Skyrim Special Edition
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ousnius

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  1. ousnius
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    Hey everyone,
    please make sure to read the description, it's especially important for this tool.

    v3.0.13
    - Fixed losing skin instance reference (LE to SE).
    - Added A8L8 texture scan.
  2. Wast1980
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    Well I used the new version like before, never had any problems with the older version... It seems as it deletes every NiTriShapedata and BSDismemberSkinInstance from the nif...
    Great tool though, I used it for a lot of old nifs and as I already said I never run into problems, not with normal meshes nor with head parts.
    Edit: Not used yet about the Bug section, reported it as a bug now.
    1. ousnius
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      Fixed in 3.0.13.
      Deleting NiTriShapeData is normal, SE NIFs don't have NiTriShapeData. However, it was dropping the skin instance.
    2. bobjones111
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      Would the skin instances being deleted cause a problem? Should I reinstall and reoptimize my meshes with the new version?
    3. ousnius
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      If you used 3.0.12 to convert from LE to SE, yes.
    4. bobjones111
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      OK, thank you. The changelog made it sound like it was when converting meshes from LE to SE, thanks for clearing that up.
    5. ousnius
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      That's what I meant, sorry! The changelog is correct. I corrected my comment.
    6. bobjones111
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      Haha, got it. Thankfully I only optimized a couple of meshes with 3.0.12. Thanks for the heads up.
  3. tonycubed2
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    Thank you for this fine tool. And for your continued attention to it.
  4. RenaPG
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    There's an issue with SSE to LE mesh conversion, the meshes will display the normal maps inverted after the conversion (meaning protruding detail will turn into sinking detail, and vice versa). No idea why, but I've tested several meshes and they all had the issue.
    1. ousnius
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      The conversion doesn't really do anything that could cause that. Where are you seeing the inverted normal maps? NifSkope, Outfit Studio, the game? What type of meshes are they?
    2. RenaPG
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      While playing the game. It's any type of object mesh, really (ground, clutter and such). First time I noticed it was looking at the pots with soup in them after converting the Unofficial Material Fix mod.
    3. ousnius
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      Can you upload the before/after NIF of one example? And you didn't touch the textures?
    4. RenaPG
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      I didn't touch the textures. Here are the meshes (included both the vanilla mesh and the converted mesh): https://drive.google.com/file/d/1NVwgCVRmYf1ou4vXkrkC-5F-zRyPyawx/view?usp=sharing

      And here's a screenshot of the problem:



    5. ousnius
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      I found the issue and fixed it for the next release, no idea how nobody else noticed it so far. Thanks.
      You can work around it for now by using the "Mesh -> Update Tangents" command on the NiTriShape in NifSkope.
    6. RenaPG
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      Glad you managed to fix it. I was worried this was something that couldn't be fixed and I wouldn't be able to backport meshes properly. I'll be looking forward to the next release then.
    7. Xyberbat
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      @RenaPG : thanks for the find

      @ousnius : thanks for the work-around
    8. ScarfyMods
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      Does this affect head mesh too?
    9. ousnius
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      No.
    10. rakigako
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      Hi Ousnius, thank you for this amazing tool, are you going to release an updated version with the inverted normal maps bug fix soon? Seems like a very critical bug so I am going to hold off converting any meshes. Also, would running the updated tool again fix the already converted meshes? Thanks.
    11. ousnius
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      Soon yes. It doesn't really touch meshes that are already converted, no. You could either convert the source meshes again or convert back and forth between SE/LE, but that's less recommended.

      EDIT: Uploaded.
    12. Mebantiza
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      So what kind of impact and what (type) of objects does this effect? Everything? Clothing, armors etc?, body meshes? I see heads are not impacted, what about bodies? Like to get some sort of idea which if any of my files I should consider re-optimizing meshes from the source files. A daunting task even to think about..

      Added: I think.....something is not quite right with .12

      I tested it on a Armor mod, and it the resulting files are going from 2000 kb (source) to 4kb! This is versus 1600kb which was optimized with v3.06

      All the .12 optimized files are a fraction of their size. Example: A 3.4 mb dress nif got cut down to 747 kb? Does this sound correct?
    13. rakigako
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      Yes, experiencing the same thing with v3.0.12, mesh file size becomes super small and doesn't work in game. Will wait patiently for an update.
    14. ousnius
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      Will check later today. SE to LE or LE to SE?
    15. Mebantiza
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      I took a random armor mod (LE) and ran .12 on it. So, yes, LE > SE.
    16. ousnius
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      Fixed in 3.0.13.
  5. kellersab
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    I accidentally ran it on my entire meshes and textures it caused a crash so I deleted everything but even after reinstalling everything it still says they are nif files so my entire game is ruined even when I do clean Installs of the textures they are converted immediately after downloading
    1. Vyxenne
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      That's simply not possible. NifOptimizer does not do anything on its own. It is not "immediately converting" your unconverted nifs or textures. If you are doing fresh installs of Oldrim mods and you find that the nifs have already been converted to SSE specs (NiTriShape converted to BSTriShape, etc.) when you look at them with NifSkope, it means that you are installing already-converted nifs.
    2. kellersab
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      So meshes are already nifs ? because I did run my entire meshes and textures folder so it's just be a mod ? in my load order ?
    3. kellersab
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      And I'm using mainly new skyrim mods but if they are nif files off the bat I guess I'm losing it ???
    4. compleCCity
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      Supporting Vyxenne

