Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They only requirements for CGO are SKYUI and SKSE64
https://youtu.be/4lSp3tZI2xc
The only ones it strictly doesn't support are creature animations, but if you're using one of the two nexus mods that need those there's a different mod available that provides the needed files for those mods. PCEA doesn't work, but Nemesis has its own. FNIS Sexymove is documented to not work, but it's redundant with DAR anyways.
Besides those it should work. If you aren't sure, just search the mod on the Nemesis github issue tracker to see if it's been reported.
What errors are you getting? Are you sure they are important?
Nemesis is supposedly still being worked on, but I don't think there's been activity for a little while now.
It should also be pointed out, that the last update for Nemesis was May 26, 2020, while Fnis was last updated on February 18 and 19, 2020 - so, with all the talk of FNIS being discontinued, it's most recen update is actually just 3 moths behind Nemesis' last update - with FNIS being an actually finished and polished final version (and for some time), while Nemesis, at the time of its last update, was not in a finished, polished state - and now, would seem, never will be.
That is one problem when a mod is not posted on Nexus; much of what is going on is not immediately evident to most people - unless they do a little investigating.
(All information regarding Nemesis may be found here:
https://github.com/ShikyoKira/Project-New-Reign---Nemesis-Main/releases
https://github.com/ShikyoKira/Project-New-Reign---Nemesis-Main/issues )
Of course, if someone has some information that can be independently confirmed as regards the continuing development of Nemesis - such as a statement from ShikyoKira with links to the original post of that statement (and not second or third hand rumors), it would be much appreciated and would clear up whether work on Nemesis is being continued or not - because as of now, it would appear that it is not."
It would be nice if we could get some definitive information, but, as I said, going by the records and evidence shown on GitHub, it certainly does not appear that the author is involved any longer with this project.
EDIT - Added links to Nemesis site on Github
Hats off to all dedicated modders and youtubers who keep active and updated.
I surely do not have the knowledge to be one.
We will keep our fingers & toes crossed. If not, next build will be with good, old, reliable FNIS.
Negatives
1) many old animations are not compliant, despite the fake FNIS.esp it creates. Dozens of them.
2) XPMSE and Nemesis are not friends - at all. 42 screens of error messages in 20 seconds as an example. Leads to occasional freezes in heavily populated areas, NOT seen with FNIS. Freezes don't generate crash logs, so have to rely on papyrus - but 42 screens of errors in 20 seconds - no wonder it froze. This is not uncommon. btw- my cpu was <50% usage, GPU <50% usage at the time - 60fps limited. - in case someone says hardware overload.
3) The animation set ups are finicky to set up - so many look good, then you find there are 3 requirements, each with their own requirements. Some need to be pasted into particular folders - it's a science all in itself.
4) Running Nemesis itself - updating the engine pretty much every time it is run - then the run Nemesis checks to see it is updated anyway - why that hasn't been made a one click thing....About 50% of the time it just drops out half way through running, and needs to be started again, checking the engine is updated again....
1. Almost all animation will work with Nemesis. Animation files just contain animation data for the same engine. If it worked with FNIS, it would work with Nemesis as it does the same thing loading the animation into the game. If you're talking about oldrim animation not working in SSE, that's because you need to convert the 32bit data information into 64bit.
Aside from creature animations as mentioned by countless others before.
Though to what extend, I'm not quite sure myself.
Convert oldrim animation to SSE bat file:
https://www.nexusmods.com/skyrimspecialedition/mods/30669?tab=description
Unless I'm misunderstanding something?
2. XMPSE has worked with no issues for me. I believe it was written somewhere where you install FNIS but uncheck the esp so it does not conflict with Nemesis. This should let XMPSE work just fine.
If you're getting errors, you left something out or did not do a proper installation.
Dirty save can also cause this to happen where you install and uninstall mod mid-through gameplay.
3. Do elaborate.
If it is PCEA. Then for sure as PCEA used to be a separate mod that apply animation specifically only to player characters. Otherwise, there are hardly any animation mod that requires you to manually install when non-specified actor animation were the concern.
4. It is indeed annoying that you need to update it first everytime you try to run a patch but it's usually pretty quick.
If your Nemesis drops out / closes on it's own. Something went wrong. You checked something you shouldn't or have conflicting animation mods.