If you're interested in my plans, ideas, or updates on my projects I will be posting on my Patreon page for now on. I just wanted a centralized platform to talk to people who were interested in what I am doing. All posts will become visible to non-Patrons after 3 days.
I've seen no answers from the author in months, but still, I'll ask.
Is it possible to use this mod without the animations? I've been struggling to make this mod work with Valhalla Combat, the description of that mod mentions that blocking animations need to have a "preHitFrame" annotation (whatever that is, I know next to nothing about animations) to work with the timed block feature.
It's been a full year since that comment, and rn I'm porting my modlist into 1170 with a new pc setup, I remember re-running nemesis quite a few times during the year and that didn't resolve my issue, should test it again now that I'm on a new version, still, I doubt it, but if anything changes (or rather, if it works), I'll update this post, but I'm pretty sure re-running Nemesis isn't really the answer (will need to re-run nemesis for mods I haven't install yet so, yeah, I'll probably update soon)
Edit literally 10 minutes after: Re-ran nemesis, modlist hasn't change at all aside from this mod and DAK, and yes, yes indeed, it still doesn't work, at this point I believe it's tied to the block button rather than the animation, since casting a spell with my left hand does trigger the valhalla parry script, but timing a block with this mod key's does not.
I see a lot of questions here, and many of them are extremely strange. I'll answer the most common questions and give you a couple of tips.
Look at the update date of any mod, this mod was updated in 2018, of course there may be problems on AE, especially if the mod has. dll files (in that mod - no, just a tip);
You don't need FNIS at all. This is how to use NMM in 2024 (just end of 2024) when there is a Vortex and MO2, and Vortex is like Nemesis, and MO2 is like Pandora. Any mod that requires FNIS and is not a SexLab family mod will be compatible with Nemesis. Any mod that requires FNIS and is from the SexLab family (and even if it is a Creature mod) is compatible with Pandora. So you can use Pandora. Read carefully the description of the Pandora mod;
There is no Dual parrying animation in the vanilla game, and of course this mod cannot be made without animation, which is exactly why FNIS is required. The mod takes the vanilla Idle stand with weapons source stance with a dual-handed weapons. Therefore, if you use mods for Idle animations with weapons, then there will be a sharp transition from one mod to another when animating weapons. How can you fix this? Make your own mod or patch. How? Think for yourself;
How to make a patch via FNIS / Nemesis/Pandora? Just run the generation, you don't need to put any ticks (they just don't exist in this mod);
Problems with Bash? In the vanilla Bash , you only have Bash for shield and a weapon equipped with one right hand or two-handed. Trying to Bash with an equipped spell in your left hand is an extremely strange idea;
Problems with the skeleton? Why don't you still have the XPMSE mod? It's very silly to use a mod for FNIS/Nemesis/Pandora without an XPMSE mod or any other current skeleton mod.
Before I formatted my PC it was working... I've already installed and uninstalled it about five times and it's no longer showing up in my MCM. Do you have any idea what it could be?
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Twitch Name/Link: skeletonjack_
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If you're interested in my plans, ideas, or updates on my projects I will be posting on my Patreon page for now on. I just wanted a centralized platform to talk to people who were interested in what I am doing. All posts will become visible to non-Patrons after 3 days.Check out my other mods!
(SJG) OMEGA - The Modular Gameplay Overhaul for SSE
(SJG) OMEGA - Heavy Armory - The Weapon AIO Mod for MorrowLoot Ultimate
(SJG) OMEGA - Ashara SSE Merchants and Trainers for MorrowLoot Ultimate
(SJG) Lights On - Spells Emit Light (Compatible with Ordinator - Apocalypse - Sacrosanct - Shadow Spell Package)
(SJG) Lights Out - Spells Emit No Light (Compatible with Ordinator - Apocalypse - Sacrosanct - Shadow Spell Package)
(SJG) Dual Wield Parrying Reimplementation for SSE (Works for Spell Blades as well)
(SJG) Better Sounding Female Dragon Shouts
(SJG) Quick Light Patch (based upon in game Torch values for light settings)
(SJG) UPF Patcher - See the Encounter Zone level in the name of the zone
(SJG) Complete Alchemy and Cooking Overhaul Patches - CACO
If you like this mod please consider Endorsing it. Thank you! :D
This is great mod! I can do lot of damage quickly. Does any recommend the newer mod 2025?
https://www.nexusmods.com/skyrimspecialedition/mods/137727
Is it possible to use this mod without the animations? I've been struggling to make this mod work with Valhalla Combat, the description of that mod mentions that blocking animations need to have a "preHitFrame" annotation (whatever that is, I know next to nothing about animations) to work with the timed block feature.
Edit literally 10 minutes after: Re-ran nemesis, modlist hasn't change at all aside from this mod and DAK, and yes, yes indeed, it still doesn't work, at this point I believe it's tied to the block button rather than the animation, since casting a spell with my left hand does trigger the valhalla parry script, but timing a block with this mod key's does not.