Hyperflareman Posted June 3 Posted June 3 1 hour ago, Hyperflareman said: Never mind. Older poses broke it. Fixed now lol Never mind again. I got it working but for some reason, animations just... dont work.
Schroedingercat Posted June 6 Posted June 6 (edited) Solution for people using Root Builder This is specifically a solution for people using Rootbuilder, which is fantastic, but sometimes requires experimentation when determining the proper file structure. This covers the behavior I saw from an improper install and what needs to be done for a proper install. I include my troubleshooting steps and process for solving them for other people to use so they can see how a wrong install looks and how to fix it. I am having a problem running Pandora with it not seeing mods. I am using Rootbuilder and my "game root" folder is set up as my data folder, with mods that need to be installed next to my executable in a mod structure Root. This is fine for every dll, for instance enb works well with this setup. Using Mod Organizer 2 on the most recent version of Skyrim AE. I am trying to get TKDodge RE to show up. Note that it works fine through Nemesis. I have Pandora set up to write to an output file, which I have activated. Execute Pandora through Mod Organizer 2 - check! Click Pandora, XPSE32 patches, click Launch - check! What happens: Output window says 0 animations found. What I expected to happen: I expected to see at least one animation for TK Dodge. Nothing writes to the activated mod file, but meshes and engine output write to Override as well as a text file containing the list of mods that are patched. It only contains XPMSE and Pandora base in the list. Things I have tried: Changing Pandora's location from a /root setup to a regular mod location setup. Changing the location Mod Organizer 2 runs the executable from to my game directory (Game Root/data) Having FNIS.esp checked and unchecked in the right panel Changing the configuration to patch for normal and for debug (debug produced nothing at all!) The overwrite folder creates a /root output with the default xpmse meshes. No dice! I have now solved my own problem! The file format for the rootbuilder mod for pandora must NOT be in a /Root setup. It should be in a regular mod setup (next to the meta.ini). The executable must be selected from that location. You do not need to establish the data file or anything else for it to work. Unfortunately, when I dodge, I just roll in place, so something else is going on, but that's a different problem. Now I have the proper output AND the files go into my output mod. Pandora Mod 1 : Precision - v.1.0.0 Pandora Mod 2 : Extra Drawing Animations - v.1.0.0 Pandora Mod 3 : True Directional Movement - Procedural Leaning - v.1.0.0 Pandora Mod 4 : True Directional Movement - Headtracking - v.1.0.0 Pandora Mod 5 : TK Dodge RE / Ultimate Combat - v.1.0.0 Pandora Mod 6 : XPMSE Patch For Pandora - v.1.0.0 Pandora Mod 7 : Pandora Base - v.1.0.0 5 animations added to defaultfemale. 5 animations added to defaultmale. 10 total animations added. Launch finished in 2.19 seconds Here is a picture of a typical mod setup for Rootbuilder. It looks like any other mod. Here is a picture of the executable setup for Mod Organizer 2: This is probably overly explicit and redundant, but I couldn't find it written down explicitly for Rootbuilder users anywhere, so here you go! Edited June 6 by Schroedingercat
perdinso5566 Posted June 10 Posted June 10 Hi can someone help me with what i m doing wrong? everything runs fine but once i entered the game i get A pose https://drive.google.com/drive/folders/11DLWIxhZlxNBw7K1nmu2zf7Zc4Q1tpVs?usp=drive_link drive folder with all the images i can think of that would help
MeeklyPip Posted June 12 Posted June 12 Hello, I recently downloaded this and have the same issue as the other user where nothing but Pandora and XPMSE patch show up, I have the Pandora output and everything set up yet it has nothing in it and no animations are being detected any help would be appreciated. I'm using MO2 btw.
