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

    v3.2.1
    - Added an icon to the application
    - Remove "Packed Tangent" shader flag when saving headparts for LE
    - Fixes for texture path cleanup with whitespace and newline characters
    - Fixed reading strings in NIF files that are longer than 2048 characters
    - Fixed loading NiSkinData without vertex weights but with Num Vertices > 0
  2. RustyPaw
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    Hi, I got my hands on this through the porting bundle GitHub - Styyx1/ADT: Repository for Althro's Dev Tools Wabbajack tool list, and I'm just making myself a hair pack, all was going well until I clicked on the 'optimize' within the SSE Optimizer nif and got a message "error 5 access denied"
    Sorry if already answered, I'd look for existing answer in these posts but the comment search is disabled.
  3. beefydonut69
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    can this be used for more than just body textures?
    for example i have missing textures in a cave that im trynna fix, and i keep seeing things about needing these mods to do so but all i see them do in the comments or description is face stuff
  4. pixelrambles
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    never mind solved.... :')
  5. chamberZZZ
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    Hey guys...when optimizing headparts, following the logic in the description, can I consider hairs (WIGS) as helmets⚡...?
    And do normal optimization, without checking headpart only? Thanks...🤘
    1. StickyNarwhal
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      Pretty sure wigs are helmets, yeah.
    2. ousnius
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      Wigs are just like any other armor part and don't count as headparts, yes.
    3. chamberZZZ
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      StickyNarwhal and ousnius 
      I came to update to v3.2.1 and...a few months later...thanks for the feedback!🤜🍺
  6. Waxwork
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    does this also support FO4? im having trouble with crashes all the time and i think its a corrupted mesh.
    1. ousnius
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      It's not going to do anything to FO4 meshes. It also can't repair already corrupted meshes. You can send the mesh on my Discord server, maybe someone can help there. Link in my profile.
  7. hoangdai94
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    @ousnius Sorry again if this still sounds noob but... does the function of this mod the same as Cathedral Assets Optimizer ?
    1. ousnius
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      CAO is using the code from SSE NIF Optimizer to do the NIF part of the optimization process.
      So, that part of it is, more or less, identical.
    2. chrismartin
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      CAO has 3 levels of mesh optimization (necessary, medium and full). Is SSE NIF Optimizer optimization the same as CAO full optimization?
      Or is it more complex than that?
    3. ousnius
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      SSE NIF Optimizer optimizes all files you hand to it with the settings you chose (head parts or not). CAO, depending on the settings, tries to optimize only files that need optimization and has paths to detect if a mesh might be a head part mesh or not.
    4. hoangdai94
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      @ousnius So at the end of the day, is it recommended that we use SSE NIF Optimizer as an additional step to Cathedral Assets Optimizer for better optimization, or is it redundant ? Like run SSE NIF Optimizer first then CAO afterward(or vice-versa?)
    5. ousnius
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      No, if you run them on the same files, they do the same things (for NIF files). It's just a matter of which one you prefer or if you use the other features of CAO.
    6. hoangdai94
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      ✌️😁👍
  8. DarkFlameShadowNinja
    DarkFlameShadowNinja
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    What's the major difference with this NIF Optimizer and the other optimizer mods like Cathedral Asset Optimizer? 
    1. CaptainWestwind
      CaptainWestwind
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      I don't know if I set somethin wrong in Cathedral but even with its default settings it would not optimize facegen nifs and that would cause crash in the game. With this optimizer, never have a crash with facegens, so I imagine it works for other things as well. So what I do is use this optimizer first then finish the work with Cathedral.
  9. agiletek
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    Anything special to running this under Proton (Linux) or should I just add it as a thing to MO? Normally would just test, but this is the kind of thing where a small issue I won't notice make for a big problem I won't notice till way later.
  10. chickmetalhead
    chickmetalhead
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    Thank you so much for the v3.2.1 update, especially removing the "Packed Tangent" shader flag when converting headparts to LE!

    Will test it out next time I backport a facegen head mesh to LE for my personal game - it will save me some time... and maybe more important it will help those that didn't know they needed to remove them manually in the past.
    1. chickmetalhead
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      I came to my senses and realized I didn't need to wait to test it. So I can confirm that the new version converts an SE FaceGen head mesh to LE perfectly, now correctly removing the Packed_Tangent flag, so we don't need to do that manually anymore. I also did a binary compare after using both v3.2.0 and the new v3.2.1, and the only difference between what v3.2.1 produced as compared to v3.2.0, was the 6 bytes with the removed flag (there were 6 head parts in the mesh I was testing with), and 1 other byte which gave me a quick bit of wondering what that change was. Turns out it was in the ExportInfo ProcessScript comment field because it now contains v3.2.1 instead of v3.2.0, which led to a laugh at myself when I realized what it was.

      Thanks again, and somebody give ousnius a kudos point for me, because I did a long time ago and can't do it a second time!
  11. darksynth0
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    Is there a way to use this as a batch process via mo2 on the whole load order? Or, at least, on a single folder containing multiple meshes?
    1. ousnius
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      Yes, check the end of the description. But be careful with it (head parts and stuff).
    2. darksynth0
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      Thanks! Will give it a try