup meshes/actors draugr and falmer folder (if you're not sure if any other creature is affected - backup their folder as well).

2 - Run Nemesis.

3 - Overwrite meshes/actors folders with backed up nemesis ones.

 Nemesis funcitonality for creatures wont be properly animated, in my case - zxLice B&P wont play dramatic Draugr/Falmer  animations on them being backstabbed/parried, leading to a bit of misallignment, but mechanicly everthing will work.

 They arent exclusive, and the only reason i can imagine to run FNIS alone is if you have no interest in action RPG part of Skyrim. At all.

 

Edited by nilead
  • 4 months later...

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