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How to get FNIS XXL to work?


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Posted

Ok so recently I have been wanting to download and install Billyy's and FunnyBizness's newest slal animations but both have so many animations they go over FNIS's limit I downloaded FNIS XXL and successfully installed it, I tested it out before installing Billyy's and FunnyBizness's animations and it worked just like the previous version did, but when I install the two mods, run FNIS XXL, and load up the game I get a CTD as if I hit the limit from the previous version, I really really wan't to download these two awesome animation packs, does anybody know how to get this to work?

Posted

Can you please say when did you CTD (like when you are loading a save or the main menu).

 

The following solutions can seemed obvious but it solve the majority of CTD problems.

 

You should verify your animations' log because when you install animation and then unable it to reinstall it later (like when you realize that you need FNIS XXL to have your two animations pack enable and loaded), it cause stability issue in Skyrim. Also make sure to have all the required mods for this mod to work.

Are you sure to have run FNIS patch before loading the game ? It could come from that kind of things.
 

It could also be caused by compatibility problems or RAM deficiency.

 

Hope it helps you. :)

Posted
4 hours ago, Neko-Barbare said:

Can you please say when did you CTD (like when you are loading a save or the main menu).

 

The following solutions can seemed obvious but it solve the majority of CTD problems.

 

You should verify your animations' log because when you install animation and then unable it to reinstall it later (like when you realize that you need FNIS XXL to have your two animations pack enable and loaded), it cause stability issue in Skyrim. Also make sure to have all the required mods for this mod to work.

Are you sure to have run FNIS patch before loading the game ? It could come from that kind of things.
 

It could also be caused by compatibility problems or RAM deficiency.

 

Hope it helps you. :)

the ctd happens upon loading a game and starting a new game

Posted

GenioMaestro is right. Your problem is not FNIS XXL, the problem is that it allows more animations than Skyrim itself. At least in most cases, it seems that installing script mods (without/regardless of animations) reduces the number of animations Skyrim can handle. So in theory you could install 20k animations if you don't install any mods that make use of them... which you probably don't want.

 

Posted

If CTD happened only when you are loading a save or a new game then it means that the problem doesn't come from FNIS but from the game itself or from other mods that may cause conflicts with animations. I'm afraid that you should in a way reinstall the entire mod set.

You should unable all your animation mods and install them in this order (it might work like it does for me when i have a problem like that) : FNIS main file (FNIS Behaviour, FNIS Sexy move, FNIS creature pack, FNIS PCEA 2 (not necessary but useful), FNIS XXL, <your animations packs>.

 

It could works but not sure.

Posted

I will describe it unconventionally.
The limit that FNIS or FNIS XXL can handle is not necessarily the limit for your machine. If you install countless mods, countless scripts are loaded at game start, then a good machine becomes a toaster.
Scripts, Havok (and thus hkx) and graphics must be in sync. The synchronization is via FPS. When it becomes asychronous:
- at best - Framedrop
- Freeze

- CTD

 

Example: A script will be applied to Mesh, but 3DLoaded is not complete.

Everything is time-critical.

Posted

Lots of good info in this thread. I have been wondering what the true "hard limit" for anims is because I have heard people throw around the 12k figure a lot but I am running just over 14k with so far no issue BUT lots of those are static poses and I run very few script heavy mods. The fact that it is not a true limit but rather a balancing act makes a lot of sense. 

Posted

many thanks to everyone here for your help, there is lots of great info here that has been very useful and the fact that nobody here has been mean or condescending is awesome so a big thank you to you guys, more info is always welcome as I would like to be more knowledgeable about this stuff 

Posted
4 minutes ago, ClockworkTower said:

many thanks to everyone here for your help, there is lots of great info here that has been very useful and the fact that nobody here has been mean or condescending is awesome so a big thank you to you guys, more info is always welcome as I would like to be more knowledgeable about this stuff 

We are here to solve a problem not be condescending or mean, we aren't judging anyone and it's true that sometimes people can be mean and throw a thread in an endless anger post. It's kind of you to say such a thing. :3

 

Anyway !

