GeorgiaCav Posted June 20, 2017 Posted June 20, 2017 A while back, in a thread that I think has been deleted (over, get this, drama... I know, on Loverslab?! But I kid you not) someone -- I think it was Darkevilhum -- suggested that to circumvent FNIS XXL's 12,000 animation limit, you could just delete animations from the mods or packs that include them. Is this a viable option, and how would one go about it? What has to be deleted, and what has to be left alone? Just curious. Because 12,000 animations sounded like a lot, for a while. But it's not. And I have packs and mods with LOTS of animations that I'm getting for the sake of having a comparative handful. If I could trim out the ones I know I don't need/want before FNIS ever gets a look at them, that would be great. Especially if after doing so, my game still worked. Any help appreciated.
WraithSlayer Posted June 21, 2017 Posted June 21, 2017 If you just want to avoid the FNIS limit, go to \Data\Meshes\actors\character\animations, then the folder of whichever mod you want to trim, and find a .txt file whose name starts with "FNIS_". Edit this file, removing all animations you don't intend to keep. Now you need to rebuild the FNIS behaviour file, so go to \Data\tools\GenerateFNIS_for_Modders (note that it's for_Modders, not for_Users like you're used to!), run the Generate executable there, picking the .txt file you have just edited, and let it do its thing. Now all you need to do is run GenerateFNISforUsers.exe like usual, and FNIS won't process the animations you have removed. The above will only prevent FNIS from detecting the animations, it won't make them completely disappear from the mod that owns them. For example, a SLAL pack will still list the deleted animations and allow you to register them into the SexLab framework, but the framework won't be able to animate the characters if you start a sex scene with that animation, because FNIS can't resolve that animation into its respective animation files. The easiest workaround for this is to just have the SexLab framework suppress the deleted animations, so they can never get registered into it, but you could also edit the SLAL pack to not define those animations at all in its JSON file. For a non-SexLab/SLAL animation mod, you'll need a different approach depending on how that mod is made.
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