Skyrim Special Edition
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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.

    v3.0.14
    - Fixed node hierarchy potentially carrying over between NIF files (bug introduced in 3.0.13).
  2. Burgao
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    I found a bug when trying to convert meshes from SE to LE, This , I don't know what's causing that to happen but It happens when the projectile from a spell is flying, The mod I'm trying to covert is Elemental Destruction, It only happens with the Fire and Forget Poison spells from this mod. I asked to the mod author if they could help me, since i don't have much experience on Nifskope, but He said something about add-on node to make sure they were defined in the esp file with the same numbering system that They used and i checked, They are. Could help me with this issue?
  3. 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.
    2. Nexak
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      Only ones I've found I couldn't straight convert were the very rare occasional facegeom that'd been edited in Nifskope or such, or some of the KomAnim animated(.nif!) scenes that are like 40mb with 2000+ nodes. I can send some if it'd be useful, but I'm not sure on the actual sources of these or the actual legality(?) for them.
    3. Mebantiza
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      I found a nif that was rather badly damaged just last week during a random before-after check. I'll admit I only check a small % overall, but, after seeing that case, I have paused all nif work for now at least. Given the rather large #'s of nifs involved here, like, probably over 80% of all nifs have been optimized in my install easily, and that is likely an understatement. I have no real idea how widespread the problem I saw last week might be.

      That said, it is also true, (most) objects do not show any obvious or overt difference before vs after. The key word being overtly obvious and I dont really check anything but a fraction of a fraction of them to begin with. But, again, the question is, how many do I actually have that have been damaged the way I saw on one that piece? I have no real way of knowing that given the #s involved.

      I have over 36k nifs in my install and that does not include those inside BSA's. Most of those, were optimized with NO versions as far back as 3.0.1. Myself, I always log the NO version I used either in SNAM desc, or in the docs. Most modders however, do not, and most are going to be all over the map in terms of what ver. they used. Its a safe bet few(if any), go back and redo them with newer iterations. Especially the ones packed inside BSA's. Even if most modders were presented with the notion of redoing all their nIfs going back to their orig. source files, most couldn't be bothered in any event would be my guess.
    4. ousnius
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      SSE NIF Optimizer writes the version that was used into the header of the NIF file. You can inspect it in NifSkope.
  4. PandoraTremere
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    Can you please add vertex colors remover?
  5. ff7legend
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    For some odd reason I don't think the tool is properly optimizing LE versions of femalehead.nif any longer. In previous versions, the femalehead.nif would shrink from 86 KB in size to 82 KB in size... That is no longer the case with the latest SSE NIF Optimizer which worries me.
    1. ousnius
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      Well, did you do it with the head parts checkbox in both cases? You can simply check the results in NifSkope.
    2. ff7legend
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      Yes I did. I've been porting mods to SSE format for over 2 years now... The femalehead.nif no longer shrinks in size with the latest version of SSE NIF Optimizer, leading me to believe there's an issue. The last couple of ports I attempted had black face issues, prompting me to transplant the femalehead.nif with one from another follower mod & using Nifskope to redirect the textures to the follower mod I just ported. Black face issue was gone so I know there's something wrong with the latest version of this tool. The issue only affects the femalehead.nif, which is quite strange.
    3. ousnius
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      I optimized a head and don't see any issue with it. You might need to send me the original NIF file and the optimized ones (the larger and smaller file size ones).
    4. Xyberbat
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      I can confirm this.
      Porting a follower head & hair with v13 gives a brown face ~ the same follower ported with v11 is OK.
      In my case the v11 filesize is 1419 KB, while the v13 filesize is 1420KB.

      Edit:
      I suspect the hair. Shows up different when viewed in Nifskope.
    5. ff7legend
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      The femalehead.nif optimization isn't working right. Xyberbat has just confirmed my suspicions that something is wrong with the tool not properly optimizing femalehead.nif (3.0.13)...
    6. ousnius
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      I've tried optimization of full follower heads in both ways and don't see any issue or file differences/different file sizes between 3.0.11 and 3.0.13 NIFs. As I said you need to upload NIF files for me or I won't be able to find the issue.

      @Xyberbat: The hair shows up differently after 3.0.13 optimization because that's one of the bugs fixed there. It was lit wrongly in the older NIF.
    7. Xyberbat
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      That explains the size difference, thanks.
      I'll redo my port this weekend, (s-l-o-w-l-y) to eliminate any errors on my part.
    8. ousnius
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      @Xyberbat. It doesn't. The bug that caused the hair to lit wrongly was simply the way the tangents were facing. The file size should be identical. If it's not then I still need the NIF files with v11 and v13.
    9. ff7legend
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      These are the follower mods I was having trouble with yesterday when using 3.0.13:

      https://www.nexusmods.com/skyrim/mods/80574

      https://www.nexusmods.com/skyrim/mods/78373

      In the latter case, Umbra's lips don't move... These are the mods whose femalehead.nifs were giving me trouble. Transplanting the femalehead.nif fixed this issue sans Umbra's non-moving lips when she speaks... Either way, both had brown/black face issues after using 3.0.13 to convert the head mesh. Yes, I had the Headparts Only box checked & have performed said operation countless times over the past 2+ years.
    10. Xyberbat
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      Try as I might, I could not reproduce my error/mistake, this weekend.
      Filesizes of both versions (11 & 13) are the same at 1420K, and smaller than the original LE version at 1942K.
      No brown face either.
      The only differences I could see in Nifskope are the obvious visual layout of the hair, and a sequential difference of some ninodes.
      I'll blame it on the influence of a moon in the Rings of Saturn on the phase of Venus.
      Accept my humble apologies.

