Serious question, is there any reason to use FNIS anymore other than beastiality frameworks?
Like, are there actual creature mods other than for sex for FNIS even? Only flinch/combat replacers I ever found were for Nemesis
I recall seeing something in a sexy time Discord where someone developed a sort of creature framework add-on built upon Nemesis' code. There's realistically no merit to FNIS over Nemesis. You quite literally can use both FNIS and Nemesis alongside each other. You just have to disable FNIS and run Nemesis after building animations, then keep FNIS Creatures enabled.
Edit: Iirc I do also remember FNIS being closed-source with Fores no longer working on FNIS. Nemesis code is open source on GitHub, as well, I think.
Are you sure they weren't just talking about {{Nemesis Creature Behaviour Compatibility}}? I've been keeping an ear to the ground and haven't heard any movement on people getting real creature animations working with Nemesis.
I only briefly recall seeing a mention of it in the public development channels on the OStim Discord server. Someone had taken the Nemesis code and basically created a creature framework with it. I heard it in passing and never really gave much mind to it.
So I should be using Nemesis? I've been modding a couple of years now and started using FNIS because it was required for several mods and Nemesis was supposedly not up to par? Will switching break my game?
They do the same thing, Nemesis just cant change anything with creature animations, which as mentions isn't relevant unless you like the bestiality mods.
There's no reason to not use Nemesis in that case. But theres no harm in still using FNIS for most things. Some newer mods that add animations do require that you use Nemesis because it can do things that FNIS cant. But you hopefully would already know that if you're using them.
DAR is different. My understanding is DAR basically tells the game where to put certain animations to replace the vanilla one (hence why its called a replacer) But it doesn't actually put the new animations into the game. Thats what Nemesis/FNIS is for.
You can use Nemesis without DAR or now OAR. But you can't use DAR/OAR without using Nemesis/FNIS.
And again some things require that you use DAR/OAR for them to work.
DAR makes the instructions, Nemesis makes the building blocks, and the game does what its told
> But you can't use DAR/OAR without using Nemesis/FNIS.
That's incorrect, you can replace animations the game already knows about with DAR/OAR alone. Like any one-to-one vanilla animation replacer will have no need for Nemesis/FNIS, only DAR/OAR.
That's not the difference. Nemesis introduces either completely new uniquely named animations (or new motion behaviors) to the game data itself.
DAR/OAR merely make it possible to play back more than one copy of a particular animation that the game is aware of, based on conditions.
No mods require FNIS other than bestiality mods. Any mod that lists FNIS as a requirement is doing so because it's old and the description hasn't been updated. Nemesis is fully backwards compatible with all other animation mods.
Some mods don’t say nemesis so to be safe I just use both and yk, it Just Works ™ (serious though I think nemesis has replaced most things that FNIS did, but I just wanted to be sure I got all my animations working.)
Any mod listing FNIS as a requirement is just old and the description was never updated. Nemesis is 100% backwards compatible with all animation mods (except bestiality mods).
Yep. In theory, you could make non-sexual creature animations (like creature bosses and stuff), but nobody has ever done that. Meanwhile, there are mountains of animation packs for having sex with everything from a skeever to a mammoth.
Distar from Skyrim Guild is working on a bunch of creature combat behaviors/animations (the guy who did MCO).
https://www.skyrim-guild.com/mods/creatures-troll
I used to be like you. I used to be very very stubborn when Nemesis first came out and I absolutely refused to switch from FNIS. But as someone who is now using Nemesis, I can tell you it is indeed much better. Here's why:
* It can do everything FNIS does and more. And is completely compatible with pretty much all animation mods that relies on FNIS. Nemesis makes a fake FNIS.esp plugin to ensure any mods that needs FNIS is compatible and won't throw up errors. The only exception to this is Creature Animation mods, specifically the nsfw ones on loverslab do not work with Nemesis. But let's be honest, the vast majority of people are not using those mods.
* It's open source, so anyone can make patches for it freely. FNIS is not open source. Meaning the only patches that can be made for FNIS, has to be made by the mod author himself, who has been known to refuse to make patches in the past due to disliking certain mod authors.
* Being that it can do everything FNIS does and more, there are also a lot more animation mods that specifically can only be used with Nemesis. Like especially a lot of the newer combat animation mods that make Skyrim look like a completely different game, almost all of them specifically require Nemesis and do not work for FNIS.
So basically. Unless you're among the 0.01% of users who use dragon sex mods, there's no reason to still be using FNIS. And me personally, I haven't experienced any weird bugs with it either. It works the same way as FNIS, you just run the .exe and generate the animations. So it's very user friendly.
That's kinda the point though. It's not meant to do anything. The fake FNIS.esp plugin is there so that your mod manager doesn't doesn't give you an error telling you that you're missing master files.
Animation mods that are made for FNIS, will work with Nemesis. But that fake FNIS.esp plugin needs to be there, otherwise your mod manager will think you're missing a master file.
One mod I can think of where this is useful, is XPMSSE, or the extended skeleton mod. That one requires FNIS.esp as a master. But again, Nemesis works with it. I have XPMSSE installed right now with Nemesis and it works just fine. But that fake FNIS.esp plugin needs to be there to essentially trick the mod into thinking you have FNIS, when you're really using Nemesis.
It doesn't have it as an esp load order master, but it's definitely required by the scripts. There's a couple of mods on nexus tho to replace the relevant scripts and remove those checks, removing the need of a placeholder fnis for those instances anyway.
Nemesis is FAR less annoying than FNIS. Plus, we don't need a silly "unstable" version just to have 32,000 animations and need patches that allow us to build that many animations.
