Ima be honest your massively overcomplicating how to do this
there should be no need to go into files
all you really need to do it turn on fnis on deployment let it make the fnis data disable fnis the program but not the data or creature pack then run nemesis
im honestly surprised seeing the steps differ so much from commonly known methods (like the one that u mentioned) , got me wondering like wtf am i doing all this time lol
I agree. This guide is just overcomplicating things.
For Vortex users:
Install both FNIS and Nemesis. Enable FNIS and disable Nemesis. On the Mod tab, set up FNIS is you like. Go to Setting, enable Run FNIS on Deployment. Deploy. Let FNIS finish generating (Alt-Tab to see and close the process). A FNIS Data mod would appear on your modlist. Disable Run FNIS on deployment. Enable FNIS Data. Disable FNIS. Enable Nemesis. Check the appropriate boxes. Run Nemesis. Done. Run the game with FNIS disabled, and FNIS Data and Nemesis enabled.
For MO2 users - https://www.nexusmods.com/skyrimspecialedition/mods/54702
yeah this appears to be much easier than people say. think it is funny how so many modders/mod users just say "oh this mod uses nemesis and their mod uses fnis so pick one"
in reality you just download both fnis and nemesis, run them both, then disable fnis and run nemesis again. all the generated files for fnis reliant mods will be noticed by nemesis and can be seen in the nemesis menu
and as modders its easier to just say its one or the other cause having run mod support myself alot for the Immersive collections community people are dumb like really really dumb when it comes to following instructions like not checking the requirements for a mod before addinging it and wondering why it doesnt work levels of dumb
I don't know where "setting" is. Is it Action? the gear? I don't see "Run" enable Run Fnis on deployment...you mean "enable", right? Deploy. I got the "Fnis Data". I disabled Fnis. "enabled" Fnis Data & Nemesis. Appropriate boxes? Help. It deployed without any issues.
You seem to be missing the final step for vortex users. After you complete the steps listed in the guide you then get a pop up from vortex about files being changed outside vortex. So whats the final step exactly? What option do I pick for the file changes?
Personally I don't use any of the gross stuff but I can't be asked to mess up my legacy load order and figure out if it's even possible to find new versions of dozens of FNIS dependent mods... Been using FNIS for years and years and it would be far more simple to just use both at once. Not sure what you're specifically referencing but I have an idea based on the other comments here... lol
1) does this mod and setup method can allow me to play with creature sex animations if done correctly ? because i prefer to use nemesis but i need FNIS for the creature animations. 2) can this setup work with CGO ? since CGO is not compatible with FNIS
i will be honest hare. i want to play with all kind of sex animations while also be able to use combat mods like CGO, True Directional Movement, SGC. so if understand it correctly its achievable with your solution right ?
Also be aware some LL mods have restricted Nexus versions, so it's always best to get the LL version just in case it's one of them. With LL mods especially, you also want to look at the latest support posts, as their is often "Unofficial patches" posted by other users.
It's a much more open source shared resource approach than you will typically see on Nexus, where keeping many mods working together is more important than who did which bits to keep that old mod working with SLE, SSE & SAE.
In a more general sense Currently there are two main options & Creature support is the ONLY reason to do this, but that includes the "Beast Races". Basically the mods you use decides which animations get shown, the animations do nothing on their own (Except those few mods shown in the Behaviour Engine). FNIS + Nemesis Enable FNIS, FNIS Creatures & FNIS Output, with Nemesis & it's Nemesis Output mod disabled, run FNIS. Then disable FNIS, but leave FNIS Creatures & FNIS Output enabled for Nemesis. Enable Nemesis & it's Nemesis Output, run Nemesis. Job done, this Tried & Tested, but clunky workaround, does what we need well enough.
Pandora is a new Alternative & because it's new it's great that you can have (FNIS+Nemesis) & Pandora in the same Profile (Modded Setup), but they are mutually exclusive & CAN'T be used together in game. This allows you to keep the tried & tested clunky setup & test the Pandora option on the same set of mods.
Pandora Pandora Output, already supports creatures, so just run Pandora, but don't blink or you'll miss it, it's damn fast in & out of game.
