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SE Compatibility Tracking (Jul 30)


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Posted
35 minutes ago, JimKhan said:

Is the link for NCK30 animations the correct one? It leads to the Oldrim version.

It's in the list of files for download.

Posted
9 minutes ago, 4nk8r said:

It's in the list of files for download.

Yeah, you're right. I just checked and saw the SE file. My bad.

Posted

In no particular order,

 

- About the animation loading fix. I can't verify the factual background of that one pull request against Engine Fixes, but (a) it certainly sounds like a Bethesda-style mistake, and assuming the specific problem is indeed as described then (b) the fix for it is reasonable. Important note is that it only addresses one possible crash, so (as @fore said) it's not like you can magically load a ton of animations now.

 

- The one "omfg korean" DLL (which VirusTotal reports as clean) is not identical to the 1.0.0 SE DLL (SKSE 2.0.16) uploaded on the original Animation Loading Fix mod. That one does include source, though... Speaking of, according to the source the mod appears to fix the same problem as mentioned in the pull request, though it does so in a slightly different way, and it includes a spin lock which I can only assume is either copied from the EXE or was added for some specific reason.

 

- I don't know why the SL Tools port was removed, but another has surfaced.

Posted
Posted
16 hours ago, tasairis said:

 

- The one "omfg korean" DLL (which VirusTotal reports as clean) is not identical to the 1.0.0 SE DLL (SKSE 2.0.16) uploaded on the original Animation Loading Fix mod. That one does include source, though... Speaking of, according to the source the mod appears to fix the same problem as mentioned in the pull request, though it does so in a slightly different way, and it includes a spin lock which I can only assume is either copied from the EXE or was added for some specific reason.

I'd also like to report some more on this. If only to put an endcap on this, and put the subject to bed.

 

unknown.png.9c7d43deca5aa83407977324173ec414.png

 

I managed to get my LC up above max. (but you'll note...not anywhere NEAR 26,000 actual animations. I don't think there are that many anims available for SSE anyway) This particular run was pretty much all the extensive anim packs available on the main SSE conversion tracker (Anubs, Nibbles, Fbiz, Leito, etc... along with Devious Devices, SD+)... my load size for this run was:

 

image.png.c6f003a2938567197ce937b7b74b4b53.png

 

Now. Here's what I can tell you:

 

  • Putting aside the ridiculous claims about breaking the animation cap, this DLL does appear to keep things fairly stable with a higher than average (or recommended) animation load.
  • It appears to do the same with an obviously higher behavior generation.
  • I attempted this run without the DLL in place, and crashed almost immediately.
  • With this DLL in place, I noticed an increase in loading time on the first load of a save. After that, subsequent loads were quicker.

Now, on the flip side...or why the above will afford you diminishing returns:

  • While I was able to load more animations, and keep things stable...what you need to understand is, I had close to 1300 animations registered with Sexlab.
  • The cap for Sexlab is 750 human and 750 Creature animations. This is if you're using the modified ESM for Sexlab. If you have the default official version, the cap is lower.
  • After registering everything, DD, Zaz, etc...I was hitting the 720 to 730 range.
  • Increasing the cap for Sexlab past 750, while it can be done...is probably not advisable; @4nik8r did a quick peek, and while a simple script change is needed to increase the cap....you have to add corresponding slots to the quest entry table, and each of those has its own alias... which brings us to some sage like advice...
  • Just because you can do a thing, does not mean you should do a thing; and so we're left with:
  • It's not really advisable or feasible to add another say...250 rows to an esm that's already doing quite a bit.
  • So even if you managed to add even more animations, generate more behaviors and still remain stable while playing skyrim...it really wouldn't matter because Sexlab has an upper limit of 750 (with the modified ESM) and going past it is really not feasible or advised.

So, where does that leave us?

 

The DLL solves a problem for people who want to run as many animations as they can. But, as always when dealing with animations: what works for one person may not work for another. There are so many different factors to calculate here, and there's no definitive way to say X setup will work but Y will not. TL;DR: your mileage may vary.