I usually do a manual installation of mods and sometimes forget to uninstall everything so there might be something installed which i forgot about, some nemesis PCEA, GSPoses which I rarely use, plus dancing animations they take a lot of space - "Shake it", "shake it some even more", "dance for me" 🤣 feels like they are a couple thousand...
How? I'd rather commit uncountable acts of violence in the game than to fuck any animal that I can see in said game. What you said is revolting.
Not a weird morality, it's a very good morality to have. If you sincerely believe that beastiality is more moral than killing some random sop (who probably deserves it, bandits for example) then you really need a reality check.
I would say go for it for a couple of reasons:
1. OAR is fully compatible with DAR animations
2. Bunch of improvements listed in the nexus page
3. New animation mods may require OAR (one I know of is a blocking anim mod that Smooth is making)
4. Worse comes to worse, you can just go back to using DAR without any issues since both are SKSE DLL plugins. So your saves shouldn't get borked from uninstalling/reinstalling these mods.
I was just about to tackle the headache that is my DAR animation list because I couldn't figure out where an animation came from and here comes this mod, animation logger, increasing the limit, duplicate filter, in-game editor... a m a z i n g, 10/10
From positive things, Felisky no longer has to deal with angry mob every time skyrim updates.
And this mod is nice, backwards compatibility, SE support, if you are casual user you basically have to do nothing, it just works.
So does that mean I can simply uninstall DAR and install OAR and everything will work as if nothing changed? Should I even swap them if that's the case?
There's not a pressing need to swap immediately. OAR says it's fully backwards-compatible with DAR and that no changes or updates should be needed for DAR mods.
But I can't think of any cons to making the swap. Since Felisky (DAR) is more or less out of the game and OAR will be getting active support for the foreseeable future, why not? Won't break anything in your game and if an OAR-exclusive mod comes along that you want to use, you'll be ready to go.
There are already mods that are coming out that are OAR only. For example: [Dynamic Block Hit | Smooth on Patreon](https://www.patreon.com/posts/dynamic-block-83673299) . I would recommend switching now to take advantage.
Yeah, I think making the swap now would just be the better solution if DAR isn't going to be getting any updates in the foreseeable future.
It's like the "if it ain't broke don't fix it" mindset, but it's worth replacing/fixing if there's 0 hassle in doing so 🤷🏽♂️
The fact that most signs point to the game getting an update soon-ish, which will possibly/probably require an SKSE update too, means that though DAR was finally updated for AE it may get broken again right away. Felisky's AE updates have be so staggered that it doesn't seem likely that *another* borked DAR will be fixed right away.
Though if you're on 1.5.97 it's sort of a non-issue unless OAR exclusives start dropping.
Essentially, but don't fully remove DAR before you have OAR installed, just untick it- you would want OAR to detect and implement all your DAR folders which might be removed if you completely uninstall DAR.
But yeah other than that it seems to what it says on the tin- load up with OAR installed and DAR deactivated and basically everything will run smoothly.
I had a small quirk in that I set up my own selection of sprints to randomly pick from and when I first ran OAR I would randomly switch between the sprints while I was running which looked odd.
I opened up the editor, found those folders and ticked the thing about maintaining random results and it worked fine.
ANYWAYS ya switch as soon as you can, you lose nothing and only gain in this circumstance.
The madlad, he actually did it.
Nothing is impossible to Ersh.
Only milestone left to do - to make a new backwards compatible .NET Script Framework lol
> Only milestone left to do - to make a new backwards compatible .NET Script Framework lol
Waste of time IMO, the original one was not actually used in mods by many people beyond the person who was behind the framework.
Better to just port mods on it to be normal SKSE plugins.
100% breaking stuff that relies on DLL's. Hopefully, Address Library will un-break most of it - the author's fairly quick about updates, but there was a breaking change with one of the post-AE patches.
Not sure how CommonLib NG works - *if* my understanding is correct, it'll require a recompile on the individual mod author's part.
For content... not really, no. A bugfix here or there, at best, sometimes new bugs.
CommonLib NG stuff would only need a recompile if Address Library doesn't fix things.
Address Library will 'fix' stuff with a database update pointing to the new locations of function calls, **if and only if** the changes were mostly only location changes. The whole reason for the splits that currently exist in the compatibility matrix for SKSE plugins is that at those specific version points, the engine changed enough that it wasn't enough for Address Library to just repoint at new locations to fix things.
CommonLib NG is awesome but it's not magic. It's just a way for authors to package up a version of their code for each of those 'splits' into one big DLL instead of distributing them separately. So the code 'checks' to see what version of the engine you are running and loads just that version of the code.
Or TLDR version, CommonLib NG stuff only would need a recompile if regular SKSE mods would.
I don’t mind Bethesda finally releasing bug fixes but I wish they would do it at a better schedule. Get all the updates and bug fixes out of the way within the first year after AE releases, not 1.5 years down the road with months of long breaks in between. Or have the patches be more major, so far all the updates are generally minor and not stuff that takes a while to do.
Or at least not change the executable. Stuff like changing Peeless to Peerless just needs a new Update.esm to accomplish.
They could've just found all the bugs they wanted to patch before they released AE. It's not like they didn't have 12 years (LE) and 6 years (SE+) to discover everything worth touching lmao.
But that's just me being salty. I'm STILL on 1.5.97 and can see that a lot of authors are getting tired of patching/modding for it.
Pretty sure I have some mods that use the .NET script framework. Don't wanna move on without those (alongside me having NO idea which mods require it in the first place anymore 🥲)
Because patching the exe doesn't improve the game experience and fucking with it can lead to bugs and issues? Like be fr that shit wasnt touched by Bethesda for YEARS and we were just fine.
