Fraying9981 Posted March 6 Posted March 6 Hi, How do you deactivate animations at scale with Sexlab P+? I've installed many packs with SLSB and it took me some time for it to be CTD-free, so I don't really want to go into the installer again. Instead, I'd like to take note of the animations I don't want and simply deactivate them. For example changing the config files, I suppose there must be a config file for it of some sort somewhere. There is the MCM ofc, but it's crazy impractical: start a scene -> MCM takes forever to load -> go to the right tab -> untick. Also I'm not certain this is persistent across saves. I would prefer not doing all this work for nothing. And let's not talk about the SLP+ UI please, I don't think there is even an option to deactivate the current animation. Thanks in advance!
traison Posted March 6 Posted March 6 1 hour ago, Fraying9981 said: ...MCM takes forever to load... You have more pressing problems than disabling unwanted animations. MCM runs on Papyrus. If MCM is slow, your Papyrus engine is also slow. What's your ops limit set to in Papyrus Tweaks?
Fraying9981 Posted March 6 Author Posted March 6 (edited) 5 minutes ago, traison said: You have more pressing problems than disabling unwanted animations. MCM runs on Papyrus. If MCM is slow, your Papyrus engine is also slow. thanks! not crazy slow but the MCM is horrible. switching pages etc. Sorry I know a lot of you guys are used to it but in 2026 with the newer UIs in particulary for SKSE mods, MCM by contrast feels very annoying to use. 5 minutes ago, traison said: What's your ops limit set to in Papyrus Tweaks? where do i find this? Edited March 6 by Fraying9981
Fraying9981 Posted March 6 Author Posted March 6 I was able to claude code a quick detection tool to find out why I still have some T-poses. Result is many animations are missing files across mods.. Surely there must be a way to take these ones out without using the MCM? Please let me know 🙏🏻 Spoiler ====================================================================== SLSB Animation Pack Statistics ====================================================================== Pack Total Found Missing % OK ---------------------------------------------------------------------- 3jiou 438 438 0 100.0% Ace_3P 109 0 109 0.0% * Ace_Grope 86 86 0 100.0% Leito 298 298 0 100.0% Leito_Aggr 145 145 0 100.0% Leito_Furn 185 185 0 100.0% Anubs_Human 1412 1097 315 77.7% * Anubs_Bigguy 120 94 26 78.3% * Anubs_Group 456 355 101 77.9% * Anubs_Invis 234 152 82 65.0% * Ayasato 90 90 0 100.0% Babo_Human 514 494 20 96.1% * Babo_Bigguy 108 68 40 63.0% * Babo_Zaz 10 10 0 100.0% Cobalt 153 153 0 100.0% DF_Spank 56 56 0 100.0% DogmaMods 607 607 0 100.0% FlufyFox_Futa 200 200 0 100.0% FlufyFox_H 390 390 0 100.0% FB_Beastly 90 90 0 100.0% FB_Bound 180 180 0 100.0% FB_Furn 334 334 0 100.0% FB_Group 471 471 0 100.0% FB_Lover 156 156 0 100.0% FB_Mast 23 23 0 100.0% FB_Rape 310 310 0 100.0% FB_Un 590 590 0 100.0% GS_SLAL 342 342 0 100.0% Milky 468 468 0 100.0% Toast 38 0 38 0.0% * Billyy_Human 1528 1528 0 100.0% Billyy_DD 591 591 0 100.0% Billyy_Furn 182 182 0 100.0% Billyy_FurnDD 80 80 0 100.0% Billyy_FurnInv 392 392 0 100.0% Billyy_Lesbian 342 0 342 0.0% * Billyy_Orgy 377 377 0 100.0% ZaZ 362 12 350 3.3% * Znaroks 61 61 0 100.0% ---------------------------------------------------------------------- TOTAL 12,528 11,105 1,423 88.6% ======================================================================
traison Posted March 6 Posted March 6 12 minutes ago, Fraying9981 said: I was able to claude code a quick detection tool to find out why I still have some T-poses. Result is many animations are missing files across mods. While I have no idea what SLSB is, you should be careful how much you trust AI. SLSB almost certainly has nothing to do with you T-posing. Whatever that tool showed you, is most likely completely bs. T-posing is caused by something going wrong when the behaviour files were made. This is FNIS/Nemesis/Pandora. 27 minutes ago, Fraying9981 said: ...where do i find this? PapyrusTweaks.ini Since you already have it installed, it means it's already 4 or 5x the vanilla value. While it certainly can be increased far beyond that, you should keep in mind that eventually it will eat into the genral performance of the game. Don't crease the ops budget to make room for badly made mods. Increase it only when things are already working fine, or when you know there's room to do so. Q: So how do you know if you have room to increase it? A: Increase it and test: If your FPS started to drop occasionally you probably didn't have room.
