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In Vortex Dashboard: Click the run button next to the FNIS icon and when it opens check the 'File Redirection' checkbox (only needs to be done the first time) If everything has gone well you can now hit 'Update FNIS behaviour' and FNIS will do its thing.
Has anybody gotten FNIS to work with Vortex (sans SKSE)? I try following all of the steps and run the GenerateFNISForUser, but everything stays T-Boned afterwards. Even when it's fully uninstalled (including manually deleting the meshes it adds), it seems all of the characters are T-Boned unless I fully delete and reinstall SkyrimVR.If anybody has been successful, was there anything special you needed to do to get it to work with Vortex? I see there's a property in the ini about changing a folder path, but am unsure what is supposed to be done with it (if it is needed at all in the first place).Thanks in advance!. You are getting T-pose until you reinstall Skyrim.
Tomtom free maps download. That means FNIS is installing direct to your real Skyrim overwriting the previous animation files. You don't want that.You need to tell FNIS to 'generate' and send to a different directory than the real game. That directory should be in your vortex mods dir with all the other mods. Then Vortex can deploy and remove what's inside like other mods.In the instructions on the FNIS page you will see a command line option they provided to send FNIS generatef output to a different directory.He said he made it for MO2 users but Vortex and MO2 work the same as far as FNIS is concerned.In Vortex you want to configure to use that FNIS command line option (redirect output?) There is also the option to not use the UI. You want that as well when running via the vortex shortcut.If you run the FNIS UI by itself there is an check mark for it, forgot the full name.
Third one I think. If using the UI never run it without that check mark or FNIS will output to the real game directory. And then you must keep using FNIS, which is not really a problem.If you are using Vanilla bodies you don't need to care about XPMSE. That is a skeleton for when you want to use a different body like CBBE or one if the UNP variants.Think of FNIS as a compiler and you want the compiled output to be in the directory for pushing out Vortex. You don't want FNIS touching the game directory directly.FYI.
If, like me, you screw up and install 'Sexy Walk' directly without the redirect. You'll never get every damn female char to stop twirling like a drugged out ballerina. Switch to opparco's (sp?) TBBP animation and it's the same standard walks back (with boob wiggle as a bonus). Can I ask which FNIS are you using?
I can get 731 working no problem. But when I use the exact same install procedure on 744 XXL then everyone goes into the T-pose. XXL is supposed to be more specifically for VR and allows more animations so I would prefer that. Anyone know what the issue could be?
I'm following the same instructions for each, I can uninstall XXL after it doesn't work and install 731 again and it works great, then using the same process I can uninstall 731 and install XXL again and it still T-bones. I have repeated that back and forth several times between the versions. What gives?. Are you running FNIS from your SkyrimVR folder itself or from inside Vortex?
I don't see any reason you couldn't run it from the folder itself, but if you're running it from inside Vortex make sure your 'Target' and 'Start In' lines are correct.For example, I have my Steam Games installed on their own SSD so mine looks like this.Target: F:SteamLibrarysteamappscommonSkyrimVRDatatoolsGenerateFNISforUsersGenerateFNISforUsers.exeStart In: F:SteamLibrarysteamappscommonSkyrimVRDatatoolsGenerateFNISforUsersYou shouldn't need any extra command line parameters so just leave that empty.
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