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Minimum animation pack


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Hey!

 

I have a heavily modded skyrim with sexlab. I'm currently using zaz animations and the creature and have a total of about 2900 human and 1100 creatures according to fnis. I also have most of the textures in game replaced by 2k versions (base performance textures by gamwich then some Cabal's, Vivid Landscapes, etc. I use vividian ENB and vivid weathers, as well as ELFX. My game is entirely stable except for sometimes crashing on load. When that happens, I'm usually able to load a previous savegame on a quiet cell and from there load the save that was crashing. I read this can be related to the engine having too much to swallow on load and busting the memory available. Sometimes I get the footik error message telling me to uninstall some animations. So here comes my question:

 

What's the minimum animation pack I need to run sexlab and most of its plugins? I want to cut down to maybe 1500 human and 500 creature? That means replacing zaz for something else. I know some mods have a hard dependency on zaz so I'll probably have to do without those (in my setup, if I uninstall zaz only the Dibela sistehood and the sky casino report missing master). But, then, is there a basic, compact animation pack that has just one or a couple of animations for each of sexlab's scenes?

 

Thanks in advance.

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Yeah, the "footik error" and being able to load a savegame by loading a new game first means you have too many animations installed. I had this same problem myself and fixed it.

 

Be warned, even by reducing the animations back down to a number the game's loading mechanism can handle without failure, any save game on which the error / load failure happened even once is plagued by the problem forever. Only new save games will work perfectly, any old save games will still randomly fail upon loading, meaning you need to use the "load new game first" workaround for those old saves.

 

You don't really need to get rid of Zaz. For me the huge SLAL packs were the problem, the way I fixed it was deleting all the animations I don't use and recompiling my own custom SLAL pack. So right now I just have SL + Zaz + stripped down SLAL pack, this brought my total animations reported by FNIS from something around the 6000 range to around 3200. I'm not sure about a hard number but I think as long as you keep it well below 4000 or so it should be fine - also note this problem only manifests once your save game reaches a certain point. Meaning if you have 6000 animations you'll be able to start a new game and play fine for a while but eventually your game will start failing on load.

 

Also, you don't really need to do anything. The simple workaround that only adds a few seconds to your routine is the following:

 

1) At the main menu open the console and type "coc qasmoke" this will load a test character in the test cell. Wait a few minutes for all of the MCM scripts and mods to initialize.

2) Open the console and type "save a" this will create a save game with the name "a". This is a clean save which will always load even if you have 8000 animations and once you're in you can then load any other save without crashing, the fastest way to do that is to open the console and type "load a".

 

From then on, whenever you start the game, just do this:

1) At the main menu, just open the console and type "load a" to start your safe save.

2) Once your safe save starts, just load your actual save game as usual.

 

I've never had this method fail to load any save game and it only adds about 10 seconds to your game startup.

 

Note that this issue is just related to animation files, it has nothing to do with textures or anything like that (have 50+ GB of mods with tons of 4k textures), any issues loading those assets can be solved with ENBoost + crash fixes w/OS allocators. The "footik error" is the last remaining issue that cannot be solved by those methods and simply due to the Skyrim engine's loading mechanism not being designed to handle loading a large save game when that many animations are installed (remember that adding animations to the game is not supported by Bethesda, hence FNIS).

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From then on, whenever you start the game, just do this:

1) At the main menu, just open the console and type "load a" to start your safe save.

2) Once your safe save starts, just load your actual save game as usual.

 

I have always wondered if this was safe to do. once you load clean safe start and start up your regular game. some mods could malfunction, or mcm will not be the same as in original game you where trying to load in the first place.

 

This is actually also visible when doing quick safe and quick load method maybe bethesda really fucked skyrim somewhere.

 

 

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From then on, whenever you start the game, just do this:

1) At the main menu, just open the console and type "load a" to start your safe save.

2) Once your safe save starts, just load your actual save game as usual.

 

I have always wondered if this was safe to do. once you load clean safe start and start up your regular game. some mods could malfunction, or mcm will not be the same as in original game you where trying to load in the first place.

