FenStaple Posted November 17, 2018 Posted November 17, 2018 5 hours ago, ercramer69 said: It sounds like you might have exceeded the 500 animations limit that sexlab comes standard with. If you did exceed the 500 limit there is this mod Sexlab More Animations 1.0.1 that increases the limit to 750 which I've had no problems using. This solved the problem, thanks! I was aware of FNIS's animation limit, but wasn't aware that sexlab had one, too.
MilkyTabboo Posted November 19, 2018 Posted November 19, 2018 On 6/30/2016 at 2:21 AM, Sailing Rebel said: Even in the exported KFs the scaling on the finger nodes is 1.0 across the board. According to the fix thread the issue is in the nif scripts introducing changes in the scaling and translation but I'm not seeing the expected errors in the KFs so I'm really not sure. Hey! I'm animating with blender as well but I wanna ask how'd you setup your armature that you don't get crushed fingers? I'm trying to setup a new rig now but I keep getting crushed fingers
Sailing Rebel Posted November 19, 2018 Author Posted November 19, 2018 1 hour ago, MilkyTabboo said: I'm animating with blender as well but I wanna ask how'd you setup your armature that you don't get crushed fingers? I'm trying to setup a new rig now but I keep getting crushed fingers I have to be honest, it's been so long since I went through setting up the human skeleton (pushing five years now) that I've forgotten all the things I had to do to get everything working. But there may be hope: this is the guide that I used to get through a lot of my initial problems. While that guide is specifically intended for animating with scaling nodes it has details on importing and setting up the skeleton including what needs to be done to the hands. Hopefully that will be of assistance.
MilkyTabboo Posted November 20, 2018 Posted November 20, 2018 14 hours ago, Sailing Rebel said: I have to be honest, it's been so long since I went through setting up the human skeleton (pushing five years now) that I've forgotten all the things I had to do to get everything working. But there may be hope: this is the guide that I used to get through a lot of my initial problems. While that guide is specifically intended for animating with scaling nodes it has details on importing and setting up the skeleton including what needs to be done to the hands. Hopefully that will be of assistance. Thanks for that link! What I did was just splice the hands from the fixed skeleton to my own skeleton and it worked well!
Highlife Posted January 1, 2019 Posted January 1, 2019 Just for your information in case you ever install this MOD and then want to delete it, the folder name "SLAL LE Creature Animations by Sailing Rebel (SRB) v02.0 " that Vortex puts the mod in exceeds the limits of Windows Explorer and cannot be deleted. Windows allows the creation of file names and folder names that can not be deleted or renamed via Windows Explorer. This includes names with invalid characters and names that are too long. Notice that Sailing Rebel's name for this mod also includes a space at the end of the filename to further confuse anyone who would try to delete the folder. The only way to delete it is with this command typed from a "cmd prompt": rd /s "\\?\D:\Vortex\Skyrim\SLAL LE Creature Animations by Sailing Rebel (SRB) v02.0 " - note the space after v02.0 as per the space in the folder name.
Sailing Rebel Posted January 1, 2019 Author Posted January 1, 2019 2 hours ago, Highlife said: Just for your information in case you ever install this MOD and then want to delete it, the folder name "SLAL LE Creature Animations by Sailing Rebel (SRB) v02.0 " that Vortex puts the mod in exceeds the limits of Windows Explorer and cannot be deleted. Windows allows the creation of file names and folder names that can not be deleted or renamed via Windows Explorer. This includes names with invalid characters and names that are too long. Notice that Sailing Rebel's name for this mod also includes a space at the end of the filename to further confuse anyone who would try to delete the folder. The only way to delete it is with this command typed from a "cmd prompt": rd /s "\\?\D:\Vortex\Skyrim\SLAL LE Creature Animations by Sailing Rebel (SRB) v02.0 " - note the space after v02.0 as per the space in the folder name. All this time and I never noticed the extra space in the filename... or I did notice and completely forgot. I'll be sure to fix that next time. The file path limit for Windows, AFAIK, is 255 characters all-inc. It sounds like your Vortex setup is placing the mod files somewhere with long parent folder names and the last 57-odd characters are pushing it over the limit. Just took a look at my MO2 installation with %appdata% storage and the same mod folder name + path is 114 characters total.
