Silently Posted January 18, 2019 Posted January 18, 2019 I get a crash now on every new game I try to start. Cannot load either. Can start game and get to main menu, but load/new always crash. I notice this doesn't happen if I remove a mod with animations. Then I run FNIS because I remove the anim mod, and then CTD happen again. I have a lot of animations. Like 12000 are generated by fnis. I that too much? Can it cause this behaviour? I look in papyrus log, but no idea how to interpret that. Any hints?
worik Posted January 18, 2019 Posted January 18, 2019 13 minutes ago, Silently said: I have a lot of animations. Like 12000 are generated by fnis. I that too much? Can it cause this behaviour? Yes it can Just for the fun of it deactivate some .. let's say HALF of them run FNIS take care for each and every FNIS warning and error. God is forgiving, FNIS is not! try again it works -> it was the amount of animations -> Bad news, because you have to make some tough decisions now and get rid of some it CTD again -> let's dive deeper into your setup and see what else went wrong ?
myuhinny Posted January 18, 2019 Posted January 18, 2019 On a new game you really should start it with next to no mods installed unless they are clothing mods as this will prevent any bugs from happenings during the Helena scene. Once you get outside then you can try installing mods to your game. You can also try a alternative start mod as well where it's start your game in a different area that you pick.
Psalam Posted January 18, 2019 Posted January 18, 2019 Spoiler 40 minutes ago, Silently said: I get a crash now on every new game I try to start. Cannot load either. Can start game and get to main menu, but load/new always crash. I notice this doesn't happen if I remove a mod with animations. Then I run FNIS because I remove the anim mod, and then CTD happen again. I have a lot of animations. Like 12000 are generated by fnis. I that too much? Can it cause this behaviour? I look in papyrus log, but no idea how to interpret that. Any hints? If you want hints I would need to see your FNIS output. That is, generate FNIS and then cut and paste your output (this should begin with a description of your skeleton and end with the number of mods successfully loaded) here on the thread.
Silently Posted January 18, 2019 Author Posted January 18, 2019 Here's the fnis output if it makes sense to anyone: Spoiler FNIS Behavior V7.4.5 XXL 18-01-2019 23:15:40 Skyrim 32bit: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "SKELETON Arm Fix" Patch: * xp32's "New Animation for 1H Weapon" Patch: * xp32's "Momo Acrobatic Jump" Reading 0Sex_0M2F_A V?.? ... Reading 0Sex_0MF_D V?.? ... Reading 0Sex_0MF_K V?.? ... Reading 0Sex_0MF_M V?.? ... Reading 0Sex_0MF_R V?.? ... Reading 0Sex_0MF_S V?.? ... Reading 0Sex_0MF_U V?.? ... Reading 0Sex_BB_A V?.? ... Reading 0Sex_BG_A V?.? ... Reading 0Sex_EMF_A V?.? ... Reading 0Sex_WZH0_A V?.? ... Reading AnimationsByLeito V1.0 ... Reading AnimationsByLeito_Aggressive V1.0 ... Reading AnimationsByLeito_Creatures V1.0 ... Reading AnimationsByLeito_Furniture V1.0 ... Reading Billyy_Human V1.0 ... Reading DD V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 493 alternate animations) ... Reading DD2 V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 330 alternate animations) ... Reading DD3 V4.1.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 102 alternate animations) ... Reading DDSL V4.0.0 ... Reading Defeat V5 ( 0 furniture, 2 offset, 3 paired, 1 kill, 0 chair, 0 alternate animations) ... Reading FNISBase V7.4.5 ... Reading FNISSexyMove V7.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 162 alternate animations) ... Reading FunnyBizBound V12.0 ... Reading FunnyBizMtb V3.0 ... Reading FunnyBizNecro V10.0 ... Reading FunnyBizRape V11.0 ... Reading ITortureFramework V1.00 ... Reading KomAnim V/!\1.7b-Naughty-Girls/!\ ... Reading MomoAJ V?.? ... Reading SexLab V1.62 ... Reading SexLabAroused V?.? ... Reading SexLabCreature V1.61 ... Reading TaraFurniturePack V.1.2 ( 214 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 36 alternate animations) ... Reading XPMSE V6.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 152 alternate animations) ... Reading ZaZAnimationPack V8.00 ( 276 furniture, 43 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading _ESG_0ER_F V?.? ... Reading _ESG_0ER_M V?.? ... Reading dcc-display-model-2 V102 ... Reading zzEstrus V1.2 ... All Anim Lists scanned. Generating Behavior Files... Alternate Animation mods: 7 sets: 50 total groups: 207 added file slots: 1589 alternate files: 1275 Creature Pack not installed 9689 animations for 40 mods successfully included (character) I tried cutting a lot of the funnybiz animations out, and that made game more stable. I'm now below 10K anims. I dont even know if some of the funnybiz animations are just same as other packs installed so I might be over the top on anim count.