NeaBessy Posted June 19 Posted June 19 On 4/16/2024 at 5:19 PM, Vredeman said: i'm getting "A" pose... i'm not sure why. Pandora has limit of animations? i currently loading 43000 animations, could be it? when trying with 33000 animations it worked... For those who have not found this solution yet..... The animation limit will be increased if you use this mod. I have almost 50 thousand animations working right now. There are two archives there. One is placed in the game folder, the second is installed via MO2 as a mod
Boomerange Posted June 30 Posted June 30 Hello, Is it normal that FNIS sexy move does not work? because all other animations are working properly
z929669 Posted July 1 Posted July 1 Tagged 'testing' for 2.3 I created a GitHub issue for my question about Pandora output. I have little faith that it will be addressed by the Pandora devs. It was addressed to my surprise, and the below warnings are proper and harmless. I'm essentially confused by the Pandora Engine.log warnings (errors, IMO). I suspect this is the cause of the difference illustrated further below. INFO : Skyrim Patcher 1.5.1-alpha WARN : Dispatcher > "Pandora Base" > dragonproject~dragonbehavior > Replace > Element > #0885/legs/Element0/maxAnkleHeightMS > FAILED WARN : Dispatcher > "Ice skating fixed for real" > defaultfemale~1hm_behavior > Replace > Element > #2521/event/Element0/id > FAILED WARN : Dispatcher > "Pandora Base" > dragonproject~dragonbehavior > Replace > Element > #0885/legs/Element0/hipIndex > FAILED WARN : Dispatcher > "Pandora Base" > dragonproject~dragonbehavior > Replace > Element > #0885/legs/Element0/kneeIndex > FAILED WARN : Dispatcher > "Pandora Base" > dragonproject~dragonbehavior > Replace > Element > #0885/legs/Element0/ankleIndex > FAILED WARN : Dispatcher > "Pandora Base" > dragonproject~dragonbehavior > Replace > Element > #0885/legs/Element0/isPlantedMS > FAILED INFO : Engine launched with configuration: Skyrim SE/AE INFO : Pandora Mod 1 : Ice skating fixed for real - v.1.0.0 INFO : Pandora Mod 2 : Pandora Base - v.1.0.0 INFO : Pandora Mod 3 : XPMSE Patch For Pandora - v.1.0.0 In comparison to Nemesis, Pandora generates fewer output files (animations): Nemesis (106 animations) Pandora (12 animations) I will say that I like that Pandora lists only the animation-related mods I have installed in addition to those shipping with Pandora. Nemesis provides a seemingly random and incomplete list of mods in addition to what I have installed. On the other hand, Nemesis provides more useful information and output in the GUI than Pandora. I'm leery on Pandora at this point, given the log warnings and relative lack of output. I have no idea if there's an issue or not, but I wanted to mention that I'm a 'no' for using Pandora at this point. The relative speed of Pandora is much better, but it's producing only a small fraction of the output generated by Nemesis. My guess is that if it ever goes into beta, I'll give it another look. It will also be more interesting to compare Pandora/Nemesis when we actually begin testing out custom animation mods for Step SkyrimSE 2.4-2.5. Pandora evidently seems to be working for other people using custom animation mods, but the Step guide only uses some vanilla replacers. And I don't like the 'warnings' in the Pandora Engine.log of reported failures of mods, including those presumably shipping with Pandora itself (or my lack of understanding of cause/resolution of said warnings). Nemesis has none of these issues/warnings/errors, and produces much more extensive output, so I'm inclined to continue using it.
Psymon Posted July 3 Posted July 3 Hi I just signed up today to post this question. I also opened an issue on github with this query: I recently got clued into using pandora instead of Nemesis. I removed Nemesis. Installed Pandora (as a mod according to it's instructions). I am using wrye bash, but I made sure all components are where they need to go. I'm not noob at installing, just installing for skyrim I'm not that familiar yet. I'm willing to deal with the consequences of having to manually manage whatever it does. I know how MO2 works, but I'm old hand at wrye bash having been a beta tester under wrye. I updated .NET as it requested. Windows 10 latest version if that matters. no updates pending for it or components. Trying to launch it and it shows as active in the task manager, but then closes right away - not more than a second or two does it stay open. No spash screen, no UI nothing. Trying to run as admin and it gives more notices and having to click through running it anyway, but same behavior it closes soon after starting? IDK why. There are no notices in defender that would then allow me to make an exception. I have looked but don't see that any kind of log is created, not sure where to find Pandora Output.zip - a system search found nothing. I am very very familiar with Oblivion modding, kinda noob with skyrim mod scene so forgive me if I don't know where to find engine.log .... IDK where that is at. Some help here? thanks in advance
z929669 Posted July 3 Posted July 3 3 hours ago, Psymon said: Hi I just signed up today to post this question. I also opened an issue on github with this query: I recently got clued into using pandora instead of Nemesis. I removed Nemesis. Installed Pandora (as a mod according to it's instructions). I am using wrye bash, but I made sure all components are where they need to go. I'm not noob at installing, just installing for skyrim I'm not that familiar yet. I'm willing to deal with the consequences of having to manually manage whatever it does. I know how MO2 works, but I'm old hand at wrye bash having been a beta tester under wrye. I updated .NET as it requested. Windows 10 latest version if that matters. no updates pending for it or components. Trying to launch it and it shows as active in the task manager, but then closes right away - not more than a second or two does it stay open. No spash screen, no UI nothing. Trying to run as admin and it gives more notices and having to click through running it anyway, but same behavior it closes soon after starting? IDK why. There are no notices in defender that would then allow me to make an exception. I have looked but don't see that any kind of log is created, not sure where to find Pandora Output.zip - a system search found nothing. I am very very familiar with Oblivion modding, kinda noob with skyrim mod scene so forgive me if I don't know where to find engine.log .... IDK where that is at. Some help here? thanks in advance "Pandora Output.zip" is just an archive of your Pandora Output mod (if you redirect output into a mod in MO. I assume with WB, the output is generated in the game directory, but I'm not sure where. Search for 'Engine.log'. That's where your output is going. I have no ideas about the app failing though. My output consisted of the following:
