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FNIS/SexLab Animation Count (List)


hexenhaus

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While sorting through my installed SLAL packs for creating a stable setup I found myself wondering on the amount of animations each pack brings to the table. So I started to have a look on the number of *.hkx files in my installed mods and made a list. I noticed that there are some animations missing (ZAZ, SL itself, other animation mods) and i expanded that list. I find it pretty usefull so I want to share it with the like-minded.

 

Be aware that the number given is not the total amount of animations in the mods zip file but the number of .hkx files AFTER installing the mod with MO, so they may slightly differ if a mod's installer gives the option to install specific sets of animations (like XPMSE) and it makes not much sense to mention multiple sets of the same (combat-)animation. In case of multiple versions of the same pack/mod, I will list the most recent one.

 

If you want to add/update some pack or mod, feel free to comment and I will add them to the list.

 

=====================

 

SLAL Pack HKX
Amputator Framework Beta v0.7 79
DeviousDevices-Integration v4.0 1051
Deviously Cursed Loot v6.3 12
FNIS Behavior V7_0 21
FNIS Sexy Move 7.1 36
Follow me for Sex 85
MiniNeeds 12
MoreNastyCritters9 0 fomod 698
SDPlus36a 152
Sexlab v1.62 1428
Sexy idle Animation 1.1 1
Shout_Like_a_Virgin_V6.5b 296
SL Defeat v5.3.5 39
SLAL 3jiou 07072017 227
SLAL Animations by Leito v1.6 1022
SLAL Anub Creature 11.2017 v2 528
SLAL Anub Human 11.2017 391
SLAL Billyy_Creature 3.0 1280
SLAL Billyy_Creature2 v1.3 727
SLAL Billyy_CreatureFurniture v2.1 215
SLAL Billyy_Human v1.0 115
SLAL Creature Animations by Sailing Rebel (SRB) v01.0 36
SLAL FB PACK by Shashankie v12 3610
SLAL K4 anims 1.5 194
SLAL KomAnim_1.6d_PubPack 120
SLAL MoreNastyCritters v11C2 816
SLAL NibblesAnims 4.71 669
SLAL Suke's SLAL Version 1.1 41
SOS - Schlongs of Skyrim - 3.00.004 23
XP32 Maximum Skeleton Extended 3.94 179
Zaz Animation Pack UNP V.8.0.[2017.11.19] 1138
ZazAnimationPackV7 663
ZazExtensionPack-v1-08-20170314 86
   
Total 15990

 

And sorted by no. of animations:

 

Spoiler
SLAL Pack HKX
SLAL FB PACK by Shashankie v12 3610
Sexlab v1.62 1428
SLAL Billyy_Creature 3.0 1280
Zaz Animation Pack UNP V.8.0.[2017.11.19] 1138
DeviousDevices-Integration v4.0 1051
SLAL Animations by Leito v1.6 1022
SLAL MoreNastyCritters v11F 816
SLAL Billyy_Creature2 v1.3 727
MoreNastyCritters9 0 fomod 698
SLAL NibblesAnims 4.71 669
ZazAnimationPackV7 663
SLAL Anub Creature 11.2017 v2 528
SLAL Anub Human 11.2017 391
Shout_Like_a_Virgin_V6.5b 296
SLAL 3jiou 07072017 227
SLAL Billyy_CreatureFurniture v2.1 215
SLAL K4 anims 1.5 194
XP32 Maximum Skeleton Extended 3.94 179
SDPlus36a 152
SLAL KomAnim_1.6d_PubPack 120
SLAL Billyy_Human v1.0 115
ZazExtensionPack-v1-08-20170314 86
Amputator Framework Beta v0.7 79
SLAL Suke's SLAL Version 1.1 41
SL Defeat v5.3.5 39
FNIS Sexy Move 7.1 36
SLAL Creature Animations by Sailing Rebel (SRB) v01.0 36
SOS - Schlongs of Skyrim - 3.00.004 23
FNIS Behavior V7_0 21
Deviously Cursed Loot v6.3 12
Sexy idle Animation 1.1 1

 

 

 

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Not sure how accurate counting hkx files are for the animation limit. Another thing I remember is that your animation count may go over the limit because FNIS counts certain animations towards a separate limit (which ones? Creatures? Gender specific animations?)

 

Registering FNIS 7.0XXL by itself gives you 0 registered animations while there are 18 hkx files that come with FNIS (16 behaviors and 1 in each characters/characters female folders.) Could be they're placeholder files for other animations to be packed into or not counted towards the limit.

FNIS Creature Pack 6.1 gives similar results - 0 counted, 1 behavior file.

 

FNIS Sexy Move 7.1 has 36 hkx (+1 behavior) files, running it in FNIS gives 18 alternate animations however a total of 21 will be counted (unsure where the extra 3 come from, FNIS itself maybe?)

