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How to revert back to vanila after applying animation mods


Skcyte

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Just installed some animation mods and decided to remove it. But the animation still there after I disable it. It is a loose file mod, and I even tried to extract the vanilla counterpart and put it as a "mod", the result still the same. The said mod still acting like it's an active mod. I'm trying to figure out for quite some time.

 

Here's the mod page https://www.nexusmods.com/fallout4/mods/41614

I changed the Gun Relaxed animation and now wanting to revert back to vanilla.

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Heyas Skcyte!

That particular mod doesn't have an esp file. So I'm really not sure how you disabled it.

Essentially, it has a bunch of loose files that get put in your fallout4/data folder.

If you go to the mod page, then click on the Files tab, then click on the link for Preview File Contents right below the download buttons, you can see what folders that the files go into.

Then you just need to browse to that folder on your computer and then delete the ones that you don't want/like.

 

Cheers!

-Storm

Edited by StormWolf01
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If you installed the mod with a Mod Manager, then just click UNINSTALL and the Mod manager will remove the animation files, which have the extension *.hkx

The important thing is this....

HOW did you install this loose file mod?

If you installed it manually, then you have a lot of work ahead of you...
If you installed it with a Mod Manager, then just click Uninstall and you should be good to go.

 

If you did it manually, you can easily click on "SHOW FILE CONTENTS" on the Mod Download page and see the directory structure so you can zero in on what to remove (IF YOU INSTALLED THIS MANUALLY)

The "Show File Contents" on the Mod Download Page shows that the *.hkx animation files you want to remove, can be found in....

Data\Meshes\Actors\Character\Animations\Player\

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Heyas Skcyte - Ok, please don't think that I'm being a jerk, but I can't think of any other way to put it other than bluntly.

Disable is not Remove. It simply sets the mod as active or inactive in your plugins.txt file. As this mod doesn't have an esp file to set as active or inactive, thats obviously not going to work.

As the plugins.txt file is just a text file with all the esp, esm, and esl files that you've installed in your game.

 

You're going to need to delete the files that you don't want, either from the folder in your data folder, and/or find it in your virtual data folder, depending on how MO2 installed the files.

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