Open ghost opened 4 years ago
back here to say @DarkDragon777 you're not alone in this. i've stopped using CGO for now but if theres a Nemesis update i will try again. also @Kinnas NOT using nemesis works with CGO however, this means you can't run any other nemesis dependant animation mods (like immersive interactions for example or zxlice's ultimate potion mod). because it breaks them.
This is my currently modlist for testing:
"0000","+","DLC: HearthFires" "0001","+","DLC: Dragonborn" "0002","+","DLC: Dawnguard" "0873","+","Nemesis Unlimited Behavior Engine" "0874","+","Unofficial Skyrim Special Edition Patch" "0875","+","JContainers SE" "0876","+","MCM Helper" "0877","+","Address Library for SKSE Plugins" "0878","+","Animation Motion Revolution" "0879","+","Dynamic Animation Replacer" "0880","+","SkyUI" "0881","+","UIExtensions" "0882","+","Alternate Start - Live Another Life" "0883","+","RaceMenu" "0884","+","AddItemMenu - Ultimate Mod Explorer" "0885","+","Dance for me - Dance for you" "0886","+","Immersive Interactions - Animated Actions" "0887","+","VioLens - A Killmove Mod SE" "0888","+","Inpa Sekiro Combat - HUD (SkyHUD)" "0889","+","Inpa Sekiro Combat - VioLens Killmove" "0890","+","The Ultimate Dodge Mod" "0891","+","The Ultimate Dodge Mod - Quest Requirement Removed - Skygerfall Compatibility Patch" "0892","+","TUDM Patch Collection - Violens" "0893","+","(SGC) SkySA - Combat Behavior Compulsion" "0894","+","(SGC) SkySA - Intense Combat" "0895","+","Skysa Grip Switch" "0896","+","True Directional Movement - Modernized Third Person Gameplay" "0897","+","True Directional Movement - Diagonal Sprinting Fix" "0898","+","XP32 Maximum Skeleton Special Extended" "0900","+","Leviathan Animations - Two-Handed High Stance" "0903","+","Pretty Combat Animations - 1hm Animations Overhaul - Guardian" "0905","+","Magic Casting Animations Overhaul SSE" "0906","+","Nemesis Output"
I removed Ultimate Combat because, according to ShikyoKira in a treat with a similar issue, one attack dll from Ultimate Combat/TK Dodge was causing this issue, so I decided to make a test without Ultimate Combat.
First, I did a clean Nemesis install (Nemesis and the Output file only, nothing else enabled in MO2), and I did all the process with Nemesis.
After, I installed nemesis behavior mods only: SkySA, Grip Change, TDM and the Turning Patch that comes with Nemesis that separates the upper body for turning animations, and it worked without issues.
Then, I decided to load some FNIS mods to test the FNIS patch: Immersive Interactions, Dance for Me and XPMSE... here is when my issue triggered again.
I already did an install with Nemesis mods and Immersive Interactions and it worked flawless, but when Nemesis tries to generate the FNIS patch, something happens in the process that leads to this problem. I'm not sure why exactly with XPMSE (this is here when I have this issue with Nemesis), because seems that sometimes it works and sometimes it doesn't work, and is... astonishing. I think the problem with Nemesis relies in the moment when tries to generate the FNIS patch, not updates the engine properly when it detects new mods after the installation. I'm aware that there are users that never experienced problems with Nemesis, so it makes me think this has to do with Windows, Mod Organizer 2 and Nemesis, or maybe it has to do with low end computers/laptops doing weird things because they are trying to put many mods together, I don't really know... but I spend more time fixing and catching Nemesis to work than actually playing Skyrim, and I think that's not the point of the engine.
I'll wait for the update, or I'll get a better laptop/PC, and I don't understand why it sometimes works and sometimes doesn't work, but I'm tired of trying to understand why it happens, because sometimes it triggers with TUDM, sometimes it works normally, sometimes with SkySA... so, I'm out with Nemesis for now.
atleast we know its officially a problem with the animationdatasinglefile.txt from nemesis thanks to that other post. so its definetly nemesis. who knows when the next update will come and if it will fix the problem. devs didnt say anything yet but i think they can read and know that this exists and are working on it. i wont try to play with any nemesis mod that changes enemy behaviour until then because thats the reason it breaks. if youre using mods that utilize the nemesis PCEA then it should work fine but as soon as you have one that you have to patch in the engine menu it wont work. so for anyone who has this problem and it persists, try the fix that @DarkDragon777 said a couple posts ago to "reset" the problem so you can atleast play normal skyrim again.