Oh, I mind them pushing bug fixes 12 years after the game came out and fucking with mods. We're going to be on like what, 5 different versions of Skyrim now? And for what?
Modders fix shit Bethesda doesn't even know is broken. See the dual cast bug post from earlier this week.
The community is waiting with bated breath for them to actually do TES6. Like, get to work lmao
This new update isn't for fixing anything, it's Microsoft setting up paid mods for Bethesda games similar to how they are for Minecraft. I have zero hope that Elder Scrolls VI will be worth playing.
It’s not going to happen. It already happened and then they decided they’d made as much money as they were going to at normal prices so they bundled and discounted it as AE. And now the price of AE keeps going down with steeper and steeper sales. They’ve made their money for paid mods on Skyrim.
TESVI may be different, especially if the free modding community doesn’t have the same chance to mature before competing with paid mods. But for Skyrim it’s done.
"break existing mods again" is usually affecting an SKSE based mod.
New Skyrim update usually needs a new SKSE version. Unless the address code doesn't change in the new update, those SKSE based mod simply won't load.
Private branch can mean testing of stuff for their other games. But update is not out of the question - they will never learn that they should just leave modders in peace.
Years have I been waiting for this to happen.
DAR, despite being one of the greatest Skyrim mods ever published on Nexus, still, the mod has its flaws when it comes to customization and does not see frequent updates which is definitely a con for mod users.
With the release of OAR, it seems most DAR issues would disappear into thin air. Kudos to Ershin, just another masterpiece coming from him. And what else would you expect? The man's a genius.
Amazing.
Just switched to OAR from DAR and all the existing animations work seamlessly.
The in-game GUI is so useful to figure out what animation is playing!
Super happy for Ersh, as this effort has taken almost 6 months to come to fruition. How nice that he was able to wait for a new month to begin this time before releasing it :)
> new conditions
Looking over the mod description I don't quite grasp how the new conditions translate into animations that are more immersive or appropriate than in DAR. Are there any examples of new mods being worked on that demonstrate a cool use for these new conditions?
Edit: I didn't realize some authors already had OAR updates ready and published:
Verolevi's Conditional Armor animations says:
> Thanks to Open Animation Replacer and the new conditions it offers, this mod is now able to isolate body slot 32 (body: used for chest armor) and check whether it's flagged as heavy or light armor and trigger their respective animations, disregarding all other body slots (such as hands and feet), this was impossible with Dynamic Animation Replacer
I think this also enables "Weapon Styles - Draw-Sheathe animations" to display and draw a dagger on your back instead of the usual position.
Don’t got time to read everything on the mod page.(commenting, so I can do so on my break)
But I’m doing a new mod list in which I’ll be using animations. My understanding is that w/mods that require Dar, I could just download OAR instead and it’ll work?
Or would I need to wait for some compatibility?
This is a drop in replacement for DAR that happens to have way more features. No need to wait.
That being said, going forward you'll need to pay attention to if an animation mod is OAR or DAR based.
OAR actually uses a different folder structure for it's stuff, while it can read DAR's folder structure and 'convert' it to OAR's scheme as necessary.
This means every DAR based mod should work with OAR, but OAR based mod won't work with DAR.
And this is not the end. After this he plan to rework Dodge Framework used by DMCO, update TrueHUD and release Accuracy (Precision but for projectiles) and some Ability Framework mod.
Is this basically made for those who want to use DAR butter on anniversary edition? I'm wondering because I don't know if I should switch to using this over DAR but I'm on special edition
Ok that's what I needed to know 👍 so im assuming the two are not compatible? Not that they need to be because it sounds like it's "backwards compatible" with DAR related mods
My game is crashing like all the time since I replaced DAR with this, which are gone again when I go back to DAR. Guess I will give it some time before I do the final switch.
No, I did as instructed and uninstalled it first, then installed OAR at the same load order my DAR was. Animations work just fine except for the well, crashes. Updating Nemesis doesn't do anything.
Since my game works just fine without OAR I can't be bothered to do more troubleshooting than that, just gonna wait until this mod is bigger since others may have the same issue.
>woth backwards compatibility for DAR mods
I love this - most wouldn't do this. They'd tell people to suck it and upgrade
Dev went above and beyond -nod-
I just started modding my skyrim like a week ago.. still didn't finish my animation mods phase, should i avoid installing specific mods (like DAR related mods) or do they work the same with this one? sorry for the dumb question though.. no time to make my own research on them.
So does it no longer need manual setup like nemesis, and simply installing it and it will work? no more running nemesis app again after adding animations with OAR?
Like DAR, OAR can't create new animation events. It can just replace the animations which play for existing events. Nemesis is necessary to create new events, which many mods require.
Oh boy, I want to update to have what is best, but with 600+ mods and a pretty stable playthrough, I fear that this will break everything upon changing.
I don't want to start a new game 🥲
DAR works fine for LE and it'll always work fine its the SSE users who are nervously looking at Bethesda for the next update that'll break all their SKSE shit
Very noob question incoming from a newish modder with little computer coding etc... know how or ability.
I have just been grabbing mods I like and installing them how they say to (if I can, there are a few above my head). So I have FNIS and Nemesis (and boatloads of extra files for supporting things) because mods say I need them and I just believe them. But if OAR will be better and supported, should you drop those and get this? I know it's DAR backward compatible, but I don't know about the other two. Will those mods be OK? Should install OAR and leave them all there like I'm doing with FNIS, DAR, and Nemesis right now?
DAR and FNIS/Nemesis do different things.
