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Suggestion: Animation Repacker


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Posted

Hello all!

We've got some great modders on here and we now have lots and lots of content.

However, one of the issues with the current mods is that FNIS has a limit on how many animations it can support.

Some packs are very very large but not all animations suit a person's preferences.

 

If someone out there is bored and need a new project, I think a SLAL animation repacker would be a great tool.

Basically, this tool would load animation mods, display them in a list (an, hopefully, allow the user to preview them) and allow to pick and choose the animations.

Then, it could repack those animations in a single mod.

 

The goal would be to eliminate some animations from the packs that the user doesn't use in order to reduce the total amount of animations used.

 

I don't know if this could be technically feasible but if someone wants to spend some time on it, I think that could be great for the community.

 

I checked before posting this and it seems it's possible but currently people have to do it manually : https://www.loverslab.com/topic/80572-how-to-instal-just-chosen-animations-from-slal-pack/

 

Would be great if the repacker could also repack the .xml for SLAL.

 

Thanks people!

Posted

The preview is really problematic.

An editor can be done (just altering the JSON files) but you will see only the names of the anims.

Posted
1 hour ago, CPU said:

The preview is really problematic.

small jpeg (500x500) pictures added to a special preview folder would probably be good enough.

the real problem is auto regenerating new behavior files (new FNIS lists would need to be auto generated first) & auto rerunning FNIS if animations are removed.

Posted

 

26 minutes ago, MadMansGun said:

small jpeg (500x500) pictures added to a special preview folder would probably be good enough.

the real problem is auto regenerating new behavior files (new FNIS lists would need to be auto generated first) & auto rerunning FNIS if animations are removed.

 

Sure, but you need to di a screenshot of all of them, and create a DDS and put it in the MCM.

So a ton of time to do it,

Posted
1 hour ago, MadMansGun said:

small jpeg (500x500) pictures added to a special preview folder would probably be good enough.

the real problem is auto regenerating new behavior files (new FNIS lists would need to be auto generated first) & auto rerunning FNIS if animations are removed.

Doesn't need to be automated.

Posted
5 hours ago, CPU said:

Sure, but you need to di a screenshot of all of them, and create a DDS and put it in the MCM.

So a ton of time to do it,

umm...we are talking about rebuilding SLAL Packs with a standalone exe based program before they actually even get to the data folder, DDS textures & MCM menus are not even a factor.

5 hours ago, 27X said:

Doesn't need to be automated.

maybe not the auto running of GenerateFNISforUsers.exe, but the rest of it would:

 

the animators make the SLAL source txt file by hand.
SLAnimGenerate.pyw reads the source txt file to make the SLAL Pack json file and the FNIS list txt files.
generatefnisformodders.exe reads the FNIS list txt files and makes the behavior files for GenerateFNISforUsers.exe.
GenerateFNISforUsers.exe reads all the behavior files and merges them into one that can be used by skyrim.
SLAL (the in game loader) reads the json file and loads the listed animations into it's MCM for you to register into SexLab.

 

therefor at minimum the FNIS list txt & behavior files would need to be edited to stop a animation from hogging the FNIS slots, and the json would need to be edited to stop SLAL's MCM from listing it, that's a lot of easy to fuck up shit to ask a end user to edit.

Posted

Well, I wasn't really thinking about doing the FNIS steps yet.

I was more thinking of creating a master mod that contain the animations you want from [x] number of mods so it can exclude the anims you don't want.

 

Then you'd add that master mod to your game via the mod manager of your choice.  Then run FNIS normally.

 

As for the preview, totally optional.  You can always go in game, start some sex and check out the list of available animation with something like SexLab tools (can't remember the mod's name but by pressing 'H' you get a list of anims) to get the name of the animation you want to take out then go back in the repacker tool to edit it out.  Besides, lots of modders include previews of their animations on their page anyway.

Posted
30 minutes ago, Emy314 said:

Well, I wasn't really thinking about doing the FNIS steps yet.

I was more thinking of creating a master mod that contain the animations you want from [x] number of mods so it can exclude the anims you don't want.

 

Then you'd add that master mod to your game via the mod manager of your choice.  Then run FNIS normally.

merging SLAL packs into one won't work, there is a limit on how big they can be.

Posted
3 hours ago, MadMansGun said:

merging SLAL packs into one won't work, there is a limit on how big they can be.

really?  aren't they simply xml/json files to describe the stages and the tags?

Posted
1 hour ago, Emy314 said:

really?  aren't they simply xml/json files to describe the stages and the tags?

you can only have 120 animation sets listed in one SLAL Pack MCM page (and that's the reason why billyy's pack is split into 3 parts).

Posted
7 hours ago, MadMansGun said:

you can only have 120 animation sets listed in one SLAL Pack MCM page (and that's the reason why billyy's pack is split into 3 parts).

Eh, that's fine.  There's way to work around that, I'm pretty sure. (Split into many packs, resave all mods in one output folder, have more than one SLAL pack per mod maybe ?).

The goal of eliminating the total amount of anims remains the same :smile:  The rest is up to whoever decides to make a shiny tool.

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