RuinedRun Posted April 13, 2023 Posted April 13, 2023 Got quite a few animations that followed along in packages (in particular creature stuff and many men one female) that I want to rid of, so it no longer fills me up to animation cap when I'll never use it. What is a safe way to do that?
anjenthedog Posted April 13, 2023 Posted April 13, 2023 (edited) Safest is an alarming word, since it effectively places the onus on the respondent to provide you with an absolutely guaranteed operation. What I do... With zero guarantees that I'll meet *your* "safest" threshold If you already registered them and you want to purge the animation pack in its entirety, then to remove them, clear the SL registered animation list (the entire list), create a new savefile, uninstall said animation package, then return to the game, create a new save file, clean the last save file, then return to the game, (EDIT: Open the cleaned save file), and re-select and register the ones you want. If you simply want to unregister ones you've already registered, same as above minus the uninstallation step. So far, it's worked for me anyway. "Safest" or not. PS>Afaik, you also have to do that when updating animation packages (unless someone comes in with better advise, and if so I'm all ears, it's a pita to have to redo all the selection registering processes again, but I've been "burned" by not doing so in the past...) Edited April 13, 2023 by anjenthedog
traison Posted April 13, 2023 Posted April 13, 2023 (edited) Not sure if OP means SL anim cap or FNIS anim cap. If it's the latter then I'd assume editing these 2 will do it: FNIS_*_List.txt and the associated json file in SLAnims. Which part of this is supposed to be unsafe I'm not sure. Nothing here seems like its going to explode or eat you. One thing to maybe keep in mind if you end up having to reset the SL animation registry is that I've had very little success with that. Typically I do not make changes to animations during a playthrough. What usually ends up happening is the final animation count does not match. For instance, I may have 1000 animations, I do a reset go to 0, then register the same animations but end up with 1007 or 998 animations. There's something weird going on there. Never looked into it, because avoiding the whole process hasn't been a problem. Could be I have old versions of mods, or maybe I modified something that broke it. Edited April 13, 2023 by traison
bnub345 Posted April 13, 2023 Posted April 13, 2023 (edited) To echo what the others have said here, removing animations after they are registered is a pain and I try to avoid doing so. If you just want to reduce the animation count, you can edit the fnis text and json associated with an SLAL pack. The syntax for these is very sensitive and a single misplaced character can break the whole pack. Alternatively, there should be a source text file in the SLAnims folder that lists all of the animations. The SLAL mod itself provides a python script that will generate the fnis text and json for you if you run it in the same folder as the source text. Either way, you will also need to generate a new behavior file using FNIS_for_modders.exe after you remove any animations. Edited April 13, 2023 by bnub345
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