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As a complete noob on SSE modding... Is Nemesis the new FNISS?


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Posted

Trying to understand this, i may just be completely dumb but, for SSE, Nemesis do the same as FNISS for SLE? In the way i mean, it's the mod to inject new animations?

Posted

I am using Vortex\FNIS XXL 7.6 and all of its add-ons, my Skyrim SE is 1.5.97. For me, it works really nice! Nemisis is supposed to be the replacement for FNIS, but from what I have seen it has limitations... I think. I have a LL friend, "Bluegunk", he uses MO2 with Nemisis and he swears by it. It is really what your install order (your mods) needs\likes\wants. It's personal preference at this point, I think.

 

For your enjoyment, here is a pic I took about 20 minutes ago...

ScreenShot4677.png

Posted

Never used Nemesis so all I can share is what I've been seeing. Like BDNelson said, it's probably personal preference, or rather your preference of mods that dictates what tool you need to use. They work together as well, and some limitations can be overcome by doing this. The order in which things are done however is critical as they most likely will overwrite the same game files as, as far as I know, they do very similiar things in the end. I've had no reason to even consider switching to Nemesis, but then again, I have no interest in new combat mods and such, which seem to be where I most frequently see Nemesis mentioned as a requirement.

Posted
13 minutes ago, RohZima said:

I think Nemesis doesn't have creature support, and another limitation I can't remember. You should read up first so you know for sure.

 

For this I've heard you can run FNIS first, then Nemesis. Nemesis I guess does not overwrite the creature related files. This is what I mean when I said they work together. But again, no personal experience.

Posted
9 minutes ago, traison said:

 

For this I've heard you can run FNIS first, then Nemesis. Nemesis I guess does not overwrite the creature related files. This is what I mean when I said they work together. But again, no personal experience.

 

Then why bother with it? Lol. I don't know. Maybe they need nemesis for something specific that FNIS doesn't do. Patches can't be made for FNIS because the author himself has to do it. Maybe that's it.

Posted (edited)

Some animation mods, especially those that want to do (some amazing) stuff the skyrim system wasn't really designed to do require Nemesis. Some of those mods are awesome and some of them are... well you will see.

 

FNIS does not bring the features these mods require. So if you want to use these mods you will need to use Nemesis. If you also want to have fun with creatures or add other mods that somehow change/replace creature animations you will need to run FNIS as well.

 

I use MO2 to do this and it's really easy. Activate FNIS in MO2, run it, deactivate it, run Nemesis, and you are done. The files are in the overwrite folder and if you want you can create a standalone "mod" inside MO2 for these files. I don't bother with it since they change everytime I run FNIS/MO2 anyway.

 

If you don't run any mods with creature animations you can completely replace FNIS with Nemesis. Personally I never had troubles with Nemesis.

Edited by Silvain
Posted
15 minutes ago, Silvain said:

Some animation mods, especially those that want to do (some amazing) stuff the skyrim system wasn't really designed to do require Nemesis. Some of those mods are awesome and some of them are... well you will see.

 

FNIS does not bring the features these mods require. So if you want to use these mods you will need to use Nemesis. If you also want to have fun with creatures or add other mods that somehow change/replace creature animations you will need to run FNIS as well.

 

I use MO2 to do this and it's really easy. Activate FNIS in MO2, deactive it, run Nemesis, deactivate the FNIS mod in the left panel, activate Nemesis, run Nemesis and done.

 

If you don't run any mods with creature animations you can completely replace FNIS with Nemesis. Personally I never had troubles with Nemesis.

You can not replace NEMESIS instead of FNIS.

Posted
2 hours ago, t.ara said:

You can not replace NEMESIS instead of FNIS.

 

You can't? What does not work then besides creature animations? Would be nice to know and could safe me a headache down the line.

Posted (edited)
16 hours ago, t.ara said:

You can not replace NEMESIS instead of FNIS.

 

Yes you can, provided you don't use any mods that require creature behaviour files. In case of LL mods that's mostly all sorts of bestiality mods. If you're not into that, Nemesis is a perfectly viable to use standalone.

 

OP: in a nutshell: both FNIS and Nemesis are behaviour and animation frameworks. FNIS has creature support, Nemesis only supports humans (orc, elves, etc.). FNIS is older and has generally lower animation limit but is more robust. Nemesis is newer, can have more animations, does stuff that FNIS can't and usually has better performance. Mods that say they need Nemesis won't work with FNIS. Mods that don't specifically require Nemesis will work with both. There are some significant differences between them from the mod creator perspective but that is irrelevant for a regular user.

You can use one or the other or both at the same time if you set them up correctly, or switch between them mid-save bearing in mind limitations I mentioned above. The last part is generally not advised but can be done if you know what you're doing.

Edited by belegost
Posted (edited)

No, it's an alternate. Some people use both, some people use Nemesis alone, some people like me still simply use FNIS.

 

Note: Some mods DO **require*** nemesis. for instance the paraglider. Many others require FNIS.

 

Edited by anjenthedog
left out important info
Posted

I run them both for years now. If you have on SE if you have Ultimate Combat or zxLice Parry creatures SL animations doenst work anymore. on LE it worked with Ultimate Combat, and LE didn't had zxLice Parry. Other than that, no issues.

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