Sse nif optimizer tutorial
Author: l | 2025-04-24
Optimizes LE/SE NIF files and fixes various issues. Can also scan textures for compatibility. - SSE-NIF-Optimizer/SSE NIF Optimizer.rc at main ousnius/SSE-NIF-Optimizer Optimizes LE/SE NIF files and fixes various issues. Can also scan textures for compatibility. - SSE-NIF-Optimizer/SSE NIF Optimizer.sln at main ousnius/SSE-NIF-Optimizer
SSE-NIF-Optimizer/SSE NIF Optimizer.vcxproj at main - GitHub
Poly model again into Blender and UV unwrap2. SSE Nif Optimizer--------------------Convert Copy of Reference File to LEThis process will not work with Skyrim SSE (Special Edition) NIF files so you have to convert your reference NIF file to LE (Limited Edition). If you are using an LE file already you can skip this step. Tip: Save a COPY of your NIF reference file to a temporary folder so you can use your extracted files again. Open your SSE Nif Optimizer and browse to that folder and check the box to LE and Optimize. You can check the time-stamp on the Nif file to make sure it was converted.3. NifSkope 2.0 Dev 7---------------------Import New Model Triangulated .OBJ TO > Reference NIFResize, Reposition and Bounding SphereAdd and Adjust Texture to New ModelDelete Reference ModelAdd Collision to New Model MeshImport New Model Triangulated .OBJ TO > Reference NIFNext we're going to want to use a mesh that serves the same purpose as the one you're putting in the game. Since my new item is a custom new model sword I would want to find another sword to put into and use as a reference.Open NifSkope:File Open - your LE NIF Reference FileNote: BSTriShape in SSE is the same as NiTriShape. If you are seeing BSTriShape check that you converted the NIF to LE version.First we need to find the mesh that matches your new model. Look at the shape of NiTriShape for import (ie. to match my new model sword I am looking for the NiTriShape that is also a sword). If your file has mutiple shapes you want to make sure you pick the correct one. You can click on the NiTriShape to see where it belongs because the shape will then show up with wiry and green. Once you find the correct refernce mesh/shape highlight it and Block > Duplicate branch. A new NiTriShape will be created where you can import your .OBJ to. This duplicate NiTriShape will have the same name as your reference NiTriShape so to keep it all straight highlight the new duplicated NiTriShape scroll down to Block Details > Name > click on the little txt and type in the name of the new mesh model (no spaces) that you will be importing.Now highlight your new model NiTriShape and then goto File > Import > .OBJ and browse to your OBJ file and Open.If you are using a file that has edge blood (ie. weapons) you will need to import your .OBJ shape to these NiTriShapes also so that the blood has the same shape as your weapon. Otherwise you will have blood floating in space and that's just weird. Highlight each edge blood and import your Optimizes LE/SE NIF files and fixes various issues. Can also scan textures for compatibility. - SSE-NIF-Optimizer/SSE NIF Optimizer.rc at main ousnius/SSE-NIF-Optimizer Collision so it is over your new model.Another Way: ChunkMerge :If you have a new custom mesh with a unique shape you will want to use ChunkMerge.Important: NIF file needs to be in LE format. You can shift it to this format using SSE NIF Optimizer.1. Copy original NIF file to ChunkMergeShell.NIF - It is the same exact NIF but a copy renamed version.2. In the copy file:a. Remove the BSX flags > Block > Remove Branchb. BHKCollisionObject > Block > Remove BranchC. BSValueNode > Block > Remove Branchd. In each tri-shape remove the BSLightingShdaderProperty > Block > Remove Branche. Remove NiAlphaProperty also Goal is to clean up the file only leaving NiTriShape and NiTriShapeData3. Change the name of each NiTriShape to: SKY_HAV_MAT_SOLID_METAL you can change this by highlighting the shape > Block Details > Name > click on small txt. All shapes should have the same name.4. Save the file so that you have both your original file and the ChunkMerge file in the same directory.5. Open ChunkMerge Nif File (Skyrim): Your original unaltered file, Collision: The ChunkMerge file that you just worked on with just the NiTriShape Data and the SKY_HAV_MAT_SOLID_METAL names6. Template (Skyrim): 7. Collision Material: [Click] Name of TriShape8. Collison Source: Collision Fallback Mesh (Note: You may have to click this back afer clicking on Name