atleast we know its officially a problem with the animationdatasinglefile.txt from nemesis thanks to that other post. so its definetly nemesis. who knows when the next update will come and if it will fix the problem. devs didnt say anything yet but i think they can read and know that this exists and are working on it. i wont try to play with any nemesis mod that changes enemy behaviour until then because thats the reason it breaks. if youre using mods that utilize the nemesis PCEA then it should work fine but as soon as you have one that you have to patch in the engine menu it wont work. so for anyone who has this problem and it persists, try the fix that @DarkDragon777 said a couple posts ago to "reset" the problem so you can atleast play normal skyrim again.
Actually I fixed my Nemesis, I just did what Mern says in his video. No Nemesis Output file and stuff like that, seems it worked. There are many tutorials out there for Nemesis, but Mern's video worked for me.
Nemesis issue triggers by two factors: your behavior mods load order in Nemesis priority load order patches section (where you enable your patches), and your MO2 left panel load order (where you sort your mod files). You have to spend time looking into the most functional load order for your behavior mods, test them and discard mod conflicts (remove mods that causes conflicts).
I'm happy that finally I did it to work with XPMSE and Immersive Interactions (the only FNIS mods I care). I'll be testing more mods and probably I'll make a list of Nemesis mods conflicts and possible ways to solve them.
For now, do exactly what Mern did in his tutorial guide video for SkySA, it should work for any behavior mod (in theory). If you are having problems with Nemesis not registering new mods, delete Nemesis_Engine in the output file that it should be Overwrite (example: you installed zxlice Potions and you already have used Nemesis for register TUDM and Ultimate Combat, but, when you launch the engine, the mod name will not appear besides Nemesis detects there is a mod), or try closing MO2 and launch it again, it should work too.
Other conflicts are, obviously, CGO. CGO has its own way to work, so try to not use CGO with mods like:
CBE: Do I have to explain this? They have similar functions, but CBE is already very special to make it work.
TUDM: they shouldn't be incompatible, but both use the sneak key for dodge by default, you can fix this searching the TUDM patches compendium (it has a plugin that disables CGO dodge), or simply setting CGO dodge key from sneak to scripted key without setting any key (this will disable CGO dodge). And you should disable all the other dodge functions (stamina, iframes, NPC AI), so TUDM will take priority (and, personally, I think TUDM is by far superior to CGO dodge).
SkySA: please, people, understand... they will never be compatible, so, anyone that wants grip change or use spells with 2h weapons, use SkySA Grip mod, but be warned it has some small issues that maybe will not. If you want something similar to SkySA, use Attack Behavior Revamp (the CGO main version), but if you found CGO very invasive and you just want something more simple, use the CBE version (comes with underwater combat, jump attack, spell casting on mounts, but not grip change). We can't have everything in life, but I recommend you use SkySA + Distar's CGO edit + SkySA Grip Change or ABR (CGO version), they are more up to date (well, ABR Patreon version, but the Nexus release still works and you can use the old SkySA movesets).
Other thing: keep in mind you need to have a clean Overwrite file most of times, so, if you start having problems with Overwrite, do a right click on it a choose the option called "make mod", this will convert your Overwrite file into a new mod in the left MO2 panel, and there you can delete it (as if you were taking out the trash), and your Overwrite will be absolutely clean to keep using Nemesis.
what i dont understand then is how i can have ONLY CGO and it still breaks male npcs. i will try the tutorial you talked about but i highly doubt it works.
alright ive watched the video and i have to say... this is just a tutorial on how to install nemesis with skysa..theres nothing special, no "fix" no nothing. so idk what @DarkDragon777 is talking about. does he mean that i have to reinstall nemesis and CGO? because im ONLY using CGO and zxlice's UPA. and even if i only use 1 of those it still breaks male npcs. no matter how many times i reinstall. and i never had an "output" file to begin with. maybe im talking about the wrong video but the one i found just talks about how to simply install nemesis and skysa which is literally nothing i didnt already know. so please @DarkDragon777 tell me what you did to not only 1. fix your male npcs not attacking but also 2. make mods like CGO ACTUALLY work WHILE not breaking other mods or the game.