      • Meshes are *.nif files, yup
      • This is no mod, but a tool, and has nothing to do with any mod organizer/manager you're using
      • Basically, you'll need this only if installing LE mods with meshes not converted to SSE
      • How to: place this in any directory somewhere on your drive (better not "Program Files"); make a backup copy of the LE mod you downloaded; run the tool for that mod's directory; use the freshly converted meshes/textures for that mod
    5. kellersab
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      Lol I know its a tool and now I have to come through 200 plugins to find the offender lol
    6. phinix
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      Probably Skyrim Flora Overhaul or some other landscape mod with LODGen files.
    7. Vyxenne
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      ... cerebral flatulence
  6. Anduniel
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    Does anybody else get an Avast virus warning when starting up this tool for the first time? Avast sent it to "the lab for interrogation" lol. Came back clean though.
    1. ousnius
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      This is normal for programs that aren't signed with a certificate and have been newly uploaded. It's not a virus, with time the antivirus software will learn that it's not. Every time I upload a new version it needs to re-learn that.
  7. romantiker12
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    This tool is only helpful if you use it on some sort of static-stuff and body-related-content.
    For more complex gamebryo-files it can not be used for a conversion because lot of content of gamebryo-files can not be changed automatically.
    tThe guide should mention all sorts of files which are working for an automatically conversion with the notes for bidirectional use, and those file-types, which do not work out of the box (or which will be damaged if being converted by this tool) should be listed.

    Working file-types S to SSE and the way back: static mesh-assets and body-related files, with head-setting option
    Not working files: all other complex file-types, for example will BSLODTreeShapes be damaged inside of BSLeafAnimationNodes-and this is only one example.
    (it´s of course not possible for such a tool to convert all sorts of NIF-files-this is a very fine helping tool for the most common stuff mentioned above)

    Anyway thank you for this TOOL !!!
    1. ousnius
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      I didn't inspect much about trees or leaf animation. However saying "all other complex file types" is a bit misleading, as it works on pretty much 99% of NIF files modders created in LE - only few exceptions are the ones not working and I haven't been given any examples so far.
  8. MudCrabKing
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    Is it possible to convert Oblivion models to Skyrim SE with this tool? I tried and I got a fail to load.
    1. ShadeC4
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      Sorry, this is specifically for Skyrim to SSE.
  9. ShadeC4
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    Ok, so... I feel like I've been bashing my head against the wall... I edited a NPC in Skyrim NPC Editor since there is no version for SSE and then proceeded to use SSE Nif Optimizer on the head mesh. However, every time I do this, the neck ends up going through the top of the head. No matter what settings I change in Nif Optimizer this always happens. I checked the UVs in NifSkope and nothing is outside of the main square.

    I don't have a ton of knowledge in this area (I'm still pretty new to all of this) so I have no idea what I'm doing wrong, if I even am doing anything wrong. Nif Optimizer is a great tool that has worked without issue for me in the past so I'm totally baffled this time.
    1. ShadeC4
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      Never mind, I figured it out. It was just user (my) error. I loaded the mod up in SSE's Creation Kit, re-saved the mod and then exported the head data with ctrl+F4 to make an already SSE formatted nif. No more issue~ ^^
  10. Sylv21
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    Hello,

    First thanks so much for your tool that is really helpfull !

    I have a question about the new nif format : I converted my icefloes meshes from LE to SE without any problem at first.
    But I realised ingame that a bug that I had fixed for LE is back : some ice chunk can be invisible from certain angles.
    I fixed this for LE by setting the consistency flag of the niTriShapeData to CS_STATIC but I can't find an equivalent on the migrated nif.
    I didn't find anything on the net related to this issue :( (just this but it isn't really helpfull https://github.com/niftools/nifskope/issues/69)
    Do you know I could fix this for SE ?

    Thanks in advance
    1. ousnius
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      In SE the game decides what meshes should be static, mutable or whatever else. I doubt it has much to do with the flag, though. You should check the bounding spheres of your meshes. Are the ice floes skinned meshes?
  11. vale192
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    Great tool for anyone who wants to mod skyrim or port mods to sse, thanks for this essential tool!!!))