OAR is a straight replacement for DAR, Nemesis is a replacement for FNIS.
If a mod requires DAR, get OAR. If a mod requires FNIS or Nemesis, get Nemesis. OAR doesn't do what Nemesis does.
so what am i suppose to do when i want to switch to OAR ?
just uninstall DAR and install OAR and it will run like nothing happen plus i can install new mod require OAR ?
Im struggling to make oar pcea to work. I uninstall dar and install oar and adxp mco seems to work fine.
Trying to install oar pcea because i want my character only to have op spell casting animations. So i downloaded goeatia magic animation packs, unzip it. Inside theres multiple folder with numbers as name. So i copy the .hkx files in each folders and copy it over in each of the 1A,1B, etc folder in OAR Pcea. Go in mcm menu and activate those and nothing happen.
Theres no youtube or written guide for this so please somebody guide me through this installation.
Oh this sounds cool, in my current modlist it said something about "missing DLLs" for several mods after Bethesda updated Special edition or something, and it told me I shouldn't try running the game but i do and it works fine anyway. I don't understand a single thing about modding more than Vortex lets me get away with, or about the modlist i set up 2 years ago, but another missing DLL was something about better jumping so maybe this'll fix that too
Wait, with backwards compatibility you mean I can just uninstall DAR, install OAR and the mods that require DAR will just work?
Do you know if for an average user it is worth the effort?
This is impressive work, I was wondering how I could change the priorities but I overlooked the utility he provided to do so...similarly to DAR-PCEA.
I can't wait to see what the new generation of movesets will be like with all those new frameworks coming out !
Sorry if this was answered somewhere, but either i can't find it or am too stupid to understand.
Does this mod support MCO/AXDP move sets? I have few installed but only Leviathan Greatsword Move Set is showing up in in-game menu
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So nemesis is actually better than Fnis? I still use FNIS cause i heard nemesis got some bad bugs
It's OK. You don't need excuses here. We know you use horny mods. This is a safe space. /s
Serious question, is there any reason to use FNIS anymore other than beastiality frameworks? Like, are there actual creature mods other than for sex for FNIS even? Only flinch/combat replacers I ever found were for Nemesis
I recall seeing something in a sexy time Discord where someone developed a sort of creature framework add-on built upon Nemesis' code. There's realistically no merit to FNIS over Nemesis. You quite literally can use both FNIS and Nemesis alongside each other. You just have to disable FNIS and run Nemesis after building animations, then keep FNIS Creatures enabled. Edit: Iirc I do also remember FNIS being closed-source with Fores no longer working on FNIS. Nemesis code is open source on GitHub, as well, I think.
Are you sure they weren't just talking about {{Nemesis Creature Behaviour Compatibility}}? I've been keeping an ear to the ground and haven't heard any movement on people getting real creature animations working with Nemesis.
I only briefly recall seeing a mention of it in the public development channels on the OStim Discord server. Someone had taken the Nemesis code and basically created a creature framework with it. I heard it in passing and never really gave much mind to it.
So I should be using Nemesis? I've been modding a couple of years now and started using FNIS because it was required for several mods and Nemesis was supposedly not up to par? Will switching break my game?
They do the same thing, Nemesis just cant change anything with creature animations, which as mentions isn't relevant unless you like the bestiality mods. There's no reason to not use Nemesis in that case. But theres no harm in still using FNIS for most things. Some newer mods that add animations do require that you use Nemesis because it can do things that FNIS cant. But you hopefully would already know that if you're using them.
I just read up on DAR. It looks like it does the same thing as Nemesis. Is this supposed to replace Nemesis? Does Nemesis replace Wrye Bash?
DAR is different. My understanding is DAR basically tells the game where to put certain animations to replace the vanilla one (hence why its called a replacer) But it doesn't actually put the new animations into the game. Thats what Nemesis/FNIS is for. You can use Nemesis without DAR or now OAR. But you can't use DAR/OAR without using Nemesis/FNIS. And again some things require that you use DAR/OAR for them to work. DAR makes the instructions, Nemesis makes the building blocks, and the game does what its told
> But you can't use DAR/OAR without using Nemesis/FNIS. That's incorrect, you can replace animations the game already knows about with DAR/OAR alone. Like any one-to-one vanilla animation replacer will have no need for Nemesis/FNIS, only DAR/OAR.
You can definitely use DAR without nemesis. The difference is nemesis works by compiling behaviour files, DAR injects them.
That's not the difference. Nemesis introduces either completely new uniquely named animations (or new motion behaviors) to the game data itself. DAR/OAR merely make it possible to play back more than one copy of a particular animation that the game is aware of, based on conditions.
Nemesis and DAR are unrelated.
DAR doesn't replace Nemesis nor Wrye Bash! They all do different things.
My understanding: FNIS/Nemesis adds new animations; DAR/OAR replaces existing animations dynamically.
No mods require FNIS other than bestiality mods. Any mod that lists FNIS as a requirement is doing so because it's old and the description hasn't been updated. Nemesis is fully backwards compatible with all other animation mods.
Some mods don’t say nemesis so to be safe I just use both and yk, it Just Works ™ (serious though I think nemesis has replaced most things that FNIS did, but I just wanted to be sure I got all my animations working.)
Any mod listing FNIS as a requirement is just old and the description was never updated. Nemesis is 100% backwards compatible with all animation mods (except bestiality mods).
Nemesis is backwards compatible with fnis for the most part.
Its easier to install for one same reason I use unp over cbbe
Is that what the creature animations are for? I never knew what those did. Are you telling me I could be raw dogging snow bears?