of TriShape)1. Choose NIF-File (Skyrim version) collision data should be injected reference file2. Choose NIF-file for collision source3. Select template from ComboBox4. Select handling of collission source (collision data or shape meshes)6. Press Convert-buttonIf you still need to use Chunk Merge, here is a great tutorial on that: See the full tutorial at FINAL Step: Open your original LE reference file alongside your new model NIF and make sure that you have the same files in both numbering may be different but it should be the same types of files. You can add any Textures or Shader effects that might still be needed and REMEMBER to delete any free floating files.Save your NIF over to the Skyrim directory path that corresponds with your new model. 3. NifSkope 2.0 Dev 7---------------------******Another Option to use if you are able to export to NIF*****Copy New Model Mesh NIF > TO > Reference NIFAdd Texture to New ModelOpen NifSkope:File Open - your NIF file just exported from Outfit StudioOpen antoher instance of NifSkope:File Open - your reference NIF file extracted with BAENext we're going to want to use a mesh that serves the same purpose as the one you're putting in the game. Since I have an item (ie.custom model sword) I would want to find another sword to put into and use as a template.You will notice that the game reference NIF blockComments
Poly model again into Blender and UV unwrap2. SSE Nif Optimizer--------------------Convert Copy of Reference File to LEThis process will not work with Skyrim SSE (Special Edition) NIF files so you have to convert your reference NIF file to LE (Limited Edition). If you are using an LE file already you can skip this step. Tip: Save a COPY of your NIF reference file to a temporary folder so you can use your extracted files again. Open your SSE Nif Optimizer and browse to that folder and check the box to LE and Optimize. You can check the time-stamp on the Nif file to make sure it was converted.3. NifSkope 2.0 Dev 7---------------------Import New Model Triangulated .OBJ TO > Reference NIFResize, Reposition and Bounding SphereAdd and Adjust Texture to New ModelDelete Reference ModelAdd Collision to New Model MeshImport New Model Triangulated .OBJ TO > Reference NIFNext we're going to want to use a mesh that serves the same purpose as the one you're putting in the game. Since my new item is a custom new model sword I would want to find another sword to put into and use as a reference.Open NifSkope:File Open - your LE NIF Reference FileNote: BSTriShape in SSE is the same as NiTriShape. If you are seeing BSTriShape check that you converted the NIF to LE version.First we need to find the mesh that matches your new model. Look at the shape of NiTriShape for import (ie. to match my new model sword I am looking for the NiTriShape that is also a sword). If your file has mutiple shapes you want to make sure you pick the correct one. You can click on the NiTriShape to see where it belongs because the shape will then show up with wiry and green. Once you find the correct refernce mesh/shape highlight it and Block > Duplicate branch. A new NiTriShape will be created where you can import your .OBJ to. This duplicate NiTriShape will have the same name as your reference NiTriShape so to keep it all straight highlight the new duplicated NiTriShape scroll down to Block Details > Name > click on the little txt and type in the name of the new mesh model (no spaces) that you will be importing.Now highlight your new model NiTriShape and then goto File > Import > .OBJ and browse to your OBJ file and Open.If you are using a file that has edge blood (ie. weapons) you will need to import your .OBJ shape to these NiTriShapes also so that the blood has the same shape as your weapon. Otherwise you will have blood floating in space and that's just weird. Highlight each edge blood and import your
