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[Bug]: Reanimated actors use swimming state/idle with behaviours generated on v2.0.4 and higher #295

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HanJoJ opened this issue Aug 26, 2024 · 19 comments
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@HanJoJ
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HanJoJ commented Aug 26, 2024

Check for duplicate issues

  • I have verified that there are no duplicate issues.

Version

v1.6.3-alpha, v2.0.4-alpha, v2.1.5-alpha, v2.3.0-beta

Provide Instructions on Reproducing the Problem

This is kind of a weird case and might be caused by another mod in conjunction with Pandora (I'm not even sure if every of the .. you know which.. mods is even supported), however I found out, that this only happens with the versions later than v1.6.3-alpha. (Might not be true for every version, but was for any following version I tried)
With said version the reanimation works as intended, with the tested versions afterwards (2.0.4, 2.1.5 and 2.3.0) any reanimated Human will revive in a swimming (in air) state (including the swimming audio). Additionally OAR will replace this animation with an alternative swimming animation, just like the game is assuming the NPC is in the water.

The output (MO2 separate mod folder) was cleared after a new version of Pandora was installed and run.
Any animation mod directly aimed at the reanimation animation (e.g. Faster Reanimation) was temporarily disabled on the newer versions, without any change in the outcome. Using sae IdleForceDefaultState does fix this for a reanimated corpse temporarily. Any newly reanimated npc will start "swimming" again.
Additionally, the newly generated output was also tested on a new save without any change.

In the log for 2.1.5 there are various occurences of
WARN : FNIS Animlist > New Animation > From Line > FAILED > Line > Version V1.0 > File >
as well as some IndexOutOfRange Errors

   at Pandora.Patch.Patchers.Skyrim.FNIS.FNISAnimationFactory.CreateFromLine(String animRoot, String line, IFNISAnimation& animation) in D:\a\Pandora-Behaviour-Engine-Plus\Pandora-Behaviour-Engine-Plus\PandoraPlus\MVVM\Model\Patch\Patchers\Skyrim\FNIS\FNISAnimationFactory.cs:line 81
   at Pandora.Patch.Patchers.Skyrim.FNIS.FNISAnimationList.FromFile(FileInfo file) in D:\a\Pandora-Behaviour-Engine-Plus\Pandora-Behaviour-Engine-Plus\PandoraPlus\MVVM\Model\Patch\Patchers\Skyrim\FNIS\FNISAnimationList.cs:line 95
   at Pandora.Patch.Patchers.Skyrim.FNIS.FNISParser.ParseAnimlistFolder(DirectoryInfo folder, Project project, ProjectManager projectManager) in D:\a\Pandora-Behaviour-Engine-Plus\Pandora-Behaviour-Engine-Plus\PandoraPlus\MVVM\Model\Patch\Patchers\Skyrim\FNIS\FNISParser.cs:line 176

which are both not present in the logs of the older version. (Full logs attached in the output zip files for 1.6.3 and 2.1.5)

I'm not sure if they are still required, but XPMSE patches which were attached to earlier releases are still enabled:

  • Pandora.XPMSE.AIO.Universal.Patch.v1.0.0-alpha-dev
  • Pandora.XPMSE.Patch.v1.1.3.Universal

When I ran the generation with version 1.6.3 and copied over the files from 2.1.5 the issue did not appear. However I'd prefer to properly generate the actual output on the current version, especially since you stated on one of the releases that this should not be done to begin with.

The actual steps I did (before I tried to find the reason for the issue):

  1. Used v1.6.3 to generate files (with the 2 patches mentioned above) - Reanimating NPCs is working fine
  2. Installed v2.0.4, cleared the Pandora Output folder completely.
  3. Swapped the executable on MO2 to run the newer version and reenabled all the patches inside Pandora
  4. Regenerated the behaviours with the newer version (still using the 2 patches) - did not reanimate NPC for some time so didn't notice anything about it.
  5. Installed v.2.1.5, cleared the Pandora Output folder completely again
  6. Repeated step 3+4 with the new version
  7. Jumped ingame and reanimated a corpse -> swimming animation.
  8. Assumed OAR conditions to be the cause which turned out false
  9. Cleared the output and regenerated the behaviours with different verisons multiple times

Like I wrote in the beginning I'm not sure if this is an actual bug of Pandora , but if its not I was hoping that you have an idea what is causing this.

