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Is having a few animation mods something that can cause many CTD's?


CxxProphet

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I've read up that if you have multiple animation mods you need to copy your main profile with your first FNIS patch mod, and in the copy of your profile you add a second FNIS patch mod and repeat this for however many animation mods you have to lessen CTD's.

 

I got abit confused on this and how this is supposed to help alleviate undo stress when the game loads and if so, how do I do this to make sure I don't screw something up.

 

I've been trying to streamline the animation mods I have but I guess I'm going to have do this method.

 

Currently I have these in this order:

 

Female Facial Animation

FNIS

New Animation for Running with Bow

Female running and walking animation

Momo Acrobatic Jump

Immersive Animations

Pretty Combat Animations

XP32 MSE

Simple Sit Idle Animation

Skyrim Hair Physics Project

 

I'm looking into streamlining these mods. I got rid of FNIS Sexy Move since Female running and walking animation had the same animations I used from Sexy Move ( I only ever used 1 particular animation set from Sexy move ). Also added in the optional female sprint from Female running and walking.

 

I use Immersive Animations since I like my weapons being sheathed from the back and I keep PCA because of the Greatsword stance and the Dual Wielding Sprint animation.

 

If possible, I'd like to know if it's possible to streamline those two mods from an animation set that provides both, I get confused in the XP32 MSE installation when it says "replaces X with X animation set", so I'm not sure if that means I can also get rid of PCA though I don't know if I'd lose the new Dual Wield sprint animation and Greatsword stances as I'm not sure if XP32 MSE has those or not.

 

For some reason the Spellsword and Dual Wield stances don't work for me. But for now, I'd just like to looking into getting these adjusted so that I don't get as many CTD's since I've read up that animation mods contribute to many CTD's.

Edited by CxxProphet
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I've read up that if you have multiple animation mods you need to copy your main profile with your first FNIS patch mod, and in the copy of your profile you add a second FNIS patch mod and repeat this for however many animation mods you have to lessen CTD's.

 

I got abit confused on this and how this is supposed to help alleviate undo stress when the game loads and if so, how do I do this to make sure I don't screw something up.

Can you link where you read this? I'm intensely curious because I've never copied my main profile to run FNIS dependent mods. Maybe I'm doing it wrong, but I load up my mods, launch the generate FNIS for users tool, tick off the patches I need and update FNIS behavior. I run the tool every time I add or remove a mod (though tbh I don't usually do an add or removal in the middle of a playthrough) and I don't have any issues with my animation mods.

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Fnis can be fun to play around with, I always found it more heavy and dependent on other similair mods that don't require Fnis Though.

For example lifelike idle animaton, a few walking animatons and dragon animation replacer.

 

I'm not sure about changing your main profile, never heard that one before.

 

However keep in mind that some animations use the same .hkx files if you use many Fnis mods. If you overwrite something double check in game if things still work.

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I've read up that if you have multiple animation mods you need to copy your main profile with your first FNIS patch mod, and in the copy of your profile you add a second FNIS patch mod and repeat this for however many animation mods you have to lessen CTD's.

 

I got abit confused on this and how this is supposed to help alleviate undo stress when the game loads and if so, how do I do this to make sure I don't screw something up.

Can you link where you read this? I'm intensely curious because I've never copied my main profile to run FNIS dependent mods. Maybe I'm doing it wrong, but I load up my mods, launch the generate FNIS for users tool, tick off the patches I need and update FNIS behavior. I run the tool every time I add or remove a mod (though tbh I don't usually do an add or removal in the middle of a playthrough) and I don't have any issues with my animation mods.

 

This is quoted from a STEP Staff member, but I got confused as to what he was talking about, been a couple weeks since I heard anything back from him after replying to this comment.

 

"Each MO profile must have it's own matching FNIS output mod for that specific set of animations.

e.g.

