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Any way to jump start animations?


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Posted

A situation I've been running  into quite a bit lately:  my PC gets an NPC to agree to sex via an LL mod, LL Privacy kicks in and they find a nice, private location, they both strip -- and then things get stuck and both PC and NPC just stand there naked doing nothing while the sound effects come on as if the animation is progressing.  Is there any way, any hot key to try to prod the two into action?  A variant of this problem is that one NPC will go through the motions of the animation while the other just stands there.

Posted

Do the animations start at any point or the actors are stuck until the animation time ends? Does it happen with all animations or only a few?

 

That sounds a lot like broken behavior files. So if it happens consistently it could be that some animations are incompatible (ex. you're using the LE version of that slal pack). If it happens only for a few seconds and then the animation start as intended, that's "normal" remember there is a starting sequence and depending on location and other factors it may take a while for the animation to really start. You can discard broken behaviors by running FNIS and checking the log you get after it finishes, any warning or error line must be addressed.

Posted
4 hours ago, Just Don't said:

Do the animations start at any point or the actors are stuck until the animation time ends? Does it happen with all animations or only a few?

 

That sounds a lot like broken behavior files. So if it happens consistently it could be that some animations are incompatible (ex. you're using the LE version of that slal pack). If it happens only for a few seconds and then the animation start as intended, that's "normal" remember there is a starting sequence and depending on location and other factors it may take a while for the animation to really start. You can discard broken behaviors by running FNIS and checking the log you get after it finishes, any warning or error line must be addressed.

All the SLAL packs are definitely SE.  MO2 does tell me that a number of my LL mods -- all downloaded from SE pages -- have Form 43 plugins.  Most people at LL tells me that's okay and that I shouldn't have to convert with CK.  In my current Load Order, I do have a bunch of LL mods active.  Would they conflict with each other?  It doesn't happen every time an animation is generated, only some of the time.  I suppose I should start seeing if this happens more with particular LL mods and take note.

Posted
8 hours ago, rodrigo2 said:

MO2 does tell me that a number of my LL mods -- all downloaded from SE pages -- have Form 43 plugins.  Most people at LL tells me that's okay and that I shouldn't have to convert with CK.

form 43 refers to the esp/esm header, it has nothing to do with animations and yeah, it's safe to leave them like that.

8 hours ago, rodrigo2 said:

In my current Load Order, I do have a bunch of LL mods active.  Would they conflict with each other?  It doesn't happen every time an animation is generated, only some of the time.  I suppose I should start seeing if this happens more with particular LL mods and take note.

It shouldn't be because a particular mod or mod conflict, if we're talking about animations no matter how many or which mods you're using to start the animation, it should trigger the usual sexlab starting routine and play a valid animation. All you need to do is check the FNIS log to be sure you don't have incompatible animations (easier to spot if you enable the HKX compatibility check in FNIS before using it). When it happens open the console and check the animation name, perhaps your issue is with a particular animation pack or type of animations. With that info you can see what can be done (if it's only a few animations you can disable them, if it's all the animations from a pack you could remove that pack entirely, and so on).

Posted
3 hours ago, Just Don't said:

form 43 refers to the esp/esm header, it has nothing to do with animations and yeah, it's safe to leave them like that.

It shouldn't be because a particular mod or mod conflict, if we're talking about animations no matter how many or which mods you're using to start the animation, it should trigger the usual sexlab starting routine and play a valid animation. All you need to do is check the FNIS log to be sure you don't have incompatible animations (easier to spot if you enable the HKX compatibility check in FNIS before using it). When it happens open the console and check the animation name, perhaps your issue is with a particular animation pack or type of animations. With that info you can see what can be done (if it's only a few animations you can disable them, if it's all the animations from a pack you could remove that pack entirely, and so on).

I enabled HKX in FNIS and generated a new FNIS Output.  Then I went back to my last save.  I set up an encounter via Eager NPCs.  (Eager NPCs is a mod that frequently has this problem; Defeat OTOH generally doesn't.)   Same exact problem; I checked FNIS Output but saw no FNIS log.  Should I dump Eager NPCs?

