Lulu the Milky Succubus Posted May 18, 2023 Posted May 18, 2023 Note for self as well as anyone else attempting to juggle both of these like absolute madlads. Anytime altering animation files: Uncheck FNIS Output Run Nemesis Recheck FNIS Output Uncheck Nemesis Generated Output Run FNIS Check Nemesis Generated Output FNIS Output should be lower than Nemesis Generated Output Creature animations + Attack MCO animations should all work now Happy fucking you goddamn degenerates. 5
coegcoeg Posted May 19, 2023 Posted May 19, 2023 Man i dont know the "check and uncheck" also the output thing... I just see generate
Dr.Octogonapus Posted May 19, 2023 Posted May 19, 2023 3 hours ago, coegcoeg said: Man i dont know the "check and uncheck" also the output thing... I just see generate The checking and unchecking refers to the output mods you make in MO2 to handle FNIS and Nemesis simultaneously. It's a bit hectic. Here's a guide I found seems to work well.
coegcoeg Posted May 21, 2023 Posted May 21, 2023 Thank you bro, last night i just messing around and found out
assassin394 Posted May 21, 2023 Posted May 21, 2023 (edited) Why you guys want to overcomplicate thing? For me I just set both FNIS and Nemesis output to a same empty 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. Edited May 22, 2023 by assassin394 3
Lulu the Milky Succubus Posted May 21, 2023 Author Posted May 21, 2023 3 hours ago, assassin394 said: Why you guys want to overcomplicate thing? 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. Oh interesting, I hadn't thought about this as a solution. For as long as I've been modding Skyrim, I'm quite smooth brain when it comes to making mods cooperate. For my current build I started with the Project Skyrim modlist and then removed a bunch of stuff I felt unnecessary and added a bunch of Sexlab stuff which is how I ended up using both FNIS and Nemesis. Interesting workaround, will have to try out in the future. 1
Lulu the Milky Succubus Posted June 30, 2023 Author Posted June 30, 2023 (edited) Wanted to update my findings on this: Setting output for FNIS and Nemesis to the same mod DOES NOT work out. The behavior files end up overwriting each other so either the Nemesis combat animations work and the creature sex animations do not, or the creature sex animations work but Nemesis combat animations do not. The workaround I found, however, is: Uncheck FNIS output Run Nemesis Check FNIS output THEN - Double click the FNIS output mod and hide all files that are not related to creature behavior. (I use MO2 btw) This has allowed everything to work for me so far. Edited June 30, 2023 by Lulu the Milky Succubus 2
user1205520 Posted September 12, 2023 Posted September 12, 2023 Which files did you hide/deleted in FNIS output?
AManNamedNorville Posted September 13, 2023 Posted September 13, 2023 On 5/21/2023 at 10:43 AM, assassin394 said: Why you guys want to overcomplicate thing? For me I just set both FNIS and Nemesis output to a same empty 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. Everyone tends to get different results as everyone has a unique load order (Usually) and sometimes one method works while the other doesn't and vice versa. only in a perfect modding community would one method work for everyone.
Lord_inu Posted February 1, 2024 Posted February 1, 2024 Has anyone been able to get AMCO/DMCO movement to work with creature framework? I recently started messing around with both the MCO mods and I can get the animations/movesets to trigger just fine but I am always stuck in place when trying to dodge or not stepping forward when attacking. If I turn off FNIS output I get the movement from attacks and dodges but it breaks like everything with SL. After playing around with load orders, file overwrites, etc it seems to be an issue with both FNIS and Nemesis writing animations to the animationdatasinglefile.txt in each outputs meshes folder.
