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Giants aren't animated


LilJur

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Edit: Did some flying around. It's not only giants!
I found wolves and horses with the same issue.
Shortly after I found some elks that were animated but couldn't move (they'd just run on the spot). Same with mudcrabs and mammoths.
Basicly, everything non-human I encountered.

They were fine before my latest save. After saving, I installed about 30 new mods so I can narrow it down to those. Going to do some testing

So I just started a new game after some modding. And... My giants aren't animated.

They don't even float, as you hear with some people.
They just stand there like this, stuck in the ground, unable to move anywhere or anything. I can kill them, they make sound when I hit them but that's all.
http://i959.photobucket.com/albums/ae78/LilJur/ScreenShot3_zpsglxelftn.png

I haven't found any other mods that are frozen. But like I said, I just started a new game (level 2 curently).

Is it a mod that does this?
This is my loadorder.

 

 

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
Unofficial Skyrim Modders Patch.esp
hdtHighHeel.esm
ApachiiHair.esm
ApachiiHairFemales.esm
ApachiiHairMales.esm
SkyTEST-RealisticAnimals&Predators.esm
CompanionArissa.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
PotemaCrashFix.esp
Vivid Landscapes.esp
EnhancedLightsandFX.esp
ELFX - Exteriors.esp
SkySight-Simply-Bigger-Trees-Slower-Branches.esp
Vivid Weathers - Lanterns of Skyrim Preset.esp
mintylightningmod.esp
SkyUI.esp
FNIS.esp
RaceMenu.esp
RaceMenuPlugin.esp
dD - Realistic Ragdoll Force - Realistic.esp
XPMSE.esp
TrueEyes.esp
KS Hairdo's.esp
TrueBrows.esp
Brows.esp
Beards.esp
NB-Scars.esp
UltimateDragons.esp
Tiwa44_SpiceGear.esp
Skysan_Icicle.esp
DragonCarvedArmorSet.esp
FemaleMannequinsNord.esp
Bijin Wives.esp
NoWeaponDraw.esp
Minerva.esp
WetandCold.esp
Footprints.esp
zMirai_DB.esp
CollegeOfWinterholdImmersive.esp
immersive roads.esp
SkyRe_Main.esp
EnhancedWetnessandPuddles.esp
Prometheus_No_snow_Under_the_roof.esp
SkyRe_EnemyScaling.esp
grass & ground fixes.esp
ELFXEnhancer.esp
ElysiumEstate.esp
ElysiumEstate-HF.esp
Civil War Overhaul.esp
Cidhna Mine Expanded.esp
SkyRe_EncounterZones.esp
Vivid Weathers.esp
Vivid Weathers - Minty Lightning patch.esp
FNISspells.esp
Bijin Warmaidens.esp
Bijin NPCs.esp
WetandCold - Ashes.esp
BloodyFacials.esp
CL BladeofSacrifice.esp
CL Nettlebane.esp
Third Era - Dwemer.esp
Point The Way.esp
zMirai.esp
SMIM-Merged-All.esp
VariousGuardReplacer.esp
Immersive Patrols II.esp
SkyRe_EnemyAI.esp
Marriable Serana.esp
CWIELnFXPatch.esp
Tanya.esp
Kate.esp
Height Adjusted Races with True Giants - Smaller Giant Edition.esp
DeadlyMutilation.esp
Dallas Follower.esp
Chaconne.esp
Mystique.esp
Hermit.esp
Xevaria Follower.esp
Venice.esp
Lamae.esp
Sara.esp
Ambriel.esp
Guard Dialogue Overhaul.esp
Unique Uniques.esp
SPTDiverseGuardsSkyrim.esp
Path of Shadows.esp
Marriable Serana HF.esp
ScarletDawnArmor.esp
BetterQuestObjectives.esp
NonEssentialChildren.esp
BetterQuestObjectives-NECPatch.esp
BetterQuestObjectives-SkyRePatch.esp
Frost Giants in the Cold.esp
Giantess.esp
FemaleBriarHearts.esp
The Paarthurnax Dilemma.esp
Skyrim Flora Overhaul.esp
BlockSparkles.esp
My Home Is Your Home.esp
ErynielElfV2.esp
BetterQuestObjectives-PaarDilemmaPatch.esp
Dual Wield Parrying_SKSE.esp
ReProccer.esp
RealisticWaterTwo.esp
RealisticWaterTwo - Legendary.esp

Now before anyone asks; yes, I tried running it without the following mods:
- Frost Giants in the cold
- Giantess
- Height Adjusted Races with True Giants - Smaller Giant Edition
As they seem to be the most obvious mods that edit giants. But still the same
Edited by LilJur
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Do you have FNIS and did you generate the behavior files? Do you have XPMSE and realistic ragdolls and force(needed for XPMSE to work)?