 

This is actually also visible when doing quick safe and quick load method maybe bethesda really fucked skyrim somewhere.

 

 

It's completely safe to do and there is no difference between quick load/quick save and regular load and save, that's a myth. The MCM settings in your actual save will not get messed up, the method I described above is what I have doing for the last 500+ hours of gameplay, maybe more, and nothing bad or unexpected has ever happened to my save game. I have dozens and dozens of MCM menus (over 400 mods installed) and no setting has ever gotten messed up.

 

When you load any save all save-related things are fully reloaded no matter how you load the save (quick, menu, or console) or where you load from (menu or in-game) - the only things that are not reloaded (since they are already in memory if you are in-game) are generic assets and code, things that are not save-specific. In this case, the animation registry is already loaded and initialized in RAM, so it doesn't need to be reloaded from disk when you load your actual save, and because of that your save doesn't crash on load (the reason it crashes if you try to "cold load" it is because the game engine was never designed to accommodate such a large animation registry so it doesn't give it enough time to load before dependent data is loaded/initialized - the game tries to initialize footik [the system that angles character feet based on terrain slopes] but the actual animations haven't finished loading yet so the game crashes - also, footik is just the first of several animation-dependent things loaded at that time that would all cause the same crash). In a new/clean save, there is far less miscellaneous game-progress data being loaded which gives enough time for all of the animations to finish loading before the footik stuff happens. Then when you load your actual save, the animation stuff is already in RAM so the footik stuff can initialize normally.

 

Also, I forgot about the mod posted above. I remember seeing the very first version posted on Nexus and there were some issues that prevented me from using it which I don't remember, but based on the comments the final version seems to work so I guess that's the way to go.

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Crash fixes doesn't fix this issue. It even includes a special pop up info box when this crash happens to specifically tell you that it doesn't fix this issue.

 

If you don't have this particular crash then your save game hasn't become large enough to trigger it with your mod setup- the crash happens when there's a combination of long load time (tons of mods, very big textures) + very big save file + huge amount of registered animations. You just haven't hit that combination. The crash never happens purely due to the amount of registered animations which is the whole reason why people who are affected by it can always start a new game.

 

Anyway, I tried that latest version of the Continue Game No Crash mod posted above - the latest version works perfectly. I recommend ignoring my posts and just using that. What it's doing is automating my instructions, whenever you load something from the main menu (not the quick load hotkey though) it seamlessly loads a clean cell before instantly transitioning to loading the true save. The only side effect is that you'll never get the "missing content" warning pop up if you delete an esp mod anymore and you can't use the quick load hotkey from the main menu - you need to load with the interface.

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Crash fixes doesn't fix this issue. It even includes a special pop up info box when this crash happens to specifically tell you that it doesn't fix this issue.

 

If you don't have this particular crash then your save game hasn't become large enough to trigger it with your mod setup- the crash happens when there's a combination of long load time (tons of mods, very big textures) + very big save file + huge amount of registered animations. You just haven't hit that combination. The crash never happens purely due to the amount of registered animations which is the whole reason why people who are affected by it can always start a new game.

 

Anyway, I tried that latest version of the Continue Game No Crash mod posted above - the latest version works perfectly. I recommend ignoring my posts and just using that. What it's doing is automating my instructions, whenever you load something from the main menu (not the quick load hotkey though) it seamlessly loads a clean cell before instantly transitioning to loading the true save. The only side effect is that you'll never get the "missing content" warning pop up if you delete an esp mod anymore and you can't use the quick load hotkey from the main menu - you need to load with the interface.

True. What i'm missing is the very big save file, but i really don't know why. "Very big textures" might be a thing, i have some few 4k textures and everything else 2k, but that's it. Or i didn't play long enough in a single game, i had some saves with ~150-250 hours played, but not much more... not sure what's considered a long game in general. After that, there are new fancy mods and upgrades and my scripts became unstable anyways because i added too much, so i just start a new game.

