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Animation modders: How do you separate your modder's files and your gaming files?


BenChang

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Posted
Currently I am using 2 different mod profiles in Mod Organizer. This is very inefficient because swapping profiles necessitates FNIS patching every time I swap. (Effectively, this doubles the amount of time spent in each profile)

I have 4k+ animations per profile, and I often swap between the two profiles so this constant patching really eats into my modding and playtime.

I can't run my personal animations + playtime animations on the same profile because they will shoot through FNIS's 8503 limit easily.

What alternative pipeline setups can I use to facilitate an environment where I can easily swap between modding and playing?

 

People have suggested to me to put FNIS overwrite files for the respective mod profiles into their own mod (to be ticked when the respective profile is activated) but FNIS checker will patch on profile swap regardless. 

 

There has to be a better way that animation modders are using to separate their game and modding files.

Posted

The advice you already had is the best one.

 

Start one profile.

Run FNIS for it.

Exit.

Grab all FNIS generated file, create a "Profile1 FNIS FIles" "mod" and add it to the profile.

 

Do the same for the other profile.

 

Then just tell MO to do not check FNIS files.

But remember to update FNIS files in case you add a new mod with animations.

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