Aggressive_Coast Posted October 6, 2025 Posted October 6, 2025 (edited) SLAL Toggle Tool View File If you don't want to toggle anims for SLAL in MCM, you can use this. Useful if you never want a particular animation to show up in MCM across saves. You still need to use SLAL to register animations. I mainly made this because I don't like spiders and certain packs only a have a few animations I want, and I didn't want to have to reenable/disable them all in SLAL every time I start a new game. Instructions: Start: When first starting the tool, select your MODS directory. It should match whatever you have set for your mods folder in the MO2 settings. Core: 1) toggle your animation using my toggle tool. 2) rebuild your animations (FNIS/Nemesis/Pandora) 3) go into SLAL MCM and click "enable all", then "Rebuild Registry", then "Register Animations" If you want to remove a pack completely, make sure to completely delete it from your mod list in MO2, and rewrite the override file using the tool. If you don't do this after removing a pack, SLAL will try to pick up the animations, even though they don't exist. Tag Editing: Tag editing comes in 3 modes: None, Aggressive, Full. None removes tagging options so you only see enabling option. Aggressive allows you to easily tick whether an animation should be tagged aggressive (useful for defeat mods or anything that prioritizes aggressive tags) Full allows you to directly add or remove tags as you see fit. Make sure they are comma separated. I am unsure if whitespace matters, but probably best to not have any. Notes: Don't add it as an executable to MO2, it doesn't work. Doesn't work for SL P+ since P+ doesn't use SLAL. Idk if it works for vortex, but assuming vortex uses a "mods" folder similar to MO2 it should be fine. The tool is not aware of what mods are enabled or disabled, so if you have disabled SLAL packs, it will still pick those up. In order to avoid picking them up you need to uninstall the SLAL pack you aren't using. If you uninstall a pack, make sure to reopen the tool and rewrite the jsons, otherwise the SLAL pack jsons it picked up from the previous rewrite will still be hanging around. Let me know if something doesn't work, or you have a suggestion to improve it. SL tags explained, leaving this here for my own reference later or if someone wants to know what the aggressive toggle does. How it works: Spoiler Functions by creating a mod in your MO2 Base directory called "SLAL JSON Override". When you write the toggles using the tool, it duplicates the jsons from the associated animation packs, but removes the untoggled animations so SLAL/SL never see them in the first place. This is non-destructive, so it doesn't touch the original packs and can be reverted at any time. It finds SLAL packs by searching for JSON's in all folders under <MO2 Base Directory>/mods/*/SLAnim/json Skyrim SLAL Toggle Tool 1.1.7.zip Submitter Aggressive_Coast Submitted 10/06/2025 Category Other Requirements SLAL: https://www.loverslab.com/files/file/5328-sexlab-animation-loader-sse/ If you don't use SLAL, this tool is useless. MO2 probably, haven't tried it with vortex. Regular Edition Compatible Not Applicable Install Instructions Installation: Extract to a folder. I prefer having a dedicated tools folder, but you should be fine putting it anywhere. I couldn't get it to run in MO2 so don't add it as an exe to MO2. Run "SL Anim Toggle Tool.exe". Copy and paste your MO2 Mods directory (Tools -> Settings -> Paths -> Mods Directory) Click Save directory and click Ok for the message. Click Refresh Anim List. Toggle the animations you don't want for each pack. Click Write Toggles to Overwrite Mod. Go back to MO2, refresh the mod list and enable "SLAL JSON Override" Make sure it is below your animation packs so it actually overrides them. Done. Uninstallation: Delete the tool and remove the SLAL JSON Override Mod from your mod list. Edited October 8, 2025 by Aggressive_Coast 4
hoktheostron Posted October 7, 2025 Posted October 7, 2025 (edited) Gonna ask this question so that you can put my comment like a head on a spike and leave it for anyone else who asks what I know people are going to ask like me. Does this tool possibly let us register animations early so we can skip that process in a new game? Thank you for the tool! Edited October 7, 2025 by hoktheostron 1
Aggressive_Coast Posted October 7, 2025 Author Posted October 7, 2025 (edited) 20 hours ago, hoktheostron said: Gonna ask this question so that you can put my comment like a head on a spike and leave it for anyone else who asks what I know people are going to ask like me. Does this tool possibly let us register animations early so we can skip that process in a new game? Thank you for the tool! It's good you asked, it let's me know what needs to be clarified. To answer your question, no, this just prevents SLAL/SL from being aware of them. You still have to go into the SLAL MCM and register the animations, but now you just click "enable all" instead of individually selecting the animations on a new save. I made this tool cause as you alluded to, having to tick the animations you do/don't want on a new save is a pain. The idea is you tick what want using the tool, and now all you have to do is go to SLAL and hit "enable all" and register the animations. Essentially skipping the part where you select which animations you do/don't want. Since the toggled off animations aren't in the generated files, SLAL and SL are never aware of them so they don't get picked up in the mcm menu when you click "enable all" in SLAL. If that makes sense? I can further clarify if I'm not explaining it well. TLDR: if you start a new game, you just need to enable all in SLAL MCM and register the animations. The anims you toggled off using the tool won't get registered. Edited October 7, 2025 by Aggressive_Coast phrasing
Echi Corsair Posted October 8, 2025 Posted October 8, 2025 Sorry, dumb question, but where do I find my "SLALToggles.json"? Also thanks for making this mod.