2025-04-19Collision so it is over your new model.Another Way: ChunkMerge :If you have a new custom mesh with a unique shape you will want to use ChunkMerge.Important: NIF file needs to be in LE format. You can shift it to this format using SSE NIF Optimizer.1. Copy original NIF file to ChunkMergeShell.NIF - It is the same exact NIF but a copy renamed version.2. In the copy file:a. Remove the BSX flags > Block > Remove Branchb. BHKCollisionObject > Block > Remove BranchC. BSValueNode > Block > Remove Branchd. In each tri-shape remove the BSLightingShdaderProperty > Block > Remove Branche. Remove NiAlphaProperty also Goal is to clean up the file only leaving NiTriShape and NiTriShapeData3. Change the name of each NiTriShape to: SKY_HAV_MAT_SOLID_METAL you can change this by highlighting the shape > Block Details > Name > click on small txt. All shapes should have the same name.4. Save the file so that you have both your original file and the ChunkMerge file in the same directory.5. Open ChunkMerge Nif File (Skyrim): Your original unaltered file, Collision: The ChunkMerge file that you just worked on with just the NiTriShape Data and the SKY_HAV_MAT_SOLID_METAL names6. Template (Skyrim): 7. Collision Material: [Click] Name of TriShape8. Collison Source: Collision Fallback Mesh (Note: You may have to click this back afer clicking on Name of TriShape)1. Choose NIF-File (Skyrim version) collision data should be injected reference file2. Choose NIF-file for collision source3. Select template from ComboBox4. Select handling of collission source (collision data or shape meshes)6. Press Convert-buttonIf you still need to use Chunk Merge, here is a great tutorial on that: See the full tutorial at FINAL Step: Open your original LE reference file alongside your new model NIF and make sure that you have the same files in both numbering may be different but it should be the same types of files. You can add any Textures or Shader effects that might still be needed and REMEMBER to delete any free floating files.Save your NIF over to the Skyrim directory path that corresponds with your new model. 3. NifSkope 2.0 Dev 7---------------------******Another Option to use if you are able to export to NIF*****Copy New Model Mesh NIF > TO > Reference NIFAdd Texture to New ModelOpen NifSkope:File Open - your NIF file just exported from Outfit StudioOpen antoher instance of NifSkope:File Open - your reference NIF file extracted with BAENext we're going to want to use a mesh that serves the same purpose as the one you're putting in the game. Since I have an item (ie.custom model sword) I would want to find another sword to put into and use as a template.You will notice that the game reference NIF block
2025-04-09The same one so deleting the old one will keep the new one and it just deletes the leftover one to expand on that if you for some reason change the paths in your BS properties to be the exact same number as the old one it will crash your game.Because you have a duplicate BS properties path you don't want to reuse BS lighting shader properties or anything else actually any kind of duplicate causes the game to crash make sure to make a new copy instead of using the same one twice.IMPORTANT FINAL Step: Open your original LE reference file alongside your new model NIF and make sure that you have the same files in both numbering may be different but it should be the same types of files. You can add any Textures or Shader effects that might still be needed and REMEMBER to delete any free floating files.Save your NIF over to the Skyrim directory path that corresponds with your new model. 4. SSE Nif Optimizer--------------------Convert Copy of Reference File back to SSEYour file will not work with Skyrim SSE (Special Edition) so you have to convert your reference NIF file back from LE (Limited Edition) to SSE. If you are modding for LE file you can skip this step. 5. Creation Kit---------------Goto Creation Kit (assuming you have a working knowledge of Creation Kit) and go to the weapon/item original reference that you created a new model for. You can search for this object in the Object View > Filter. Once you find the reference object that you created highlight > Right Click > Duplicate. IMPORTANT: Open the duplicated copy and rename the object to a new ID and a new name.Goto the "Art and Sound" and Model > EDIT browse to to your new Model and update to your new model. Always use copies and save to mod files so you don't crash your game. Remember if you are making a weapon you need a 1st Person version of the NIF also.Tip: You can do this first by creating a Mod shell and pointing your mod to the new model NIF and then just keep copying over as you are working on the file to test in game.Check out your new model in game...Enjoy--------If everything is working correctly, thank the Skyrim Gods for this miracle!Enjoy your new creation in game. Share with the World! Be Kind! Be Happy! Make more mods! Thanks to Sources:------------------- Squash: - Gambsmoore/MikeMoore: - EnzedDev: Winsmoke:
2025-04-10