

When you added it as an executable, the output will be ( by default) sent to your MO2’s overwrite folder.įor example, Magic Casting Animations Overhaul SSE will work just fine when installed on its own.Īlways read the description of the mod’s page for details and potential requirements.Īny mod that simply changes vanilla animations DOES NOT need to be run through Nemesis. So it’s a good idea to make sure it’s empty before you run the engine. You can set this to a custom empty mod in MO2 if you want to. Since we only have the first PCEA mod right now, the engine will pick that up and generate the output. Later, if you add more mods like that, you’ll need to re-run the engine and re-install the output of course.

#How to use fnis for your own animation how to
I’ll explain below how to structure the mod folders so the engine picks everything up, it’s kind of picky and won’t just detect everything automatically, even though we’ve installed it in MO2. You’ll also see a bunch of available patches should you need them. Only select if you’re actually using any of those mods.Ĭlick on Update Engine and then Launch Nemesis Behavior Engine. Now right click on your overwrite folder and just create a new mod from the contents inside. Now go into the game and open the MCM menu in mod configuration area. Check the box for new animations you generated and they will become enabled. Equip a two-handed weapon and you’ll see a different stance. If you don’t want a certain animation, then you would simply delete that file from the mod’s contents before running the engine, and it won’t be available. When adding other animations to run through the engine, you need to pay attention to the mod’s folder structures.
#How to use fnis for your own animation install
So let’s say you downloaded an animation mod, now how do you run it through the engine? Do you install that mod first in MO2 as standalone? No. You need to take the contents of that mod, go into the PCEA mod’s root folder and find a folder ( buried deep) that starts with 0. Then make a new folder like this: 1customanimationmodwhatever and place the contents of the mod you downloaded INTO that new folder you created and THEN re-run the engine and re-install the output from overwrite.