Thank you in advance.

Provide Relevant Files

Pandora Output 1.6.3.zip
Pandora Output 2.1.5.zip

Provide Visual Proof (optional)

No response

Contributing To Development

@HanJoJ HanJoJ added the bug Something isn't working label Aug 26, 2024
@HanJoJ
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HanJoJ commented Aug 28, 2024

Small addition:

I'm using Acheron and after I was downed and an event played out (dragon soul absorption) the PC was also using the swimming animation on land.
Unfortunately I don't know if this event is playing some kind of reanimation animation for the player too, as it sets a black screen before the "respawn". Before that the PC was using the default "downed" animation which was working fine.

@SeviiIsland
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I just wanna add that I also encountered this bug. But on top of the swimming idle there is also a random chance that the game just crashes for me, whenever an npc gets reanimated with a spell.

@nb097
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nb097 commented Oct 3, 2024

I was getting consistent CTDs any time a playable race NPC was reanimated on 2.3.0 and 2.1.5 (didn't try any further versions in the 2.x line). Rolling back to 1.6.3 resulted in the CTDs no longer happening.

@Monitor221hz
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Test on v2.3.5-alpha please.

@nb097
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nb097 commented Oct 24, 2024

Test on v2.3.5-alpha please.

Unfortunately still CTD-ing on reanimating a playable race (backed up and removed the meshes output from Pandora 1.6.3, regenerated with 2.3.5).

@Monitor221hz
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Unfortunately still CTD-ing on reanimating a playable race (backed up and removed the meshes output from Pandora 1.6.3, regenerated with 2.3.5).

This is a separate problem, you need to start your own thread and post the relevant files there or I cannot narrow down the problem easily.

@nb097
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nb097 commented Oct 24, 2024

This is a separate problem, you need to start your own thread and post the relevant files there or I cannot narrow down the problem easily.

Alright, will do. Thought they were related, hence posting here.

@HanJoJ
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HanJoJ commented Oct 24, 2024

Hi @Monitor221hz,

thank you for the update.
Unfortunately the issue still happens with version 2.3.6, see the attached video which was recorded after I regenerated the files with the new version.
Output was cleared before regenerating, however I'll try again to make sure.
One thing I did notice is that a reproducable crash (which I did not report yet) does not happen anymore. Before with behaviours generated with v 2.x.x+ equipping two spells and trying to jump would crash.

Output_2.3.6.zip
https://github.com/user-attachments/assets/4e9bba80-9de0-4946-bd6b-5e59df2f9a41

@HanJoJ
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HanJoJ commented Oct 24, 2024

Just wanted to confirm, that its still the same after clearing the old files before and regenerating it.

Additionally a video of the "whole process" though I'd assume it was already somewhat clear by the one before + the initial description.
https://github.com/user-attachments/assets/1b72be61-2175-41e3-a8a3-a3c34fe3cd44

@Monitor221hz
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Check v2.4.0-beta, the problem should be fixed if it's related to #331

@HanJoJ
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HanJoJ commented Oct 25, 2024

Hi @Monitor221hz,

unfortunately it seems like the cause is a different than the one in #331, as it still happens for me. Output folder was cleared before (I think you added a check for this anyway?)
Attached is the whole output folder as before. Somehow my video wasn't saved, if you want / need it I'll add it, but in essence it looks exactly the same as in the 2 videos above.

Output_2.4.0.zip

Additionally, with 2.4.0 the crash I mentioned above occured again, i attached the crashlog of it here, but if you want me to create an additional issue for it I'll gladly do so.

Crash_2024_10_25_22-11-5.txt

Also, just as a side-note, thank you for all your work on this, despite the issues I'm experiencing with some versions, I'd never go back to Nemesis X FNIS (which would be required for my setup..) because of how much nicer your tool feels.

@HanJoJ
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HanJoJ commented Nov 10, 2024

Just as some kind of update. After trying some more stuff (including swapping around Pandora/Nemesis patches) the animation keeps happening. Additionally I noticed enemies occasionally fleeing with a swimming animation after they got downed reached a very low HP state. Unfortunately it does not seem happen all the time and I did not find a consistent way to reproduce it.

Talking about consistent reproducing a problem, I'd also want to add that the crash mentioned above always happens as soon as I try to jump with raised hands while having equipped a spell in each hand. Testing the different setups did not seem to make a difference here either.

