Open HanJoJ opened 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.
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.
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).
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.
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. 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
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
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?) 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.
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.
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 Errorswhich 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
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