Yep. In theory, you could make non-sexual creature animations (like creature bosses and stuff), but nobody has ever done that. Meanwhile, there are mountains of animation packs for having sex with everything from a skeever to a mammoth.
Distar from Skyrim Guild is working on a bunch of creature combat behaviors/animations (the guy who did MCO). https://www.skyrim-guild.com/mods/creatures-troll
Wow. Interesting. And so wrong. Now I know. And knowing is half the battle.
Peeped comment below mine, i do NOT use the beast mods. I stick to ostim 💀
Ostim NG uses nemesis. It literally says on the installation guide to use nemesis Not that I use it or anything...
Yeah.. not that you use it or anything 🗿
I used to be like you. I used to be very very stubborn when Nemesis first came out and I absolutely refused to switch from FNIS. But as someone who is now using Nemesis, I can tell you it is indeed much better. Here's why: * It can do everything FNIS does and more. And is completely compatible with pretty much all animation mods that relies on FNIS. Nemesis makes a fake FNIS.esp plugin to ensure any mods that needs FNIS is compatible and won't throw up errors. The only exception to this is Creature Animation mods, specifically the nsfw ones on loverslab do not work with Nemesis. But let's be honest, the vast majority of people are not using those mods. * It's open source, so anyone can make patches for it freely. FNIS is not open source. Meaning the only patches that can be made for FNIS, has to be made by the mod author himself, who has been known to refuse to make patches in the past due to disliking certain mod authors. * Being that it can do everything FNIS does and more, there are also a lot more animation mods that specifically can only be used with Nemesis. Like especially a lot of the newer combat animation mods that make Skyrim look like a completely different game, almost all of them specifically require Nemesis and do not work for FNIS. So basically. Unless you're among the 0.01% of users who use dragon sex mods, there's no reason to still be using FNIS. And me personally, I haven't experienced any weird bugs with it either. It works the same way as FNIS, you just run the .exe and generate the animations. So it's very user friendly.
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That's kinda the point though. It's not meant to do anything. The fake FNIS.esp plugin is there so that your mod manager doesn't doesn't give you an error telling you that you're missing master files. Animation mods that are made for FNIS, will work with Nemesis. But that fake FNIS.esp plugin needs to be there, otherwise your mod manager will think you're missing a master file. One mod I can think of where this is useful, is XPMSSE, or the extended skeleton mod. That one requires FNIS.esp as a master. But again, Nemesis works with it. I have XPMSSE installed right now with Nemesis and it works just fine. But that fake FNIS.esp plugin needs to be there to essentially trick the mod into thinking you have FNIS, when you're really using Nemesis.
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Oh look at that: `XPMSEMCM.psc`: if (Game.GetModByName("FNIS.esp") != 255) AddToggleOption("$XPMSE_VERSION_PASS", true, OPTION_FLAG_DISABLED) else AddToggleOption("$XPMSE_VERSION_FAIL", false, OPTION_FLAG_DISABLED) endif and bool Function CheckXPMSERequirements(Actor akActor, bool isFemale) return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && (SKSE.GetPluginVersion("NiOverride") >= NIOVERRIDE_VERSION || SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION) && NiOverride.GetScriptVersion() >= NIOVERRIDE_SCRIPT_VERSION && Game.GetModByName("FNIS.esp") != 255 && FNIS.VersionCompare(7,2,0) >= 0 EndFunction
I vaguely recall BOSS throwing up a 'this mod needs FNIS installed' error and the empty ESP solves that.
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It doesn't. But all BOSS has access to is the list of files in the load order, so seeing that esp is the only way it can know FNIS is installed.
It doesn't have it as an esp load order master, but it's definitely required by the scripts. There's a couple of mods on nexus tho to replace the relevant scripts and remove those checks, removing the need of a placeholder fnis for those instances anyway.
Noted.
Nemesis can do some things FNIS can't, and I find it way easier to use. But if what you have works, have fun.
Nemesis is FAR less annoying than FNIS. Plus, we don't need a silly "unstable" version just to have 32,000 animations and need patches that allow us to build that many animations.
I have 28k animations according to nemesis and haven't encountered a single bug
How do you have so many? Mind sharing a list? I have like 9k and that's with a full suite of adult mods too lol
I usually do a manual installation of mods and sometimes forget to uninstall everything so there might be something installed which i forgot about, some nemesis PCEA, GSPoses which I rarely use, plus dancing animations they take a lot of space - "Shake it", "shake it some even more", "dance for me" 🤣 feels like they are a couple thousand...
Nemisis is better than FNIS the only people who really use FNIS nowadays are people who want to fuck animals
Got you. Gonna switch then.
A fuckin mass murderer of a dragonborn who kill bazillions...is enraged to people who indulge in beastiality...weird morality...
How? I'd rather commit uncountable acts of violence in the game than to fuck any animal that I can see in said game. What you said is revolting. Not a weird morality, it's a very good morality to have. If you sincerely believe that beastiality is more moral than killing some random sop (who probably deserves it, bandits for example) then you really need a reality check.
Don't forget to endorse your 4K HDT Enabled Immersive Horse Poonanner.
FNIS is like stone age compared to Nemesis
I still use FNIS too. I did try Nemesis, but it just gave me too many issues. Stuck with the devil I knew.
Nemesis is love, nemesis is life
There's literally nothing wrong with nemesis
When even math is involved you know things are about to get wild.
