Monitor221hz / Pandora-Behaviour-Engine-Plus

Patcher for behavior, character, and skeleton project files for Skyrim Special Edition.
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[Bug]: Reanimated actors use swimming state/idle with behaviours generated on v2.0.4 and higher #295

Open HanJoJ opened 2 months ago

HanJoJ commented 2 months ago

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

   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:

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 commented 2 months ago

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 commented 1 month ago

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 commented 1 month ago

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 commented 2 weeks ago

Test on v2.3.5-alpha please.

nb097 commented 1 week ago

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 commented 1 week ago

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 commented 1 week ago

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 commented 1 week ago

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 commented 1 week ago

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 commented 1 week ago

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

HanJoJ commented 1 week ago

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.