Highlife Posted January 2, 2019 Posted January 2, 2019 Well I can't say exactly why I had the problem but after deleting the directory with the name of this mod I was able to easily manually remove the parent Skyrim and Vortex directories that it was in. I had no problem removing your file, only the directory that it was in. I had totally removed Vortex and all the mods and started using MO2. This was the only problem I had after deleting every other mod from the D:\Vortx\Skyrim directory and I had to use the quoted command to remove this remaining one. I don't know, I suppose it could have been caused by Vortex because I never tried to remove it from the directory created by MO2 to see if I had the same problem. It was in this directory: D:\Vortex\Skyrim\SLAL LE Creature Animations by Sailing Rebel (SRB) v02.0 and when I tried to delete it I got this error, "Could not find this item. This is no longer located in D:\Vortex\Skyrim. Verify the item's location and try again." I could see the directory in Windows Explorer but was unable to delete the directory without using the quoted command. I tried these solutions first: https://helpdeskgeek.com/help-desk/fix-could-not-find-this-item-when-deleting-in-windows/ but found the quoted command to fix it here: https://social.technet.microsoft.com/forums/windowsserver/en-US/be3fe04d-e725-4199-828c-30eef70fcf95/unable-to-delete-folder-could-not-find-this-item Again, I don't know what caused it, all I know is that getting rid of the subdirectory was a challenge. I didn't mean to imply that you intentionally caused this. Sorry if it came across that way.
denten23 Posted January 23, 2019 Posted January 23, 2019 If anyone else gets the FNIS_SRBCreatures_Behavior.hkx' is missing error, just go into the data folder where FNIS says it is missing and look for the missing thing. For me FNIS_SRBCreatures_Behavior.hkx' was named "FNIS_SRBCreatures_Behavior" so i just needed to add the .hkx.
bladeofnyx Posted February 14, 2019 Posted February 14, 2019 On 6/29/2016 at 9:41 PM, nufndash said: I use NMM also and got the error, installing it manually fixed the Finis issue for me. The easiest fix I've found is just to rename the file to be shorter
soucravn Posted February 15, 2019 Posted February 15, 2019 So I got the animations running and everything is perfect, except the horses don't get erect, all other creatures don't have this issue, it's only horses anyone know what's up?
Sailing Rebel Posted February 18, 2019 Author Posted February 18, 2019 On 2/15/2019 at 11:24 PM, soucravn said: So I got the animations running and everything is perfect, except the horses don't get erect, all other creatures don't have this issue, it's only horses anyone know what's up? This is likely an issue with Creature Framework which handles the aroused model swaps. Try Creature Framework MCM -> General Settings and use Clear Creatures. If that doesn't work use the Re-Register Mods option in the same MCM tab. If there is still an issue check the Creature Framework support thread for other possible solutions.
MadMansGun Posted February 18, 2019 Posted February 18, 2019 On 2/15/2019 at 3:24 PM, soucravn said: So I got the animations running and everything is perfect, except the horses don't get erect, all other creatures don't have this issue, it's only horses anyone know what's up? Quote Creature Framework Troubleshooting: "Creature Framework API reference not found" error and/or the MCM for Creature Framework is missing: you need to install the .bsa file from Sexlab Aroused to fix this problem.http://www.loverslab.com/files/file/1421-sexlab-aroused-redux-10-august-2016/ Aroused mesh not getting applied during animations: go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute. note: if you have SexLab Aroused fully installed you may need to lower the "Arousal threshold" setting in the Creature Framework MCM. Creature Framework not registering mods or stuck in a registering loop: try reinstalling JContainers.https://www.nexusmods.com/skyrim/mods/49743/?
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