"Update MOPP code" doesn't work in x64 version of Sniff because the required NifMopp.dll is 32 bits. Use Sniff 1.4 and older versions from the Files section for that.
Hi, I have a question about one of this tool's functions. I'm trying to fully 'next gen' Skyrim SE/AE (which I've seen this tool supports so that box is ticked) and this tool seems to have the function of copying and replacing BSTriShapes. So here is what what I'm asking for an answer to please.
I'm currently working on armors and as you all may know, some armors have 'Body' shapes in them which I'd like to replace with what I think are better versions from body replacer mods such as CBBE/3BA, adult mods I know but they do improve the characters look in general from head to toe and when combined with mods like KS HDT hair they become almost Starfield-like in terms of general quality minus facial animations (the amount of bone?/nodes? in the Starfield skeletons on the head/face is just WOW compared to even Skyrim SE's XP32 mod (not the point I know)) and I was wondering if this tool can remove the old BSTriShape CBBE/3BBB body parts from the clothing and armors that have them and replace them with 3BA BSTriShape?
My current way of doing this is as follows:
Import nif in Outfit studio Delete CBBE (or whatever is there) Import 3BA (body, hands or feet - whichever is used) Export Open in NifSkope Set Specular Strength to 0 (Removes Bronze Bug as in my opinion from my personal testing just having a black specular dds texture doesn't seem to work for me) Save
This is all done in 'CalienteTools' ShapeData folder so when BodySlide is run and does it's thing it uses those ref/source files to create what its suppose to, 3BA modified nifs WITHOUT bronze bug.
The heads can be done with CK:
Extract malehead.nif and femalehead.nif from Meshes0.bsa NifSkope Specular Strength 0 Put modified head nifs into MO2 mod order Load CK through MO2 Select all NPCs and CTRL+F4 to export all FaceGenData removing bronze bug from the heads/necks in seconds
The only process I can't find a batch process for is replacing armor and clothing with 'old' body parts in and replacing them with better ones. As explained above, I have to do this manually with Outfit Studio and NifSkope and there are 100's maybe even 1000+ files to go though as I'm doing both male and females versions (_m and _f nifs).
Can this tool do this for me with its 'Copy Geometry Blocks' function, as from what I've read on its description, it sounds like it can. I have tried with it for an hour or so first (thats how I learn new things before writing this huge post) and came up with nothing. Am I asking it to do something it wasn't designed to do?
I'm not looking for a step by step as I realise you all have busy lives, pretty much just a yes or no so I know if I'm wasting my time trying to understand the tool and make it do it.
"Copy geometry blocks" copies the content of NiTriShapeData and BSTriShape between nifs matching strictly by their node names, nothing more. I have no idea what the process behind "Import nif in Outfit studio, Delete CBBE (or whatever is there), Import 3BA (body, hands or feet - whichever is used), Export" really does with the nifs.
Helping zilav here as I know a thing or two about Outfit Studio and I'm familiar with the process RAZOR is attempting.
As far as I know, you cannot do this on just NifSkope because Outfit Studio requires information store in the OSD and XML file for your outfit/body project for sliders information. Changing the NIF outside Outfit Studio will still have the XML and OSD looking for the trishape CBBE (not 3BA). Of course you can also swap "CBBE" for "3BA" in text editor for the XML, but afaik, there's no way to manually edit the OSD file so your sliders will break.
This is something you should request to Outfit Studio author instead of using SNIFF. (I wish Ousnius would add batch editing of project at this point due to how huge outfit modding nowadays)
what a timing lol, i was about to ask u about adding a feature to be able to bulk-rename Nif's block names, it would *greatly* improve and speed up the 3rd person animation process, cuz there's a lot of renaming stuff and exporting instead just animating
EDIT, maybe possibly a cycle type switch too? so instead of manually going to each kf we could bulk-switch every kf from the list from clamp to loop, unfortunately we cant do that in blender before exporting
it could work just like 'update priority of bones' feature, to have the 'file contains' and u enter the file's name and it would change the block's name to whatever user would type in, again, it would be really cool and frequently used feature for anyone creating 3rd person (mainly me lol)
oh yea, i didnt know about this feature, tinkered with it and yea, i was able to rename the block's name, will try to change cycle types, but it should work as well right?
EDIT: ok, yea, both of my needs work with just the universal tweaker, thanks for letting me know about it :D
Version 1.5 is stuck in "This file is currently being uploaded to our CDN servers. If this is taking longer than expected, please contact a moderator or email us."
Bug report/feature request (not sure which): SNIFF has errors scanning some meshes found in the new Skyrim _ResourcePack.bsa because they have a "bhkCylinderShape" node that SNIFF doesn't seem able to read. ("Error: "solitude\swellfreestanding01coverstaticalpha.nif: Error reading NIF block 2 bhkCylinderShape: Unknown NiObject: bhkCylinderShape"). Is it possible for SNIFF to be updated to be able to read those?
Hello, awesome tool! I just wanted to drop this suggestion for those porting bethesda game mods, skyrim mods in particular, to bethesda.net for xbox.
In order to automatically hide all Editor Markers from meshes, just 1. go on "universal tweaker" 2. Paste "\BSFadeNode\EditorMarker" in the first white box 3. Type "Flags" in "path to the element" white box 4. On the right of the previous white box, change the option from the dropdown menu to "Add" 5. type "1" into the "value" box
Now click on process, after choosing the right output folder. It works like magic! This process will set the "Hidden" bit of the flags of any editor marker found in meshes. If EditorMarker doens't exist, the mesh won't be touched.
There is NiSkinInstance to BSDismemberSkinInstance operation (I assume it was requested to update older meshes to the new format). Why going reverse, essentially downgrading?