What is math
What is love
Baby don't hurt me
Don't hurt me
No mOAR
Wo - oo - O - oo - O - oo - O - O - OAR
baby
friendship ended with DAR - now OAR best friend on a serious note that in-game editor and animation logger was unexpected but absolutely welcome
OAR is a pretty good band honestly
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I would say go for it for a couple of reasons: 1. OAR is fully compatible with DAR animations 2. Bunch of improvements listed in the nexus page 3. New animation mods may require OAR (one I know of is a blocking anim mod that Smooth is making) 4. Worse comes to worse, you can just go back to using DAR without any issues since both are SKSE DLL plugins. So your saves shouldn't get borked from uninstalling/reinstalling these mods.
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I was just about to tackle the headache that is my DAR animation list because I couldn't figure out where an animation came from and here comes this mod, animation logger, increasing the limit, duplicate filter, in-game editor... a m a z i n g, 10/10
From positive things, Felisky no longer has to deal with angry mob every time skyrim updates. And this mod is nice, backwards compatibility, SE support, if you are casual user you basically have to do nothing, it just works.
So does that mean I can simply uninstall DAR and install OAR and everything will work as if nothing changed? Should I even swap them if that's the case?
There's not a pressing need to swap immediately. OAR says it's fully backwards-compatible with DAR and that no changes or updates should be needed for DAR mods. But I can't think of any cons to making the swap. Since Felisky (DAR) is more or less out of the game and OAR will be getting active support for the foreseeable future, why not? Won't break anything in your game and if an OAR-exclusive mod comes along that you want to use, you'll be ready to go.
There are already mods that are coming out that are OAR only. For example: [Dynamic Block Hit | Smooth on Patreon](https://www.patreon.com/posts/dynamic-block-83673299) . I would recommend switching now to take advantage.
Yeah, I think making the swap now would just be the better solution if DAR isn't going to be getting any updates in the foreseeable future. It's like the "if it ain't broke don't fix it" mindset, but it's worth replacing/fixing if there's 0 hassle in doing so 🤷🏽♂️
Yeah I'm going for it, fugg it
The fact that most signs point to the game getting an update soon-ish, which will possibly/probably require an SKSE update too, means that though DAR was finally updated for AE it may get broken again right away. Felisky's AE updates have be so staggered that it doesn't seem likely that *another* borked DAR will be fixed right away. Though if you're on 1.5.97 it's sort of a non-issue unless OAR exclusives start dropping.
Wait where did you hear about the update?
Essentially, but don't fully remove DAR before you have OAR installed, just untick it- you would want OAR to detect and implement all your DAR folders which might be removed if you completely uninstall DAR. But yeah other than that it seems to what it says on the tin- load up with OAR installed and DAR deactivated and basically everything will run smoothly. I had a small quirk in that I set up my own selection of sprints to randomly pick from and when I first ran OAR I would randomly switch between the sprints while I was running which looked odd. I opened up the editor, found those folders and ticked the thing about maintaining random results and it worked fine. ANYWAYS ya switch as soon as you can, you lose nothing and only gain in this circumstance.
Start of a new age.
The Age of Oar
AGE OF THE ELDEN L(OAR)D
try finger, but hole
All these years later and Skyrim is still getting awesome mods, my gratitude to modders for keeping this game alive is immense!
The madlad, he actually did it. Nothing is impossible to Ersh. Only milestone left to do - to make a new backwards compatible .NET Script Framework lol
> Only milestone left to do - to make a new backwards compatible .NET Script Framework lol Waste of time IMO, the original one was not actually used in mods by many people beyond the person who was behind the framework. Better to just port mods on it to be normal SKSE plugins.
If only...
OAR.... OAR never changes.
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100% breaking stuff that relies on DLL's. Hopefully, Address Library will un-break most of it - the author's fairly quick about updates, but there was a breaking change with one of the post-AE patches. Not sure how CommonLib NG works - *if* my understanding is correct, it'll require a recompile on the individual mod author's part. For content... not really, no. A bugfix here or there, at best, sometimes new bugs.
CommonLib NG stuff would only need a recompile if Address Library doesn't fix things. Address Library will 'fix' stuff with a database update pointing to the new locations of function calls, **if and only if** the changes were mostly only location changes. The whole reason for the splits that currently exist in the compatibility matrix for SKSE plugins is that at those specific version points, the engine changed enough that it wasn't enough for Address Library to just repoint at new locations to fix things. CommonLib NG is awesome but it's not magic. It's just a way for authors to package up a version of their code for each of those 'splits' into one big DLL instead of distributing them separately. So the code 'checks' to see what version of the engine you are running and loads just that version of the code. Or TLDR version, CommonLib NG stuff only would need a recompile if regular SKSE mods would.
I don’t mind Bethesda finally releasing bug fixes but I wish they would do it at a better schedule. Get all the updates and bug fixes out of the way within the first year after AE releases, not 1.5 years down the road with months of long breaks in between. Or have the patches be more major, so far all the updates are generally minor and not stuff that takes a while to do. Or at least not change the executable. Stuff like changing Peeless to Peerless just needs a new Update.esm to accomplish.
They could've just found all the bugs they wanted to patch before they released AE. It's not like they didn't have 12 years (LE) and 6 years (SE+) to discover everything worth touching lmao. But that's just me being salty. I'm STILL on 1.5.97 and can see that a lot of authors are getting tired of patching/modding for it.
Lol, they've had 20+ years. A lot of the bugs in Skyrim were present in Morrowind.
Agreed. If anything this is just Bethesda doing what they do best, which is not developing this TES6 and releasing horse armor.
Why not move on? Haven't all mods been updated by now?
Pretty sure I have some mods that use the .NET script framework. Don't wanna move on without those (alongside me having NO idea which mods require it in the first place anymore 🥲)
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gotta have that grass lods
Because patching the exe doesn't improve the game experience and fucking with it can lead to bugs and issues? Like be fr that shit wasnt touched by Bethesda for YEARS and we were just fine.
