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Moving from FNIS to Nemesis


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Posted

So I've been considering moving from FNIS to Nemesis, but wanted to know what I'd need to do first, and if it's worth the effort to do so. Like, do I just run Nemesis after installing it and disabling FNIS, or are there other steps? Also, if this question has already been asked, please point me to where I need to look

Posted (edited)
42 minutes ago, RtasL said:

So I've been considering moving from FNIS to Nemesis, but wanted to know what I'd need to do first, and if it's worth the effort to do so. Like, do I just run Nemesis after installing it and disabling FNIS, or are there other steps? Also, if this question has already been asked, please point me to where I need to look

You need to know about the possibilities of nemesis, compared with fnis.

Not recommended without exact knowledge between both hacks, this is for experts possible-but comming with lot of restrictions and it is needed to edit lot of mods and alternativly miss lot of functions from fnis-related material, which easily can´t become reproduced by nemesis.

 

 

Edited by t.ara
Posted
1 hour ago, RtasL said:

So I've been considering moving from FNIS to Nemesis, but wanted to know what I'd need to do first, and if it's worth the effort to do so. Like, do I just run Nemesis after installing it and disabling FNIS, or are there other steps? Also, if this question has already been asked, please point me to where I need to look

That all depends on what mods that you are using.

 

A lot of them are compatible with Nemesis out of the box, and you won't notice the switch at all, some of them, that were programmed to work with FNIS internals, could be a little tricky. Not a lot of those, at least from my experience, but that will obviously vary case-by-case.

 

Plus, most of the stuff that includes creatures still needs to be generated through FNIS (alternatively, there is some new thing called Creature Behavior Generator but idk how well it works, as i don't use that functionality), there are a few guides on this website on how to do this.

 

If you don't use any mods requiring creature behaviour, install Nemesis, turn off FNIS, turn off/delete the files FNIS generated, run Nemesis for new ones, done.

 

Is it worth the effort?

Absolutely.

Yeah, it is a bit more buggy than FNIS was, but there are a ton of new good mods that use Nemesis, and I don't know why should anyone miss out on that.

Posted (edited)

Some basic fnis-nemesis incompatibilities:

 

-aa-animations: if a mod contains aa animations, it can´t being used directly by nemesis

-animated-objects: if animations contain animated objects, nemesis will not be able to show and call this objects

-fnis-animations can otherwise being used under nemesis with same issures, which are going inside of fnis-the animations will not get improvements in technical way

 

It´s absolutly not worth to try to swap to nemesis because of this and some more minor issures, coming up by using nemesis. Fnis created files can not be fully played by nemesis´s behavior-creations. Missing creature-animations are here an additional issure.

 

Nemesis is nice for experimental stuff and for players, who like to exchange or add new action-animations for fighting and some other minor trick-animations which can become part of own new behaviors, which can´t be created by using FNIS without changing it´s templates which then means it has to be amde like a new version, then-for all.

 

Do not get fooled by the comments that some user play nemesis in exchange  (that´s not possible for all the mix of loverslab-mod-creations)- nemesis is not being finished and it will never become ready caused by some bad and sad technical restrictions.

It´s possible to use nemesis on top of fnis, but that´s only possible if you drop all mods which are incompatible-and those are the major mods which are the basic frameworks of LL.

 

Alternativly you can (if you are an expert) cut the existing FNIS mods off not suiting material, replace those by writing a suiting mod for nemesis, then and prepare them in a new way to become handled by Nemesis. Very questionable for having the possibility to add some few new fighting-animations !!! -or minor other animation behaviors, mostly only available for SSE.

 

If using NEMESIS, you should use it all alone and create mods with new animations, made on top of the existing skyrim humanoid behavior graph-all other ideas and using FNIS-files into NEMESIS is nonsence with less or same quality, compared with fnis.

 

 

Edited by t.ara
Posted (edited)

(for some people, who like to create nemesis-based animations /behaviors)

Creating new nemesis based animations on top of the behavior-graph is sadly not easy compared with using fnis.

Fnis is quite user-friendly and offers comfort for adding new idles into skyrim.

 

Nemesis has not such a comfort-zone and the creators have to go directly into the behavior graph and fight with it´s extreme complex structure.

It´s like a trip through HAT, but not with the comfortable graphic-support, instead you only have the havok-codelines in front of the computerscreen.

For a user, nemesis is a nice addition if used correctly, but for creators it is the very badest way to go to create new animation idles on top.

If nemesis is feeded correctly, it is of course possible to play animations without the known issures, compared by using fnis. In such a case, the new creations are a serious additional part of the skyrim-animation-engine with a full support and without any issures, compared with fnis.

Nemesis has simply no serious interface-support for handling it in a creator-friendly way. And how mentioned is nemesis a technical not ready mod to use all types of fnis-content, to compute those into a working new skyrim humaniod behavior file, merged with the additionally offered nemesis-behaviors. Again we only talk about humanoid animations. Creature animations are a known and missing part of the not completed nemesis-hack.

 

Edited by t.ara
Posted

I often use Nemesis since I don't play with bestiality mods. But if you really want to you can make FNIS and Nemesis work at the same time. I haven't had any issues doing so with SL, ZAZ, DD, defeat mods, OStim and so on. There are several threads with instructions to do so.

 

The only time where it's not worth the effort is if you don't want to use mods requiring Nemesis, or if you won't be playing with bestiality mods. In which case you want to use FNIS for the former case and Nemesis for the latter.

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