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Creatures getting stuck in ending animation after scene


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Posted

So I've ran into this problem that I just can't figure out. Basically, my animations are working fine, but some creatures (the only one's I've noticed were the spider and rabbit) get stuck in their last stage animations after the scene ends and they can't move. I've tried all my basic troubleshooting like tinkering with the MCM settings and re-running FNIS, but sadly none of that has worked. I've tried to Google-Fu my way through this problem but I could never find a solution to this problem, however I did hear this might be a bug with SexLab? I would find it annoying to have to target the affected creature and do 'disable' and 'enable' over and over again, so I'm looking for a better solution. 

 

If this is a bug, I would like to know if it may be fixable, maybe then I'll get motivated enough to dabble in modding. I just want my spiders to work man :frown:

 

Here's my load order, and will provide logs if needed:

# This file was automatically generated by Mod Organizer.
*Unofficial Skyrim Special Edition Patch.esp
*SexLab.esm
*SexLabAroused.esm
*CreatureFramework.esm
*Skyrim Project Optimization - Full Version.esm
*BBLuxurySuite.esm
*ApachiiHair.esm
*Schlongs of Skyrim - Core.esm
*SexLabRandomSex.esp
*MoreNastyCritters.esp
*SkyUI_SE.esp
*SLAnimLoader.esp
*FNIS.esp
*HornyCreatures.esp
*SLALAnimObjBillyy.esp
*SexLabMatchMaker.esp
*No NPC Greetings.esp
*sandboxcylinderheight.esp
*AmazingFollowerTweaks.esp
*Erectifier.esp
*Book of UUNP Iron And Steel.esp
*HentaiCreatures.esp
*Inigo.esp
*SpousesEnhancedSE.esp
*RosaFollower.esp
*BBLuxurySuiteENM.esp
*Schlongs of Skyrim - Light.esp
*XPMSSE.esp
*AnubAnimObj.esp
*ShowRaceMenuAlternative.esp
*KS Hairdo's.esp
*Improved Eyes Skyrim - Serana.esp
*Improved Eyes Skyrim - Vamp.esp
*Improved Eyes Skyrim.esp
*NibblesAnimObjects.esp
*MONSTERaider - Beast Followers.esp
*Schlongs of Skyrim.esp
*SOS - VectorPlexus Muscular Addon.esp
*Book of UUNP - Textures.esp
*Alternate Start - Live Another Life.esp
 

  • 4 months later...
Posted

Someone else having the same issue? Glad I'm not the only one dealing with this.

 

Unfortunately I don't have a solution for it myself, which is fairly annoying when taking part in one of the missions from the Animal Mansion mod and the spider getting stuck humping the air after the scene ends. Granted, spiders don't feature as frequently in those missions for me (which may be because I have a tendency to keep "rewinding" the questline progress so I can keep doing the orgy with the Companions), but it is still something that bugs me, no pun intended.

 

Maybe using the resetai command could fix it? I haven't tried that method yet, but it might be able to do something. 

Posted

Looks like I'm not the only one then, but I've noticed this bug has been around for a long time now. I've had to avoid spider content because of it (a shame!).

I'm more curious to know if this is a common bug or not. Hopefully someone brings up a fix, I haven't seen one for the years that this has existed.

  • 4 weeks later...
Posted

Well there's always estrus spiders since the mod author has added a way to reset spiders after a scene. Although... I'm not very interested in the whole preggy with buggies thing so it's very inconvenient that I would have to download that mod along with other requirements just for a simple reset. 

  • 3 years later...
Posted (edited)

You do know you're not suppose to summon the undead in public right? It makes the nords nervous...

 

Anyhow:

On 8/12/2022 at 6:54 PM, MadMansGun said:

update fnis to the newest/last version, and then delete all hkx files in "Data\meshes\actors\frostbitespider\behaviors".

then use generatefnisformodders.exe on all of the spider's "FNIS_slalpacknamehere_frostbitespider_List.txt" files

(Eg: Data\meshes\actors\frostbitespider\animations\Billyy_CreatureInsects\FNIS_Billyy_CreatureInsects_frostbitespider_List.txt)

 

after you do that run GenerateFNISforUsers.exe and re-register the animations in game.

 

Edit: As for the thread it came from:

Might want to check that out as well. I had to do some fiddly things with one of the SLAL packs I have.

Edited by traison
Posted (edited)

note about the rabbit: it may look like the same problem as the spider but it's not* , the older versions of sexlab lacked the needed reset command for the rabbit's race/behavior.

 

the rabbit has been fixed in the newer versions of sexlab (the SE/AE versions) and also in a few other mods that edit sexlab (eg: animation limit extending mods, sexlab v1.62 fixes, sexlab utility plus)

 

 

* they are sort of related but the cause is not the same, the spider's is caused by a highly contagious case sensitivity error in fnis that sends a invalid reset command, any spider behavior files made in the older versions of fnis will still have the error in it and will reintroduce the error into files generation in the newer fnis (and that's why you need to delete and remake all of there behavior files).