Aggressive_Coast Posted October 8, 2025 Author Posted October 8, 2025 (edited) On 10/8/2025 at 8:13 AM, Innocent_Squirrel said: Sorry, dumb question, but where do I find my "SLALToggles.json"? Also thanks for making this mod. Not a dumb question, I didn't make the file location clear in the update notes. It's in the same folder as the exe if using a version less than 1.1.0 (the folder with a bunch of files in it). It should be near the SL Anim Toggle Tool.exe file if you files are listed alphabetically. SLALToggles.json is now located in the mod itself. Edited January 23 by Aggressive_Coast 1
Echi Corsair Posted October 8, 2025 Posted October 8, 2025 27 minutes ago, Aggressive_Coast said: Not a dumb question, I didn't make the file location clear in the update notes. It's in the same folder as the exe if using a version less than 1.1.0 (the folder with a bunch of files in it). It should be near the SL Anim Toggle Tool.exe file if you files are listed alphabetically. Thank you!
Hurniak Posted October 8, 2025 Posted October 8, 2025 This is such a good idea. Unfortunately it's instantly crashing the moment i try to uncheck an animation.
Aggressive_Coast Posted October 9, 2025 Author Posted October 9, 2025 (edited) 2 hours ago, Hurniak said: This is such a good idea. Unfortunately it's instantly crashing the moment i try to uncheck an animation. That's not good. I just updated it to 1.1.1 to include a crash logger (something I really should have done in the first place, but is what it is). Would you mind posting the following items after running 1.1.1: The error_log.txt file (it will be located in the same directory as the exe). The list of SLAL packs you use (preferably with direct links so I don't accidently download the wrong ones) Your SLALToggles.json located in the mod folder. Edited October 9, 2025 by Aggressive_Coast
DarkReynard Posted October 9, 2025 Posted October 9, 2025 1 hour ago, Aggressive_Coast said: That's not good. I just updated it to 1.1.1 to include a crash logger (something I really should have done in the first place, but is what it is). Would you mind posting the following items after running 1.1.1: The error_log.txt file (it will be located in the same directory as the exe). The list of SLAL packs you use (preferably with direct links so I don't accidently download the wrong ones) Your SLALToggles.json located in the mod folder. Same issue here, I may be dumb and couldn't figure out where the SLALToggles.json was after a bunch of looking around but here's my error log. Only packs I'm using are Billyy's Animations (latest version) and the one that comes with MoreNastyCritters error_log.txt
Aggressive_Coast Posted October 9, 2025 Author Posted October 9, 2025 32 minutes ago, DarkReynard said: Same issue here, I may be dumb and couldn't figure out where the SLALToggles.json was after a bunch of looking around but here's my error log. Only packs I'm using are Billyy's Animations (latest version) and the one that comes with MoreNastyCritters error_log.txt 8.28 kB · 1 download Thanks for sending me that info. I was able to replicate the issue and fixed it. I uploaded V1.1.2 with the fix. Try it out and let me know if anything else breaks (or if the fix doesn't work)
Aggressive_Coast Posted October 9, 2025 Author Posted October 9, 2025 4 hours ago, Hurniak said: This is such a good idea. Unfortunately it's instantly crashing the moment i try to uncheck an animation. Another person had a similar issue, I added V1.1.2 with the fix. Try it out and let me know if you come across any other issues or the original issue is still happening
DarkReynard Posted October 9, 2025 Posted October 9, 2025 20 minutes ago, Aggressive_Coast said: Thanks for sending me that info. I was able to replicate the issue and fixed it. I uploaded V1.1.2 with the fix. Try it out and let me know if anything else breaks (or if the fix doesn't work) Works like a charm now, thanks so much for your work! Will make my constant new file starting ways much more bearable. 2
Hurniak Posted October 9, 2025 Posted October 9, 2025 Works great now, thank you so much for this tool! I've been looking for a way to permanently disable animations forever. 1
Public_Swan Posted January 23 Posted January 23 Now this would be even more insane if you could edit animation tags outside of the game using this tool.
