Skyrim

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Created by

Ehamloptiran

Uploaded by

zilav

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About this mod

A batch processing tool for Skyrim to update tangents/bitangents and optionally replace textures

Permissions and credits
NifModify by Ehamloptiran

A batch mesh processing utility for Skyrim

Usage: NifModify.exe <source path> <destination path> <Skyrim data path> [--nofilecheck] [--replace "<string1>" "<string2>"] [--reportBlocks <BlockName>]

  • Ensures that UVSets flags is 4097 and updates tangents and bitangents on all shapes, this is always done automatically regardless of provided options
  • Checks if diffuse texture is equal to normal texture, adding _n in this case to normal (performed by default, disable with --nofilecheck)
  • Checks if diffuse texture exists in Skyrim data folder, and replaces it with textures\default.dds otherwise (performed by default, disable with --nofilecheck)
  • Checks if normal texture exists in Skyrim data folder, and replaces it with textures\default_n.dds otherwise (performed by default, disable with --nofilecheck)
  • Optional --replace switch performs string replacement on all textures in a mesh, string1 is replaced with string2. Can be used to relocate all textures to another folder. Replacement is case insensitive.

The log of performed changes is saved into Log.txt next to NifModify.exe
 
Examples:

NifModify.exe "e:\1" "e:\2" "c:\games\skyrim\data" --nofilecheck
Update tangents and bitangents on all meshes in "e:\1" including subdirectories and save them into "e:\2" using the same directories structure

NifModify.exe "e:\1" "e:\2" "c:\games\skyrim\data" --nofilecheck --replace "textures\" "textures\new\"
Update tangents and bitangents on all meshes in "e:\1" including subdirectories and save them into "e:\2" using the same directories structure
Additionally update all texture names and replace substring "textures\" with "textures\new\"

NifModify.exe "e:\1" "e:\2" "c:\games\skyrim\data" --nofilecheck --replace "" "new\"
Update tangents and bitangents on all meshes in "e:\1" including subdirectories and save them into "e:\2" using the same directories structure
Additionally prepend all texture names with "new\" directory (when what to replace is empty, replacement string is prepended)