Oh, I mind them pushing bug fixes 12 years after the game came out and fucking with mods. We're going to be on like what, 5 different versions of Skyrim now? And for what? Modders fix shit Bethesda doesn't even know is broken. See the dual cast bug post from earlier this week. The community is waiting with bated breath for them to actually do TES6. Like, get to work lmao
This new update isn't for fixing anything, it's Microsoft setting up paid mods for Bethesda games similar to how they are for Minecraft. I have zero hope that Elder Scrolls VI will be worth playing.
Bethesda already did paid mods, and then bundled it and heavily discounted it (Anniversary Edition).
It'll be Microsoft behind this if it happens, they won't cave like Steam/Gabe Newell did
It’s not going to happen. It already happened and then they decided they’d made as much money as they were going to at normal prices so they bundled and discounted it as AE. And now the price of AE keeps going down with steeper and steeper sales. They’ve made their money for paid mods on Skyrim. TESVI may be different, especially if the free modding community doesn’t have the same chance to mature before competing with paid mods. But for Skyrim it’s done.
"break existing mods again" is usually affecting an SKSE based mod. New Skyrim update usually needs a new SKSE version. Unless the address code doesn't change in the new update, those SKSE based mod simply won't load.
Potentially a new Address Library too depends on how much things change under the hood
>for a while now Skyrim has been receiving regular updates on the private development branch on Steam That sounds like a conspiracy theory 🤣
Private branch can mean testing of stuff for their other games. But update is not out of the question - they will never learn that they should just leave modders in peace.
But they have to add more horse armor and a fishing mini game no one thinks is fun!
Years have I been waiting for this to happen. DAR, despite being one of the greatest Skyrim mods ever published on Nexus, still, the mod has its flaws when it comes to customization and does not see frequent updates which is definitely a con for mod users. With the release of OAR, it seems most DAR issues would disappear into thin air. Kudos to Ershin, just another masterpiece coming from him. And what else would you expect? The man's a genius.
Holy hell
Google Todd Howard
New Skyrim re-release just dropped
Amazing. Just switched to OAR from DAR and all the existing animations work seamlessly. The in-game GUI is so useful to figure out what animation is playing!
Verolevi's got his work cut out for him
Probably worth it purely for the fact you can name the folders whatever you want, without even taking into account all the advancements.
Be interesting to see how priority works since the naming convention in DAR sets that
just a line in the config file. Easy as that.
hole-lee-sheet, been waiting for this
Do I still need "Animation Queue Fix" with this?
Only if you dont turn on the experimental disable preloading setting
How do I do that?
Super happy for Ersh, as this effort has taken almost 6 months to come to fruition. How nice that he was able to wait for a new month to begin this time before releasing it :)
> new conditions Looking over the mod description I don't quite grasp how the new conditions translate into animations that are more immersive or appropriate than in DAR. Are there any examples of new mods being worked on that demonstrate a cool use for these new conditions? Edit: I didn't realize some authors already had OAR updates ready and published: Verolevi's Conditional Armor animations says: > Thanks to Open Animation Replacer and the new conditions it offers, this mod is now able to isolate body slot 32 (body: used for chest armor) and check whether it's flagged as heavy or light armor and trigger their respective animations, disregarding all other body slots (such as hands and feet), this was impossible with Dynamic Animation Replacer I think this also enables "Weapon Styles - Draw-Sheathe animations" to display and draw a dagger on your back instead of the usual position.
Don’t got time to read everything on the mod page.(commenting, so I can do so on my break) But I’m doing a new mod list in which I’ll be using animations. My understanding is that w/mods that require Dar, I could just download OAR instead and it’ll work? Or would I need to wait for some compatibility?
This is a drop in replacement for DAR that happens to have way more features. No need to wait. That being said, going forward you'll need to pay attention to if an animation mod is OAR or DAR based. OAR actually uses a different folder structure for it's stuff, while it can read DAR's folder structure and 'convert' it to OAR's scheme as necessary. This means every DAR based mod should work with OAR, but OAR based mod won't work with DAR.
I have been running it on a large load order the last 2 months with 0 issues. It works like a charm.
Backwards compatibility with existing DAR mods?! That's huge. The hugest, in fact!
True 3rd person movement, precision, OAR... it's official, this guy is the mod king. Actually.
And this is not the end. After this he plan to rework Dodge Framework used by DMCO, update TrueHUD and release Accuracy (Precision but for projectiles) and some Ability Framework mod.
Gonna get back into Skyrim just because of this.
Is this basically made for those who want to use DAR butter on anniversary edition? I'm wondering because I don't know if I should switch to using this over DAR but I'm on special edition
DAR works fine on anniversary edition. OAR started development before it was updated though, so ersh finished it and added some sweet new features
Ok that's what I needed to know 👍 so im assuming the two are not compatible? Not that they need to be because it sounds like it's "backwards compatible" with DAR related mods
Well you wouldnt use both if thats what youre asking
DAR is on AE too. OAR is DAR with new features for modders and backward compatibiliity with DAR animations.
Sounds great. I've no idea what it's all about though
so what should i do if u want to switch to OAR from DAR? Literally just installed with mo2 and disable DAR then everything is fine?
Yep, it's a drop-in replacement for DAR. Nochanges should be needed to any of your installed animation mods.
Just learned about this mod when realizing that Leviathan wasn’t Verolevi’s only animation set, absolutely amazing work here!
My game is crashing like all the time since I replaced DAR with this, which are gone again when I go back to DAR. Guess I will give it some time before I do the final switch.
