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Request Tutorial: FNIS Limits - how to remove anims from SLAL packs yourself


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Posted

Hey perverts

 

I was hoping somebody could help me (and maybe others) with an idiot's guide to chopping apart individual SLAL packs.   You see, the ZAZ 8 is out and so is new DD and now I have too many anims.  I gotta fire the losers but I don't know where they are, only which mod they are in.

 

Information on how to find an animation you don't like and remove it from the archive, so that you can fit more of your own favorite kink anims in, that would be VERY helpful to some of us who can install and set up anims but don't know much about packs and the filestructure of an individual anim.  I don't need to erase all data for the loser anims, as long as FNIS and SLAL can't see it any longer (like idk just removing the loser's references from whatever file points FNIS and SLAL at the actual animations..just that would be ok, its not like the anims take much space and need to be delete)

 

If you do this for us or can direct me to a tutorial on this particular topic (I have looked, but I am also very stupid and may have missed some obvious post), I have for you a great reward-  I will say thank you.  You can't beat that offer.

 

I will await help patiently now.

Posted
1 hour ago, MadMansGun said:

at the bare minimum you need to edit the SLAL Packs json file "Data\SLAnims\json" , you can open them with notepad.

 

you may need this:

https://jsonchecker.com/

Hey this is a good start thank you.

 

Assuming I can go and harvest enough brain power to make this work for myself, do you think there is any need of passing my tiny knowledge on in a tutorial form?  For science.

 

Edit:

 

So I have started this process and I was hoping for some clarification about what would be ok to chop out of this following string (I do not code..yet..)  This is an inelegant copy/paste but I think what I need help with is entirely contained in it:

 

{
  "animations": [
    {
      "actors": [
        {
          "add_cum": 1,
          "stages": [
            {
              "id": "FB_BoundAnkleDoggy_A1_S1"
            },
            {
              "id": "FB_BoundAnkleDoggy_A1_S2"
            },
            {
              "id": "FB_BoundAnkleDoggy_A1_S3"
            },
            {
              "id": "FB_BoundAnkleDoggy_A1_S4"
            },
            {
              "id": "FB_BoundAnkleDoggy_A1_S5"
            }
          ],
          "type": "Female"
        },
        {
          "stages": [
            {
              "id": "FB_BoundAnkleDoggy_A2_S1",
              "strap_on": true
            },
            {
              "id": "FB_BoundAnkleDoggy_A2_S2",
              "strap_on": true
            },
            {
              "id": "FB_BoundAnkleDoggy_A2_S3",
              "strap_on": true
            },
            {
              "id": "FB_BoundAnkleDoggy_A2_S4",
              "strap_on": true
            },
            {
              "id": "FB_BoundAnkleDoggy_A2_S5",
              "strap_on": true
            }
          ],
          "type": "Male"
        }
      ],
      "id": "FB_BoundAnkleDoggy",
      "name": "FunnyBizness Bound Ankle Doggy",
      "sound": "Squishing",
      "tags": "FunnyBizness,Sex,Dirty,Forced,Rape,Vaginal,Aggressive,Doggy,MF,Bound,FBBound"
    },
    {
      "actors": [
        {
          "add_cum": 1,
          "stages": [

 

 

So I know there's more than one whole animation there.  At which point do I chop?  I think it' starts at   { "actors"    and ends at the last   },    before the next  { "actors"  but I could be wrong.  Is that right or am i still drinking paste.  Gonna try it, wish me luck boys

 

EDIT 2:

@MadMansGun (lemme know if you want me to stop bothering you)

 

Ok, after deleting some items from the JSON files in explorer like I described above.  (I use MO) it doesn't seem that FNIS can notice that any animations are de-referenced. 

 

One pass of XXL2 tells me I have  "10450 animations for 47 mods successfully included (character  3620 animations for 10 mods and 43 creatures successfully included." 

 

Then I edited a few JSON files to remove references to enabled anims without actually removing the anim files themselves.  


Then the second pass of XXL2 tells me the same info - so I don't think it's getting its anim totals from the JSON files, or maybe I'm missing something?

Posted
1 hour ago, shencereys said:

So I know there's more than one whole animation there.  At which point do I chop?  I think it' starts at   { "actors"    and ends at the last   },    before the next  { "actors"  but I could be wrong.  Is that right or am i still drinking paste.  Gonna try it, wish me luck boys

 

from the { above "actors" to the }, below "tags"

1 hour ago, shencereys said:

Ok, after deleting some items from the JSON files in explorer like I described above.  (I use MO) it doesn't seem that FNIS can notice that any animations are de-referenced.

i did say "at the bare minimum", that just stops SLAL from seeing them.

