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FNIS and CTD


primem0ver

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Hi guys,

Whenver I didn't run FNIS in Oldrim, I would always get T poses but NEVER a CTD. I am wondering if this is not true with Skyrim SE. I got a crash and according to NetScriptFramework it has something to do with animations. (See spoiler below). Can not using FNIS cause this? I am troubleshooting mods before I start my first SSE playthrough and assuming SSE would be the same I didn't bother building animations sets with FNIS. Was going to do that once I had my final load order

 

 

Probable callstack
{
[0] 0x7FF711AAD780 (SkyrimSE.exe+A0D780) hkbClipGenerator::unk_A0D770+10
[1] 0x7FF711BA1E68 (SkyrimSE.exe+B01E68) hkbBehaviorGraph::unk_B01D70+F8
[2] 0x7FF7116C0DC8 (SkyrimSE.exe+620DC8) ActorValueOwner::GetActorValue_620D60+68
[3] 0x7FF711B8F8B6 (SkyrimSE.exe+AEF8B6) BShkbAnimationGraph::unk_AEF630+286
[4] 0x7FF7116BC5D8 (SkyrimSE.exe+61C5D8) BSTAnimationGraphDataChannel::PollChannelUpdateImpl_61C5B0+28
[5] 0x7FF711B8FE14 (SkyrimSE.exe+AEFE14) BShkbAnimationGraph::unk_AEFD90+84
[6] 0x7FF711B85A4E (SkyrimSE.exe+AE5A4E) unk_AE5A40+E
[7] 0x7FF711B8205A (SkyrimSE.exe+AE205A) BSAnimationGraphManager::unk_AE1F60+FA
[8] 0x7FF711CA72DF (SkyrimSE.exe+C072DF) MutexRW::EnterReadLock_C072D0+F
[9] 0x7FF71158D988 (SkyrimSE.exe+4ED988) unk_4ED8E0+A8
[10] 0x7FF711591198 (SkyrimSE.exe+4F1198) IAnimationGraphManagerHolder::unk_4F1140+58
[11] 0x7FF7116AF621 (SkyrimSE.exe+60F621) Actor::ModifyAnimationUpdateData_60F3A0+281
[12] 0x7FF71134416B (SkyrimSE.exe+2A416B) TESObjectREFR::unk_2A40D0+9B
[13] 0x7FF711781A09 (SkyrimSE.exe+6E1A09) RunOneActorAnimationUpdateJob_6E1990+79
[14] 0x7FF712382DEE (SkyrimSE.exe+12E2DEE) ListAccumulationJob_12E2DE0+E
[15] 0x7FF711CD4C48 (SkyrimSE.exe+C34C48) BSJobs::JobThread::Func1_C34930+318
[16] 0x7FF711CAD6BD (SkyrimSE.exe+C0D6BD) StartAddress_0_C0D680+3D
[17] 0x7FFF94957034 (KERNEL32.DLL+17034)
[18] 0x7FFF94B22651 (ntdll.dll+52651)
}

Registers
{
AX: 0x1CF8E381E40 (u64):[1990955900480]
BX: 0x1CFA100A000 (hkbClipGenerator*)
CX: 0x1CFA100A000 (hkbClipGenerator*)
DX: 0x1CFA13C5680 (hkaDefaultAnimationControl*)
SI: 0x1CFA24857D0 (void*)
DI: 0x3F0 (u16):[1008]
BP: 0x7 (u8):[7]
SP: 0x63AF9FF3B8 (void*)
IP: 0x7FF711AAD780 (SkyrimSE.exe+A0D780) (void*)
R8: 0x0 (NULL)
R9: 0x1CF84DD9F70 (hkbClipGenerator*)
R10: 0x1CFA10CD000 (hkbModifierList**)
R11: 0xFF (u8):[255]
R12: 0x0 (NULL)
R13: 0x63AF9FF688 (void*)
R14: 0x1CFA23A9680 (hkbBehaviorGraph*)
R15: 0x63AF9FF560 (ScrapHeap**)
Flags: 0x10202
XMM0: (double)5.26354424712089E-315 / (float)1
XMM1: (double)5.13756549153221E-315 / (float)0.1225222
XMM2: (double)5.13756549153221E-315 / (float)0.1225222
XMM3: (double)5.05908066865882E-315 / (float)0.033333
XMM4: (double)2.11785126744198E-314 / (float)-3.402823E+38
XMM5: (double)5.19999494967077E-315 / (float)0.366667
XMM6: (double)5.26354424712089E-315 / (float)1
XMM7: (double)0 / (float)0
XMM8: (double)5.22852115877001E-315 / (float)0.5774775
XMM9: (double)4.9770747090967E-315 / (float)0.00849998
XMM10: (double)1.06099789548264E-314 / (float)0
XMM11: (double)1.05685337195934E-314 / (float)3.402823E+38
XMM12: (double)2.11785126744198E-314 / (float)-3.402823E+38
XMM13: (double)5.26354424712089E-315 / (float)1
XMM14: (double)0 / (float)0
XMM15: (double)0 / (float)0
}