 

What i don't do ever is upgrading during a running game, or occasionally install and uninstall mods. My load order stays the same from start to new start, except adding some stuff. If i add a mod i always keep a save where i can go back to and do so if i uninstall a mod at all. I think what many are underestimating: there is no such thing like a (guaranteed) clean save.

Not with "cleaning" a save, not with save game cleaners. Just because an upgrade doesn't fail completly, it doesn't mean your save is actually clean.

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Hey!

 

I have a heavily modded skyrim with sexlab. I'm currently using zaz animations and the creature and have a total of about 2900 human and 1100 creatures according to fnis. I also have most of the textures in game replaced by 2k versions (base performance textures by gamwich then some Cabal's, Vivid Landscapes, etc. I use vividian ENB and vivid weathers, as well as ELFX. My game is entirely stable except for sometimes crashing on load. When that happens, I'm usually able to load a previous savegame on a quiet cell and from there load the save that was crashing. I read this can be related to the engine having too much to swallow on load and busting the memory available. Sometimes I get the footik error message telling me to uninstall some animations. So here comes my question:

 

What's the minimum animation pack I need to run sexlab and most of its plugins? I want to cut down to maybe 1500 human and 500 creature? That means replacing zaz for something else. I know some mods have a hard dependency on zaz so I'll probably have to do without those (in my setup, if I uninstall zaz only the Dibela sistehood and the sky casino report missing master). But, then, is there a basic, compact animation pack that has just one or a couple of animations for each of sexlab's scenes?

 

Thanks in advance.

 

In short. You dont have to worry about animations at only 1500/500. Just dont go crazy and installing every animation pack you can find.

Im at 8500 right now without any issues. And thats on really heavy saves.

Just make sure you create a "safe" save that you can use to load before loading your main save.

Or do what doan77 said and use

Continue Game No Crash

http://www.nexusmods.com/skyrim/mods/78557/?

 

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  • 1 month later...

Well, thank you all for your answers! I'm now using only zaz and the default animations, plus some non-sexlab related which were added with the SRLD guide (though I dumped dual sheath redux and almost all combat related animations), which brings me to a total of around 3600 animations according to FNIS. I do get occasional footik crashes which I work around by loading the last safe savegame I have. I have found that the mod "blacksmith's basement" by Bluntaxe provides me with such safe savegames, every time, never fails. Probably because it loads a small isolated cell that's connected to every player house (base game and dlc). Since I'm always going there to store and craft, it doesn't even get lost way down in my savegame list. So, in short, I'm living with the glitch and the workaround, now at level 40 with a 230 plugin game (many of which are merged from over 400 plugins). Using crash fixes, bug fixes and a ton of stability patches. All assembled with wrye bash alone for the most stable build I ever had. I do have other issues with memory handling due to heavy texture modding, but I've been slowly cutting down on those and the game's responding well. I imagine if I could become detached from ENB (which I can't) I could gain the extra stability from ENBoost, too.

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  • 2 years later...
On 5/13/2017 at 7:34 AM, anony_mouse said:

You don't really need to get rid of Zaz. For me the huge SLAL packs were the problem, the way I fixed it was deleting all the animations I don't use and recompiling my own custom SLAL pack. So right now I just have SL + Zaz + stripped down SLAL pack, this brought my total animations reported by FNIS from something around the 6000 range to around 3200. I'm not sure about a hard number but I think as long as you keep it well below 4000 or so it should be fine - also note this problem only manifests once your save game reaches a certain point. Meaning if you have 6000 animations you'll be able to start a new game and play fine for a while but eventually your game will start failing on load.

Hey! I know it's been 3 years this thread has been dead. I hope you're still around, I'd like to ask if you'd help me again. How do you recompile your slal packs? Is there a tool for that or do you edit those json files manually? I'm playing SSE now but I think the animation count still contributes to savegame wear. I've killed two long playthroughs, both around 250 hours, both had around 10K animations (essentially, basegame+MNC+ZAZ+Funnybizz). So I wanted to take from Funny, Leito and Billyy only a few animations and recompile that... Would appreciate some hits at how to do it. Thanks in advance.

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