All of the last tests were done with 2.4.0-beta.

@Monitor221hz
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I will look more into this issue and try to reproduce this on my end. Does it persist on a bare bones setup (no behavior patches/FNIS mods except Pandora Base)?

@HanJoJ
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HanJoJ commented Nov 11, 2024

Edit:
Using those patches together caused a CTD that looks quite similar to the ones I were experiencing in my normal setup:

  • XPMSE Patch
  • Jump Behavior Overhaul
  • Jumping Attack
Callstack

Probable callstack
{
[0] 0x7FF62FC9984B (SkyrimSE.exe+A1984B) hkbStateMachine::unk_A19750+FB
[1] 0x7FF62FC99EFB (SkyrimSE.exe+A19EFB) hkbStateMachine::unk_A19AF0+40B
[2] 0x7FF62FC9BBE6 (SkyrimSE.exe+A1BBE6) unk_A1BAF0+F6
[3] 0x7FF62FC73DF9 (SkyrimSE.exe+9F3DF9) hkbBehaviorGraph::unk_9F3CD0+129
[4] 0x7FF62FC7038E (SkyrimSE.exe+9F038E) hkbBehaviorGraph::unk_9F0360+2E
[5] 0x7FF62FD6FFEB (SkyrimSE.exe+AEFFEB) BShkbAnimationGraph::unk_AEFEB0+13B
[6] 0x7FF62FD6250F (SkyrimSE.exe+AE250F) BSAnimationGraphManager::unk_AE24A0+6F
[7] 0x7FF62F771300 (SkyrimSE.exe+4F1300) IAnimationGraphManagerHolder::NotifyAnimationGraph_4F12C0+40
[8] 0x7FFDB30F618E (OpenAnimationReplacer.dll+13618E)
[9] 0x242B9C15780
[10] 0xA3201CF040
[11] 0x1
[12] 0x7FF6321B8000 (SkyrimSE.exe+2F38000)
[13] 0x1
[14] 0x7FF62F8BB13E (SkyrimSE.exe+63B13E) unk_63B0F0+4E
[15] 0x7FF62F8BAF80 (SkyrimSE.exe+63AF80) ActorMediator::unk_63AF10+70
[16] 0x7FF62F985776 (SkyrimSE.exe+705776) PlayerControls::unk_705530+246
[17] 0x7FF62F939095 (SkyrimSE.exe+6B9095) Actor::unk_6B8F20+175
[18] 0x7FF62F91F333 (SkyrimSE.exe+69F333) PlayerCharacter::Update_69E580+DB3
[19] 0x7FFDC4761C0A (CameraFollows.dll+21C0A)
}

Edit 2:
To be honest I'm confused as I was sure I tested this before, but without Jumping Attack enabled the CTD didn't happen anymore just now. Re-Enabled it, and had a CTD again.

Callstack

Probable callstack
{
[0] 0x7FF62FC9984B (SkyrimSE.exe+A1984B) hkbStateMachine::unk_A19750+FB
[1] 0x7FF62FC99EB2 (SkyrimSE.exe+A19EB2) hkbStateMachine::unk_A19AF0+3C2
[2] 0x7FF62FC9BBE6 (SkyrimSE.exe+A1BBE6) unk_A1BAF0+F6
[3] 0x7FF62FC73DF9 (SkyrimSE.exe+9F3DF9) hkbBehaviorGraph::unk_9F3CD0+129
[4] 0x7FF62FC7038E (SkyrimSE.exe+9F038E) hkbBehaviorGraph::unk_9F0360+2E
[5] 0x7FF62FD6FFEB (SkyrimSE.exe+AEFFEB) BShkbAnimationGraph::unk_AEFEB0+13B
[6] 0x7FF62FD6250F (SkyrimSE.exe+AE250F) BSAnimationGraphManager::unk_AE24A0+6F
[7] 0x7FF62F771300 (SkyrimSE.exe+4F1300) IAnimationGraphManagerHolder::NotifyAnimationGraph_4F12C0+40
[8] 0x7FFDB1EE618E (OpenAnimationReplacer.dll+13618E)
[9] 0x1BAAE303640
[10] 0x7FF62F280000 (SkyrimSE.exe+0)
[11] 0x95C77FF319
[12] 0x1BA95F0D0F8
}

After disabling it once more no CTD again, so I'm starting to feel certain that

Jump Attack is the cause of the CTD. That being said on one of the intermediate versions (2.3.6 I think) it didn't seem to cause a crash (same as 1.6.3).

