Bluegunk Posted May 14, 2025 Posted May 14, 2025 (edited) My intention is to use these FunnyBizness animations from the SE SLAL pack in an OAR project: FUNNYBIZ ANIMS.7zFUNNYBIZ ANIMS.7z But the game CTDs just before the animation plays. I obtained them from the SE pack, yet Cathedral Optimizer seems to have problems with them, and they crash the game over a memory leak on OAR DLL. Given Cathedral Optimizer has a problem with them, ff anyone can check these animations are OK for SE, I'd be grateful for an opinion. Thanks! Edited May 14, 2025 by Bluegunk
traison Posted May 14, 2025 Posted May 14, 2025 Cathedral Assets Optimizer 5.3.15, SSE profile: 2025-05-14 22:18:51 [INFO] Beginning... 2025-05-14 22:18:51 [WARN] Cannot convert .../Skyrim Special Edition/Cathedral Assets Optimizer/FUNNYBIZ ANIMS/VampFeedFA1_s1.hkx, it is probably already converted. ... 2025-05-14 22:18:52 [INFO] Process completed Your issue is somewhere else, or it is not identified by CAO. Maybe we can see the crash log? Memory leak sounds very unlikely in this case.
Bluegunk Posted May 15, 2025 Author Posted May 15, 2025 Hi, and thank you once again! Here's the Crash Log: crash-2025-05-14-16-18-06.log
traison Posted May 15, 2025 Posted May 15, 2025 I assume OpenAnimationReplacer.dll+0131E7F would be the one that switches the hkx files, so its quite curious that its still using Animations\DLC01\Paired_VampFeedFront.hkx. I wonder if that's how its supposed to look, or if that's indicative of an issue of some kind. How about a sanity test: Extract the vanilla Paired_VampireFeedFront.hkx file from the BSA archives. Rename it to something else. Use OAR to redirect VampireFeedStanding_Front to your renamed hkx file. What happens?
Bluegunk Posted May 15, 2025 Author Posted May 15, 2025 (edited) OK. I'm assuming you wish the OAR dll to play the vanilla animation but under a new name. I did that, and the vanilla animation played without a problem. But OAR mod doesn't show any animation playing, so I guess the game picked the BSA animation up? Since I'm using a non-paired animation when the game expects a paired one, this is probably part of the problem, however out of curiosity I tried an Anub animation and that caused no problems, despite it being a non-paired animation. The only downside is both Player and NPC play exactly the same animation...lol. I don't know if it's possible to tell OAR to leave the player out of the animation. I've now found a paired animation that works...! Edited May 15, 2025 by Bluegunk
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