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When does Vortex decide that FNIS needs to be run? (Skyrim SE)


earthdude

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Just curious about when Vortex decides to re-run FNIS. (I'm running Vortex 1.0.3)

 

Obviously if I install a mod with animations in it, I would need to run FNIS again. But why would it want to run after installing a mod that has absolutely no relationship to animations, like "Smooth Sky Mesh" or "Ordinator Expanded Masteries".

 

This doesn't affect anything that I can tell, but it does take a bit of extra time each time.

 

 

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Afaik, FNIS is automatically rerun from Vortex each time a new mod is installed using Vortex. For two reasons. First, to check whether a mod has animations that are subject to FNIS management, and secondly, if found to contain such animations, to handle them.

 

I don't know how any other mod installers work though.

 

Obviously, it can also be run manually, and when updated, it needs to be reintialized by running GenerateFNISforUsers.exe.

 

All things considered,the 30-60 second wait is a trivial issue, at least imo.

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I wasn't totally clear in my original post. FNIS is not rerun everytime I install a new mod. But the times it does, doesn't seem to always make sense.

 

The next time I deploy, Vortex tells me that the animation data files have been updated (from the previous FNIS run) and do I want to keep the changes. I don't know if it can tell that the changes were related to a Vortex-initiated FNIS run or a manually-initiated FNIS run. It seems like Vortex should automatically declare the new files in the Vortex-initiated situation as the desired new files.

 

As noted above, this is by no means game-breaking. Just an annoyance.

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Yes, I could do that, but then what's the point of having it integrated into Vortex?

 

Like I said, it's not that big of a deal. I just brought it up because maybe there's an "easy" fix in the code to address this. (Easy in scare quotes because nothing's ever EASY.)

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Yes, I could do that, but then what's the point of having it integrated into Vortex?

 

Like I said, it's not that big of a deal. I just brought it up because maybe there's an "easy" fix in the code to address this. (Easy in scare quotes because nothing's ever EASY.)

 

 

I ran FNIS ONCE.

 

The point is ease of access, AND the fact that people will download animation mods, and never run FNIS, then they come here blaming Vortex because they have NPCs with a "T-Pose"

 

Not everybody knows that FNIS is located in \Steam\steamapps\common\Bethesda game\Data\tools\GenerateFNIS_for_users\

 

So, if I need to ever run it again, I can just click on it in my dashboard, instead of having to navigate to the exe every time

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The fnis integration is a bit smarter than that. It creates a list of all files that are relevant for animations (the source files as well as "configuration" files) with a checksum for each. It reruns FNIS if any of that has changed, meaning animation files have been added (or removed) or changed.

It may still run more often than necessary (e.g. if animations have been removed you probably don't have to regenerate the ones that weren't changed) but it won't run when you install a mod that has nothing to do with animations.

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  • 2 years later...

I HAVE RUN FNIS ON DEPLOYMENT OFF IN SETTINGS AND YET IT STILL RUN FOR EVERY SING F ING MOD AND ITS REALLY ANNOYING. ITS ALSO ANNOYING HOW IM ASKED QUESTIONS WITHOOUT AN EXPLANATION AS TO WHAT IT MEANS. INSTLLED VILJA DO I WANT TO SAVE REVERT ... WELL i JUST INSTALLED HER WHAT DO YOU THINK i WANT TO DO NOT USE HER ANIMATIONS? THEN i RUN FNIS ON MY OWN AS I USUALLY DO AFTER INSTALLING MODS AND THAT MOS ISNT EVEN LISTED. THIS IS VERRY CONFUSING. VORTEX LIKES TO PAWN INSTRUCTIONS OFF TO OLD VIDEOS AND FORUMS FULL OF PAGES TO SIFT THROUGH INSTEAD OF DOING THEY'RE JOB.

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