All three "Behaviour Engines" work the same way, a few built in mods (though most of those still require another mod as well) & lot's of do nothing animations, that other mods can then use. Nemesis v1.0, is being tested right now & will eliminate the need to use FNIS (Finally) for good & whether that will be better than Pandora, which is already looking very promising, but is still working through a few remaining issues, that any program as new as Pandora will inevitably have.
Pandora is updating fast, the newest version now allows you to set a custom game install, which brings me to this final point. Make sure the registry setting for the last installed game is the one you're using. Not having this set can impact SkSE Plugins, & 3rd party tools often look here for the game location, even if you set it in MO, or Vortex. Here's mine as an example. [HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Bethesda Softworks\Skyrim Special Edition] "installed path"="E:/BGS/MO2/Stock Game"Finally, Have fun.
This guide is probably for vortex. Mod organizer 2 can easily created output file so it so unnecessary to do this since all the duplicated animation generated by FNIS will be overwritten by MO2 anyway. This guide is just complicated things if you use MO2 For MO2 user, just enable FNIS disable NEMESIS, run FNIS and we got FNIS OUTPUT. Then disable fnis (keep FNIS creature pack on ), enable NEMESIS, run NEMESIS and we got NEMESIS OUTPUT. Don't enable FNIS, enable FNIS.esp in your right panel. Now enable both NEMESIS OUTPUT and FNIS OUTPUT. Done. @anonforever550 mentioned the detailed guide These steps has been invented years ago for MO2. I don't really understand why MO2 user should follow this guide
In conclusion: If you has a beefy computer, don't have much time for modding and won't willing to update your mods, use Vortex and Wabbajack. If you want to tailor your mod pack in your own taste, use MO2.
Better question is, why you think someone wants you to follow this guide? :D I personally install mods by hand and I don't need nor MO2 nor Vortex. So I don't understand people like you who comes by just to tell some garbage.
Question: I tried your instruction and the problems is it makes Animation Motion Revolution doesn't work on all animations (noticable in MCO moveset). But If I do enable both FNIS and NEMESIS while making the outputs, all creature animations will not work.
I was the official main user support girl for Mod Organizer, from 2013-16, & was directly involved in smoothing out the issues that Fore caused by deciding to become the piracy police.
His idea of what made you a pirate, was done by simply checking if FNIS was installed in the games ACTUAL Data Folder. This blocked FNIS from working & I had worked around that block in seconds, but it directly accused every MO user of being a pirate. Fore had blocked a rightly annoyed Tannin, so I had to spend a week convincing Fore that he was not stopping pirates (Not sure he ever understood that part), but I at least got him to understand that MO users were not pirates.
All Fore needed to do was remove the dumb piracy check completely, which is what he was supposed to have done, but instead he turned it into a "Warning" that FNIS wasn't where Fore expected FNIS to be. All that dumb FNIS.ini setting does is turn off the "Warning".
MO users do NOT need to set the redirect location, because it's MO that controls where MO files actually go & I suspect (Untested), that Vortex doesn't actually need it either. With Any version of MO at least, you can use it if you want the warning removed, but that is all the setting actually does.
For the community NMM users out there (Or those who are still using the old, pre-Vortex version), here's a guide to get them to work for NMM. More or less copy/pasting this from another website, a... website for lovers, if you will. ;)
1. Run NMM
2. Install Nemesis and FNIS
3. Run FNIS
4. Update FNIS Behavior
5. Close FNIS after it's done
6. Go to the plugin tab and uncheck FNIS.esp
7. Install Nemesis mods using NMM
8. After that run Nemesis
9. Update Engine, run Nemesis, and close it once it's done.
10. Activate FNIS.esp in the plugin list, and it's ready to go!
11. Repeat step 6, then 9, then 10 whenever you update/add Nemesis mods.
For FNIS mods, just run FNIS, then repeat step 11.
Now, I can't say 100% if this'll work on everything, but so far the few FNIS exclusive mods are working with Nemesis no problem, so as of right now? I'mma say this is how to do it for NMM.