    11. ousnius
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      I found the possible issue a bit ago, it only happens when you optimize multiple NIFs at once and it messes up the nodes.
    12. Mebantiza
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      So it is fair to say, any facegens, or related assets optimized with v11 or earlier, can be left as they are? No redos from LE assets warranted or justified?

      Right now, I am only concentrating on re-doing *non*-npc items with v13.
    13. DarthVitrial
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      Is it only facegen/headparts that were affected by this issue?
    14. ousnius
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      Any skinned NIF file with a hierarchical node structure could have been affected. There will be a fixed version soon.
    15. DarthVitrial
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      I see, thanks.
      Did you have a chance to look at my bug report below?
    16. ff7legend
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      Awesome. I knew something was up...
    17. ousnius
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      @DarthVitrial: Not yet, I haven't had much time recently. Does it still occur with 3.0.14?
    18. DarthVitrial
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      Yes, unfortunately. It's been present in NifOpt since the start afaik.
  6. yeoericeric
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    https://imgur.com/gallery/scmRth4

    Having this weird hair mesh stretching issue with KS Hairdos' 50-60% of the hairstyles.
    Downloaded the latest version of the mod (SSE version), with the appropriate requirements with the right version.

    Is that mod having some .nif file/meshes porting problem. So far I haven't seen any similar reports on that mod's forum section.

    For the record, I did not personally convert or port any of the assets from KS Hairdos. I just downloaded and installed it.

    https://forums.nexusmods.com/index.php?/topic/5212525-ks-hairdos-sse/page-135#entry84330923

    This is the section of the post that I was making.

    If someone knows what's causing it. Please, don't hesitate to post your findings. Because this issue is very strange.
    1. ff7legend
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      That issue only occurs with the Dark Elf race for some reason...
  7. rako123
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    thank you so much, solve my problem with corrupted texture armor pack that causing crashes.

    i have question about lod and particle. this tool give warning, is that a problem that should be fixed or not?
  8. Taedus
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    As funny as it sounds this mod is superior to CAO because it actually does what it should. Thank you.
    1. Vyxenne
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      CAO is (partially) based on some previous-version code from this mod. It should (and did the only time I tried it months ago) work at least as well as that particular version of NifOptimizer did.

      CAO also does a few things that NifOptimizer doesn't do, such as extract Oldrim BSAs and repack them in the new SSE format, fix incompatible textures, automatically convert animations, etc.

      Rather than throw shade on CAO from here (which is basically what your left-handed compliment does) it might be more productive to post your issues with CAO on the CAO page.
    2. DarkDominion
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      what is it with people and calling other people's work superior ?
      why the urge to weigh a mod you use against another mod and call one of them the absolute best?

      fine, we get it, you are smart and picked the best mod in your eyes, but please let us be the judge of that and let us find that out ourselves ?
      thank you
    3. ff7legend
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      I couldn't get CAO to work at all. With that being said, use the tool that best suits the individual. No need to state one's personal opinion with regards to one tool being superior vs the other... I agree that each user should be the judge when it comes to their personal preferences. Bashing another author's work is unnecessary & RUDE. Some folks just plain lack RESPECT.
  9. YESiamaBK
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    sorry if this is a dumb question, does this make LE armor mods work on SE?
    1. Vyxenne
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      Generally speaking, the only parts of most LE armor mods* that won't work "as is" in SSE are the meshes. So yes, NifOptimizer converts LE meshes for SSE. It also scans textures and notifies you if any of them will cause problems in SSE.

      *Some armor mods' assets are packed into BSAs. LE BSAs are incompatible with SSE. Therefore, you must unpack the LE BSAs and optimize the loose files. Ideally, you should then repack the assets into an SSE-compatible BSA.
  10. DarthVitrial
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    Quick bug report, this mod breaks one specific (and unusual) mesh from the Wheels of Lull when converting it from the oldrim version.
    The mesh has an animated texture, and after being converted it randomly vanishes.
    In testing it has been found that this is because the optimized nif is missing some tri shape data, seems Nif Optimizer is mistakenly removing it.
    here is a comparison screenshot showing the missing tris in NIFSkope: https://cdn.discordapp.com/attachments/742769762932883477/743552928291356724/unknown.png

    Image comparing the unconverted mesh and the broken version: https://cdn.discordapp.com/attachments/742769762932883477/743523554573680680/unknown.png



    Original, unconverted mesh: https://cdn.discordapp.com/attachments/742769762932883477/743557739682332783/mainquest_activator_bigscreenscreen_-_Original_-_Copy.nif

    Converted, broken mesh: https://cdn.discordapp.com/attachments/742769762932883477/743557742257766497/mainquest_activator_bigscreenscreen_-_SSE_-_Copy.nif

    Fixed mesh with the missing tris restored: https://cdn.discordapp.com/attachments/742769762932883477/743558260681998526/mainquest_activator_bigscreenscreen_SSE_Fixed.nif
  11. 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.