nategaming Posted January 23 Posted January 23 This sounds like a great tool because you can use to disable weird stuff from some packs or bad animations or whatever you don't like, such as the default badly made SL animations.
Aggressive_Coast Posted January 23 Author Posted January 23 6 hours ago, nategaming said: This sounds like a great tool because you can use to disable weird stuff from some packs or bad animations or whatever you don't like, such as the default badly made SL animations. Unfortunately for default animations my tool doesn't remove them because there is no slal file. You're in luck though because someone already made a mod specifically for that.
Aggressive_Coast Posted January 23 Author Posted January 23 8 hours ago, Public_Swan said: Now this would be even more insane if you could edit animation tags outside of the game using this tool. That's a good idea. It shouldn't be too hard to implement, but I want to make sure the UI remains un-bloated/simplistic, so I need to give it some thought.
raom Posted January 24 Posted January 24 Hi, this is my error message. AppDomain UnhandledException System.NullReferenceException: Object reference not set to an instance of an object. at SL_Anim_Toggle_Tool.MainWindow.PaintAnimationList() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 210 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) 1
NoNickNeeded Posted January 24 Posted January 24 (edited) Judging by his error log looking the same as mine, I guess I have the same issue as raom. When I start the exe file, I get a box telling me to fill out the filepath with only an OK button, but nowhere to actually put in any text. And when I click OK, it immediately opens another box saying that the provided directory couldn't be found, again with only the OK button. Error log says this: [24.01.2026 10:31:26] AppDomain UnhandledException System.NullReferenceException: Object reference not set to an instance of an object. at SL_Anim_Toggle_Tool.MainWindow.PaintAnimationList() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 210 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) I'm especially confused about it referencing the D drive, since I lauched the exe on my F drive and have MO2 installed on C, Though Skyrim SE is located on my D drive. Side-question: Since this hooks in before the animation list is built in FNIS/Nemesis, the disabled animations should not count toward the limit, right? Edit: I'm still running WIndows 10, if that matters. Edited January 24 by NoNickNeeded 2
Aggressive_Coast Posted January 24 Author Posted January 24 (edited) 13 hours ago, raom said: Hi, this is my error message. AppDomain UnhandledException System.NullReferenceException: Object reference not set to an instance of an object. at SL_Anim_Toggle_Tool.MainWindow.PaintAnimationList() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 210 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) 10 hours ago, NoNickNeeded said: Judging by his error log looking the same as mine, I guess I have the same issue as raom. When I start the exe file, I get a box telling me to fill out the filepath with only an OK button, but nowhere to actually put in any text. And when I click OK, it immediately opens another box saying that the provided directory couldn't be found, again with only the OK button. Error log says this: [24.01.2026 10:31:26] AppDomain UnhandledException System.NullReferenceException: Object reference not set to an instance of an object. at SL_Anim_Toggle_Tool.MainWindow.PaintAnimationList() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 210 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) I'm especially confused about it referencing the D drive, since I lauched the exe on my F drive and have MO2 installed on C, Though Skyrim SE is located on my D drive. Side-question: Since this hooks in before the animation list is built in FNIS/Nemesis, the disabled animations should not count toward the limit, right? Edit: I'm still running WIndows 10, if that matters. Hmm, that's interesting... I think it's just how the project is compiled and it's just giving the folder path it knows from where I built it, so don't worry about file path, it's just reporting where the exception happened. The tool doesn't exclude it from FNIS/Nemesis, it only prevents SLAL from picking the animations during playtime. I'm unsure how FNIS/Nemesis determine if they should pick up an animation or not. Maybe I'll look into that later and see if I can extend the functionality of the tool to do that. I'm looking into reproducing the exception, especially since both of you got it. Updated to 1.1.6 so startup folder selection actually functions, let me know if it or anything else isn't working. Edited January 24 by Aggressive_Coast 1
