Hi, Shikyo! Well, as the title says: I think there is not point to give a regular plugin slot for FNIS dummy.
#How to use fnis pcea2 mod#
This is what i get : Initializing behavior generation Mod Checked 1: nemesis Mod Checked 2: dscgo Mod Checked 3: dsmove Mod. The engine gets stuck at %99 and it stays like that forever. Nemesis seems to not generate fnis.esp in my data folder.The engine sees my xmpse installed but i never see the xpmse detector script running after it. Unlike Nemesis, FNIS is a completed project and only has issues when you cross the animation limit, use mods that are directly incompatible with each other or use mods that require Nemesis. Would be really cool if an alternative to fnis sexy move existe Nemesis is great and I think its far superior to FNIS because of the new animation possibilities it grants to mod creators, but it is in no way more stable than FNIS. Any fix? Using MO2, and 360behavior movement patch.
#How to use fnis pcea2 install#
But when I try to install fnis sexy move, it won't create the fnis.esp dummy file. I use Nemesis engine and it's working great. I can't seem to get XPMSSE up and running properly (nothing in styles page of MCM), probably because it's missing FNIS And at it's current stage it DOES NOT support creature animations, whether or not they are regular (Ultimate Dragons for example) or nsfw mods I'm trying to sort out a good set of animation mods, however, when running Nemesis through MO, it's not generating a dummy FNIS. Also allows for 20 custom animation folders (PCEA) instead of FNIS's 10 Nemesis comes with a fake FNIS.esp plugin so you won't have to worry about those mods that require FNIS, but it hasn't receive any updates since May 26, 2020.
#How to use fnis pcea2 update#
One less click for the PCEA feature to get it to work (no need to click update FNIS in MCM menu). Its smoother in transitioning Dynamic Animation Replacer mods. It must be enabled Nemesis is a newer FNIS-PCEA mod.
If you look through the list of esp, you should find a new FNIS.esp (generated inside Nemesis output). Nemesis will create a FNIS patch for the animations it couldn't process. FNIS is the only mod that should be disabled. Step 16: Keep FNIS Output, Nemesis and Nemesis Output enabled. This is useful if you want to save a light/regular plugin slot (depending on whether you are using Sexy Move). No, Nemesis automatically makes a dummy FNIS.esp.This file exists to handle legacy animation files that are hard coded to look for it (I think) repeat 3 thru 7 if installing/removing creature animations (or make part of your do it anyway procedure if Nemesis created a new fnis.esp move it to the Nemesis - Data folder and position it on the right side above the Nemesis esp file.These mods work totally fine with Nemesis Unlimited Behavior Engine but require a dummy FNIS.esp in your load order which takes away a precious plugin slot, cause it can not even be ESL flagged or the checks will fail.This way you dont have to clean masters on xedit or something