 

There's no harm in trying it, of course. You may actually wind up with some magic in a bottle. I wouldn't expect any support for using this DLL, or tons of animations with it. Again: there's just way too many variables in play. If you have questions about this, feel free to ask....I'll answer if they contribute something, or if I haven't actually answered it yet. @fore or @4nik8r may also have a few words on the matter still too.

 

A big thanks to Fore for FNIS in the first place, and for doing all of the initial legwork and homework on this clown car of an animation system Bethesda saddled us all with. ;)

 

Posted

The Naked Dungeons SE port is broken. They one-click saved the ESP in CK and it broke the mod. (This was previously stated in the conversion thread as something NOT to do for this mod) 

Posted
On 10/27/2019 at 2:51 AM, asebw said:

Has anyone had any luck converting apropos2 yet?

ap2amw2tqopfd77zg.jpg

Posted

The animation limit is imposed by the game engine and nobody know why the game have it.

The limit exist only and exclusively in the character animations. The creature animation not have any limit. 

The only magical trick for remove the animation limit is discover WHY the creature animations not have limit.

 

Sexlab have a limit of 500 animation and we have a patch to up it to 750. But the game have more animations.

Sexlab manage only and exclusively the animations that has been registered inside SexLab, normally ussing SLAL(Sexlab Animation Loader) and any other animation is outside Sexlab. 

Each animation for walk, run, jump, atack, magic, kill move, ... are outside sexlab.

A lot of animation from DD and ZAZ are outside Sexlab.

 

Each type of animation put a diferent animation charge inside the behaviors file of the game.

Making diferent combinations whit diferent types we have a diferent limits.

 

Read a bit more if you want:

https://www.loverslab.com/topic/121811-animation-limit-cause-ctd-read-before-you-bother-author-of-animation-pack/?do=findComment&comment=2614789

 

On 10/29/2019 at 1:17 AM, WandererZero said:

I managed to get my LC up above max. (but you'll note...not anywhere NEAR 26,000 actual animations. I don't think there are that many anims available for SSE anyway) This particular run was pretty much all the extensive anim packs available on the main SSE conversion tracker (Anubs, Nibbles, Fbiz, Leito, etc... along with Devious Devices, SD+)... my load size for this run was:

Please, can you paste your complete FNIS log?

 

The only way that i know for up the LC over 26162 and get a CTD% over 100% while the game continue working is, as Fore say, use outdated or incorrect behavior files.

 

The computation of the LC and the CTD% is made ussing the data inside the Fnis files. When the behavior files has a bad internal structure that not match the information inside the Fnis files a warning is shown.

That can happend when the behaviors files has been created with an old version of FnisForModers, have animation not included inside the Fnis files, have missing animations included in the Fnis files but not included inside the behaviors... Resuming: outdated or incorrect behavior files.

In that situation FNIS show a Warning about the problem because the LC and the CTD% are bad computed.

 

Read a bit more if you want:

https://www.loverslab.com/topic/130478-errors-when-running-fnis-xxlsolved/?do=findComment&comment=2761574

 

Posted
On 10/26/2019 at 8:51 PM, asebw said:

Has anyone had any luck converting apropos2 yet?

There's an entry in the tracking OP that says it's working with conversion... Just needs script edits.

Posted
3 hours ago, GenioMaestro said:

The creature animation not have any limit.

well they might, we just have not found it yet.

we don't have 100000 animations for one creature race/type to test, the canines seem to have the most but that's only around 600 animations.

Posted
6 hours ago, GenioMaestro said:

Please, can you paste your complete FNIS log?

Sorry, I already reverted back to my original setup, and have removed DD and a whole bunch of other items. I ramped things up to simply do some testing...and at that, simply to see if things worked or didn't.

 

I could repeat the test if you want, but it would have to wait awhile I'm afraid. Real life stuff and all that has me a bit busier right now.

Posted
2 hours ago, MadMansGun said:

well they might, we just have not found it yet.

we don't have 100000 animations for one creature race/type to test, the canines seem to have the most but that's only around 600 animations.

 

Using exactly the same fill metod used in the beta testing I can add up to 26k animations for each creature race (Bear, cow, deer, dog, horse...) because @fore limit the maximun animations to 26162 in each race.

Of course, my game works whitout any problem.