narm_ Posted August 17, 2024 Posted August 17, 2024 (edited) Sorry if I'm necroing a thread. Finally got fnis, nemesis, and a&d mco working together and want my process recorded somewhere for others struggling with this. I've got attack mco and dodge mco working with creature framework, assuming that some of the weapons don't have chainable power attacks. Otherwise, I'm still working on getting the power attacks button mapping sorted out. Working on getting scar and then elden rim moveset into the mix too. But all my SL animations and mods seem fine. Creature anims and human all seem to be working. Have 26,000 anims according to nemesis. Running ~250 mods including true directional movement, fnis sexy move/sexy walk, a ton of SL stuff including devious devices and cursed loot (honestly disabled a lot of that, gets annoying real quick). Graphics, weather, water, cbbe 3a, schlongs, physics for both body parts and shlongs, aroused, ordinator, bunch of spells, bunch of weapons and skimpy armor for everything, and a bunch more. At least 70 hours of work getting everything to play nicely. Oh, that goddam vampire head fix. The skyrim modding rabbit hole is deep. Using mo2, my process was disable nemesis, both mco mods, and nemesis' output, run fnis, disable only fnis (leave the output checked and in the modlist), run nemesis. Wah-lah. It was super finicky to get the SL+creature, d&a mco, and fnis sexy move all working at the same time. Frankly, I don't really get what's happening, because sexy move only worked in some of my saves (it did require changing the sexy move type for my player, crouching, and changing it back to get it to work again after the nemesis switch). I slowly added each dependency and mod one by one to an existing save, which is my usual process for adding new mods. It's not the most stable, it CTDs every half hour but only on cell change. Had that issue before, just not as frequently. I think it's related to the fact that some of my mods are form 43 and I probably have some scripts not meant for AE. Might just be the sheer number of scripts I have going on. I also get characters sometimes floating away in weird positions temporarily after SL anims. Seems to be an existing problem for other people using SL though. To reiterate my fnis+nemesis process: 1) Install fnis and nemesis in mo2, each with their output directed to their own empty mod 2) Disable nemesis, it's output, and both attack and dodge mco 3) Run FNIS 4) Disable FNIS (NOT ITS OUTPUT) *5) Enable nemesis, its output, and both attack and dodge mco 6) Run nemesis **7) (optional-depends on if you have mods with a fnis dependency like fnis sexy move) enable the dummy fnis.esp plugin that nemesis generated in your plugin list (right pane). Doesn't matter where it is in your load order, it's empty so it won't conflict with anything. Voila. Contrary to what OP has said, fnis output should be before nemesis output in the left pane, so that nemesis output overwrites fnis human anims. There should be no animal meshes in the nemesis output. (in fact, I think nemesis is not creating anims for anything fnis has created anims for, hence why a&dmco had to be disabled. This also suggests that any anim mods that require nemesis should also be disabled while running fnis) It is probably a good idea to test that fnis worked correctly between steps 3 and 4, by launching skyrim and testing FNIS dependent animations (creature anims) before moving on to running nemesis. Lastly, you will only need to rerun fnis if you're adding new creature anims. For all other anims you add, you will only need to rerun nemesis. *a note about 5. ALWAYS CLEAR THE NEMESIS OUTPUT MOD BEFORE RUNNING NEMESIS. It should be empty before each run of nemesis. **a note about 7. Nemesis only generates a dummy fnis.esp if you are using xpmse and/or fnis sexy move. IT IS COMPATIBLE WITH BOTH OF THESE. There are actually scripts that check for these, and nemesis has its own versions of fnis scripts that these mods call. If it's not generating a fnis.esp, you either don't have either of these installed OR there is an existing fnis.esp in your plugin list when you ran nemesis (if this is the case, you fucked up). Edited August 17, 2024 by narm_ Forgot important detail
Yakub Posted August 17, 2024 Posted August 17, 2024 Just use Pandora https://github.com/Monitor221hz/Pandora-Behaviour-Engine-Plus
narm_ Posted August 17, 2024 Posted August 17, 2024 (edited) 22 minutes ago, Yakub said: Just use Pandora https://github.com/Monitor221hz/Pandora-Behaviour-Engine-Plus Does it work for fnis sexy walk? Fnis sexy walk requires at least some of the fnis scripts for compatibility. Nemesis has its own versions of those scripts (I wanna say something like fnis_aa.psc/pex) and generates the dummy fnis.esp (could easily accomplish this on your own, just not the scripts). I know Pandora is newer and actively being developed, I just wasn't sure about the compatibility so I went with fnis+nemesis. Edit 1: Downloaded Pandora. It does included the dummy fnis and the required fnis scripts, so it probably works. I will test in the next week or so and see if I can completely replace fnis and nemesis. Skyrim modding is such a hassle, there's so much outdated information floating around. Wish I would have started with this. Edited August 17, 2024 by narm_ Explored Pandora
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