Didn't find any lead on the reanimation animation though.


Hm, perhaps I missed some combinations? Neither of the issues I'm experiencing happened with a new profile where I disabled every Animation related mod I could find (some exceptions, like SexLab as its a requirement for alot of mods in my list and I wanted to keep it generally as close as possible to the real setup)
Either way, Jumping with Spells in both hands didn't induce a CTD as well as reanimating an actor did not casue the swimming animation.

Since I'm normally using two mods directly affecting jumping (Jump Behavior Overhaul & Jumping Attack) I might think that one of those or the comination of them could be the culprit for the CTD, though I was thinking that I disabled both of them during my tests before.
Either way, I'll do some more tests with only 1 patch being used each.

Patch was generated into a new output folder with this setup:
image

Skyrimse.202411111906-1.mp4

@HanJoJ
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HanJoJ commented Nov 12, 2024

Another update @Monitor221hz :
After some more extensive testing, I think I found the culprit for the swimming animation, and it makes actually somewhat sense. Not only that its related to swimming, I think I might've missed it in earlier tests because the mod was in a wrong category on my MO2 setup (category with disabled stuff I kept for other saves).

UnderwaterCombat

The mirror I originally used to download it was skyrim-guild.com and I'm not sure if the file is available elsewhere so I attached it here. If this should be removed just give me a heads-up, alternatively you can remove this comment too.
I'd just assume investigating whats going on is a lot easier with the mod in question being available.

UnderwaterCombat+Standalone.zip
(I doubt there will be issues but for information sake: Filetype was changed manually from .rar to .zip so I could attach it here)

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This issue is stale because it has been open for 30 days with no activity. It will be closed shortly unless activity resumes.

@github-actions github-actions bot added the stale This issue has been inactive for a while. label Dec 13, 2024
@HanJoJ
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HanJoJ commented Dec 22, 2024

Just going to comment to keep this issue open.
I actually swapped out both of the culprits for BFCO which includes both parts (though imo the implementation of a jump attack is worse than on the individual mod).

I still hope that you will find out whats going wrong with the patch generation when those 2 mods are involved, as this might also solve other issues / incompatibilities. (If this is at all something you can fix in Pandora).

@github-actions github-actions bot removed the stale This issue has been inactive for a while. label Dec 23, 2024
@HanJoJ
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HanJoJ commented Dec 26, 2024

Hi @Monitor221hz ,
I'm not sure if it makes sense to attach it here or if it wouldn't be better to create a new issue, but I came across another thing with Pandora generated files. If I should create a new issue I'll gladly do so.

I saw that there were issues about the mod Immersive Equipping Animations before, however those were not related to crashs but animations not playing.
In my previous savegame (and I don't think I updated the mod itself in between) this issue did not occur, so it might not be related to the output to begin with, but disabling the use of those animation in the mods MCM or disabling the whole mod before generating the behaviours prevents the crash from happening.

When using above mod and including it in the generation process, whenever the animations to (un-)equip boots (unequipboots.hkx, equipboots.hkx) are supposed to play for the player character the game will CTD instantly. I can see the boots disappearing, just before the animation is supposed to start to play.

Crashlogs are also showing quite a few references to animation related files and like I wrote above, not using the animation files (either way) prevents the crash from happening.
.NET Framework
CrashLoggerSSE

The output (including the mod):
Pandora Output.zip

Since it worked in the previous save while including it in the generation I'm not sure if its a general issue with Pandora, but maybe you can see whats causing this here.

Thank you in advance.

@HanJoJ
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HanJoJ commented Dec 27, 2024

Don't want to celebrate too early, but I think I found the issue myself.
When checking the engine log I got annoyed by the FAILED line logs about "Version XY" in multiple FNIS mods, so I commented them out one by one (Perhaps Pandora could ignore those lines / not log them as failed?). After I did this I recreated the output (to check the new engine.log) and noticed a SLAL mod still being enabled (which was not converted to SLSB for P+ yet) and that the Pandora Base patch was always loaded last.
I don't know which of those 2 things did solve it, but either moving Pandora Base to the top of the patch list or removing the SLAL mod before generation seems to have solved the crashing (for now).

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