  1. MO profile called Tester1 must have a FNIS output (the files created by FNIS after running the tool) called something specific to that profile: FNIS-Output-Tester1
  2. MO profile called Tester2 has FNIS-Output-Tester2
  3. etc.

The output must match EXACTLY the set of animation used when FNIS was run last.

 

However there is an issue with some mods from LL that causes T-poses or incorrect animations when switching profiles because the animations used by FNIS are removed after the output is generated. Sorry but there is no current fix for this besides reinstalling each animation mod and FNIS upon switching profiles. It is due to the packaging of some of those mods.

 

The other issues you mention are to do with load order and I suggest you examine one of the guides here in STEP to see the correct placement."

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I've read up that if you have multiple animation mods you need to copy your main profile with your first FNIS patch mod, and in the copy of your profile you add a second FNIS patch mod and repeat this for however many animation mods you have to lessen CTD's.

 

I got abit confused on this and how this is supposed to help alleviate undo stress when the game loads and if so, how do I do this to make sure I don't screw something up.

Can you link where you read this? I'm intensely curious because I've never copied my main profile to run FNIS dependent mods. Maybe I'm doing it wrong, but I load up my mods, launch the generate FNIS for users tool, tick off the patches I need and update FNIS behavior. I run the tool every time I add or remove a mod (though tbh I don't usually do an add or removal in the middle of a playthrough) and I don't have any issues with my animation mods.

 

This is quoted from a STEP Staff member, but I got confused as to what he was talking about, been a couple weeks since I heard anything back from him after replying to this comment.

 

"Each MO profile must have it's own matching FNIS output mod for that specific set of animations.

e.g.

  1. MO profile called Tester1 must have a FNIS output (the files created by FNIS after running the tool) called something specific to that profile: FNIS-Output-Tester1
  2. MO profile called Tester2 has FNIS-Output-Tester2
  3. etc.

The output must match EXACTLY the set of animation used when FNIS was run last.

 

However there is an issue with some mods from LL that causes T-poses or incorrect animations when switching profiles because the animations used by FNIS are removed after the output is generated. Sorry but there is no current fix for this besides reinstalling each animation mod and FNIS upon switching profiles. It is due to the packaging of some of those mods.

 

The other issues you mention are to do with load order and I suggest you examine one of the guides here in STEP to see the correct placement."

 

I see. You don't actually need to copy a profile. I mean, unless you just want a different profile.

 

It sounds like swapping profiles with MO while using LL mods can cause animation issues. I don't use MO for Skyrim, nor do I use LL mods so I'm afraid I can't be much help there. I can only offer that keeping animations simple, not swapping them out mid-game, and making sure you run Generate FNIS for user will reduce any issues you may be having. I don't use a lot of animation mods, because they tend to argue. I have a couple, maybe three that I enjoy using. I don't have issues with performance, and no more CTD's than I have without the animations. And on that note - I would also offer that your CTD issues may not be animation related.

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I've read up that if you have multiple animation mods you need to copy your main profile with your first FNIS patch mod, and in the copy of your profile you add a second FNIS patch mod and repeat this for however many animation mods you have to lessen CTD's.

 

I got abit confused on this and how this is supposed to help alleviate undo stress when the game loads and if so, how do I do this to make sure I don't screw something up.

Can you link where you read this? I'm intensely curious because I've never copied my main profile to run FNIS dependent mods. Maybe I'm doing it wrong, but I load up my mods, launch the generate FNIS for users tool, tick off the patches I need and update FNIS behavior. I run the tool every time I add or remove a mod (though tbh I don't usually do an add or removal in the middle of a playthrough) and I don't have any issues with my animation mods.

 

This is quoted from a STEP Staff member, but I got confused as to what he was talking about, been a couple weeks since I heard anything back from him after replying to this comment.

 

"Each MO profile must have it's own matching FNIS output mod for that specific set of animations.

e.g.

  1. MO profile called Tester1 must have a FNIS output (the files created by FNIS after running the tool) called something specific to that profile: FNIS-Output-Tester1
  2. MO profile called Tester2 has FNIS-Output-Tester2
  3. etc.

