phil01991 Posted June 7, 2019 Posted June 7, 2019 this animation pack often fails and ctd's. please only post if you are having issues with billys animation pack. Most of the time the issue is going to be related to animation limits, but I am not convinced this is the case for this specific animation pack. for me, it seems to randomly fail regardless of how many animations I have. I have always gotten it to work by messing with the files, and maybe I could help you too. maybe as a community we can figure out exactly what is causing this issue. Please read so you understand a bit more about fnis limits. also post your animations numbers of both fnis and sex lab animation loader so we can be sure that is not the issue. I also personally DONT NEED HELP WITH THIS FILE. most responses have been to try and help me get it specifically working. im just trying to figure out what could be causing the ctd issue in general.
phil01991 Posted June 7, 2019 Author Posted June 7, 2019 I posted earlier that billys animation file might be laid out strange. it will take probably an hour of testing to verify that that is the issue and not user error. I thought the strangeness I noticed was related to how its hkx files, json files, and fnis files are laid out. could be wrong though, so I need to verify. I think the problem is related to the creature count. without billys my creature animation count is around 2000. after it approaches 5000. by deleting files I don't like it drops to low 4000's and seams to stabilize.
Grey Cloud Posted June 7, 2019 Posted June 7, 2019 In other words, your animation count was too high. For some reason my posts are being removed without explanation.
MadMansGun Posted June 7, 2019 Posted June 7, 2019 1 hour ago, Grey Cloud said: For some reason my posts are being removed without explanation. it's not your posts, phil01991 keeps deleting and reposing this thread.
phil01991 Posted June 7, 2019 Author Posted June 7, 2019 they aren't being removed. I took your advice in the last one and changed to forums from tech support, since I don't need support.
phil01991 Posted June 7, 2019 Author Posted June 7, 2019 9 minutes ago, MadMansGun said: it's not your posts, phil01991 keeps deleting and reposing this thread. 1 hour ago, Grey Cloud said: In other words, your animation count was too high. For some reason my posts are being removed without explanation. I will attempt to delete or flag post if they are not civil or related to the topic though. I did want to delete a post from madmansgun where he just posted a unrelated gif. you guys really shouldn't waist your time here. im not interested in any sort of animosity you guys may have or whatever. this is just to try and look at the specific ins and outs. of the pack and to try and find a way to help new users get this thing working more often, and with more animations. I'm actually making pretty good progress. Be patient for the answers. ill probably know more by the end of tonight. for spoilers though, or for my hypothesis, is that the animation pack is structured differently from other animation packs. I do not know the effects, or exactly how it is structured differently. I am still working on that. there is a few things that lead me to believe it is, but I don't want to just paste a bunch of useless text without explaining how exactly it is structured differently. the other issue is the animation limit. this bumps up creatures animations by a lot. that might explain why this specific mod causes so many failures, but I don't think it explains everything I am seeing. I wonder if the difference in structure would cause any stress on the system. idk. would you two be able to analyze it once I present my findings and assess if it would cause stress? if it is just an animation issue, then my suggestions for getting Billy to work would be to unpack belly's animations and clean out any animations you don't want. if that doesn't work, clean out other creature animation files. doing this you can get this animation file working with any other animation file without worrying about going over animation limit. The problem with this approach is I think the structure of billys might make this more difficult. I have to look into that still. currently all my test are pointing in that direction, but still more test to be done. if it is done incorrectly you end up with the animation glitch where you will be the only one animating and everything else stands perfectly still.
phil01991 Posted June 7, 2019 Author Posted June 7, 2019 14 minutes ago, phil01991 said: they aren't being removed. I took your advice in the last one and changed to forums from tech support, since I don't need support. tech support - forums *
phil01991 Posted June 7, 2019 Author Posted June 7, 2019 and I am done with the first set of test!! it does appear that billys is structured differently and so is leitos animation pack. deleting animations from the will require a different process. let me figure that out and then post.
myuhinny Posted June 8, 2019 Posted June 8, 2019 Turn off mods with animations in them that you don't want turn off any pose mods (each pose takes a slot in the animation limit) I turn off and on different animation mods off and on as I see fit and with SLAL's mods you can just activate the animations that you want and leave the rest turned off.