I discovered that doing this essentially makes armor slots neutral as far as the .nif file goes. Normally, to change an armor slot, you have to change the slot in either the Creation Kit, or xEdit, as well as in the .nif file, essentially making things easier down the line. If there are any issues with me doing this, I remain ignorant.
Suggestion - add an option to mirror animation. So for example walk left becomes walk right. I don't know if it's possible, but it would be extremely useful.
hello there, would it be possible to add material property to shapes/strips that don't have it? my usecase: trying to add specular to lod, requires the glossiness property to be edited. but so far xlodgen doesn't add material property to the mesh
sure did. even added comparison screenshots. he did add the ability to export the spec maps, but now this issue popped up that the default glossiness value of 4 is too high and makes everything super bright. i hope that he might add it in the future.
Ask him to decrease the default glossiness then. My opinion still remains the same - patching autogenerated files is pointless when they are created by 3rd party tool and its author is still active and responding.
371 comments
Use Sniff 1.4 and older versions from the Files section for that.
I'm currently working on armors and as you all may know, some armors have 'Body' shapes in them which I'd like to replace with what I think are better versions from body replacer mods such as CBBE/3BA, adult mods I know but they do improve the characters look in general from head to toe and when combined with mods like KS HDT hair they become almost Starfield-like in terms of general quality minus facial animations (the amount of bone?/nodes? in the Starfield skeletons on the head/face is just WOW compared to even Skyrim SE's XP32 mod (not the point I know)) and I was wondering if this tool can remove the old BSTriShape CBBE/3BBB body parts from the clothing and armors that have them and replace them with 3BA BSTriShape?
My current way of doing this is as follows:
Import nif in Outfit studio
Delete CBBE (or whatever is there)
Import 3BA (body, hands or feet - whichever is used)
Export
Open in NifSkope
Set Specular Strength to 0 (Removes Bronze Bug as in my opinion from my personal testing just having a black specular dds texture doesn't seem to work for me)
Save
This is all done in 'CalienteTools' ShapeData folder so when BodySlide is run and does it's thing it uses those ref/source files to create what its suppose to, 3BA modified nifs WITHOUT bronze bug.
The heads can be done with CK:
Extract malehead.nif and femalehead.nif from Meshes0.bsa
NifSkope Specular Strength 0
Put modified head nifs into MO2 mod order
Load CK through MO2
Select all NPCs and CTRL+F4 to export all FaceGenData removing bronze bug from the heads/necks in seconds
The only process I can't find a batch process for is replacing armor and clothing with 'old' body parts in and replacing them with better ones. As explained above, I have to do this manually with Outfit Studio and NifSkope and there are 100's maybe even 1000+ files to go though as I'm doing both male and females versions (_m and _f nifs).
Can this tool do this for me with its 'Copy Geometry Blocks' function, as from what I've read on its description, it sounds like it can. I have tried with it for an hour or so first (thats how I learn new things before writing this huge post) and came up with nothing. Am I asking it to do something it wasn't designed to do?
I'm not looking for a step by step as I realise you all have busy lives, pretty much just a yes or no so I know if I'm wasting my time trying to understand the tool and make it do it.
Again, sorry for the huge post!
I have no idea what the process behind "Import nif in Outfit studio, Delete CBBE (or whatever is there), Import 3BA (body, hands or feet - whichever is used), Export" really does with the nifs.
As far as I know, you cannot do this on just NifSkope because Outfit Studio requires information store in the OSD and XML file for your outfit/body project for sliders information. Changing the NIF outside Outfit Studio will still have the XML and OSD looking for the trishape CBBE (not 3BA). Of course you can also swap "CBBE" for "3BA" in text editor for the XML, but afaik, there's no way to manually edit the OSD file so your sliders will break.
This is something you should request to Outfit Studio author instead of using SNIFF.
(I wish Ousnius would add batch editing of project at this point due to how huge outfit modding nowadays)
EDIT, maybe possibly a cycle type switch too? so instead of manually going to each kf we could bulk-switch every kf from the list from clamp to loop, unfortunately we cant do that in blender before exporting
it could work just like 'update priority of bones' feature, to have the 'file contains' and u enter the file's name and it would change the block's name to whatever user would type in, again, it would be really cool and frequently used feature for anyone creating 3rd person (mainly me lol)
EDIT: ok, yea, both of my needs work with just the universal tweaker, thanks for letting me know about it :D
Is it possible for SNIFF to be updated to be able to read those?
In order to automatically hide all Editor Markers from meshes, just
1. go on "universal tweaker"
2. Paste "\BSFadeNode\EditorMarker" in the first white box
3. Type "Flags" in "path to the element" white box
4. On the right of the previous white box, change the option from the dropdown menu to "Add"
5. type "1" into the "value" box
Now click on process, after choosing the right output folder. It works like magic!
This process will set the "Hidden" bit of the flags of any editor marker found in meshes. If EditorMarker doens't exist, the mesh won't be touched.
BSDismemberSkinInstance > NiSkinInstance
Data\SKSE\Plugins\CharGen\\*
would it be possible to add material property to shapes/strips that don't have it?
my usecase: trying to add specular to lod, requires the glossiness property to be edited. but so far xlodgen doesn't add material property to the mesh
meanwhile adding the property manually works well enough, that's why i came here
he did add the ability to export the spec maps, but now this issue popped up that the default glossiness value of 4 is too high and makes everything super bright.
i hope that he might add it in the future.
My opinion still remains the same - patching autogenerated files is pointless when they are created by 3rd party tool and its author is still active and responding.
Thanks for your input.