NoNickNeeded Posted January 26 Posted January 26 (edited) I haven't tested it ingame yet and lack the time to do so right now, but it seems to work, with two caveat. I have my MO2 set up to have LE in the base MO2 folder (since I started with LE), and then instances of other games and the SE in their own subfolders. So my SE mods are in ' :\ModOrganizer2\SSE\mods ' for example. If I try to input the MO2\SSE folder at launch, the tool won't recognize it as a valid path. If I put the MO2 base folder in, it loads the LE mods. But once the LE mods are loaded, I can correct the MO2 Base Directory to MO2\SSE. The tool will complain about an invalid filepath, but still load the SE mods and save the SLAL JSON Override into the LE folder, so I'll have to move it manually afterwards.... but it looks to be working. The other is, it won't load all of Funny Business without crashing. [26.01.2026 09:17:38] DispatcherUnhandledException System.NullReferenceException: Object reference not set to an instance of an object. at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.ReadSLALFilesFromModsAndInitialize() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 29 at SL_Anim_Toggle_Tool.MainWindow.PaintInterface() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 195 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) [26.01.2026 09:17:38] AppDomain UnhandledException System.NullReferenceException: Object reference not set to an instance of an object. at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.ReadSLALFilesFromModsAndInitialize() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 29 at SL_Anim_Toggle_Tool.MainWindow.PaintInterface() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 195 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) If I remove the two json files mentioned in the error message from the Funny Business mod folder, everything else (including the other parts of Funny Business) loads fine and appears to be working, but as I said, I can't test it ingame right now. Edit: I'm back home again and booted up the game and it looks good ingame too. The disabled animations don't show up in SLAL, just as intended, even with the little workaroud if the folder structure in MO is different than default. Edited January 26 by NoNickNeeded
raom Posted January 26 Posted January 26 Hi, This is the error message for my version 1.1.6, thx. [2026/1/26 下午 09:14:11] DispatcherUnhandledException System.Exception: Root search directory not found. at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.FindSLALJsonFiles() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 40 at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.ReadSLALFilesFromModsAndInitialize() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 14 at SL_Anim_Toggle_Tool.MainWindow.PaintInterface() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 195 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) [2026/1/26 下午 09:14:12] AppDomain UnhandledException System.Exception: Root search directory not found. at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.FindSLALJsonFiles() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 40 at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.ReadSLALFilesFromModsAndInitialize() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 14 at SL_Anim_Toggle_Tool.MainWindow.PaintInterface() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 195 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions)
Aggressive_Coast Posted January 26 Author Posted January 26 (edited) 10 hours ago, NoNickNeeded said: I haven't tested it ingame yet and lack the time to do so right now, but it seems to work, with two caveat. I have my MO2 set up to have LE in the base MO2 folder (since I started with LE), and then instances of other games and the SE in their own subfolders. So my SE mods are in ' :\ModOrganizer2\SSE\mods ' for example. If I try to input the MO2\SSE folder at launch, the tool won't recognize it as a valid path. If I put the MO2 base folder in, it loads the LE mods. But once the LE mods are loaded, I can correct the MO2 Base Directory to MO2\SSE. The tool will complain about an invalid filepath, but still load the SE mods and save the SLAL JSON Override into the LE folder, so I'll have to move it manually afterwards.... but it looks to be working. The other is, it won't load all of Funny Business without crashing. [26.01.2026 09:17:38] DispatcherUnhandledException System.NullReferenceException: Object reference not set to an instance of an object. at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.ReadSLALFilesFromModsAndInitialize() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 29 at SL_Anim_Toggle_Tool.MainWindow.PaintInterface() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 195 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) [26.01.2026 09:17:38] AppDomain UnhandledException System.NullReferenceException: Object reference not set to an instance of an object. at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.ReadSLALFilesFromModsAndInitialize() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 29 at SL_Anim_Toggle_Tool.MainWindow.PaintInterface() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 195 