actually could you send me a link? because i cant figure out which tutorial you mean since he appereantly made multiple
This is for SkySA, but, it should apply to any behavior mod (in theory)... it just works (Todd Howard approved). If you can't see what Mern did, I'm not sure if you understand this, but I'll help with everything I can:
You should reinstall all your mods on MO2 (including Nemesis), and, in your Nemesis exe configuration on MO2 you need to let it send their stuff on overwrite (if you are using an Output file, delete it). Additionally, you need to look the files of every behavior mod:
Mods like TUDM, JBO, CGO or UC has heavy behavior edit, so, let those mods being overriden each other, I suggest you load all your animations + behaviors mods load almost at the end of your load order. If you have only CGO, load it almost at the bottom of your load order (mod files and plugin), and launch nemesis (use SkyUI, Alternate Start and the Unofficial Patch only to test the mod).
Just install CGO in the same way Mern installed SkySA, it works for any behavior mod.
actually could you send me a link? because i cant figure out which tutorial you mean since he appereantly made multiple
This is for SkySA, but, it should apply to any behavior mod (in theory)... it just works (Todd Howard approved). If you can't see what Mern did, I'm not sure if you understand this, but I'll help with everything I can:
You should reinstall all your mods on MO2 (including Nemesis), and, in your Nemesis exe configuration on MO2 you need to let it send their stuff on overwrite (if you are using an Output file, delete it). Additionally, you need to look the files of every behavior mod:
Mods like TUDM, JBO, CGO or UC has heavy behavior edit, so, let those mods being overriden each other, I suggest you load all your animations + behaviors mods load almost at the end of your load order. If you have only CGO, load it almost at the bottom of your load order (mod files and plugin), and launch nemesis (use SkyUI, Alternate Start and the Unofficial Patch only to test the mod).
Just install CGO in the same way Mern installed SkySA, it works for any behavior mod.
that will be quite a tough thing to do considering id have to reinstall over 300 mods... and you probalby mean a FULL reinstall straight from the nexus site which is gonna take even longer. do you think it could work with JUST reinstalling nemesis and cgo/any other nemesis mod i want to use like immersive interactions.
actually ive already tried reinstalling both nemesis and CGO countless times with no new results. maybe you could just tell me what exactly triggers the male npcs to stop attacking if you know it and then i could easier understand how to fix this
Nemesis is having issues generating a behavior file. There's a file called animationdatasinglefile.txt that goes into Data\Meshes Skyrim folder. If the mod you want to use comes with such a file, you should run Nemesis, and then replace the animationdatasinglefile.txt generated by Nemesis with the one that came with the mod.
ie1: installing CGO and Nemesis Install Nemesis -> install CGO -> run Nemesis -> find animationdatasinglefile.txt within CGO package, unpack within Data\Meshes, replacing the one generated by Nemesis.
ie2: installing Ultimate Combat and Nemesis Install Nemesis -> install UC -> run Nemesis -> find animationdatasinglefile.txt within UC package, unpack within Data\Meshes, replacing the one generated by Nemesis.
ie3: Installing CGO, The Ultimate Dodge Mod and Nemesis Install Nemesis -> install CGO -> install TUDM -> run Nemesis -> find animationdatasinglefile.txt within TUDM package, unpack within Data\Meshes, replacing the one generated by Nemesis.
I currently use Nemesis, Ultimate Combat, TKDodge and DAR, with no issues.
alright ill try what you two said. so ill ONLY reinstall nemesis, cgo and zxlice's and will NOT reinstall immerisve interactions. and then i will replace the nemesis made animationdatasinglefile.txt with the CGO .txt file and see if it works
Nemesis is having issues generating a behavior file. There's a file called animationdatasinglefile.txt that goes into Data\Meshes Skyrim folder. If the mod you want to use comes with such a file, you should run Nemesis, and then replace the animationdatasinglefile.txt generated by Nemesis with the one that came with the mod.
ie1: installing CGO and Nemesis Install Nemesis -> install CGO -> run Nemesis -> find animationdatasinglefile.txt within CGO package, unpack within Data\Meshes, replacing the one generated by Nemesis.
ie2: installing Ultimate Combat and Nemesis Install Nemesis -> install UC -> run Nemesis -> find animationdatasinglefile.txt within UC package, unpack within Data\Meshes, replacing the one generated by Nemesis.
ie3: Installing CGO, The Ultimate Dodge Mod and Nemesis Install Nemesis -> install CGO -> install TUDM -> run Nemesis -> find animationdatasinglefile.txt within TUDM package, unpack within Data\Meshes, replacing the one generated by Nemesis.
