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Only MNC creature animations working


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Posted

As explained in the title, creature animations do work, but only those from MNC. Even though I have enabled others (and they are within the 125 animations limit), they do not seem to work. I tried saving a file with the animations deactivated, and then reactivate them again on a new save, but that did not seem to work either. All human animations work though (even with the packs that contain both the human and creature animations together).

Posted

Which creatures are you trying to get to work? There needs to be a patch for them which includes an esp which has entries for those. That is, if they use a non vanilla race...

Posted
7 hours ago, Farbgast said:

(and they are within the 125 animations limit),

What 125 limit?

Which creature types will not animate?

Do you have animations for those creatures?

Are those animations registered in SLAL?

Does FNIS report any errors?

What mod are the non-animating creatures from?

Posted

Sorry for the late reply. Now that I have progressed through the game a bit longer, for some reason, specific creature animations of the same patch would work e.g. Billyy's Constructs. Those that work are dwemer constructs, but frozen atronach for example does not work. Not sure why. I am sure I have the patches installed otherwise SL Anim Loader would not recognise them in the first place, and I always rerun FNIS otherwise everyone T-Bones. There is one FNIS warning but that is with regards to a non sex-lab mod, so it should not affect it at all (and that mod's animations are working fine too). 125 limit as in SexLab can only register 125 animations at a time which is why certain animations have to be suppressed. I have deactivated nude creatures, would that be a cause for this? (It has three plugins and I am near the 255 limit, so I do not want to activate it yet.)

Posted

Ahhh. Thank you so much. I thought I did not have to do the upgrade procedure because I never had v9 before. But now it works perfectly. Also, I have been using SL v.162all along but I never realised that there were multiple page numbers for animations. I always thought all animations processed would be on that one page. Derp. Well, thanks very much.

  • 3 years later...
  • 10 months later...
Posted

I am working on a transformation mod (gotten a good deal farther, performance is still weird, not sure where but it does work a ton better), got the active races in the transformations added via AddRaceID roughly 5 seconds after all the inits are done so that MNC can get through it's list, but at no point did I clear any lists, let MNC do it.

 

I'm running into the only creature animations are working, because from the looks of it, the stock races are gone from the races list, so I'm getting notices that NordRace is an unknown creature.

 

Any ideas on how to get the humanoid races back into the listings for races?  I've tried a few things, no changes.

 

GuruSR.

Posted

sexlab does not use a race list for actortypenpc races, anything with that keyword is auto assumed to be human.

 

so something is seriously fucked with your game.

Posted (edited)
15 hours ago, MadMansGun said:

sexlab does not use a race list for actortypenpc races, anything with that keyword is auto assumed to be human.

 

so something is seriously fucked with your game.

 

Or the save, I only added 2 other mods that were LAL addons for that save.  I'll try another save and see, but I did add a lot of monster animations at one point, wonder if it broke the database, but I tried all the database stuff and it didn't seem to help.  The other thing was, the creatures (2 wolves) wound up doing a Wolf on Wolf first, (worked, alignment got messed due to the side of a hill) and the second one they did was... Missionary, so something isn't right from the looks of it.

 

Yes, the save looks like it has bad data from SL in it, no worries, it is a test save for testing the mod I'm working on, every other save, animations work fine.

 

GuruSR.

Edited by GuruSR

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