bnub345 Posted August 13, 2022 Posted August 13, 2022 I'm trying to get ZAP 9 to work with Nemesis as part of my SE port, but I run into some problems. When I run it through nemesis, it gives me ERROR 1035 - Missing required option. I've narrowed it down to this part of the FNIS anim text: AAprefix zac AAset _mtidle 2 AAset _mt 2 AAset _mtx 1 AAset _sprint 2 If I comment out this part of the text, it generates without errors but then the game crashes. If anyone knows how to properly set this up for nemesis, I would really appreciate it. Or even where to find any documentation on how nemesis works.
t.ara Posted August 13, 2022 Posted August 13, 2022 (edited) You need a guide for nemesis for modders-not for users:-)-As long there ´s no clean and absolute guide how to add new idles and how NEMESIS is computing it, I would never install this mod. Is zap working without this sort of animations? (without that AA-animations?-You can bypass that parts for a while) I mean is nemesis able to clone the exactly fnis-compatiblebehaviors, which are used with the creation-kit to make them become assigned to their functions? CK/SKYRIM uses the animation-behavior of ZAP(9) in a very decent way. And are the behavior-files, made by nemesis also working for NPCs?...Animals? WARNING !! ZAP is using a framework, which has info about animation-names and prefixes, which are bound with the info inside of the animation-behavior and as soon this is different from the FNIS printout, the framework can not being used any more by some sort of mods. NEMESIS has to create exactly the same behavior file if ZAP should be working correctly...at least I can not understand the fiddling around with NEMESIS instead of FNIS, as long it is a beta-stage and without more information for creators (guide). Nemesis is PCEA. That ´s why I can not install and use that. Edited August 13, 2022 by t.ara
bnub345 Posted August 13, 2022 Author Posted August 13, 2022 7 hours ago, t.ara said: You need a guide for nemesis for modders-not for users:-)-As long there ´s no clean and absolute guide how to add new idles and how NEMESIS is computing it, I would never install this mod. It's very annoying that there is no documentation for nemesis. I mean absolutely nothing, the creator just says "contact me if you need help". And then hasn't been active for years. I think I got it to work, but only by disabling the things nemesis didn't like. So no crawling anims, no weapon anims for the whips, and of course the horse stuff won't work because no creature compatibility. I guess I'll include it as an option, there are a lot of mods on SE that absolutely have to use nemesis. If only there was a guide to make it work, this stuff can't be that hard. If FNIS can support it just fine, nemesis should be able to do the same. I just don't know how.
t.ara Posted August 14, 2022 Posted August 14, 2022 15 hours ago, bnub345 said: It's very annoying that there is no documentation for nemesis. I mean absolutely nothing, the creator just says "contact me if you need help". And then hasn't been active for years. I think I got it to work, but only by disabling the things nemesis didn't like. So no crawling anims, no weapon anims for the whips, and of course the horse stuff won't work because no creature compatibility. I guess I'll include it as an option, there are a lot of mods on SE that absolutely have to use nemesis. If only there was a guide to make it work, this stuff can't be that hard. If FNIS can support it just fine, nemesis should be able to do the same. I just don't know how. The author of nemesis is not active? Let me know HOW you apply the other animations, please...
Achini Posted July 13, 2025 Posted July 13, 2025 (edited) On 8/13/2022 at 9:37 AM, bnub345 said: I'm trying to get ZAP 9 to work with Nemesis as part of my SE port, but I run into some problems. When I run it through nemesis, it gives me ERROR 1035 - Missing required option. I've narrowed it down to this part of the FNIS anim text: AAprefix zac AAset _mtidle 2 AAset _mt 2 AAset _mtx 1 AAset _sprint 2 If I comment out this part of the text, it generates without errors but then the game crashes. If anyone knows how to properly set this up for nemesis, I would really appreciate it. Or even where to find any documentation on how nemesis works. Hi. I know I'm late. But I was facing the same problem. How did you fix it? Trying to comment them out creates more errors. Edited July 13, 2025 by Achini just editing
traison Posted July 13, 2025 Posted July 13, 2025 That error is printed from 7 different locations in registeranimation.cpp. Find where Nemesis keeps its log file and analyze the error there. If it doesn't include the file and line number where the error occured, see about enabling some kind of debug mode then test again. Once you know where the error is being thrown from, I can probably tell you what is missing.
bnub345 Posted July 14, 2025 Author Posted July 14, 2025 10 hours ago, Achini said: Hi. I know I'm late. But I was facing the same problem. How did you fix it? Trying to comment them out creates more errors. I think it might just work out of the box with Pandora now, which you should use because it's better than either FNIS or Nemesis these days. But I still have the old patch laying around. Of course a few animations won't work at all now because I had to disable all the bits causing errors. ZAP 9 Nemesis.7z
Achini Posted July 15, 2025 Posted July 15, 2025 On 7/14/2025 at 9:23 AM, bnub345 said: I think it might just work out of the box with Pandora now, which you should use because it's better than either FNIS or Nemesis these days. But I still have the old patch laying around. Of course a few animations won't work at all now because I had to disable all the bits causing errors. ZAP 9 Nemesis.7z 28.13 kB · 0 downloads Thank you so much! Well, I'm using LE. Not SSE. So, Pandora isn't an option.
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