I currently use Nemesis, Ultimate Combat, TKDodge and DAR, with no issues.
actually where do i find the Data\Meshes folder? i can only find Data in the skyrim directory but there is no meshes folder
Nemesis is having issues generating a behavior file. There's a file called animationdatasinglefile.txt that goes into Data\Meshes Skyrim folder. If the mod you want to use comes with such a file, you should run Nemesis, and then replace the animationdatasinglefile.txt generated by Nemesis with the one that came with the mod.
ie1: installing CGO and Nemesis Install Nemesis -> install CGO -> run Nemesis -> find animationdatasinglefile.txt within CGO package, unpack within Data\Meshes, replacing the one generated by Nemesis.
ie2: installing Ultimate Combat and Nemesis Install Nemesis -> install UC -> run Nemesis -> find animationdatasinglefile.txt within UC package, unpack within Data\Meshes, replacing the one generated by Nemesis.
ie3: Installing CGO, The Ultimate Dodge Mod and Nemesis Install Nemesis -> install CGO -> install TUDM -> run Nemesis -> find animationdatasinglefile.txt within TUDM package, unpack within Data\Meshes, replacing the one generated by Nemesis.
I currently use Nemesis, Ultimate Combat, TKDodge and DAR, with no issues.
im also using MO2 so idk if this is a problem
great now i somehow fucked up my skyrim so much that male NPCs NEVER attack again but this time im not even using any mods apart from immersive interactions and reinstaling nemesis doesnt fix anything. so now im stuck with this unless i somehow find another way to fix it. also still nobody told me where i can find the data\meshes folder or which one is even meant. ill check back later to see if someone replied.
alright i managed to fix it again by deleting nemesis pcea (nexus version) and now i can play normal skyrim again. then again what if i try to install cgo now with nexus version gone? i dont want to try it because i dont want to fuck up my game again.
@kartonkatze It's not usually recommended installing nemesis or fnis via managers, it's too much of a headache to make them work properly. Your skyrim data folder is empty because probably you've installed everything through manager, so no errors here. All you have to do is creating a meshes folder inside the data folder and put the file there. Files installed directly in the data folder will take precedence over other mods that might overide them.
What is gone? Both Nemesis PCEA and CGO are still on nexus, for LE and SE alike. Nemesis PCEA doesn't have a behavior file.
Install Nemesis -> install Nemesis PCEA -> install CGO -> run Nemesis -> find animationdatasinglefile.txt within CGO package, unpack within Data\Meshes. If there is no meshes folder, create one.
i dont need nemesis PCEA though right?
EDIT: maybe you didnt understand what i did. i uninstalled nemesi pcea because i didnt really need it and that fixed the male behaviour for ZUPA but not for CGO. i will try what u said right now and tell you waht happens however i will not install nemesis pcea because i dont need it.
@YanCabral it didnt work. what you said with the meshes folder in the skyrim data folder. ill just play without CGO because obviously its broken to a point where nothing will fix it.
@kartonkatze Yes, you don't need Nemesis PCEA (I'm currently using DAR for player only animations). I'm sorry it didn't worked for you. I was plagued by the dodge in place/ npcs won't attack for quite a while. At first, i scoured data folder for any file tied to FNIS, and also got rid of all animations - it said fnis changes them somehow, and that could cause issues, Then reinstalled all the animations and nemesis. but the issue persisted, until i read something here in github that's nowhere else, which is manually replacing the behavior data file generated by Nemesis with the one you want to use it. I don't know if the fact that i don't use managers affects the fix i listed.
A clean installation + file replacement solved all animation issues i had, i even went overdrive to see how much the system could handle, by installing CGO, TUDM, Flower Girls, Sexlab Framework, Yuih poser. Gomapero poser, Wulf Poser, GS poser, and ILV poser. The game slowed down due to potato pc limitations, but still the animations worked nonetheless.