 

Posted

You need to check the text you get in FNIS after using it, before closing the program.

 

Again, the mod you use to trigger an animation shouldn't matter here, but the animation in play.

Posted
3 hours ago, Just Don't said:

You need to check the text you get in FNIS after using it, before closing the program.

 

Again, the mod you use to trigger an animation shouldn't matter here, but the animation in play.

Attached is the contents of the temporary log generated by FNIS.  There were no warnings from FNIS and this list doesn't seem to show anything noteworthy at all.  (Is this the log you were thinking of?

 

I tried using eager NPCs to initiate an animation.  PC and NPC go to room for Privacy; then the NPC moves in accordance with the selected animation while my PC stands still and does nothing.  As if to highlight this as a problem of Eager NPCs, simultaneously in the next room of the Bannered Mare, Ysolda was banging Saadia in animation possibly triggered by SL Adventures.  That animation worked fine.

2020-12-20 15_34_38-Any way to jump start animations_ - Technical Support - Skyrim_ Special Edition .png

Posted
2 hours ago, rodrigo2 said:

Attached is the contents of the temporary log generated by FNIS.  There were no warnings from FNIS and this list doesn't seem to show anything noteworthy at all.  (Is this the log you were thinking of?

It's the text you get in the program window, after it finishes and before closing the program (although you can see a similar log in "tools\GenerateFNIS_for_Users\temporary_logs\GenerateFNIS_LogFile.txt"). It's way easier to check in the program itself, just read the text here

1738077554_7FNIS6fnislog.png.2f9ec218eb6521f263cb9d418ea5a584.png

 

I still doubt the issue is the mod used to trigger the animation, for what it's worth I've used SLEN in the past without issues, so I double doubt the problem is SLEN (given that you installed the SE version and it's a correct install). If you get to a point where you can identify if the animations not working are from a certain type or pack in particular, you may be able to pinpoint the problem (until then, verifying your FNIS log is an easier way to discard animation/behavior files incompatibilities).

Posted
1 hour ago, Just Don't said:

It's the text you get in the program window, after it finishes and before closing the program (although you can see a similar log in "tools\GenerateFNIS_for_Users\temporary_logs\GenerateFNIS_LogFile.txt"). It's way easier to check in the program itself, just read the text here

1738077554_7FNIS6fnislog.png.2f9ec218eb6521f263cb9d418ea5a584.png

 

I still doubt the issue is the mod used to trigger the animation, for what it's worth I've used SLEN in the past without issues, so I double doubt the problem is SLEN (given that you installed the SE version and it's a correct install). If you get to a point where you can identify if the animations not working are from a certain type or pack in particular, you may be able to pinpoint the problem (until then, verifying your FNIS log is an easier way to discard animation/behavior files incompatibilities).

My bad for misunderstanding.  Below is my FNIS readout.  No errors.  I do have over 6000 animations.  Does that cause issues?  I do look at it every time I run it.  In the past, it's been good about flagging accidental LE Slalpacks, missing requirements, and other errors.  Nothing obvious this time.

 

Hence, I've been wondering if there's been any conflict between SLEN and other LL mods?  Anything else I should look at?

2020-12-20 20_19_59-Skyrim Special Edition – Mod Organizer v2.3.2 (folgore62_).png

2020-12-20 20_23_11-Photos.png

Posted

That log seems fine, 6k anim is nothing crazy so this shouldn't be an issue.

 

Whenever you see an animation not playing as usual open the console and take note of the animation name. Check if these animations have something in common (animation type, tags or author/pack) to see if there is anything in common. If you think the issue is SLEN you can try in a new game without SLEN, or reinstalling SLEN and trying in a new game/your current save. I don't see any reason for SLEN being the problem, but perhaps a simple reinstall or testing things in a new game can help you discard culprits.

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