You did read my whole post right?

Because all those mods are in my load order and I didn't have any issues until I installed new mods.

 

On an update; just disabled all mods that I installed after said save. Now even my humans won't move

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FNIS .esp needs to go near end of load order you ran the Generatefnisforusers and selected skeleton arm fix? Load order is pretty bad anyway.... When you installed XPMSE and realistic ragdolls and force you first installed realistic ragdolls and force then XPMSE; in XPMSE installer you selected the giants skeleton?

 

On an update; just disabled all mods that I installed after said save. Now even my humans won't move <--- this is normal if you remove FNIS

Edited by Project579
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FNIS .esp needs to go near end of load order you ran the Generatefnisforusers and selected skeleton arm fix? Load order is pretty bad anyway.... When you installed XPMSE and realistic ragdolls and force you first installed realistic ragdolls and force then XPMSE; in XPMSE installer you selected the giants skeleton?

 

On an update; just disabled all mods that I installed after said save. Now even my humans won't move <--- this is normal if you remove FNIS

I didn't remove FNIS, FNIS has been there from the beginning.

Order of install; First FNIS, than Ragdolls, than XPMSE.

I'm not sure about the giants skeleton.

My load order is done automaticly by the built in LOOT tool of MO.

I just updated FNIS behavoir and disabled the mods from after the save game. Humans are animated again but they have the same issue as the rest; they walk on the spot

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Alright, I fixed it it seems.
Bit of a weird solution...

After updating FNIS behavoir and loading all mods again, I loaded an earlier save.
Most things worked fine. But still, the ones that were stuck (wolves, horses, giants) were still the same.
And I found the most unusual fix.
I installed SexLab and updated the FNIS behavoir again. It added 18 creature animations it said. And guess what? It's working fine again.

But now I have a CTD every 10 minutes...

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This is (probably) caused by leftover animation files originally belonging to FNIS's Creature package (or an older version of it). NMM doesnt even give you a hint about that. FNIS neither gives you a hint about that. Consider switching to Mod Organiser....At least you would get an error message about that. Those leftover files need to be cleaned from the respective animation folders. Is the FNIS Creature package installed and activated at the moment? Which mods do you run that need it? Has the creature package ever been manually installed in the past?

 

Go to Data---Meshes---actors---giant and please post what the contents of that folder and all subfolders is.

Edited by metaforce
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@ Lilur you need to post the correct information when asking for help.

You install Fnis Creatures else you would NOT have this problem.

Since only FNIS Creature Package can Hack the Skyrim Gaint.hkx Animation Registery

You may have played with mods from other sites.

But if your not honest in the help forums, how can you expect the correct help?

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This is (probably) caused by leftover animation files originally belonging to FNIS's Creature package (or an older version of it). NMM doesnt even give you a hint about that. FNIS neither gives you a hint about that. Consider switching to Mod Organiser....At least you would get an error message about that. Those leftover files need to be cleaned from the respective animation folders. Is the FNIS Creature package installed and activated at the moment? Which mods do you run that need it? Has the creature package ever been manually installed in the past?

 

Go to Data---Meshes---actors---giant and please post what the contents of that folder and all subfolders is.

If you'd have read my previous replies, you'd have known that I use Mod Organiser and not NMM as I said my load order was created with the LOOT tool in MO.

Also, I have never installed a mod manually.

 

I have "Have MO manage archives" checked, so my Data folder in Skyrim itself is clean.

When I go to "Mod Organizer---mods---Fores New Idles in Skyrim - creatures---Meshes---actors---giant" I have a folder "behavoirs" and "characters"

Inside those folders there is only "giantbehavoir_TEMPLATE.txt" and "giantcharacter_default_TEMPLATE.txt".

They are exactly the same as in the archive I downloaded.

 

I don't know which mods I run that need it.

After a search on "giant" I had the following mods coming up that had a "meshes---actors---giants" path:

- Female Giant

- XP32 Maximum Skeleton Extended

- Realistic Ragdolls and Force

- SexLabFramework v162 (as I stated in my previous post, I installed this yesterday evening and it actually fixed everything)

 

@ Lilur you need to post the correct information when asking for help.

You install Fnis Creatures else you would NOT have this problem.

Since only FNIS Creature Package can Hack the Skyrim Gaint.hkx Animation Registery

You may have played with mods from other sites.

But if your not honest in the help forums, how can you expect the correct help?

I have FNIS creatures installed yes.

I download everything from the nexus.

Yesterday I downloaded SexLab framework from another site but as I said; it actually fixed the problem.

But I'm going to disable it and do what you said, hoping it will fix the problem

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