poblivion Posted May 16, 2018 Posted May 16, 2018 Hi, is there any way to break the limit of animations? Of course, I use the latest FNIS XXL but more than 12,000 animations can not be crossed, the game crashes. Did not anyone come up with how to raise this limit? Thanks
Blaze69 Posted May 16, 2018 Posted May 16, 2018 Not an expert on the topic, but with the animation limit I get the feeling it's simply an engine bug/limitation that would require some really extensive edits to the game code to be fixed (if it's even theoretically possible, that is). So there isn't much to do about it .
Andukar Posted May 16, 2018 Posted May 16, 2018 May be Special Edition can handle it, but i personally still not testing this. Vanilla Skyrim is x32, SE x64. SE engine can read and work with big amount of information without CTD.
V The Heretic Posted May 16, 2018 Posted May 16, 2018 FNIS 7_4_4 XXL does support 20,000 animations. While that being said, there is a clear warning that past 12,000 animations, you will experience slow loads and more frequent CTDs. It's because there are too many scripts running for the coding/engine to handle. I experience full CTD on save load after 14,000 animations while at 13,200 I was only experiencing CTDs here and there, [High script environments.] The only way would be to change the coding and/or upgrade the engine from what I know. However, if you run a 32 bit system, you are pretty much out of luck.
27X Posted May 16, 2018 Posted May 16, 2018 The limit is 20K, and the solution is stop using crappy animations.
poblivion Posted May 16, 2018 Author Posted May 16, 2018 57 minutes ago, 27X said: The limit is 20K, and the solution is stop using crappy animations. I can think of a few old animations that are part sexlab, but how to properly remove ???
27X Posted May 16, 2018 Posted May 16, 2018 Unregister them with SL or physically delete them from the script and behavior folders respectively.
RohZima Posted May 17, 2018 Posted May 17, 2018 12 hours ago, 27X said: Unregister them with SL or physically delete them from the script and behavior folders respectively. So the SL animation packs, such as say, the AP ones, are loaded through scripts? Do you need to edit the script that load them? I only can use and 15% of the Sexlab animations, but toggling them off and suppressing them as far as I know they are still loaded by the engine because FNIS still registers them? I want a SL with only minimum, or ideally, no animations loaded, so people can add the SLAL packs they want.
Uncle64 Posted May 17, 2018 Posted May 17, 2018 All AP animations is turned off by default in SL. There is also some other animations that comes whit SL that you should turn off, since there is as said before many way better then those that comes whit SL. And how many Foot job animations do you need? 2-3 or 20?
Reesewow Posted May 17, 2018 Posted May 17, 2018 3 hours ago, Uncle64 said: All AP animations is turned off by default in SL. There is also some other animations that comes whit SL that you should turn off, since there is as said before many way better then those that comes whit SL. And how many Foot job animations do you need? 2-3 or 20? The thing is "turned off in Sexlab" doesn't stop them from being registered by FNIS and contributing to animation-load CTDs. Turning them off in SL simply means that Sexlab won't call them, they are still registered in the actual game. To actually remove the animations completely would require deleting the files and editing the lists and Sexlab scripts I imagine. Similarly, if someone installs the entire Funnybiz catalog of SLAL packs, they will add a huge amount of animations to your game even if you only "register" a few of them in SLAL. This is fine for Sexlab itself, but if your game is close to crashing due to overload it is probably not a good idea.
MadMansGun Posted May 18, 2018 Posted May 18, 2018 On 5/16/2018 at 9:08 AM, Andukar said: May be Special Edition can handle it, but i personally still not testing this. Vanilla Skyrim is x32, SE x64. SE engine can read and work with big amount of information without CTD. On 5/16/2018 at 10:59 AM, VCFeticher said: FNIS 7_4_4 XXL does support 20,000 animations. While that being said, there is a clear warning that past 12,000 animations, you will experience slow loads and more frequent CTDs. It's because there are too many scripts running for the coding/engine to handle. I experience full CTD on save load after 14,000 animations while at 13,200 I was only experiencing CTDs here and there, [High script environments.] The only way would be to change the coding and/or upgrade the engine from what I know. However, if you run a 32 bit system, you are pretty much out of luck. from what others have said elsewhere x64/SSE will not make a difference, it still starts crapping out past 12000. just converting a game engine to run in 64bits wont fix bad coding, it's just giving it more ram to fuck up in.
Andukar Posted May 18, 2018 Posted May 18, 2018 5 hours ago, MadMansGun said: from what others have said elsewhere x64/SSE will not make a difference, it still starts crapping out past 12000. just converting a game engine to run in 64bits wont fix bad coding, it's just giving it more ram to fuck up in. ... and more than 264 available turned on mods.
V The Heretic Posted May 18, 2018 Posted May 18, 2018 8 hours ago, MadMansGun said: from what others have said elsewhere x64/SSE will not make a difference, it still starts crapping out past 12000. just converting a game engine to run in 64bits wont fix bad coding, it's just giving it more ram to fuck up in. Ah. See, I was thinking the 64 bit wouldn't make a difference either. Thanks for the info.
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