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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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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. |
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. |
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. |
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). |
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. |
Hi @Monitor221hz, thank you for the update. Output_2.3.6.zip |
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. |
Check v2.4.0-beta, the problem should be fixed if it's related to #331 |
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?) 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. 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. |
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. |
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)? |
Edit:
Callstack
Edit 2: Callstack
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) 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. Patch was generated into a new output folder with this setup: Skyrimse.202411111906-1.mp4 |
Another update @Monitor221hz : 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. UnderwaterCombat+Standalone.zip |
This issue is stale because it has been open for 30 days with no activity. It will be closed shortly unless activity resumes. |
Just going to comment to keep this issue open. 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). |
Hi @Monitor221hz , I saw that there were issues about the mod Immersive Equipping Animations before, however those were not related to crashs but animations not playing. 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. The output (including the mod): 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. |
Don't want to celebrate too early, but I think I found the issue myself. |
Check for 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
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:
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):
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
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