BTW how can i fix the issue with XPMSE and dual sheath redux, it works with nemesis but the STYLE tab in XPMSE MCM is blank meaning i can't change styles
So you're saying i should uninstall wildcat and then my nemesis mods like animated armoury will work? not using CGO anymore. i always let my nemesis output overwrite everything. so the issue lies only in wildcat? do you know any alternative to wildcat? because i quite like using that mod but if it prevents me from enjoying the game ill get rid of it. i dont really have any other ai mod other than mortal enemies, obis maybe or smart npc potions.
No bro u got it wrong I am sorry deleted my comment due it was just causing more chaos. The thing is I also had that issues in different forms solved some and continuing to find ways to setup some nemesis mods together. All I was saying is sometimes that problem of npc not attacking happening in different ways. Sometimes its an AI choice and disabling some AI might help. Also to test healthy u need to be in a single cell. Get a save there, close the game, load ur mods run nemesis and what so ever. Load ur save, so when u get out now u ll have npcs healthy to be tested on.
I was trying to use cgo together with uc. When I generate nemesis patch there I see that there is no animationdatasinglefile.txt generated in my nemesis output folder. However I see animationdatasinglefile.txt in cgo updated to same hour I generate nemesis patch. Again animationsetdatasinglefile.txt in UC also updated in the same time I generate patch. So getting both those files and copying into nemesis output meshes/ folder the only issue I have is npc staying on spot while power attacking. But now I realised everytime we generate patch nemesis might be chaning files inside the mods. Therefore they had to be reinstalled everytime while testing. It takes a while for me, I keep watching series and try those sometimes since its a boring process (:
I managed to fix mine! Now its ur turn. It is simple and there is no reinstall mods after patch or carry files mambo jambo.
Now I pulled my nemesis engine file on the left hand side mod order of MO2 way down in load order. Right above alternate start for me. U can have output file or overwrite doesnt matter. Sprint Slide, UC and CGO on top of it, in this order, so CGO overwrites others in case. Start nemesis on thepatching screen where u choose the mods make the order as same. That is sprint slide, UC, CGO again for me. So u r moving them yes. Click update engine, click create files. Now after generating patch load order is FNIS (if u r using XPMSE skeleton, nemesis, nemesis out put, UC, and CGO for both sides of MO2. So ur modss overwriting Nemesis output.
And it makes sense because nemesis updates the animationdatasinglefile and animationsetdatasinglefile in the mods and they need those to work properly.It also updates various behavior files and animations in them if u check the files creation date with ur nemesis patching time. So again Nemesis output, and then UC, and then CGO. CGO having the heighest priority( lower on load order) all features are working, no bugs on npc. Same method works with TK dodge aswell. I will be off to check with TUDM R rightnow.
Please comment if it works for u aswell.
i appreciate the help. i wont try this fix yet because i currently play without CGO but when i plan on using other nemesis mods again ill be sure to try this. one question though. you said it doesnt matter if you use overwrite or a nemesis output, but then you say i need to overwrite nemesis output? i dont understand how im ever supposed to overwrite "overwrite". unless you want to me to click on overwrite and "create mod". which doesnt make sense because then i might aswell just use a nemesis output.
Hello bro, Yes what I mean was ofc create mod out of ur owerwrite folder in that case. When I was saying it doesn't matter which way you choose, I said it in regard to some posts saying using a nemesis output folder causes txt files inside the mods getting overwriten.
Btw update: I utterly failed with TUDMR, again NPCs were stuck in place, plus when I went to the working UC+CGO profile I saw there those NPC now effected aswell. So clean install of mods required everytime even if u make ur trials in an other MO2 profile..wow!
I know this is over a year old thread, but I used this thread to troubleshoot my game when I came up with the same issues: Melee NPC stuck in place and aggressiveness issue with some of the factions like Imperials and Thalmors. Hopefully, this will help...
I have CGO and disabling it fixed the problem, but it wasn't the main culprit for my game. It was the Attack Behavior Revamp 5.2 for CGO
The moment I removed Attack Behavior Revamp, it fixed both issues even when I used CGO. I tried installing similar mods to Attack Behavior Revamp, and it does the same thing. For my game, it seems that modifying the attack behaviours of NPCs would trigger these bugs. I did manually add custom animations before, but I'm not sure why it happens since I'm not very knowledgeable with animations. I'm just glad it's fixed in my game since it's immersion-breaking to witness.
The only problem is XPMSE on Nemesis LE.
Xmpse works fine alone, but that and some other bugs appears when combined with most of the other behaviour mods. I tested this very extensively so what I say is pretty much %100 correct
None of those bugs happens with vanilla skeleton or XPms.