 

Spoiler

Reading FNISBase V7.5 ...     ChAnims:0     CTD:0,0%     pOpt:0,0%
Reading FNISCreatureVersion V6.1 ...     ChAnims:0     CTD:0,0%     pOpt:0,0%

All Anim Lists scanned. Generating Behavior Files....
 0 GENDER modifications for Animations\male
 0 GENDER modifications for Animations\female

Create Creature Behaviors ...
Reading FILL-b-2k-h-00 V?.? ...
Reading FILL-b-2k-h-01 V?.? ...
Reading FILL-b-2k-h-02 V?.? ...
Reading FILL-b-2k-h-03 V?.? ...
Reading FILL-b-2k-h-04 V?.? ...
Reading FILL-b-2k-h-05 V?.? ...
Reading FILL-b-2k-h-06 V?.? ...
Reading FILL-b-2k-h-07 V?.? ...
Reading FILL-b-2k-h-08 V?.? ...
Reading FILL-b-2k-h-09 V?.? ...
Reading FILL-b-2k-h-10 V?.? ...
Reading FILL-b-2k-h-11 V?.? ...
Reading FILL-b-2k-h-12 V?.? ...

 0 animations for 2 mods successfully included (character).
ChAnims: 0  CTD:0,1%  pOpt:0,0%  max: 0  LC: 15 (max. 26162)

 52000 animations for 13 mods and 2 creatures successfully included..

 

I only add animations for two creatures in this test (26k bear + 26k dog = 52k) but i can get 100k very easy addiding animations for another two creatures.

Maybe this can confirm the game not have any know limit in the creature animations.

The creature animations not have any influence in the CTD caused by excesive animations.

Only the character animations have a know limit and can cause the CTD by excesive animations.

 

When we have the CTD by excesive animations we can disable Fnis Creature Pack, remove the creature animations, run Fnis again whitout creatures and the CTD by excesive animations persist because is caused, only and exclusively, by overload the animation system of the game in the character block.

Posted
12 hours ago, GenioMaestro said:

Maybe this can confirm the game not have any know limit in the creature animations.

I may be way wrong here, but last I knew animations are per skeleton. It's like you're saying that a gallon carton of milk can hold more than a gallon if you count multiple cartons.

Posted
4 hours ago, tasairis said:

I may be way wrong here, but last I knew animations are per skeleton. It's like you're saying that a gallon carton of milk can hold more than a gallon if you count multiple cartons.

You are correct, the game have separate animation files for each diferent base skeleton.

The internal skeleton used for animate the character is diferent in each race.

The giant skeleton is diferent to the horse skeleton and diferent to the dragon skeleton.

For that the game have all the animation data for each race in diferent folders.

Some creatures, like dog and wolves, share the skeleton and are included in the canine folder.

But normally, each race have their own skeleton and their animations are located in separate folders.

 

Theorically, that can mean that each race must be procesed in the same way and, theorically, we must have the same limitations in all the diferent races. Theorically, the limitations that we have in the caracter race, the race used for the human animations, must be present in each creature race.

But that is not true. We can read in the the last Fnis Documentation:

  • the 26162 animations CTD limit is solely for simple 3rd person character. Creatures definitely don't count. I had an installation starting without any problems with 26k character, and 28k twice for 2 creature races.
  •  
  • this limit isn't a Havok based one. Since creatures seem to have "no" limit, it appears to be caused by one of those Bethesda work-around measures in order to have better access to behavior data. Like in character\meshes\animation*datasinglefile.txt.

Everybody can be wrong and everybody can doubth of the words of another person but when we talk about animations i'm totally sure one of the persons that know very well what say is Fore.

 

 

But how we can verify it?

Make this type of test is much more easy with Vortex or NMM. If you have MO you can have some additional problems but if you know how manage MO i'm sure you can make it. In last, you always can put the files directly in the game folder.


In the last documentatin from Fnis we can read:

5. Possible optimizations, part 1: the "-md" parameter

"b" animations need 3 units instead of 1 (+200%), which reduces the number of animations from 26162 to 8720, if you had an installation with "b" animations only.

 

In others words, we can add up to 26162 animations of type b with parameter -md but we only can add 26162/3=8720 animations of type b without parameter -md in the character block.

