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Deleted animation packs still taking up space in FNIS


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Posted

I downloaded a bunch of animation packs the other day, and by the end I was at around 10k animations. I deleted some packs that I was no longer using, and had to downgrade one to an older version to fix a bug, but when I deleted the new version, and installed the older version, my FNIS shot up to max capacity. If anything it should have been lower, since it had less content. Even after deleting some other packs to make space, I am still at nearly 19k animations. I should be around 10k again with everything that I removed.

Is there any way I can delete any residual animation data that FNIS might be detecting? I have a massive mod list that I have spent months working on, so deleting the entire mod list and starting from scratch is not an option for me. I know I can boost the animation limit, but that is not solving the issue at hand, and will probably compound into a bigger headache later.

Any help in figuring this out would be massively appreciated. I have not found anything remotely helpful searching online. I'm using Vortex, and have both FNIS and Nemisis btw.

Posted

What method are you using to install/remove the animation packs?  If you use Vortex or MO2 then they should presumably do it for you OK, but if you're doing it manually you might have missed a bunch of loose files.

 

Also, whenever you change your animation mod list, it seems you already know you have to re-run FNIS.  Before you do that though, you have to also delete your old FNIS output, or it can lead to T-posing and maybe other issues.

Posted
3 hours ago, travelmedic said:

What method are you using to install/remove the animation packs?  If you use Vortex or MO2 then they should presumably do it for you OK, but if you're doing it manually you might have missed a bunch of loose files.

I install/remove it through Vortex. I even check 'delete Archive' whenever I delete mods. I only just found the modded animation files in Skyrim Special Edition/Data/meshes/animobjects. And in Data/meshes/actors/character/animations. So I may delete all of those files, then all the mods off Vortex, before redownload the packs entirely. I just worry I may miss some, or break things more. If it doesn't solve the issue, then I wouldn't be able to redownload those packs since it already thinks I'm at the limit.

 

4 hours ago, travelmedic said:

Also, whenever you change your animation mod list, it seems you already know you have to re-run FNIS.  Before you do that though, you have to also delete your old FNIS output, or it can lead to T-posing and maybe other issues.

It runs automatically, but I always run it manually too, then run Nemisis. Everything has always worked flawlessly for me, unless the mod itself was broken, or incompatible.
Anyways, do you know the directory for FNIS output? That may be where its getting the residual data, so I'd like to try deleting that before I delete all my animation files.

Posted (edited)
2 hours ago, GL00 said:

I install/remove it through Vortex

Disable the animation pack first, deploy, run FNIS (or have Vortex run it for you, doesn't matter but only do one of those things), only THEN uninstall. If you straight uninstall from Enabled, FNIS will go bonkers.

Edited by belegost
Posted
4 hours ago, belegost said:

Disable the animation pack first, deploy, run FNIS (or have Vortex run it for you, doesn't matter but only do one of those things), only THEN uninstall. If you straight uninstall from Enabled, FNIS will go bonkers.

Good to know for future reference, thanks! But lets say, hypothetically, we are way past that point. What's the way to undo the fuckery? Reinstall the animations, run FNIS, disable them, run FNIS again, then fully remove them and run FNIS yet again? Honestly, I am afraid to mess with it anymore. I am at 19K animations, so I can still play just fine, but if I remove and re-download any more animations it will likely go above the limit and break more stuff.

Posted (edited)

First of all, disable auto-deploy on mod installation, only deploy manually. You don't want deployment right off the bat every single time a mod is installed. Especially if you do A LOT of modding.

 

Disable all animation mods, run FNIS *, uninstall animation mods. In that order.

 

Check if there's anything left of FNIS output, including FNIS Data and FNIS.esp. If there is, just delete manually, deploy (without installing anything), to give Vortex a chance to scream and shout about deleted files, confirm deletion when prompted. DO NOT RESTORE, this is the biggest contributor to all fuckery, simply because people have no idea how deployment and staging folders work within Vortex.

 

Once that's done, install all animation mods, deploy, run FNIS *, you;re done.

 

================

* if you have Vortex set up to run FNIS automatically on deployment, do not run FNIS manually. Let Vortex handle it and best don't touch FNIS ever again, unless you really know what you're doing. It'll just confuse the shit out of you on next deployment, when Vortex will inevitably scream and shout again about files being changed outside of it, whenever that happens. Just make sure you have correct options ticked in "Configure FNIS" menu and it'll be fine.

Bottom line: either use Vortex to auto-run FNIS or run FNIS manually, but not both.

 

And here's a piece of advice if you do have Vortex auto-run FNIS enabled:

if you see any fuckery with animations, like T-posing or something lacking, don't go screaming and run FNIS, just disable and enable any animation mod, then deploy. It'll force Vortex to create new FNIS output file and FNIS Data folder and in 99% of the cases will fix the issue.

Edited by belegost

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