Fraying9981 Posted March 6 Author Posted March 6 (edited) 12 minutes ago, traison said: While I have no idea what SLSB is, you should be careful how much you trust AI. SLSB almost certainly has nothing to do with you T-posing. Whatever that tool showed you, is most likely completely bs. SLSB is the mod required by SLP+ to register animations the way SLAL did it. It has nothing to do with AI. the AI I run is simply to output a python program that compares the SLSB registry (which animations are registered in game) with my MO2 folders (because each animation pack has their folder that you download, right). it checks whether there is a hkx for each file that SLSB has registered (not AI). the result is I have a few packs missing animations. next step would be to output the exact animation name and deactivate it. preferably not through MCM... 12 minutes ago, traison said: Q: So how do you know if you have room to increase it? A: Increase it and test: If your FPS started to drop occasionally you probably didn't have room. thanks! super helpful. I will try to find it and increase it then. My game is running smoothly. My ini is here: which setting should i change? 🙏🏻 Spoiler [Fixes] ;Fixes ToggleScripts command not persisting when saving/stack dumping ;Scripts will now stay turned off when toggled off, and on when toggled on. bFixToggleScriptsCommand = true ;Fix unintentionally allocating script pages when getting largest available page, but out of memory. bFixScriptPageAllocation = true ;Fix crash when passing in NONE object to script function Actor.IsHostileToActor(). bFixIsHostileToActorCrash = true ;Fix scripts that don't load right away breaking completely if they reference an invalid object type (Ex: SuperSecretScript has a function that takes InvalidScript as a parameter). bFixDelayedScriptBreakage = true [VM Tweaks (Tweaks that directly alter the script engine)] ;Maximum papyrus operations per frame. Higher number means better script performance on average ;Has a very minor impact on framerate, and varies from script to script. (Default: 500, Vanilla value: 100). Recommended Range: 100-2000. Set to 0 to disable iMaxOpsPerFrame = 500 ;Modify how long Papyrus can be "overstressed" before dumping stacks, in milliseconds (Default value: 15000, Vanilla value: 5000). ;Set to 0 to disable the stack dump check, or -1 to disable this setting. ;See https://www.nexusmods.com/skyrimspecialedition/articles/4625 for information on what a stack dump is iStackDumpTimeoutMS = 15000 ;Enables loading of doc strings from scripts into the engine. Requires `bEnableDebugInformation` to be true in this INI bEnableDocStrings = true ;Enables Skyrim to load debug information of scripts. This completely overrides bLoadDebugInformation in Skyrim.ini and is provided here for easier configuration bEnableDebugInformation = true [Logging Tweaks (Tweaks that affect script logging)] ;Disables `File " % s " does not exist or is not currently loaded.` logs from being printed when calling Game.GetFormFromFile(). ;This only disables the logging of the error, the error itself will still occur bDisableGetFormFromFileErrorLogs = false ;Improves Base Type Mismatch error to show inheritance hierarchy of scripts; Also clarifies if the script was a genuine mismatch, or if the script doesn't exist bImproveBaseTypeMismatchLogs = true ;Improves several error logs relating to incompatible arguments to better clarify what is incompatible bImproveValidateArgsLogs = true ;Disable "Property %s on script %s attached to %s cannot be initialized because the script no longer contains that property" log messages. ;This