Hello. I would like to thank you. After an hours of unsuccessful attempts, I've finally managed to do it. Although there are some additional steps that must be followed otherwise it won't work according to this guide. Mod Order (left panel), right panel sorted with LOOT (I'm not knowledgeable, but should know the general order): 1. FNIS Behavior SE 7_6 XXL 2. FNIS Creature Pack SE 7.6 3. Nemesis Unlimited Behavior Engine 4. FNIS_output 5. NEMESIS_output EDIT: I have found a solution to make both work together. The text was edited accordingly. Tested with Sexlab and Ostim Standalone. Although it works for me I don't have many mods and some may be broken even after you do this. Previously, they could coexist but only Ostim worked. This is only for MO2. don't use Vortex. This order is correct, the only thing that the authors often write is: Nemesis will create a dummy file, etc. Disable FNIS Behavior and keep the FNIS dummy file of Nemesis or delete it completely. The animations with FNIS won't work if you do this, at least for the steps below.
Tested with Ostim Standalone on 1.6.353 with all its featured animations included. The only thing that doesn't work is the chair and the bench option. It might be my mistake in setting up the animation order or something. Nothing happens and the characters just stay in place looking at each other. All other animations such as Billy, Nibbles, etc. work
1. For MO2 users: create an empty mod for Nemesis and FNIS: right-click on overwrite -> "All Mods" -> "Create empty mod above" and name it FNIS_output and NEMESIS_output (whatever you like) 2. click on the dropdown menu at the top right menu, click on "Edit..." -> add executable of FNIS and Nemesis, and click on the option "Create file in mod instead of overwrite (*)", then select their respective outputs. 3. Activate only FNIS mods you want to have associated with FNIS engine (The ones that don't support FNIS and support only Nemesis must be disabled including NEMESIS output folder just to be sure it works properly). 4. Run FNIS. 5. Now activate everything and run Nemesis. It won't meddle in animations it can't process. (If you have Ostim Standalone only checking animations won't do, you must check Ostim and its related mods too otherwise Nemesis will output an error, everything else that you don't want to be used with FNIS must be unchecked. (It might be a Nemesis bug. On the website, he says either I use an old NG version or have 2 versions at the same time which isn't correct. I've recently started anew.): - ERROR(1166): BUG FOUND!! Report to Nemesis' author immediately Variable Name: OStimSpeed disable all FNIS mods and engine" - this also won't create a FNIS dummy file) 6. Actually, there's no need to delete files since they get replaced anyway.Now follow the guide of darkbladenomad. Navigate to FNIS output: "meshes/actors" and remove "character" folder. 8. You must repeat all the steps (or at least from 3. to 7. It should be safe to overwrite output folders.) if you uninstall or install a new/old animation mod.
"5. Now activate everything and run Nemesis. It won't meddle in animations it can't process." My Nemesis somehow does meddle in creature animations and deletes/replaces behavior files in FNIS output (I did setup a Nemesis output seperately). But this s#*! only happens on my new PC. I was playing on old PC and it worked just fine. No Ideas what is causing this.
65 comments
your massively overcomplicating how to do this
there should be no need to go into files
all you really need to do it turn on fnis on deployment
let it make the fnis data
disable fnis the program but not the data or creature pack
then run nemesis
thats all that you need to do and it works
a google doc i wrote on doing it
its one of those things that has multiple methods
I just went about making it simple as possible
For Vortex users:
Install both FNIS and Nemesis. Enable FNIS and disable Nemesis. On the Mod tab, set up FNIS is you like. Go to Setting, enable Run FNIS on Deployment. Deploy. Let FNIS finish generating (Alt-Tab to see and close the process). A FNIS Data mod would appear on your modlist. Disable Run FNIS on deployment. Enable FNIS Data. Disable FNIS. Enable Nemesis. Check the appropriate boxes. Run Nemesis. Done. Run the game with FNIS disabled, and FNIS Data and Nemesis enabled.
For MO2 users - https://www.nexusmods.com/skyrimspecialedition/mods/54702
in reality you just download both fnis and nemesis, run them both, then disable fnis and run nemesis again. all the generated files for fnis reliant mods will be noticed by nemesis and can be seen in the nemesis menu
and as modders its easier to just say its one or the other cause having run mod support myself alot for the Immersive collections community
people are dumb
like really really dumb
when it comes to following instructions
like not checking the requirements for a mod before addinging it and wondering why it doesnt work levels of dumb
I made this guide for the immersive collections community so there might be some bits that get messy if your not using one of ttheir collections
and obviuosly it wont work for MO2 only vortex
and nemesis will do that sometimes
easiest fix
go into its folder
delete the cashe folder
rerun nemesis
you'll have retick everything though
enable Run Fnis on deployment...you mean "enable", right?