 

to fully remove the animations you need to edit the fnis list txt files for the SLAL Pack as well, Eg:

the human:

"Data\meshes\actors\character\animations\SLALPackName\FNIS_SLALPackName_List.txt"

and the creature (dog and/or wolf here):

"Data\meshes\actors\canine\animations\SLALPackName\FNIS_SLALPackName_dog_List.txt" and/or "FNIS_SLALPackName_wolf_List.txt"

and then run the generatefnisformodders.exe on the edited fnis list files to make new behavior files for GenerateFNISforUsers.exe to read.

 

Posted
16 minutes ago, MadMansGun said:

from the { above "actors" to the }, below "tags"

i did say "at the bare minimum", that just stops SLAL from seeing them.

 

to fully remove the animations you need to edit the fnis list txt files for the SLAL Pack, Eg:

the human:

"Data\meshes\actors\character\animations\SLALPackName\FNIS_SLALPackName_List.txt"

and the creature (dog and/or wolf here):

"Data\meshes\actors\canine\animations\SLALPackName\FNIS_SLALPackName_dog_List.txt" and/or "FNIS_SLALPackName_wolf_List.txt"

and then run the generatefnisformodders.exe on the edited fnis list files to make new behavior files for GenerateFNISforUsers.exe to read.

 

Aha yes, thank you for the reply - I had just stumbled onto this concept myself after digging up a very old thread on this same topic, and your reply made me sure I had read correctly - which is not always the case for me

 

I do have one last question for you, which is how to safely run GenerateFNISforModders without blowing things up?  I presume I can't just point Mod Organizer to its FNIS modders exe and run it on my whole left pane like I do when I FNIS for Users?  That seems like that could be a problem.

 

Assuming I am not licking paint with that last hunch, how can I point FNIS for modders to just the one mod?  Un-check everything but that mod maybe? Oh my that will be a task and a half to check and uncheck all the things if so

 

EDIT:  Foolhardy me decided to just go for it.  And I learned GenerateFNISforModders asks you to point it to a mod.  Because it was desgined by someone who is smart.  To anybody reading this - it should contain everything you need to know.  Just remember to run GenerateFNISforModders as admin (I ran it directly from the file location rather than through MO) or it won't be able to find hkxcmd.exe, which will cause it to fail.

Posted
17 minutes ago, shencereys said:

I do have one last question for you, which is how to safely run GenerateFNISforModders without blowing things up?  I presume I can't just point Mod Organizer to its FNIS modders exe and run it on my whole left pane like I do when I FNIS for Users?  That seems like that could be a problem.

 

Assuming I am not licking paint with that last hunch, how can I point FNIS for modders to just the one mod?  Un-check everything but that mod maybe? Oh my that will be a task and a half to check and uncheck all the things if so

i don't use mod managers so i don't know how to use the program with them.

 

generatefnisformodders.exe is not like GenerateFNISforUsers.exe, it only does it's job on one file at a time, it makes you select the list file you want to generate before it will do anything.

 

just remember to run GenerateFNISforUsers.exe afterwords.

 

edit:

and in game it would be a good idea to do this:

Quote

8. you may need to reload the animations, go to the Animation Loader's MCM and then:
8.1. click on the "Disable All" button.
8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*.
8.3. click on "Reload JSON".
8.4. click on "Enable All".
8.5. click on "Register Animations", then Wait for the message to pop up*.
*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

 

Posted
7 minutes ago, MadMansGun said:

i don't use mod managers so i don't know how to use the program with them.

 

generatefnisformodders.exe is not like GenerateFNISforUsers.exe, it only does it's job on one file at a time, it makes you select the list file you want to generate before it will do anything.

  

just remember to run GenerateFNISforUsers.exe afterwords.

 

Thank you very much sir, I have been taught how to chop anims from SLAL packs.

 

Just in case somebody asks you later you can run the FNIS for modders from the extracted folder within your mod manager and it should work fine - you just have to run it in admin mode (win10) or it won't find an .exe it needs to complete the job.

Posted
8 minutes ago, shencereys said:

Just in case somebody asks you later you can run the FNIS for modders from the extracted folder within your mod manager and it should work fine - you just have to run it in admin mode (win10) or it won't find an .exe it needs to complete the job.

yea...i'll never remember that ?

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