kevintheradioguy Posted February 25, 2019 Posted February 25, 2019 The question is, is there a limit on animations that SL memorises? It sounds like an obvious thing, but I really have no clue. I was cycling through animations to disable the ones I don't like, and realized at least half of them wasn't in the rotation. I rebuild the registry, and nothing changed. But when I disabled a couple of animations and rebuild the registry again they popped up. More so, I have noticed that even after SLAL pops up the window with completion of the rebuild, animations are still getting registered in the console. It looks like it holds up around maybe a hundred or a hundred and fifty..? I was interested if there'd be a way to expand that number safely. It also seems to be the reason why some animations won't start, I think. I almost broke my head over why I cannot use Defeat to surrender to riekling riders, while all the animations are activated. This seems like the most likely probability, seeing how all the rest of the creatures activate well (well,,, okay, I only tested four others at this time, so I just assume).
Seijin8 Posted February 25, 2019 Posted February 25, 2019 Sexlab has a native limit of 500 human and 500 animal. There is a mod that changes this to 750. When generating an animation list, it will usually limit itself to a pick of 100 or so animations drawn randomly from those that fit the tag requirements. FNIS has a limit of 9000 or so with the normal version (keep in mind that sorts every stage of every actor in every animation), and 20K for the XXL version, but Skyrim itself tend to crap out around 12K-14K and crashes on load. The actual limit depends on your machine and random chance. Long story short: at some stage you are going to have to pick and choose what animations to use.
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