Deploy.
I got the "Fnis Data".
I disabled Fnis.
"enabled" Fnis Data & Nemesis.
Appropriate boxes? Help.
It deployed without any issues.
Am I good?
Now you just need to do a guide of "FNIS+NEMESIS+PANDORA GUIDE" and you will become a god.
i have some questions:
1) does this mod and setup method can allow me to play with creature sex animations if done correctly ? because i prefer to use nemesis but i need FNIS for the creature animations.
2) can this setup work with CGO ? since CGO is not compatible with FNIS
i will be honest hare. i want to play with all kind of sex animations while also be able to use combat mods like CGO, True Directional Movement, SGC. so if understand it correctly its achievable with your solution right ?
thanks in advance for your time !
Skyrim AE for Beginners - V 2.9.13 (3BA / HDT-SMP / HPH) WIP - Skyrim: Special Edition - LoversLab
Last Update 28. Oct. 2024 (so the latest info is provided).
You can follow the entire guide, or use it as an updated link source.
Also be aware some LL mods have restricted Nexus versions, so it's always best to get the LL version just in case it's one of them.
With LL mods especially, you also want to look at the latest support posts, as their is often "Unofficial patches" posted by other users.
It's a much more open source shared resource approach than you will typically see on Nexus, where keeping many mods working together is more important than who did which bits to keep that old mod working with SLE, SSE & SAE.
In a more general sense
Currently there are two main options & Creature support is the ONLY reason to do this, but that includes the "Beast Races".
Basically the mods you use decides which animations get shown, the animations do nothing on their own (Except those few mods shown in the Behaviour Engine).
FNIS + Nemesis
Enable FNIS, FNIS Creatures & FNIS Output, with Nemesis & it's Nemesis Output mod disabled, run FNIS.
Then disable FNIS, but leave FNIS Creatures & FNIS Output enabled for Nemesis.
Enable Nemesis & it's Nemesis Output, run Nemesis.
Job done, this Tried & Tested, but clunky workaround, does what we need well enough.
Pandora is a new Alternative & because it's new it's great that you can have (FNIS+Nemesis) & Pandora in the same Profile (Modded Setup), but they are mutually exclusive & CAN'T be used together in game.
This allows you to keep the tried & tested clunky setup & test the Pandora option on the same set of mods.
Pandora
Pandora Output, already supports creatures, so just run Pandora, but don't blink or you'll miss it, it's damn fast in & out of game.
All three "Behaviour Engines" work the same way, a few built in mods (though most of those still require another mod as well) & lot's of do nothing animations, that other mods can then use.
Nemesis v1.0, is being tested right now & will eliminate the need to use FNIS (Finally) for good & whether that will be better than Pandora, which is already looking very promising, but is still working through a few remaining issues, that any program as new as Pandora will inevitably have.
Pandora is updating fast, the newest version now allows you to set a custom game install, which brings me to this final point.
Make sure the registry setting for the last installed game is the one you're using.
Not having this set can impact SkSE Plugins, & 3rd party tools often look here for the game location, even if you set it in MO, or Vortex.
Here's mine as an example.
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Bethesda Softworks\Skyrim Special Edition]
Finally, Have fun."installed path"="E:/BGS/MO2/Stock Game"
For MO2 user, just enable FNIS disable NEMESIS, run FNIS and we got FNIS OUTPUT. Then disable fnis (keep FNIS creature pack on ), enable NEMESIS, run NEMESIS and we got NEMESIS OUTPUT.
Don't enable FNIS, enable FNIS.esp in your right panel. Now enable both NEMESIS OUTPUT and FNIS OUTPUT. Done.
@anonforever550 mentioned the detailed guide
These steps has been invented years ago for MO2. I don't really understand why MO2 user should follow this guide
In conclusion: If you has a beefy computer, don't have much time for modding and won't willing to update your mods, use Vortex and Wabbajack.
If you want to tailor your mod pack in your own taste, use MO2.
I personally install mods by hand and I don't need nor MO2 nor Vortex. So I don't understand people like you who comes by just to tell some garbage.
I tried it and it works perfectly
Nobody in the right mind would install mods manual,
His idea of what made you a pirate, was done by simply checking if FNIS was installed in the games ACTUAL Data Folder.
