Jump to content

What SL animations work for 1.6.1170


Recommended Posts

Posted (edited)

Didn't knew animation files needed to be recompiled for 1.6.1170 or else they'd crash your game.

 

Oh right, it doesn't. Animation files are either for the 32bits or 64bits engine (Skyrim from 2011 or the one re-released as Special Edition in 2016), if you get the wrong ones you should be able to see the warnings in FNIS/Nemesis/Pandora and remove the incompatible animations to get compatible ones. But failing to do so won't result in crashes, you'll have broken animations (known as T-posing) until you remove the incompatible mods and rerun your animation tool until there are no warnings for incompatible animation files, but that's it.

 

So, no need to worry about animations being converted to specific executable versions of your game (that has never been a thing) and the source of your crashes is in another castle.

 

If you want to diagnose a crash start by getting a proper crash logger and produce some crashes (go in game and do whatever you do to make the game crash). Then get the logs (location of log files is mentioned in the mod description). Then you can post it online so people who know a bit/lot more about mods can chime in and help you pinpoint the issue.

Edited by Just Don't
Posted
46 minutes ago, Just Don't said:

Didn't knew animation files needed to be recompiled for 1.6.1170 or else they'd crash your game.

 

Oh right, it doesn't. Animation files are either for the 32bits or 64bits engine (Skyrim from 2011 or the one re-released as Special Edition in 2016), if you get the wrong ones you should be able to see the warnings in FNIS/Nemesis/Pandora and remove the incompatible animations to get compatible ones. But failing to do so won't result in crashes, you'll have broken animations (known as T-posing) until you remove the incompatible mods and rerun your animation tool until there are no warnings for incompatible animation files, but that's it.

 

So, no need to worry about animations being converted to specific executable versions of your game (that has never been a thing) and the source of your crashes is in another castle.

 

If you want to diagnose a crash start by getting a proper crash logger and produce some crashes (go in game and do whatever you do to make the game crash). Then get the logs (location of log files is mentioned in the mod description). Then you can post it online so people who know a bit/lot more about mods can chime in and help you pinpoint the issue.

I already fixed the A/T-posing issue before coming here. The ctd was from something else I'm sure, the crash log is a problem so I'll asap.

Posted
1 hour ago, Just Don't said:

If you want to diagnose a crash start by getting a proper crash logger and produce some crashes (go in game and do whatever you do to make the game crash). Then get the logs (location of log files is mentioned in the mod description). Then you can post it online so people who know a bit/lot more about mods can chime in and help you pinpoint the issue.

Wait a minute this is the crash logger I've been using this whole time

Posted

Those 2 logs have different unhandled exceptions and stacks/registers. I don't know enough about that to infer the specific cause of the crash. But the exceptions and elements mentioned being different means there's likely more than one issue crashing your game. They both mention this LuxuryBeachVilla.esp, is that the location where you're when it crashes? Do you have more crashes outside of that location or without using said mod? The second log mentions 2 nif that could be problematic (Qyukii\Sketch\BeachBall01.nif and Effects\FXfireWithEmbers01_lite.nif).

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...