Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

Exalderan

Uploaded by

Exalderan

Virus scan

Safe to use

329 comments

  1. Katoasumas
    Katoasumas
    • member
    • 1 kudos
    Sticky
    y no fnis support </3
    1. Exalderan
      Exalderan
      • premium
      • 580 kudos
      Because that's not what FNIS is for. I actually tried to and followed the FNIS guide:
      How to create an FNIS dependent mod
      1. Create your animation folder
      meshes/actors/character/animations/. should be the name of your mod's .esp file (without ".esp").
      2. Place all your animation files in this animation folder.
      3. Create an animation list (AnimList)"
      [...]

      The problem here is FNIS for modders is a tool to generate a behavior file from animations.
      My mod doesn't contain any animations, it edits a vanilla behavior file.
      The only tool that solves compatibility between conflicting edited behaviors is Nemesis or the ancient mods fore (the author of fnis) himself provided the patches for.

      So you see it is not my unwillingness to provide a FNIS patch -
      It is IMPOSSIBLE for any other person than the author of FNIS to do so.


      TL;DR:
      FNIS works with animation mods? -yes
      FNIS works with new (post 2019) behavior mods? -no
      NEMESIS works with animation mods? -yes
      NEMESIS works with behavior mods? -yes
    2. tauiin
      tauiin
      • supporter
      • 7 kudos
      Also a good idea to mention that FNIS isnt maintained anymore
    3. YESiamaBK
      YESiamaBK
      • premium
      • 0 kudos
      Because 1. Nemesis  2, FNIS isnt maintained 3. The creator of FNIS is a tool and shouldnt be used anyways. 4. Nemesis
    4. Katoasumas
      Katoasumas
      • member
      • 1 kudos
      thanks for the information :) might have to switch over to nemesis then
    5. foo777
      foo777
      • member
      • 1 kudos
      I know FNIS isn't maintained anymore, but I read somewhere that the author of Nemesis has abandoned modding as well. Is this true? The latest Nemesis version is from over a year ago and the author seems to have disappeared. 
    6. Kedavix
      Kedavix
      • premium
      • 26 kudos
      I read somewhere that the author of Nemesis has abandoned modding as well. Is this true? The latest Nemesis version is from over a year ago and the author seems to have disappeared.
      @foo777 That is simply not true. ShikyoKira is still very much active in the community, especially on their Discord server. They offer support to users on a daily basis. The latest version of Nemesis is a functional release, despite its age. Please don't allow the beta tag to concern you.
    7. VampiresZombiesLiches
      VampiresZombiesLiches
      • premium
      • 9 kudos
      The author of finis is like 70 years old now last i heard he retired
    8. diomedcoolbro
      diomedcoolbro
      • member
      • 0 kudos
      Something I've learnt, when you switch to Nemesis and have some FNIS depended mods, when you run Nemesis it will create a placeholder plugin - FNIS.esp in your plugin pane so those mods can reference to it in order to not show conflict
  2. Xaliber13
    Xaliber13
    • premium
    • 22 kudos
    Just reporting that I think the latest update conflicts with AMMCO (Arena Movement MCO). Note that I don't use MCO myself; just AMMCO because I want people to move slower during combat. The mod seems to render AMMCO inactive. I keep moving in regular speed as usual. Tested it with only those two mods active.
  3. KyrgyzGuitarist
    KyrgyzGuitarist
    • premium
    • 100 kudos
    Just a bit of heads up about some bug or issue i found with this mod. First off, I really LOVE it. It's subtle, but it gets job done. But apparently, it's has a side effect of changing how animation transitions occur, or their timing:

    Just to give an example, here in this footage I replaced animations of stationary normal greatsword attacks to stabs, while other left/right/forward/backwards normal attacks are swings. Ideally, the idea is to mix up the moveset. As you can see, when i move forward i perform overhead swings, and when i stop, I should be doing stab. But due to Bethesda's way of works, the animation blends. No big deal. This example is WITH Ice-skating mod enabled. 