 

I agree with what Andy14 says : " The limit that FNIS or FNIS XXL can handle is not necessarily the limit for your machine. If you install countless mods, countless scripts are loaded at game start, then a good machine becomes a toaster. "

It's not the computer but some problems are caused by SKSE load that was in that way that i said it can be a RAM deficience.

So i think the root of the problems comes from animation loading and with FNIS loading process.

For so far that i understand, when you are loading a save, the game load the terrain, landscape, buildings, and all the stuff. Then the game load mod files and when it comes to FNIS, the mod FNIS load scripts from animation to "catch" the animation (i may be false in that part so I let the animaters correct me) and load it. In this load, some animations may be corrupted or the enormous number of animation loaded cause a CTD.

In order to solve that you can delete some animation pack that you don't like and then activate the 2 packs that you want or find if an animation files is corrupted.

 

If i'm false in my explaination, let me know and correct me (without injuring or insulting me (or both)).

Posted

SKSE is no problem - only with bad mods.
But then not SKSE is the reason, but the laziness/stupidity of the author.
The animations are not loaded by script, they are basically part of the master.hkx.

But it takes time to load the hkx.

And bad mods/nonsensical scripts make access to the hkx, though not yet loaded.
Then there are 100 mods running on Quest at Game start and all have priority of 99 and have scripts that are never fixed in the CK (because too lazy) and write hundreds of mistakes like ... "because their base types do not match"
or
"... can not be initialized because the script no longer contains that property"
All additional write accesses - does not make it faster.
Especially the whole JSON garbage makes it worse.

 

Also, the misbelief, MO or NMM could do anything better than your own mind and avoiding mistakes is almost always an issue.

If you look in Google (or wherever) for MO or NMM are 1000 pages with problem search result - the first 1000 pages.

 

Why not use the method of Bethesda?

Probably not spectacular enough.

I install everything as BSA (except Bodyslide outfits).
An advantage of BSA is - I can enable / disable like in MO or NMM.


The big advantage, however, is the efficient use of the RAM/VRAM. - (I use uncompressed BSA)

 

Posted

It's hard for modders to work on the same framework (i mean JSON, UIextension or papyrus) so all the accesses scripts help all modders to make their mods works their way i guess cause all modders don't have the same way to organize or programmed their mods

 

So I'm afraid that, ClockworkTower, you are forced to reinstall, at first try, the whole FNIS set and, in a second time, all your mods.

 

And one question though, what mod-organizer are you using ?

Posted
11 hours ago, Neko-Barbare said:

 

So i think the root of the problems comes from animation loading and with FNIS loading process.

 

FNIS is NOT involved in the loading process AT ALL.

 

By running the generator, FNIS has done 99,9% of it's work by creating behavior files. Files that are read exclusively by the engine.

 

There is of course an FNIS script that is running AFTER load. But that is only to adjust a few animation variables in case the user has installed/uninstalled mods with Alternate Animations like in PCEA2 or XPMSE. But that doesn't add any data.

Posted
1 hour ago, fore said:
12 hours ago, Neko-Barbare said:

 

So i think the root of the problems comes from animation loading and with FNIS loading process.

 

FNIS is NOT involved in the loading process AT ALL.

 

By running the generator, FNIS has done 99,9% of it's work by creating behavior files. Files that are read exclusively by the engine.

 

There is of course an FNIS script that is running AFTER load. But that is only to adjust a few animation variables in case the user has installed/uninstalled mods with Alternate Animations like in PCEA2 or XPMSE. But that doesn't add any data.

