Skyrim Special Edition

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BOTuser999 and NickNack

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BOTuser998

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1869 comments

  1. BOTuser998
    BOTuser998
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    just a few reminders:

    you must also put attackbehavior tweaks.esp below CGOalso it is my constant reminder to always create a new nemesis patch or a fresh nemesis patch(which requires deleting the old one in the overwrite folder of your mod manager)

    detailed instructions found in the mod's article section, please check for which guide to use
  2. zhongjiedong
    zhongjiedong
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    Changelog :( ?
    1. BOTuser998
      BOTuser998
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      Oh sorry about not giving a detailed change log, but the latest video does give full coverage to the changes
      -reworked base animations
      -changed hitframes for non cgo/cbe versions(full commitment)
      -unlock grip for cgo now uses their 2h/1h counterpart
      -new staff animations

      I will also send another video regarding settings for those getting bash issues to show that this mod +cgo will not cause bashing problems, I'll also show the settings i use in cgo's mcm
  3. BOTuser998
    BOTuser998
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    Some Guidelines befor you think this mod causes bugs


    -remember the 1hm_behavior in CGO has to be deleted, Keep it as back up but not in thesame folder inside dscgo, you dont want nemesis recording the insides of that folder as this mod's 1hm_behavior has its own edits. also you may have a problem with your bashing because CGO's esp unlocks both hands to equip all kinds of weapons simultaneously, ABR ensures CGO performs the blocking when necessary and makes sure you redirect to a bash state when you want to bash


    -if you use mods like (jump behavior overhaul)jbo,(movement behavior overhaul) mbo,archery gameplay overhaul, use their CGO patch, they all have separate CGO variants or patches as well, no matter how fresh you nemesis patch is, if you use the wrong behavior mod along with CGO you will have a crash because their behaviors will conflict. 



    -always start with a fresh nemesis patch, just so we can avoid dirt/unused edits left with the old one, without deleting your previous patch, some old edits might carry over or the new features might not take effect, so always start with a new one


    -remember in CGO's MCM settings, you need to have locked power attacks to avoid the bad blending.


    -if you use TUDM, make sure CGO's esp is below that and attackbehaviortweaks.esp is below both. or just avoid using TUDM and CGO in general, CGO already has its dodge system and CGO and tudm edit some of thesame files. its best to use tk dodge with the CGO version of this mod because TK dodge relies on different scripting


  4. only1dragonr
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    One of best unnarmed animations combo i ever tryed... i love it :) still in test, following the sticky post is essential... :)
  5. MagusAlsti
    MagusAlsti
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    As far as I can tell, this is completely nonfunctional.

    In my attempts to get this to function, I did a fresh install, using only CGO, True Directional Movement, this mod, and Stances, as well as all requirements.
    I followed the installation instructions to the letter. I installed CGO first, deleted the 1hm_behavior folder, and installed this mod and ran Nemesis. I also mimiced your MCM settings for CGO. This all failed.

    Punching animations are totally broken. Right hand punch tposes after the first punch. Left hand punch is broken and recycles the wind up, combined with extremely floaty movement. Further testing reveals more problems. With weapons equipped the combos are nonfunctional. Only the basic attacks work. The hold charge feature functions, but with severe animation issues. Stances do not work with any weapon. The stance mod itself works, but there are no animation changes in any of the four stances.

    I spent 3 hours troubleshooting this. Followed instructions to the letter three times on a completely fresh game. Cleaned out the Nemesis trash and regenned the output. Experimented with every reasonable permutation of the load order. I tried older versions as well. Version 4 has less obtuse visual bugs but none of the features of the mod are functional. Version 5 and 5.1 are identical to 5.2.

    Please tell me what stupid, obvious thing I'm missing. I would really like to get this mod working as intended, it seems incredibly fun and clean.
    1. Datness
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      Go to his patreon to get 6.48 version.
    2. bunnyboi02
      bunnyboi02
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      THIS IS EXACTLY WHAT THE MOD DOES!!! 