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) If I remove the two json files mentioned in the error message from the Funny Business mod folder, everything else (including the other parts of Funny Business) loads fine and appears to be working, but as I said, I can't test it ingame right now. Edit: I'm back home again and booted up the game and it looks good ingame too. The disabled animations don't show up in SLAL, just as intended, even with the little workaroud if the folder structure in MO is different than default. I'd like to make sure the tool works for most cases, and works cleanly without having to do work arounds. Can you do 2 things for me? 1) Can you give me the exact file path for both MO2 directors, including the MO2.exe (I forget what the actual exe is called). You can redact you PC name from filepath when posting. What I'm mainly looking for is MO2 file structure, the current way I have it setup to verify the MO2 directory is "is modorganizer.exe in the currently selected folder". If different versions of MO2 have difference exe names, then I need to figure out a different validation technique. I'm an idiot, you can check my reply to the other person if you're interested in why. 2) Can you post those jsons specifically for funnybizness? In MO2 right click the animation path and click open in explorer, then in SLALAnims/json folder find those jsons and post them please. (FunnyBiznessGroup and FunnyBizznessUn) I'm guessing funnybizness uses a different number type than the SLAL packs I typically use, so I didn't set it up to handle that number type. ( I don't know how to script for Creation Kit, so I don't have a reliable way of actually checking data types other than just looking at the json structure and guessing) Edited January 26 by Aggressive_Coast 1
Aggressive_Coast Posted January 26 Author Posted January 26 5 hours ago, raom said: Hi, This is the error message for my version 1.1.6, thx. [2026/1/26 下午 09:14:11] DispatcherUnhandledException System.Exception: Root search directory not found. at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.FindSLALJsonFiles() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 40 at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.ReadSLALFilesFromModsAndInitialize() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 14 at SL_Anim_Toggle_Tool.MainWindow.PaintInterface() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 195 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) [2026/1/26 下午 09:14:12] AppDomain UnhandledException System.Exception: Root search directory not found. at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.FindSLALJsonFiles() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 40 at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.ReadSLALFilesFromModsAndInitialize() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 14 at SL_Anim_Toggle_Tool.MainWindow.PaintInterface() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 195 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) Do you have your mods stored in a different folder other than the MO2 directory? I completely forgot that was a thing... I haven't installed MO2 in like 2 years cause I've just had a single portable instance I just move around my drives...I'll need to refactor, will be back later with an update.
Aggressive_Coast Posted January 26 Author Posted January 26 (edited) 6 hours ago, raom said: Hi, This is the error message for my version 1.1.6, thx. [2026/1/26 下午 09:14:11] DispatcherUnhandledException System.Exception: Root search directory not found. at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.FindSLALJsonFiles() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 40 at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.ReadSLALFilesFromModsAndInitialize() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 14 at SL_Anim_Toggle_Tool.MainWindow.PaintInterface() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 195 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) [2026/1/26 下午 09:14:12] AppDomain UnhandledException System.Exception: Root search directory not found. at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.FindSLALJsonFiles() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 40 at SL_Anim_Toggle_Tool.Services.SLALSourceFileReader.ReadSLALFilesFromModsAndInitialize() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\Services\SLALSourceFileReader.cs:line 14 at SL_Anim_Toggle_Tool.MainWindow.PaintInterface() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 195 at SL_Anim_Toggle_Tool.MainWindow.FullPaint() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 179 at SL_Anim_Toggle_Tool.MainWindow..ctor() in D:\Projects\SL Anim Toggle Tool\SL Anim Toggle Tool\App\MainWindow.cs:line 24 at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) Uploaded 1.1.7, it should work now... I think The directory path should now be your mods folder, not the base directory. Edited January 26 by Aggressive_Coast
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