I guess the problem is just about the behaviours that XMPSE contains. So if u want to use many behaviour mods together like CGO, ABR, TUDMre, UC on Skyrim LE, u gotto remove XPMSE unfortunately.
So, I'm currently facing this issue while using TUDM and/or SkySA. It only occurs if I run nemesis engine with xpmsse enabled in MO2. Has anyone found a fix?
Almost 2 years later, still no solution. It was working with just Hellblade Timed Block, SkySA, True Directional Movement and TK Dodge RE after I uninstalled XPMSE, but after adding a couple other mods, like Flinching Animations, Ultimate Combat and a couple more. I'm trying to use the mod list from this video: https://www.youtube.com/watch?v=Y4CIjjaWhl4 but I get this bug with pretty much every configuration I try and trying every solution suggested here.
I was able to somehow fix this bug once by playing with the mod priority in nemesis. But the issue was back when I tried to replicate the fix. Its kinda annoying. Also the animationdatasinglefile.txt generated by nemesis is smaller than the one provided by TUDM. Idk if that's how it's supposed to be.
Ok so I managed to generate a proper animationdatasinglefile.txt and made a copy so that I can just paste and replace the bad ones generated by nemesis from now onwards. Only problem would be when I have to install more animation mods that require this file. Then I have to go back to trial and error. I still don't know what causes nemesis to not create proper animationdatasinglefile.txt sometimes(almost all the times for me).
hmm is this problem has a fix already? npc keep blocking on me.... previously i can fix it by reinstalling mco everytime i download more animation..... but now after installing more mods... reinstalling mco doesn't fix it <.<
I think I got my Skyrim fixed, but I don't know if this method would work on your machine, guys.
I'm pretty sure the culprits are the behavior files that came with XPMSE the latest version so i tried to 1. download FNIS (https://www.nexusmods.com/skyrim/mods/11811?tab=description) and install it to the directory but being afraid of making things worst 2.I didn't generate the FNIS, I deleted animationdatasinglefile and animationsetdatasinglefile from FNIS and generate the new ones with NEMESIS, without checking the modlist. The NPC attacks me now, so I tried to check Crouch Sliding and TKUC.
It works now. (sorry for bad english)
I think I got my Skyrim fixed, but I don't know if this method would work on your machine, guys.
I'm pretty sure the culprits are the behavior files that came with XPMSE the latest version so i tried to 1. download FNIS (https://www.nexusmods.com/skyrim/mods/11811?tab=description) and install it to the directory but being afraid of making things worst 2.I didn't generate the FNIS, I deleted animationdatasinglefile and animationsetdatasinglefile from FNIS and generate the new ones with NEMESIS, without checking the modlist. The NPC attacks me now, so I tried to check Crouch Sliding and TKUC.
It works now. (sorry for bad english)
Nevermind, guys, I f*cked my game up again. :(
So, 4 years later, and I am having the same issue, meele NPC's don't attack, both female and male
I don't have TUDM or CGO
I have the attack MCO-DPX mods: Attack MCO-DPX, SCAR, TDM, VALHALLA COMBAT
Anyone could help me?
So no one of the devs could solve this issue almost 4 years later?
I am playing Skyrim LE with Nemesis and some mods and i am having this same problem.......
Does someone know how to fix this please? :(
Ok so I managed to generate a proper animationdatasinglefile.txt and made a copy so that I can just paste and replace the bad ones generated by nemesis from now onwards. Only problem would be when I have to install more animation mods that require this file. Then I have to go back to trial and error. I still don't know what causes nemesis to not create proper animationdatasinglefile.txt sometimes(almost all the times for me).
I know that this is 2 years later.
But could is there a chance that you could upload that .txt file so we can try to fix the problem please?.
hi ShikyoKira, i'm really happy to use this Nemesis Mod, it brings something new in Skyrim.. well maybe i just got outdated information.. lol
btw, i just installed Nemesis and also PCEA nemesis, after i put some animation in PCEA and then generate the Nemesis, Enemy NPC's can't attack, they are only staring without attacking, but it doesn't matter to NPC with Bow weapon..
so what's wrong..? and this is my generated animation data txt and the patchlog
PatchLog.txt animationdatasinglefile.txt animationsetdatasinglefile.txt
thank you anyway