yatol Posted June 8, 2019 Posted June 8, 2019 4 hours ago, phil01991 said: I also personally DONT NEED HELP WITH THIS FILE. most responses have been to try and help me get it specifically working. im just trying to figure out what could be causing the ctd issue in general. you don't need help but you need help to figure out why you ctd..... that don't make much sense since i was above the limit some years ago, had to mess around with that stuff didn't saw anything strange merging/deleting some poser rings or deleting what i didn't like from sexlab anim pack you have the .hkx, x1, x2, x3, x4, it's just the skeletons in a pose there's a .txt, that look like that x \x1.hkx \x2.hkx \x3.hkx \x4.hkx y \y1.hkx \y2.hkx .... used by fnis to generate that for skyrim.exe, called behavior file load tesedit, go to idle, click on one, that file is there, it's the x1.hkx and x2.hkx from the .txt one problem i found with sexlab animation packs, actor1 wasn't player sometime you had to move around actors for those animations alt tab to replace actor2 and actor1 to get that right, that's all i found while i was at it, took a look at skyrim idles there's some 1hswordduplicated001, that look useless, so i delete them, but i failed somewhere, and dwemer spiders were ctd paradise idle come with previousidle and nextidle, if one of those is missing, you ctd you also ctd if idle require tbbp skeleton, and you don't have a tbbp skeleton and of course, if you load a wolf idle on a nord but if you have that kind of mess, it's not sometime it work, sometime it don't work, it's a ctd everytime the idle is load
phil01991 Posted June 8, 2019 Author Posted June 8, 2019 I 5 hours ago, yatol said: you don't need help but you need help to figure out why you ctd..... that don't make much sense since i was above the limit some years ago, had to mess around with that stuff didn't saw anything strange merging/deleting some poser rings or deleting what i didn't like from sexlab anim pack you have the .hkx, x1, x2, x3, x4, it's just the skeletons in a pose there's a .txt, that look like that x \x1.hkx \x2.hkx \x3.hkx \x4.hkx y \y1.hkx \y2.hkx .... used by fnis to generate that for skyrim.exe, called behavior file load tesedit, go to idle, click on one, that file is there, it's the x1.hkx and x2.hkx from the .txt one problem i found with sexlab animation packs, actor1 wasn't player sometime you had to move around actors for those animations alt tab to replace actor2 and actor1 to get that right, that's all i found while i was at it, took a look at skyrim idles there's some 1hswordduplicated001, that look useless, so i delete them, but i failed somewhere, and dwemer spiders were ctd paradise idle come with previousidle and nextidle, if one of those is missing, you ctd you also ctd if idle require tbbp skeleton, and you don't have a tbbp skeleton and of course, if you load a wolf idle on a nord but if you have that kind of mess, it's not sometime it work, sometime it don't work, it's a ctd everytime the idle is load did you happen to mess with belly's at any point? was it the same for you as other packs?
phil01991 Posted June 8, 2019 Author Posted June 8, 2019 6 hours ago, myuhinny said: Turn off mods with animations in them that you don't want turn off any pose mods (each pose takes a slot in the animation limit) I turn off and on different animation mods off and on as I see fit and with SLAL's mods you can just activate the animations that you want and leave the rest turned off. I know. appreciate the info tho. I think it is possible to get all of them working well by just deleting individual animations you might not like.
phil01991 Posted June 8, 2019 Author Posted June 8, 2019 yatol I meant for the process. I did a similar process, and it worked for everything else other than billys and leito's packs. I think the difference is just in how many creature animations are in each pack. every time you deleted an animation file, you have to delete the same one from both creatures and character sides, as well as update the fnis for both and run fnis for modders. json should be the same. that's my best guess, is just be very careful with billys and take out both. ill see if that is right. I think that is what I noticed about the difference in structure. I never messed with sexy idles too much. did just recently have a armbinder break because of it. lol, it made sense though. I guessed that it was the problem and took it out, no more armbinder break. idk, I guess I wasn't too impressed with the mod to begin with so I just deleted it.
phil01991 Posted June 8, 2019 Author Posted June 8, 2019 lol, why did I repost this in tech side again. don't smoke and internet people.
phil01991 Posted June 9, 2019 Author Posted June 9, 2019 so sometimes I get ctd when I have too many animations. when the creature animations are reduced, less ctd. the weird thing is sometimes I get another error, and I am not sure what causes it. sometimes after modifying a animation file I get an error where no body else will be in any animations. I usually just upload a backup I made and redo the deletes. it doesn't replicate after deleting the same files. I think it could be caused by two things. one, getting close to the animation limit, less likely because I don't have the problem. 2nd, human error. maybe I am making errors during the process. im thinking about creating a massive mod pack combining all the mods after I finish. this wiered problem of the animations only including the player has slowed the progess to a crawl. because of the process of uploadingbackups, searching for animations with a certain criteria. scrubbing the files of both the creature and character animation files, its taking around 30 minutes per animation stack, if I don't have any errors. if I do, its more like an hour while I look into it. I wish it didn't take so long because I have another mod I really want to work on, but I need the game to be more stable before I use it. it is strange that sometimes the game doesn't mind having more animations, sometimes it freaks out and ctd's. if I had to guess, its being close to the limit and being in a danger zone that causes the unstability.
Grey Cloud Posted June 9, 2019 Posted June 9, 2019 Too many animations cause CTDs on game load not during game play. 7 hours ago, phil01991 said: 2nd, human error. maybe I am making errors during the process. Keep that front and centre.
phil01991 Posted June 9, 2019 Author Posted June 9, 2019 its probably human error. im actually finished now. I couldn't continue because Anubis animations are not accessible for fnis for modders.
phil01991 Posted June 9, 2019 Author Posted June 9, 2019 it popped up a few times but always went away after I loaded the backup and did it again. im going to be deleting this forum soon because there isn't any more testing I can do until Anubis gives me access.
gregathit Posted June 9, 2019 Posted June 9, 2019 15 hours ago, phil01991 said: im thinking about creating a massive mod pack combining all the mods after I finish. You certainly and and should do so for your own use. Most of us have a backup of our "must use" mods. However you can't post mod packs here at LL without first obtaining permission from all the mod makers involved. The other downside of mod packs is if any of the mods included are regularly updated it can be more of a pain than a help. Best of luck to you.
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