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Animation Limit Crash Fix LE 1.1, SSE 0.3b

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About This File

SSE version released




The patch fixes the crash on game loading when you install too many animations with FNIS. The one mentioned in the article by Fore. May also give you increased fps and loading speed by skipping a redundant part of code. More technical information you can find in the Developers section below.




- (SSE only) Supported runtime versions*: 1.5.73, 1.5.80, 1.5.97. Others can be supported too, but wasn't tested. It's safe to try, you'll get an appropriate message in case of incompatibility.



Just copy the dll to Data/SKSE/Plugins



Continue Game No Crash (LE) or analogs to fix FootIK error

CrashFixPlugin (LE) for other stability patches

EnbSeries for additional memory patches

You can also check my topic for additional fixes and information related to game stability for LE version of the game.



Animation Loading Fix [LE only] - does the same job and (since ver 1.1) edits the same instruction. This solution does not skip, but doubles the existen limit, also preload animations what helps to skip FootIK error. Version 1.0 is compatible.

SSE Engine Fixes [SSE only] - has the same change to the patching instruction as Animation Loading Fix v1.1 for LE. To make it compatible you need to disable AnimationLoadSignedCrash option in EngineFixes.ini file. 


- There're several limits related to animations, this article will help you to understand them.
- If you want to know more about performance impact by the patch, you can find more info in the article.

- The patch successfully passed the beta test with several thousands of downloads with no negative feedback (LE version), however, side effects not yet completely discovered. If you find something weird and you sure that it's related to the patch, please, inform me and other users with a post in the topic. 



Q: I'm getting "Invalid segment" error on game startup, what should I do?

A: It means to the place, that should be patched by the plugin, changes was already made. Please, check the compatbility section.


Q: I'm getting CTD on loading / My game doesn't load after installation, what should I do?

A: Highly likely it's caused by incompatibility. Please, check the compatbility section and be sure you're using the latest version of the patch.


Q: Will the patch really give me a performance boost?

A: The question was very detailed explained here: https://www.nexusmods.com/skyrim/articles/52477


Q: How to understand do I need the patch or not?

A: If you have installed several thousands of animations another bunch of new anims may break your game in a state where you'll always get CTD on loading or starting a new game. In that case the patch will help you to cure the CTD. If you have no installed animations by FNIS you can try the patch just for performance purpose.


Q: What's the difference between the patch and SSE Engine Fixes (SSE) or Animation Loading Fix v1.1 (LE)?

A: SSE Engine Fixes and Animation Loading Fix (since v1.1) changes movsx -> movzx instruction, what doubles the existen limit of numStaticNodes. A crash or unpredicted behavior still may happen when you will have more than 65535 numStaticNodes (instead of 32767) using the Engine Fixes or Animation Loading Fix solution.
This patch always put 0 instead of incorrect value to the numStaticNodes register, what always help to cure the CTD and frees CPU from additional work.


Q: (SSE) I'm getting "does not appear to be an SKSE plugin" message in skse64.log, is it okay?

A: Yes, it's okay, just ignore it. The message notifies that the plugin was loaded not through SKSE64 API, but classical way with dllmain. I didn't find yet a proper solution to attach the plugin through classical SKSE API for 64-bit version.


Q: (SSE) Will the patch work with 1.5.XX runtime version?

A: I have personally tested its work on 1.5.73, 1.5.80 and 1.5.97 versions, everything works good. If you have a different runtime version you can just try it, it's safe. In case of incompatibility you'll get an appropriate message.


Q: But the limit still exists in FNIS?

A: Please, check the article for better understanding of animation limits: https://www.nexusmods.com/skyrim/articles/52476



Contact me for permission if you want to reupload the fix somewhere or want to include it in your project.


For Developers

If you're interesting in the technical part of the fix here you can find useful information: 

Reverse info for LE version

Render impact finding

Animation affection tests

SSE Reverse info




(SSE Only) Pattern matching added. Now it should be compatible with any SKSE and runtime version, including future official patches (unless Bethesda will do their own changes to the patching segment).



Added segment checking for both LE and SSE. Now it's safe to use with any SKSE and runtime version. If something incompatible you'll get an appropriate message.



SSE version released



No internal changes in the mod. Restructured download archive, for comfortable installation with mod managers. Source file now in a separated download.

What's New in Version LE 1.1, SSE 0.3b


(SSE Only) Pattern matching added. Now it should be compatible with any SKSE and runtime version, including future official patches (unless Bethesda will do their own changes to the patching segment).

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