only disables the logging of the warning, the warning itself will still occur bDisableNoPropertyOnScriptErrorLogs = false ;Disable "Cannot open store for class "%s", missing file?" errors being logged. ;This only disables the logging of the error, the error itself will still occur bDisableMissingScriptError = false ;Adds a summary of events when dumping stacks to log bSummarizeStackDumps = true [Experimental] ;(Formerly bRunScriptsOnMainThreadOnly) ;Speeds up native calls by desyncing them from framerate and instead syncing script calls to a spinlock, greatly improving script performance while still preventing concurrent execution of native calls bSpeedUpNativeCalls = false ;(Formerly sMainThreadClassesToExclude, requires bSpeedUpNativeCalls=true) ;List of script classes to exclude from being sped up by bSpeedUpNativeCalls. ;It is strongly recommended to leave at defaults unless you absolutely know what you're doing sScriptClassExclusions = UI, ConsoleUtil, PO3_SKSEFunctions, MfgConsole, MFGConsoleFunc, Input, Debug, Utility, PapyrusTweaks, Quest ;(Formerly sMainThreadMethodsToExclude, requires bSpeedUpNativeCalls=true) ;List of script method prefixes to exclude from being sped up (ex: "Equip" excludes "EquipItem" and "EquipItemByID", but does NOT exclude "UnequipItem". ;It is strongly recommended to leave at defaults unless you absolutely know what you're doing ;as a lot of modifying functions like `EquipItem` do not work properly if executed more than once in a single frame. ; Defaults exclude everything except for read-only functions (ex: GetFormFromFile, HasKeyword, IsLoaded, etc.) sScriptMethodPrefixesToExclude = Activate, Add, Advance, Allow, Attach, Apply, Block, Cast, Change, Clear, Close, Complete, Create, Damage, Delete, Disable, Disallow, Dismount, Dispel, DoCombatSpellApply, Draw, Drop, Enable, End, Equip, Evaluate, Fade, Fail, Fire, Force, GetAnimation, GetQuest, Hide, Hold, Ignore, Increment, Keep, Kill, Knock, Learn, Load, Lock, Mod, Move, Mute, Open, Place, Play, Pop, Precache, Process, Push, Queue, Quit, Regenerate, Register, Release, RemoteCast, Remove, Request, Reset, Restore, Resurrect, Revert, Save, Say, Send, Serve, Set, Shake, Sheath, Show, Start, Stop, Teach, TempClone, Tether, Toggle, Translate, Trap, Trigger, Try, Unequip, Unlock, UnMute, UnPause, Update, Unregister ;(VR-ONLY) Pauses all non-playroom scripts while in the VR playroom, so mod scripts only initialize once you actually enter a save/new game. ;This is only experimental as it intentionally alters script behavior bDisableScriptsInPlayroomVR = false ;Stops the game from resetting when loading a corrupted save ;This will NOT fix a broken save, just allows you to load the save no matter what information is lost. ONLY USE AS A LAST RESORT TO RECOVER A SAVE YOU HAVE BEEN WARNED!! bBypassCorruptSaveMessage = false ;Allows the Script Engine to use as much memory as needed, with no cap. This makes `iMaxAllocatedMemoryBytes` in Skyrim.ini useless/infinite ;Note: Skyrim already ignores memory limit when stressed, this setting just keeps it ignored. bIgnoreMemoryLimit = false Edited March 6 by Fraying9981
traison Posted March 6 Posted March 6 (edited) iMaxOpsPerFrame Start with 2,000. I have mine set to 10,000 but for no reason other than that I could. Q: If there's no point to run at 10,000 then... what's the point? A: Scripts run faster at 10,000 than they did at 2,000; 2,000 worked without issues. To put that another way, why do people jump out of perfectly working airplanes? Because parachuting is fun. Edited March 6 by traison 1
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