The output must match EXACTLY the set of animation used when FNIS was run last.

 

However there is an issue with some mods from LL that causes T-poses or incorrect animations when switching profiles because the animations used by FNIS are removed after the output is generated. Sorry but there is no current fix for this besides reinstalling each animation mod and FNIS upon switching profiles. It is due to the packaging of some of those mods.

 

The other issues you mention are to do with load order and I suggest you examine one of the guides here in STEP to see the correct placement."

 

I see. You don't actually need to copy a profile. I mean, unless you just want a different profile.

 

It sounds like swapping profiles with MO while using LL mods can cause animation issues. I don't use MO for Skyrim, nor do I use LL mods so I'm afraid I can't be much help there. I can only offer that keeping animations simple, not swapping them out mid-game, and making sure you run Generate FNIS for user will reduce any issues you may be having. I don't use a lot of animation mods, because they tend to argue. I have a couple, maybe three that I enjoy using. I don't have issues with performance, and no more CTD's than I have without the animations. And on that note - I would also offer that your CTD issues may not be animation related.

 

 

Well the other issue I have is that I get alot of infinite loading screens, particulary when I'm trying to fast travel or when loading Whiterun. Whiterun is practically a guaranteed infinite loading screen and I think it's because I had installed both JK's Whiterun and Breezehome Extended during a game, but had removed them as they were causing alot of infinite loading screens when trying to load a game from breeze or Whiterun, so I removed both those mods.

 

At the moment though, I'm being plagued by infinite loading screens with the occasional CTD. But when I had read up on both STEP and Reddit, animations were the main cause of a CTD if you have a few of them. I've been thinking that most likely I'll need to create a new game and start fresh since I'm contempt with the mods I have though I still want one of those custom house mods. Still can't get the ini file for Memory Block Log to appear whenever i download it as seen in the tutorial video for it. So I can't tell if the infinite loading screens are coming from overloaded blocks though my Classified 980 should be absorbing it all.

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Removing mods mid playthrough is a landmine. It's absolutely sure to set you up for some sort of jack-up sooner or later. You can try opening your save using this. It says to make a backup of your save before using, and backups are never bad but I tend to agree with your assessment that a new game will probably benefit you. Anyway, that tool will let you see if you have orphaned scripts running from your removed mods, and will also let you clean them up which may (or may not) help your issues. Either way, it can't hurt at this point. If you swap out your mods mid-game, broken saves are just a painful part of modding Skyrim.

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Removing mods mid playthrough is a landmine. It's absolutely sure to set you up for some sort of jack-up sooner or later. You can try opening your save using this. It says to make a backup of your save before using, and backups are never bad but I tend to agree with your assessment that a new game will probably benefit you. Anyway, that tool will let you see if you have orphaned scripts running from your removed mods, and will also let you clean them up which may (or may not) help your issues. Either way, it can't hurt at this point. If you swap out your mods mid-game, broken saves are just a painful part of modding Skyrim.

I'll give it a go, I had also downloaded Safety Load and that seemingly fixed my infinite loading screen problem.

 

Past couple days when I had loaded a game, I was trying to fast travel to Solitude from Winterhold but I was always hit by an infinite loading screen, I couldn't fast travel anywhere else without getting hit by it, so I loaded a previous save in front of the gate to Whiterun, but it was the same thing.

 

Then through some digging I found a mod called Safety Load which is a bug fix that helps to mitigate and get rid of infinite loading screens. Now I'm having a smooth game again with the occasional CTD which I'm still figuring out what's causing it. But I think I'm going to have go back and just start a new game.

Edited by CxxProphet
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Wait.. You don't need safety load if you set up SKSE up correctly.

 

If you do get infinite loading screen without safety load, be sure to set SKSE up properly.

 

It really replaces saftey load and mske so you don't need those

Edited by laiilaiiheii
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