Stack
{
[sP+0] 0x7FF711BA1E68 (SkyrimSE.exe+B01E68) (void*)
[sP+8] 0x63AF9FF489 (void*)
[sP+10] 0x7FF7116C0DC8 (SkyrimSE.exe+620DC8) (void*)
[sP+18] 0x3D5B7601 (u32):[1029404161] (f32):[0.05357933]
[sP+20] 0x0 (NULL)
[sP+28] 0x0 (NULL)
[sP+30] 0x0 (NULL)
[sP+38] 0x0 (NULL)
[sP+40] 0x0 (NULL)
[sP+48] 0x0 (NULL)
[sP+50] 0x0 (NULL)
[sP+58] 0x0 (NULL)
[sP+60] 0x0 (NULL)
[sP+68] 0x0 (NULL)
[sP+70] 0x0 (NULL)
[sP+78] 0x0 (NULL)
[sP+80] 0x0 (NULL)
[sP+88] 0x3C89E611 (u32):[1015670289] (f32):[0.01683334]
[sP+90] 0x0 (NULL)
[sP+98] 0x3E800000 (u32):[1048576000] (f32):[0.25]
[sP+A0] 0x0 (NULL)
[sP+A8] 0x1 (u8):[1]
[sP+B0] 0x7FF711B8F8B6 (SkyrimSE.exe+AEF8B6) (void*)
[sP+B8] 0x1D364D76E80 (BShkbAnimationGraph*)
[sP+C0] 0x63AF9FF688 (void*)
[sP+C8] 0x0 (NULL)
[sP+D0] 0x0 (NULL)
[sP+D8] 0x1D38499CBB0 (BSTAnimationGraphDataChannel*)
[sP+E0] 0x7FF7116BC5D8 (SkyrimSE.exe+61C5D8) (void*)
[sP+E8] 0xFFFFFFFFFFFFFFFE (i64):[-2]
[sP+F0] 0x1D38499F8E0 (BSTAnimationGraphDataChannel*)
[sP+F8] 0x0 (NULL)
[sP+100] 0x1D3650B4E80 (BSAnimationGraphManager*)
[sP+108] 0x63AF9FF4E0 (void*)
[sP+110] 0x7FF711B8FE14 (SkyrimSE.exe+AEFE14) (char*) "H???"
[sP+118] 0x1CFA1C34400 (BShkbHkxDB::ProjectDBData*)
[sP+120] 0x7FF711B85A4E (SkyrimSE.exe+AE5A4E) (void*)
[sP+128] 0x633C89E611 (u64):[426217432593] (f32):[0.01683334]
[sP+130] 0x63AF9FF5B9 (void*)
[sP+138] 0x0 (NULL)
[sP+140] 0x0 (NULL)
[sP+148] 0x3C89E611 (u32):[1015670289] (f32):[0.01683334]
[sP+150] 0x0 (NULL)
[sP+158] 0x3C89E611 (u32):[1015670289] (f32):[0.01683334]
[sP+160] 0x0 (NULL)
[sP+168] 0x0 (NULL)
[sP+170] 0x1D3650B4F18 (char*) "?I"
[sP+178] 0x1D3650B4EC8 (BShkbAnimationGraph**)
[sP+180] 0x7FF711B8205A (SkyrimSE.exe+AE205A) (void*)
[sP+188] 0x1D3650B4E01 (void*)
[sP+190] 0x63AF9FF5B9 (void*)
[sP+198] 0x1D3650B4ED0 (void*)
[sP+1A0] 0x1D3650B4E80 (BSAnimationGraphManager*)
[sP+1A8] 0x1CFE53DA6F0 (ScrapHeap*)
...
}

,>,>,>

Edited by primem0ver
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First of all: Are you really on SE (1.5.97) or on AE (1.6.353)? Dotnet Script Framework doesn't work with AE. So, this might be a problem of your game version.

 

AFAIK, FNIS still works fine - although it doesn't get updated any more. I would strongly recommend running FNIS generator - even if you're still working on your load order.

FNIS only affects animations. It's not like a bashed patch, that should be rebuilt after every change in your load order.

 

So, download and install all the animations you want, then run FNIS once. That's it. As long as you don't change animations, you don't have to re-run FNIS. You see: Using FNIS the way it's meant to be is not that time consuming.

 

If FNIS really gives you trouble, you can also use Nemesis instead. It's still supported and up to date and does the same thing as FNIS.

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