xwhiteninjax Posted January 18, 2019 Posted January 18, 2019 there is a simple way to see, if your settings (number of mods, dependencies or other stuff) is wrong.... just start your game with tesVedit... if this end without failures, then you will know, that the game is likely to to start without major problems.... all you have to check after is the loot-order, missing textures or missing dependencies... denpendencies will be shown with "wrye bash", if there are failures, loot-order can be finetuned with the standalone version of "merge plugins"... these 3 steps can solve the bulk of all major problems... sometimes it is a minor (misspelling in local.ini, if you are using enb... the wrong amount of usable RAM/VRAM.... starting the game without ENB might give you the hint, that there are failures within the enb-settings, if the raw-game starts well.... another step is to deactivate the half of your mods and trying to start the game.. if it is going well, add another half of the not activated mods... start again... in such way you will find the culprit in a fast way without installing the game from the scratch again.... another way to look for logical mistakes is a lootorder for yourself... try to install all mods with their given tag-groups inside the same block... like patches, utilities, textures, new lands, questmods weapons, armors, companions/followers ,,, this is not a rule to do it with each mods... some will go into another group, even if they are tagged with another label.... for example, to avoid animation problems the used skeleton should be loades after all npc/follower-mods, such overwriting mistakes with a wellknown and tested skeleton this should give you some ideas to solve problems... some mods are outdated (so look at the dependencies, requirements... some are at the buttom of the loadorder, some are on the top... this should be mentioned on the mod-pages... read the descriptions... after a short time you will gain a (proofed) "feeling" how to install a stable and nice skyrim to your liking... and... sometimes some mods won't go well with each others... so choose the one you like best and avoid the other, giving you more pain as it worth for have fun in playing p.s.: there is a difference between the amount of animations the skyrim engine can handle, and FNIS.... FNIS is able to handle a lot more, than the skyrim engine itself... so the generall rule is to look out for 500 human animations plus 500 animations of creatures or objects-stuff.... FNIS is counting the stages of the animation, so there is a higher number... I am running a skyrim with around 230 mods/plugins active ... and FNIS gives me around 13000 animations... anim loader will tell me, that I have like 510 human animations and around 530 other ones.... (yes, there is a mod which will give you the max amount of 750 animations with the skyrim-engine, but using this mod you have to know, that normal ways to solve problems might or might not be true for your installation). Compare it with a pc, overclocked or not... both could be fine and without failures, but sometimes overclocking is a mistake in itself, too.... use common sense and this will give you your playable skyrim to your liking
Silently Posted January 19, 2019 Author Posted January 19, 2019 Thanks a lot. I'll try out these tools. I've always had difficulties making skyrim run with many mods, as have many, but have followed varous stabilization guides and it almost worked. It's weird that just increasing the number of animations will cause crashes however. I mean if skyrim supports it, what would be the problem.
xwhiteninjax Posted January 19, 2019 Posted January 19, 2019 8 hours ago, Silently said: It's weird that just increasing the number of animations will cause crashes however. I mean if skyrim supports it, what would be the problem. the "problem" is called "evolution".... skyrim at its core is a game created around the year 2009... with the knowledge of programming, technic at that time... see, how the technic has evolved, giving the user more cpu-/gpu- and rampower, better ways to compile, create games, more feedbacks to the creating firms, more similiar games with other ways to create impressing views.... and now try to put all the new stuff into an old engine.... some of this will work, some will be tricked to work (like enb is using a special way to give the user much more access to vram/ram as the original 3.2 GB accessable from the core-engine of skyrim... better knowledge of the creation kit from above 100K mods for skyrim.... it is more like a miracle, that this is working with so much fun for the most (enthusiastic) users and we have a nice game suitable to personal preferences, playstyles... and with none to little personal work to bring it in the "future"... skyrim (for me) is one of the best games of today... even the graphic is much more better (with the help of modding) as the bulk of "modern games"... and you "write" the story of your game... become addicted to the possibilities to put even more "miracles" into the game with growing knowledge at your side... so... no "problems".... just possibilities ?
Silently Posted January 28, 2019 Author Posted January 28, 2019 It's cool I found a decent midway between number of animations and stability. For now.
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