DoubleYou Posted July 4 Posted July 4 On 7/1/2024 at 12:48 AM, z929669 said: Tagged 'testing' for 2.3 I created a GitHub issue for my question about Pandora output. I have little faith that it will be addressed by the Pandora devs. It was addressed to my surprise, and the below warnings are proper and harmless. I'm essentially confused by the Pandora Engine.log warnings (errors, IMO). I suspect this is the cause of the difference illustrated further below. INFO : Skyrim Patcher 1.5.1-alpha WARN : Dispatcher > "Pandora Base" > dragonproject~dragonbehavior > Replace > Element > #0885/legs/Element0/maxAnkleHeightMS > FAILED WARN : Dispatcher > "Ice skating fixed for real" > defaultfemale~1hm_behavior > Replace > Element > #2521/event/Element0/id > FAILED WARN : Dispatcher > "Pandora Base" > dragonproject~dragonbehavior > Replace > Element > #0885/legs/Element0/hipIndex > FAILED WARN : Dispatcher > "Pandora Base" > dragonproject~dragonbehavior > Replace > Element > #0885/legs/Element0/kneeIndex > FAILED WARN : Dispatcher > "Pandora Base" > dragonproject~dragonbehavior > Replace > Element > #0885/legs/Element0/ankleIndex > FAILED WARN : Dispatcher > "Pandora Base" > dragonproject~dragonbehavior > Replace > Element > #0885/legs/Element0/isPlantedMS > FAILED INFO : Engine launched with configuration: Skyrim SE/AE INFO : Pandora Mod 1 : Ice skating fixed for real - v.1.0.0 INFO : Pandora Mod 2 : Pandora Base - v.1.0.0 INFO : Pandora Mod 3 : XPMSE Patch For Pandora - v.1.0.0 In comparison to Nemesis, Pandora generates fewer output files (animations): Nemesis (106 animations) Pandora (12 animations) I will say that I like that Pandora lists only the animation-related mods I have installed in addition to those shipping with Pandora. Nemesis provides a seemingly random and incomplete list of mods in addition to what I have installed. On the other hand, Nemesis provides more useful information and output in the GUI than Pandora. I'm leery on Pandora at this point, given the log warnings and relative lack of output. I have no idea if there's an issue or not, but I wanted to mention that I'm a 'no' for using Pandora at this point. The relative speed of Pandora is much better, but it's producing only a small fraction of the output generated by Nemesis. My guess is that if it ever goes into beta, I'll give it another look. It will also be more interesting to compare Pandora/Nemesis when we actually begin testing out custom animation mods for Step SkyrimSE 2.4-2.5. Pandora evidently seems to be working for other people using custom animation mods, but the Step guide only uses some vanilla replacers. And I don't like the 'warnings' in the Pandora Engine.log of reported failures of mods, including those presumably shipping with Pandora itself (or my lack of understanding of cause/resolution of said warnings). Nemesis has none of these issues/warnings/errors, and produces much more extensive output, so I'm inclined to continue using it. According to the response on the Github issue, nothing is wrong here.
z929669 Posted July 4 Posted July 4 36 minutes ago, DoubleYou said: According to the response on the Github issue, nothing is wrong here. I edited my post likewise. See edit comment. Nevertheless, there's still quite a discrepancy between the Nemesis and Pandora output of animation files with no LO difference (106 vs 12, respectively). This was not addressed by the developer.
DoubleYou Posted July 4 Posted July 4 1 minute ago, z929669 said: I edited my post likewise. See edit comment. Nevertheless, there's still quite a discrepancy between the Nemesis and Pandora output of animation files with no LO difference (106 vs 12, respectively). This was not addressed by the developer. My interpretation was that it is the dirty edits from Ice Skating that Pandora successfully ignored vs Nemesis using.
z929669 Posted July 4 Posted July 4 1 minute ago, DoubleYou said: My interpretation was that it is the dirty edits from Ice Skating that Pandora successfully ignored vs Nemesis using. I interpreted that comment to be addressing only the one warning line line in the Engine.log. If your interpretation is also true, then that would explain the files diff. I honestly don't know though. Regardless, I think this mod needs to be in beta before we seriously consider it again... and we'd need to be running actual custom animations to test.
DoubleYou Posted July 4 Posted July 4 22 minutes ago, z929669 said: I interpreted that comment to be addressing only the one warning line line in the Engine.log. If your interpretation is also true, then that would explain the files diff. I honestly don't know though. Regardless, I think this mod needs to be in beta before we seriously consider it again... and we'd need to be running actual custom animations to test. That's fine. I honestly know very little about animation files so I don't know how to judge. We don't really use enough animation mods to know much about them.
Psymon Posted July 4 Posted July 4 4 hours ago, z929669 said: "Pandora Output.zip" is just an archive of your Pandora Output mod (if you redirect output into a mod in MO. I assume with WB, the output is generated in the game directory, but I'm not sure where. Search for 'Engine.log'. That's where your output is going. I have no ideas about the app failing though. My output consisted of the following: Well then it is not working at all. There is no engine.log to provide. I've searched. It is not launching at all. It opens for like 1 second (as I see in task manager), then immediately closes ... or crashes. I can't tell. I have looked and system searched in the data folder, and root folder .. no logs not output, no UI, no nothing. To emphasize again ... I have installed the required prerequisites and there is no windows defender giving notices (and normally for blocked programs it does). Tried running as admin and nothing - I cannot get the program to run.
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