 

I create a group of files for make test but the maximun posible animations in my test is not 8720 because my game made CTD by execesive animation with 8707 in the character block. The reduction is caused because each behavior file consume a small part of the available space for the animations.

 

I create a another group of files for make test with creatures, starting with bear and duplicating the files for canines, for look if we have the same limit in the creatures.

But i can add up to 26k animations of type b without parameter -md  in the creatures.

 

That only can mean the limitations imposed in the character are not applied in the creatures.

WHY? I not know. The generared behavior files have near the same size and the same content.

I presume the process used by FNIS for generate the behaviors is the same but only Fore can asure that.

My only explanation is that the process used by the game when read the character behaviors is diferent to the process used by the game when read the creature behaviors.

 

Testing Metodology:

Is recomended create a new empty profile for not mix the test animations with others animations from others mods.

Have in mind that my test files in character fill all the available space in the character block. If you have another animations, of course, you can get CTD by excesive animations whitout generate the behaviors for all my files.

In the same way, my creature files have 26k animations. If you have another mod whit animations in that race Fnis can say error 2020 excesive animations when try generate the behaviors.

The best environment for make test is an absolutelly empty profile whit only the base game, Fnis and the animation test.

You can have SKSE and ENB and any other tool but, as i know, seems that none of them can solve or cause the CTD by excesive animations.

 

Download my test files or create your own files.

AnimationTest.rar

Generate the behaviors files with FnisForModders, run FnisForUsers and start a NEW GAME.

If you have CTD by excesive animations the restrictions are applied.

If not... well... that only can mean the restrictions are NOT applied.

 

If you look my files you can see that all have exactly the same content.

The only diference is the folder and the name for have the necesary structure required for Fnis.

 

In the character folder i have a file called FNIS_FILL-b-2k-full-8707_List.txt and that file is the CTD generator.

If i NOT generate the behavior for that file the game works and i can start a NEW GAME.

If i generate the behavior for that file i get CTD by excesive animations when i try start a NEW GAME.

If when i have CTD by excesive animations i delete the behavior of the file FNIS_FILL-b-2k-full-8707_List the CTD disapear. 

If i generate it again the CTD by excesive animations shown.

Yes, one animation more or less is the diference to have or not have the CTD.

 

But that limit not exist in the creature files. You can see how my creatures files have exactly the same and the game not make CTD by excesive animations when we add 26k animations of type b without parameter -md  in bear or canines.

Seems that the limit exist only and exclusively in the character block and not affect the creatures.

 

 

Aditionally, all that must not be in this post. This forum is SSE conversion tracking and not have any relation to the animation limits. But as the conversation start here and i'm quoted here i think i must answer here for be a bit coherent with the conversation.

But we must create another topic i we want continue discusing the animation limits.

Posted
On 4/26/2018 at 3:34 PM, cheekygirl said:

this is nonsense lol. way too much work for nothing. why dont the authors just port the mods themselves? sse is so dead lol. just play oldrim tbh

Just keep playing 32bit because you're too lazy to open a plugin in CK and save it? Really?

SSE is far from dead. Most mods have been ported over already.

There's no point in playing Oldrim unless there's some mod you MUST have that won't port. 
I have 800+ mods in my SSE game and can't think of one mod I MUST have, that I don't already have a replacement for.

Posted
On 10/31/2019 at 5:39 PM, NerdsPlayhouse said:

Just keep playing 32bit because you're too lazy to open a plugin in CK and save it? Really?

SSE is far from dead. Most mods have been ported over already.

There's no point in playing Oldrim unless there's some mod you MUST have that won't port. 
I have 800+ mods in my SSE game and can't think of one mod I MUST have, that I don't already have a replacement for.

You replied to a comment made in April 2018.

Posted

Apparently DeepBlueFrog decided to move his SD+ SSE downloads from the main SD+ file and instead post them in a separate thread found here:

 

Apparently deemed it appropriate to give no indication of this until someone asked specifically in the original SD+ support thread, meaning that anyone linked to his mod through this page has been being linked to non-SE files for a while now, with no hope of finding the proper ones until you trawl the forum thread. Can you update the main page list to the new location?

 

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