      I am really disappointed.
    3. shakuvendell
      shakuvendell
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      Yeah, no. A mod with a pricetag is not a mod. It's a DLC.

      I'm not buying any more DLC for skyrim. Treat this mod as dead, and move on. If we keep letting people monetize everything we'll all go broke.
    4. contraigon
      contraigon
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      Use MO2 instead of Vortex. You should have been doing that, anyway, but Vortex's issues with Nemesis particularly screw up this mod. I use MO2 and it worked exactly as intended, alongside over 600 other mods, straight out of the box.
    5. xLenax
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      Mod Managers are just tools. They don't cause issues. Users cause issues. My 2k load order with vortex has no issues with Nemesis at all. I rarely ever crash and its usually because I built my Highpoly head with morphs on bodyslide. People should use whateve manager they feel comfortable with. It's not like changing from Y to X will immediately solve their problems, anyway, it might even worsen it simply because the USER is not used to that MM so they are more prone to make mistakes. 

      Y'all gotta stop parroting this "you should be using..." thing just because some author said so. Some of the really famous and known authors, don't even use MO2 or Vortex, they use Wrye Bash. lol 
    6. deleted199823207
      deleted199823207
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      Go to his patreon to get 6.48 version. 
      ded.





  6. highstrungburrito
    highstrungburrito
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    Finally got the Abr CGO version to work without CTDing but now my characters power attacks don't work. When holding the power attack button my characters spine contorts in an unnatural way and releasing the power attack button my player character doesn't end up moving or doing the attack properly.
    1. DisgustingBliss
      DisgustingBliss
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      I am having the same issue with posture and holding the power attack pose.
  7. pabloboii69
    pabloboii69
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    After doing some experimenting, it looks like CGO is the culprit to all the fuckery with the 5.2 for CGO version. Leaving it unticked in Nemesis (but still enabled in Vortex) seemed to do the trick for me. JBO/Parkour works again, block bashing works again, but then the walking animation swings for any direction other than forward for light attacks becomes really wonky. Also power attacks have reverted to their base animations. I've tried reinstalling Stances, Animated Armory, CGO, and ABR but no fixes for this weirdness. Adding traditional attack replacers does nothing as they get overrided I'm assuming. I'm not savvy on playing with the file folders, but this has sort of been a solution to the aforementioned problems, hope this helps somebody! 
    (Feel free to contribute below if anyone else has had success troubleshooting)

  8. revenantmaster
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    can this only work for enemies? i dont use weapons in my playthrough
  9. DarkLordSlayer666
    DarkLordSlayer666
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    can i use this mod with mco instead of cgo?
    1. ekimolaos
      ekimolaos
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      Why would you do this? MCO is literally this but better. Choose one or the other, no way (nor any reason either) to combine the 2, as they do the same thing.
    2. Madbey3796
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      But do MCO have animations by itself?
  10. hazyclouds777
    hazyclouds777
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    I am so sad that cant get this mod to work. The bashing is making my character run forever, the three attacks is freezing my character, I dont know what to do I tried every single fix bug. I'm sad because this mod feels very good but doesnt work. Please is somebody aware of a patch ? x
  11. HeroOfAkavir
    HeroOfAkavir
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    Can you give us a guidline how to change animation? I mean I'm a little confused on the filename you're using because your charged attack state as walkleftattackright. So what about the pther filenames?
  12. river26
    river26
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    anyone having crashes when installing this mod? all animation work fine and i already followed the instructions and have no mods that are conflicting. if i only use ABR with no CGO it works fine, and vice versa. i really like this mod and i'm really confused on how to fix this.
  13. MassyProHD
    MassyProHD
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    This mod is completely broken on AE, unarmed animations are supersonic and combos  are nonfunctional. Dont bother with this mod.
    1. JordanCR44
      JordanCR44
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      I was just going to try the mod, but seeing your comment, I better not do it, hopefully one day I will receive an update.