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
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.
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.
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
i have this issue where i attack but my character doesnt step at all they're just stationary, anyone else familiar with this issue and how if at all did u resolve this?
same here but for stationary Drawn Bow Sneak animations, can't walk forward unless you are already walking forward with drawn bow it is jarring. looking for solution now. best report it as a bug if it stops when you uninstall EVE's Skating mod. it might be this mod Draw fix
I'm wondering if you could confirm something here and tell me if this mod Vanargand Animations Sneak Thrust is the culprit for making my character stay in place after animation play of this file sneak_1hmattackintro.hk
I don't know you fix the Dual Wield Dagger attack speed on your end since the culprit is Nemsis' retimed hit frame patch . Deleting #2976.txt in Nemesis_Engine\mod\rthf\1hm_behavior should fix the problem.
It's fixed on my end yes. Old nemesis version also put that file in every mod one created and since I used an old version the first time I had to update and remove the bugged file in version 1.4. If you use newer nemesis version it should not get created again on your end too.
350 comments
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
best report it as a bug if it stops when you uninstall EVE's Skating mod.
it might be this mod Draw fix
inside that mod?
Thanks.
Edit: NVM, they are compatible by default.
Which one should take priority ?
Thanks.