Edited by MadMansGun
Posted (edited)

i don't even know how to use fnis for modders lmao.

Oh nvm i thought i had to write all the files manually xD

Edited by Uxot
  • 2 months later...
Posted (edited)

Now spider are bugged again ..changed NOTHING (but this time the spider move over character and no animation is played from it..) tried to run FNIS for modders again but now it says ERROR file not found "file.txt"

But..its..right..there...wut..

Edited by Uxot
Posted
54 minutes ago, Uxot said:

Now spider are bugged again ..changed NOTHING (but this time the spider move over character and no animation is played from it..) tried to run FNIS for modders again but now it says ERROR file not found "file.txt"

But..its..right..there...wut..

your antivirus is blocking the program.

Posted (edited)

Windows Defender is blocking nothing, i can still open the files etc.

Well no idea why but its working today..just gonna try the delete behavior files trick..

Welp...still broken spiders :/ 

Edited by Uxot
Posted (edited)

I do see you have it working right now, but if it happens again...

 

FWIW, this can be caused at times by lagtime, so next time, you might try dodging into a player home or ruin or cave and staying there for a while (~10 minutes or so), to let the game "cool down". You can go farther with this, hide for ~ten minutes, create a save, clean the save, close and then reopen the game and use the cleaned save). 

 

Simply hiding out for a while indoors is a first try and often clears it up for me. I've found that it can affect a secondary participant OR the player, or in really bad cases, it can lag both. A prescient symptom that it's coming (for me), is that repositioning steps, or SL's response to a sequence change request, or other commands begin to delay for a perceptible amount of time.

 

good luck

Edited by anjenthedog
  • 3 years later...
Posted

I know this is an old topic, but i'm having this exact issue with Spiders and Falmer, when using Pandora and SexLab.

Anyone know a fix?

Posted

Falmer is likely a problem with Pandora, with every update they seem to fuck something else up.

dogs & rabbits being issues added by the last 2 updates.

 

for creature animations FNIS is still the best thing to use.

Posted (edited)
31 minutes ago, MadMansGun said:

Falmer is likely a problem with Pandora, with every update they seem to fuck something else up.

dogs & rabbits being issues added by the last 2 updates.

 

for creature animations FNIS is still the best thing to use.

 

Good point, but I have no notes for issues or fixes for 4.0.4 beta. If newer versions are broken again, this version is probably the last stable one. The Havok crash in Helgen might still be there though, not tested that one; easy to avoid if needed.

Edited by traison
Posted
16 hours ago, traison said:

 

Good point, but I have no notes for issues or fixes for 4.0.4 beta. If newer versions are broken again, this version is probably the last stable one. The Havok crash in Helgen might still be there though, not tested that one; easy to avoid if needed.


I'm using Pandora 4.0.4 from the Nexus page.

If i was to use Pandora and FNIS together, how would i go on about it?

Posted
51 minutes ago, Tearoth said:

If i was to use Pandora and FNIS together, how would i go on about it?

 

Just build with whichever tool you want to. In this case, build with FNIS and test again.

Posted
1 hour ago, traison said:

 

Just build with whichever tool you want to. In this case, build with FNIS and test again.


Well honestly, i'd rather stick with Pandora. Is there a way to do a similar fix for Pandora, as with FNIS?

Posted
10 minutes ago, Tearoth said:

Is there a way to do a similar fix for Pandora, as with FNIS?

 

Well if it's a bug in Pandora that I haven't discovered yet then fixing it starts here.

Posted

So just to clarify:

  1. Did you do the same fix as mentioned in my first post here, for your falmers and spiders? The Pandora bug report sort of suggests you didn't.
  2. Did you test with FNIS to make sure the problem goes away, or are you assuming it must be Pandora because MadMansGun said dogs and rabbits are broken too? Dogs btw were fixed in version 3.0.0; rabbits I don't know about.

I wouldn't claim it's a problem in Pandora before both of these are checked.

Posted (edited)
20 hours ago, traison said:

So just to clarify:

  1. Did you do the same fix as mentioned in my first post here, for your falmers and spiders? The Pandora bug report sort of suggests you didn't.
  2. Did you test with FNIS to make sure the problem goes away, or are you assuming it must be Pandora because MadMansGun said dogs and rabbits are broken too? Dogs btw were fixed in version 3.0.0; rabbits I don't know about.

I wouldn't claim it's a problem in Pandora before both of these are checked.


Using FNIS on its own made the Falmer work again. So i'm convinced it's a Pandora issue. I've never encountered this with Falmer before, when using FNIS.

I'd prefer a solution using only Pandora, leaving FNIS out of the picture.

Edited by Tearoth
  • 1 month later...

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