    Now this one is exact same setup - same moves, same animations, same save, but without the Ice-skating mod. As you might or might not see at first glance, is that once your movement direction changes state (like, from left to right, or from moving to stop), the animation transitions instantly with Ice-skating disabled, but if it's enabled, the "old" animation kinda lingers for a bit. 
    1. Exalderan
      Exalderan
      • premium
      • 580 kudos
      That would need to be done for each animation mod individually, this is neither fully remedied (albeit some) by this mod nor by Animation Motion Revolution. While AMR will take care of everything when using animation driven movements, meaning no free movement with normal attacks, it does nothing with the vanilla type of play where you can freely move mid swing. This mod here on the other hand helps by changing the blendings to not blend the standing animation for attacking unless you are standing (doh!). This part works for animation mods as well as for vanilla animations. However the blendings from walking to running may differ a bit or a lot from vanilla animations to modded ones so your observation is pretty much whats to be expected. Nothing I can do aside from releasing an individual version of this mod for each animation set (which i wont do). If theres demand I can do a version that has no blendings at all, like when you play with mouse and keyboard.
    2. BryanJackkison
      BryanJackkison
      • premium
      • 1 kudos
      The best I could suggest is to opt this mod out for the Reduce Attack Skating Mod, but I use both together. The blending issue with new anims doesn't bother me. 
  4. Sky91
    Sky91
    • member
    • 9 kudos
    Hey there, I did some reading in the thread but would like to confirm: This is compatible with YY Animation Replacer - Mystic Knight
    and other vanilla animation replacers. This mod...


    • fixes animation blends in behaviour files to tie side steps to side-wise movement during attacks.
    • can tie-in vanilla animations as well as animation replacers like YY Animation Replacer.

    ...meaning it doesn't change animatios, but the way they are combined..like upper body sword swinging with lower body walking?

    Much obliged!
    1. Exalderan
      Exalderan
      • premium
      • 580 kudos
      A bit late but>

      If you use vanilla animations or custom animations that are not animation driven (allow you to move freely with light attacks) this mod is pretty much mandatory. It changes the individual weight of the blendings from standing to walking to running to fix the ice skating. The most glaring issue was the standing and walking being blended 50 /50. I removed that entirely so standing animation only plays when standing and attacking. Walking and running are still blended, although with smoother weights. so there is a very small speed frame during which you would still see some skating.

      If you do not have free movement during light attacks in your game you do not need this mod at all (for example distars mods or darl souls and sekiro combat)

      YY mystic night should hence be compatible.
    2. Sky91
      Sky91
      • member
      • 9 kudos
      Hi there, I gave it a try right after leaving this post. Faith rewarded, worked magnificently, many thanks!

      Your response gives me a better technical understanding of this mod, thanks for this.

      Happy new Year friend. :)
    3. Exalderan
      Exalderan
      • premium
      • 580 kudos
      thanks, a happy new year to you as well!
  5. assasinxtg
    assasinxtg
    • member
    • 2 kudos
    Should I let TUDM reborn overwrite the file in this mods?
    1. Exalderan
      Exalderan
      • premium
      • 580 kudos
      If you use nemesis, which you should, it doesnt matter.
  6. assasinxtg
    assasinxtg
    • member
    • 2 kudos
    TUDM compatible?

    Sorry, I made a grave sin of not reading first. Yes, its compatible
  7. robn86
    robn86
    • member
    • 3 kudos
    Trying this with SkySA since it does not fully remove the Ice Skating problem.
    EDIT: Did not work. Seems to be a SkySA bug which is probably why it seems like an abandoned project
  8. Revan97111
    Revan97111
    • member
    • 8 kudos
    work for MCO Too?!
    1. dekanos
      dekanos
      • supporter
      • 4 kudos
      no :(
    2. Avallach1
      Avallach1
      • supporter
      • 18 kudos
      MCO already fixes ice skating
  9. KatCut
    KatCut
    • member
    • 6 kudos
    If anyone is getting super fast attack animations with all weapon types and have nemesis installed or other mods that use it or conflict with this mod, just run nemesis, don't forget to update the engine and then run it it will fix the issue.
  10. Prim919
    Prim919
    • member
    • 7 kudos
    1hm_behavior.hkx is conflicting with other mods, does that mean that its incompatible or can nemesis make them compatible?
    1. Exalderan
      Exalderan
      • premium
      • 580 kudos
      Thats exactly the purpose of nemesis.
    2. Prim919
      Prim919
      • member
      • 7 kudos
      yea I knew that i was just being stupid lol sorry bout that
  11. quelembor
    quelembor
    • member
    • 2 kudos
    ohh thanks for making this mod i can finally use other mods without that horrible anti immersive slippage