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Skyrim SE steam npcs cant move while being stuck in running/floating animation


Apathetic0

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I had a very long mod list and enb enabled when the bug happened i tried disabling everything and removing the enb

i tried to reinstall the game multiple times and even deleted the files 

tried restarting the pc and non of them worked they are still stuck pls help i couldn't find any solution that helped in the web

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try toggling TCL from console?

1. press the tilde key (~) to enter console mode

2. > TCL (then the enter key)

3. Press the tilde key again to return to game mode

(and if it doesn't work just issue the command again to reset to its previous state)

I've found in the past that while I'm operating with TCL in the OFF state (globally), ALL NPCs are also affected and can no longer move around and will walk or run in place.

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Yes that's correct... TCL >> Collison on/off.

hmmm... perplexing. I'd ask if you've run FNIS or whichever animation engine you use (FNIS, Nemesis, etc), but that issue (ie, failing to process the animations) would cause an obvious "t-posing", (splayed arms, no movement) so I'd presume that's handled.

 

 

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16 hours ago, anjenthedog said:

try toggling TCL from console?

1. press the tilde key (~) to enter console mode

2. > TCL (then the enter key)

3. Press the tilde key again to return to game mode

(and if it doesn't work just issue the command again to reset to its previous state)

I've found in the past that while I'm operating with TCL in the OFF state (globally), ALL NPCs are also affected and can no longer move around and will walk or run in place.

i was using FNIS and i already tried that i dont think it's a animation bug because npc's can play animations like running or attacking but cant move and i deleted FNIS after the bug happened

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27 minutes ago, Apathetic0 said:

i deleted FNIS after the bug happened

!!! You WHAT? !!! FNIS or another animation processor/engine is required for proper movement of humanoids and creatures.

FNIS for instance, processes humanoid and creatures separately, and the processing can be broken easily for one or the other or both by installing non skyrim-version qualified mods. (afaik the most often encountered issue that breaks FNIS for humanoids and/or creatures)

idk how nemesis or the other one works but I'd presume the same overall.

Unless you ARE using nemesis or some other mod for the purpose, I'd get FNIS back on, run it, and post the results to the thread inside a spoiler (the eyeball icon). Based on your symptoms, I suspect you have something in your mod list that you shouldn't have

 

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15 minutes ago, anjenthedog said:

!!! You WHAT? !!! FNIS or another animation processor/engine is required for proper movement of humanoids and creatures.

FNIS for instance, processes humanoid and creatures separately, and the processing can be broken easily for one or the other or both by installing non skyrim-version qualified mods. (afaik the most often encountered issue that breaks FNIS for humanoids and/or creatures)

idk how nemesis or the other one works but I'd presume the same overall.

Unless you ARE using nemesis or some other mod for the purpose, I'd get FNIS back on, run it, and post the results to the thread inside a spoiler (the eyeball icon). Based on your symptoms, I suspect you have something in your mod list that you shouldn't have

 

i didn't just deleted fnis i deleted every mod that i installed (around 180 mods) and bug happened while the fnis was enabled i dont think its about fnis

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Take a look at Animation Limit Crash Fix SSE ( https://www.nexusmods.com/skyrimspecialedition/mods/31146 ) and Actor Limit Fix ( https://www.nexusmods.com/skyrimspecialedition/mods/32349).  The second one, especially.  On that mod's description page, "Mover Limit (default: 256) Increase the number of actors that can move at any given time. If you hit the limit, you will encounter actors that float around. In the base game the limit is 128 actors."

I think that maybe Engine Fixes ( https://www.nexusmods.com/skyrimspecialedition/mods/17230 ) also has some effect on this possible bug, go look at that one, too.

 

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