 

Sorry, my bad. I'm not an expert in FNIS way of use so I might have said some things wrong. I have thought that if the problems were coming from FNIS it would be durnig the loading of the save. But if FNIS load some scipts ; like the few adjustments and the variable use with alternate animations like PCEA2 and XPMSE (that our friend ClockworkTower is using) you were talking of ; but after the load of the save, then it means that FNIS is not the root of the problems because the CTD happened during the loading.

 

Sorry again fore, I didn't meant to injure your work or something because i know that creating a mod like yours (as I do with my programs) isn't easy and I'm not an expert in the way of use of FNIS. I was just trying to find the the cause of the problem.
 

The problems mays come from somewhere else. Maybe a bad installation of a mod or something. You should try to load your game without FNIS XXL to see if it works. If not, then the problem in not animation or other kind of stuff like this but another mod that fuck up your mod set.

Posted
1 hour ago, Neko-Barbare said:

 

Sorry, my bad. I'm not an expert in FNIS way of use so I might have said some things wrong. I have thought that if the problems were coming from FNIS it would be durnig the loading of the save. But if FNIS load some scipts ; like the few adjustments and the variable use with alternate animations like PCEA2 and XPMSE (that our friend ClockworkTower is using) you were talking of ; but after the load of the save, then it means that FNIS is not the root of the problems because the CTD happened during the loading.

 

Sorry again fore, I didn't meant to injure your work or something because i know that creating a mod like yours (as I do with my programs) isn't easy and I'm not an expert in the way of use of FNIS. I was just trying to find the the cause of the problem.
 

The problems mays come from somewhere else. Maybe a bad installation of a mod or something. You should try to load your game without FNIS XXL to see if it works. If not, then the problem in not animation or other kind of stuff like this but another mod that fuck up your mod set.

 

No problem at all. I just want to throw in my five cents to these discussions every now and then. :D

 

Yes, the problem is coming from somewhere else: from Skyrim. The Skyrim engine is simply unstable to begin with, and it was never implemented or tested to handle this amount of additional data you guys throw in. And yes, FNIS is heavily involved in adding this additional data, and therefore is in the center of discussion. But the cause is Skyrim itself.

 

And as I said many times before: there is no 10 or 12 or 14k animation limit. I have no problem loading more than 20k animations. But I have a very basic mod collection besides my own ones. Hardly scripted mods, no enbs, clean save without any removed scripted mods, no nothing. Which concludes that it is a combination of many things.

Posted

So to answer your question ClockworkTower, you should to unistall all your mods (the best will be to reinstall the whole game) and properly install, with a special care to FNIS and other animation mods, your mods.

 

I barely did it a dozen times when i install another mods using FNIS or Sexlab Frameworks. It happens when you install a mod that need a lot of requirement to work properly.

 

Good luck :)
 

Posted

Of course, the problem is not in FNIS.

The problem come from the super big lot of things that we put in our Skyrim. And for that we need tools like, Skse Memory Patch, Crash Fixes 12, ENB... because this tools cover a lot of fails and limitations in the engine and permit us have the skyrim that we have.

 

For the low user, the solution as i said is:
If you click on Start Game, your get CTD??? ----> YES

If remove some animations, run fnis and click on Start Game, your get CTD??? ----> ???

 

But of course, other solution is remove others mod's and not remove animations.

The result is the same, less things in the game and the CTD disapear.

For that the limit for some users is 10k or 11K but for others users is 14k or 15k
I said the limit is "machine dependat" and maybe must say "the limit is installation dependant" 

 

The problem appear to be caused by an overflow in memory or a expired timer, maybe a thread collision, and probably only the guru's that make skse or crash fixes can solve it.

Posted
On 7/31/2018 at 4:40 PM, GenioMaestro said:

I said the limit is "machine dependat" and maybe must say "the limit is installation dependant" 

 

I'd rather put it the other way around because to me it seems rather like a hard limit of *mix of something* within the Skyrim engine than actually the hardware, but i admit i have no proof and maybe it's just hope. It's easier for somebody very skilled to fix the skyrim engine than my hardware. ;)

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