This blocked FNIS from working & I had worked around that block in seconds, but it directly accused every MO user of being a pirate.
Fore had blocked a rightly annoyed Tannin, so I had to spend a week convincing Fore that he was not stopping pirates (Not sure he ever understood that part), but I at least got him to understand that MO users were not pirates.
All Fore needed to do was remove the dumb piracy check completely, which is what he was supposed to have done, but instead he turned it into a "Warning" that FNIS wasn't where Fore expected FNIS to be. All that dumb FNIS.ini setting does is turn off the "Warning".
MO users do NOT need to set the redirect location, because it's MO that controls where MO files actually go & I suspect (Untested), that Vortex doesn't actually need it either. With Any version of MO at least, you can use it if you want the warning removed, but that is all the setting actually does.
1. Run NMM
2. Install Nemesis and FNIS
3. Run FNIS
4. Update FNIS Behavior
5. Close FNIS after it's done
6. Go to the plugin tab and uncheck FNIS.esp
7. Install Nemesis mods using NMM
8. After that run Nemesis
9. Update Engine, run Nemesis, and close it once it's done.
10. Activate FNIS.esp in the plugin list, and it's ready to go!
11. Repeat step 6, then 9, then 10 whenever you update/add Nemesis mods.
For FNIS mods, just run FNIS, then repeat step 11.
Now, I can't say 100% if this'll work on everything, but so far the few FNIS exclusive mods are working with Nemesis no problem, so as of right now? I'mma say this is how to do it for NMM.
Mod Order (left panel), right panel sorted with LOOT (I'm not knowledgeable, but should know the general order):
1. FNIS Behavior SE 7_6 XXL
2. FNIS Creature Pack SE 7.6
3. Nemesis Unlimited Behavior Engine
4. FNIS_output
5. NEMESIS_output
EDIT: I have found a solution to make both work together. The text was edited accordingly. Tested with Sexlab and Ostim Standalone. Although it works for me I don't have many mods and some may be broken even after you do this. Previously, they could coexist but only Ostim worked.
This is only for MO2. don't use Vortex.
This order is correct, the only thing that the authors often write is: Nemesis will create a dummy file, etc. Disable FNIS Behavior and keep the FNIS dummy file of Nemesis or delete it completely. The animations with FNIS won't work if you do this, at least for the steps below.
Tested with Ostim Standalone on 1.6.353 with all its featured animations included. The only thing that doesn't work is the chair and the bench option. It might be my mistake in setting up the animation order or something. Nothing happens and the characters just stay in place looking at each other. All other animations such as Billy, Nibbles, etc. work
1. For MO2 users: create an empty mod for Nemesis and FNIS: right-click on overwrite -> "All Mods" -> "Create empty mod above" and name it FNIS_output and NEMESIS_output (whatever you like)
2. click on the dropdown menu at the top right menu, click on "Edit..." -> add executable of FNIS and Nemesis, and click on the option "Create file in mod instead of overwrite (*)", then select their respective outputs.
3. Activate only FNIS mods you want to have associated with FNIS engine (The ones that don't support FNIS and support only Nemesis must be disabled including NEMESIS output folder just to be sure it works properly).
4. Run FNIS.
5. Now activate everything and run Nemesis. It won't meddle in animations it can't process.
(If you have Ostim Standalone only checking animations won't do, you must check Ostim and its related mods too otherwise Nemesis will output an error, everything else that you don't want to be used with FNIS must be unchecked. (It might be a Nemesis bug. On the website, he says either I use an old NG version or have 2 versions at the same time which isn't correct. I've recently started anew.):- ERROR(1166): BUG FOUND!! Report to Nemesis' author immediately Variable Name: OStimSpeed disable all FNIS mods and engine"
- this also won't create a FNIS dummy file)
6. Actually, there's no need to delete files since they get replaced anyway.
Now follow the guide of darkbladenomad. Navigate to FNIS output: "meshes/actors" and remove "character" folder.8. You must repeat all the steps (or at least from 3. to 7. It should be safe to overwrite output folders.) if you uninstall or install a new/old animation mod.
My Nemesis somehow does meddle in creature animations and deletes/replaces behavior files in FNIS output (I did setup a Nemesis output seperately). But this s#*! only happens on my new PC. I was playing on old PC and it worked just fine. No Ideas what is causing this.