It could, I don't know if it is FNIS or Nemesis who takes control of the animations for Humanoid NPCs when using both... If its Nemesis, then Styles for NPCs should not work without this patch, if it is FNIS, then Styles for NPCs wont work WITH this patch...
No, XPMSE uses the FNIS Alternative Animation prefix by default, this script changes the prefix to the Nemesis one. FNIS does not know anything about those so you will get Animation variable warnings just in reverse if you would only use FNIS, if you are running Nemesis after FNIS then you are using the Nemesis' Animation variables, regardless if you also use FNIS, because Nemesis overwrites the scripts of FNIS.
Nemesis installs a proxy script that redirects FNIS Alternative Animation changes to Nemesis. Nemesis for some goddamn stupid reason only knows some of the FNIS Alternative Animation variables and not all, which is the reason the warnings come from. The one it does not know ends up in in a Papyrus warning and returns 0 (which is the default alternative animation in XPMSE). For what reason Nemesis doesn't just use a String replace on the prefix in the proxy script, and is in this way backwards compatible with FNIS, I don't f***ing know.
Did anyone solve the problem with Nemesis getting stuck at 99% ? There's this github but Xpmsse doesn't register the anims like hip dagger, on back anims and stuff. Only the normal draw animation works. The guy says everything works but to me everything works but the anims, which makes sense.
Has anyone been able to solve this ? I've seen 1 or 2 posts about it, can't find any answer anywhere so i'm trying here too since the admin's active. Setting the affinity to only 1 core didn't work either.
Edit: Oh and i must say, in case you didn't read the github the problem seems to be the "FNIS_(modname)_list.txt" or something of some mods. In this instance it's Xpmsse's "meshes\actors\character\animations\XPMSE\FNIS_XPMSE_List" when i delete the file Nemesis completes the loading and not get stuck at 99%. But again it's what i said at the beginning, no anims of Xpmsse but other mods that require the skeleton works.
It's tough to choose between the two versions. There is already so much instability in skyrim modding that I try to stick with the stable versions.
But 4.8.4 has been in testing for over 2 years....is that because it failed testing and so it was left there? Or was it because it succeeded and no one ever marked it stable.
xD sorry about that, I just never changed the description of the file after testing :) was in testing for like a week, worked just fine, then never changed the text xD
Although if you use animation replacers, then you wouldn't want the Styles fixed, as they never worked with nemesis (until this) then animation replacers (not DAR, actual replacers) are not prepared to work with the styles, so most people choose the version that fixes the stack, but keeps the broken Styles xD
NVM,after so many days,I have replaced my FNIS with Nemesis(the reason why I didn't use Nemesis was my anti-Virus-application's blocking).Then I found XPMSE lite,it suit me so I turned to use that.
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The author has locked this comment topic for the time beingNemesis installs a proxy script that redirects FNIS Alternative Animation changes to Nemesis. Nemesis for some goddamn stupid reason only knows some of the FNIS Alternative Animation variables and not all, which is the reason the warnings come from. The one it does not know ends up in in a Papyrus warning and returns 0 (which is the default alternative animation in XPMSE). For what reason Nemesis doesn't just use a String replace on the prefix in the proxy script, and is in this way backwards compatible with FNIS, I don't f***ing know.
@tommas666
Thanks for the upload to here.
I really appreciate you taking the time to answer here.
There's this github but Xpmsse doesn't register the anims like hip dagger, on back anims and stuff. Only the normal draw animation works.
The guy says everything works but to me everything works but the anims, which makes sense.
Has anyone been able to solve this ? I've seen 1 or 2 posts about it, can't find any answer anywhere so i'm trying here too since the admin's active.
Setting the affinity to only 1 core didn't work either.
Edit: Oh and i must say, in case you didn't read the github the problem seems to be the "FNIS_(modname)_list.txt" or something of some mods. In this instance it's Xpmsse's "meshes\actors\character\animations\XPMSE\FNIS_XPMSE_List" when i delete the file Nemesis completes the loading and not get stuck at 99%. But again it's what i said at the beginning, no anims of Xpmsse but other mods that require the skeleton works.
But 4.8.4 has been in testing for over 2 years....is that because it failed testing and so it was left there? Or was it because it succeeded and no one ever marked it stable.
Although if you use animation replacers, then you wouldn't want the Styles fixed, as they never worked with nemesis (until this) then animation replacers (not DAR, actual replacers) are not prepared to work with the styles, so most people choose the version that fixes the stack, but keeps the broken Styles xD
I still need this patch with the latest version of XPMSSE 5.06 ??
EDIT: and tere is some kind of aswers just below :)