FNIS Sexy Move 360 pack 7.1.2 has 144 hkx files and 162 alternate animations (FNIS again counts 3 more for a total of 165)

DDi 4.0 has 1049 + 3 behaviors (1051 as before), FNIS counts 1020 animations

SLAL Leito Animations 1.6 has 1015 hkx files (+7 behaviors), FNIS - 764 animations, 205 creature animations (80 hkx files are not registered as they seem to be for SexLab)

SLAL Nazonootoko has 349 hkx files (+3 behaviors), FNIS registers 291

SLAL Evacuation v2.4 by Forerunner414 20170305 has 259 hkx files (+5 behaviors), FNIS - 146 animations, 134 creature animations

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9 hours ago, hylysi said:

Not sure how accurate counting hkx files are for the animation limit. Another thing I remember is that your animation count may go over the limit because FNIS counts certain animations towards a separate limit (which ones? Creatures? Gender specific animations?)

 

Registering FNIS 7.0XXL by itself gives you 0 registered animations while there are 18 hkx files that come with FNIS (16 behaviors and 1 in each characters/characters female folders.) Could be they're placeholder files for other animations to be packed into or not counted towards the limit.

FNIS Creature Pack 6.1 gives similar results - 0 counted, 1 behavior file.

 

FNIS Sexy Move 7.1 has 36 hkx (+1 behavior) files, running it in FNIS gives 18 alternate animations however a total of 21 will be counted (unsure where the extra 3 come from, FNIS itself maybe?)

FNIS Sexy Move 360 pack 7.1.2 has 144 hkx files and 162 alternate animations (FNIS again counts 3 more for a total of 165)

DDi 4.0 has 1049 + 3 behaviors (1051 as before), FNIS counts 1020 animations

SLAL Leito Animations 1.6 has 1015 hkx files (+7 behaviors), FNIS - 764 animations, 205 creature animations (80 hkx files are not registered as they seem to be for SexLab)

SLAL Nazonootoko has 349 hkx files (+3 behaviors), FNIS registers 291

SLAL Evacuation v2.4 by Forerunner414 20170305 has 259 hkx files (+5 behaviors), FNIS - 146 animations, 134 creature animations

 

Don't count hkx files. The 10,000/20,000 limit is PURELY animation definitions. Neither behavior files, nor characters/characters female go into that number. But placeholders go.

 

Also NOT counted are creatures and alternate animations. All creatures get their own 10k/20k. Alternate animations are so simple to keep (almost no parameters) that they are collected in seperate lists which don't have limits. The limit for AA will come one day from the 128 array elements maximum in Papyrus. As a consequence, the number of AAset definitions in all animations must not exceed 128. PCEA2 default uses 30 sets, but that's the only big AA feeder right now. You can see that in the "Alternate Animation mods:" line in the generator list.

 

So, really, all that counts are the animation definitions in the FNIS_<mod>_List.txt files for all animation mods. NOT the corresponding hkx files. When mod creators use placeholders then it will count just like definitions where hkx files exist. 

 

Also for multi-animation definitions (e.g. furniture) EVERY single animation element of this will count as one animation. Including enty and exit, and even if these are used in more than one furniture animation.

 

Not the number of animation files is the problem for FNIS, but number and kind of parameters that can be defined for every animation file. Animaton objects, animation events, trigger, animation variable setting, motion data are only the most prominent. Most of the parameters can be defined in arbitrary number, and they are kept in a big variety of lists. So you can imagine that its not sufficient to increase THIS one number (10k/20k). And all of these lists have to be defined in sizes that hold even big numbers of those arbitrary parameters. That's why I'm so reluctant to EVER increase that 20,000 again.

 

 

EDIT: One suggestion. If you you want to determine the number of animations per mod, then look into the FNIS log (GenerateFNIS_LogFile.txt). Search for lines starting with "Number of animations for". That will show you the number of all animations a mod will add. Not exactly what you want. But from the number after "Total non-AA:" and the information from the previous "Number of animations for" line you can easily calculate the non-AA animations for the current mod. And this number is what counts for the 10k/20k.

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I am aware that it is not that simple as counting the HKX files, but I never claimed as much ?. For me it was just the quickest (but dirtiest) way to classify mods/packs roughly and it is at least an indication on how extensive a mod or a SLAL pack is. Nothing more. 

As a result I was able to get a mod setup under 10k animations and it feels much more responsive then my previous 13k setup. I have to mention that my game was pretty stable too, but not as responsive as it is now, while I run Slaverun, DCUR, MME, ... and a number of Gameplay and visual mods (167 ESPs after merging with WryeBash).

That was all I hoped for ?

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