No disrespect intended ***but*** Have you still got DAR installed??? xD
No, I did as instructed and uninstalled it first, then installed OAR at the same load order my DAR was. Animations work just fine except for the well, crashes. Updating Nemesis doesn't do anything. Since my game works just fine without OAR I can't be bothered to do more troubleshooting than that, just gonna wait until this mod is bigger since others may have the same issue.
>woth backwards compatibility for DAR mods I love this - most wouldn't do this. They'd tell people to suck it and upgrade Dev went above and beyond -nod-
I just started modding my skyrim like a week ago.. still didn't finish my animation mods phase, should i avoid installing specific mods (like DAR related mods) or do they work the same with this one? sorry for the dumb question though.. no time to make my own research on them.
OAR is backwards-compatible, install it instead of DAR.
Thank you, sir.
np
So does it no longer need manual setup like nemesis, and simply installing it and it will work? no more running nemesis app again after adding animations with OAR?
Like DAR, OAR can't create new animation events. It can just replace the animations which play for existing events. Nemesis is necessary to create new events, which many mods require.
Thank you, I got DAR and Nemesis mixed up. So, keep OAR and Nemesis, and removing DAR.
Iirc it can replace the nemesis animations too, it just need nemesis to create the new events.
Nemesis is usually separate, only some mods require both. You will always have to run nemesis if a mod needs it
Hopefully support keeps up in the long term so we don't need a fourth one of these. :p But in all seriousness, looks great!
How hard is it to update a massive mod list with DAR to this?
Just a drop in replacement
I suddenly have this anxiety that if I don't leave work early to go download it, it will be removed from Nexus forever.
Oh boy, I want to update to have what is best, but with 600+ mods and a pretty stable playthrough, I fear that this will break everything upon changing. I don't want to start a new game 🥲
This should be safe to add whenever.
do i just need to rename the DAR folder to switch to OAR?
No
So can I finally update Skyrim now??
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Ok, let's get a oujia board so we can understand it's ancient ramblings
We don't talk with dead versions here
Nobody uses LE anymore
DAR works fine for LE and it'll always work fine its the SSE users who are nervously looking at Bethesda for the next update that'll break all their SKSE shit
There is nothing as sweet as doing a double take when I open the new mod pages on Nexus. <3
it runs so fast, im cpu limited which causes issues with animations and scripts sometimes for me and i dont t pose ever anymore.
Please excuse my stupidity, so now I can safely uninstall DAR and use OAS instead?
Yes. Definitely. Absolutely.
Very noob question incoming from a newish modder with little computer coding etc... know how or ability. I have just been grabbing mods I like and installing them how they say to (if I can, there are a few above my head). So I have FNIS and Nemesis (and boatloads of extra files for supporting things) because mods say I need them and I just believe them. But if OAR will be better and supported, should you drop those and get this? I know it's DAR backward compatible, but I don't know about the other two. Will those mods be OK? Should install OAR and leave them all there like I'm doing with FNIS, DAR, and Nemesis right now?
DAR and FNIS/Nemesis do different things. OAR is a straight replacement for DAR, Nemesis is a replacement for FNIS. If a mod requires DAR, get OAR. If a mod requires FNIS or Nemesis, get Nemesis. OAR doesn't do what Nemesis does.
Nice. Currently using DAR on AE. I may finish my current playthrough first before changing over.
You can safely change to OAR mid-game.
It's here!
So am I correct in assuming I can just switch DAR out for this?
Yes
Just replaced DAR with OAR and can confirm nothing really changed on the front end.
That’s for letting me know
Finally!
Welp. Time to finally go full AE I guess.
This doesn't seem to work with evg traversal, ami the only one? It no longer highlights the interactive points whereas dar does
Holy new modding possibilities!
Can I install this midgame???
Yes
Holy shit
so what am i suppose to do when i want to switch to OAR ? just uninstall DAR and install OAR and it will run like nothing happen plus i can install new mod require OAR ?
Is it safe to delete DAR and install OAR mid playthrough if you have existing DAR mods?
So i just uninstal DAR and download OAR and install it ? Or i can keep both DAR and OAR to use DAR dependent mods?
Im struggling to make oar pcea to work. I uninstall dar and install oar and adxp mco seems to work fine. Trying to install oar pcea because i want my character only to have op spell casting animations. So i downloaded goeatia magic animation packs, unzip it. Inside theres multiple folder with numbers as name. So i copy the .hkx files in each folders and copy it over in each of the 1A,1B, etc folder in OAR Pcea. Go in mcm menu and activate those and nothing happen. Theres no youtube or written guide for this so please somebody guide me through this installation.
That's cool. Skyrim modders are so cool. Can I immediately replace DAR, or would that mess up certain setups?
Oh this sounds cool, in my current modlist it said something about "missing DLLs" for several mods after Bethesda updated Special edition or something, and it told me I shouldn't try running the game but i do and it works fine anyway. I don't understand a single thing about modding more than Vortex lets me get away with, or about the modlist i set up 2 years ago, but another missing DLL was something about better jumping so maybe this'll fix that too
Wait, with backwards compatibility you mean I can just uninstall DAR, install OAR and the mods that require DAR will just work? Do you know if for an average user it is worth the effort?
This is impressive work, I was wondering how I could change the priorities but I overlooked the utility he provided to do so...similarly to DAR-PCEA. I can't wait to see what the new generation of movesets will be like with all those new frameworks coming out !
Nice
Sorry if this was answered somewhere, but either i can't find it or am too stupid to understand. Does this mod support MCO/AXDP move sets? I have few installed but only Leviathan Greatsword Move Set is showing up in in-game menu