Sse nif optimizer tutorial

Author: h | 2025-04-24

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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

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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 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 block

SSE NIF Optimizer - ดาวน์โหลด

The 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:. 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 / Оптимизатор .nif файлов для

Due to popular demand, with the permission of Ondrea and FranklinZunge, I have updated the meshes from this mod with ousnius's SSE NIF Optimizer and re uploaded the armors so that they may work in SSE.For those interested, Brigandage and Common Clothes have been re uploaded.Description:This mod adds sleeves and pants to leather, hide, studded and scaled (horn AND no horn versions) armor pieces.There are 2 versions of these armors:Replacer: Replaces the vanilla armors.Standalone: Adds them as new armors (without replacing the vanilla ones). These are, for now, only acquired with smithing and are NOT (yet) integrated in the leveled lists.Armors used in this compilation, made by FranklinZunge:Studded ChainmailScale and FurJehennian Leather CuirassHide Armor With SleevesInstallation:NMM:Download with NMM and customize your installation (recommended).Manual:Replacer: Drop the textures folder on your Data folder; if you want all the armors to be replaced, also drop the meshes folder on your Data folder; if you want to pick which ones are replaced, check this image.Standalone: Drop the meshes and textures folders on you Data folder, drop the the esp files you want on your Data folder (the esp names are self-explanatory; the Warmth "Armors Standalone.esp" adds all armors to the game at once, use the other esp files if you wish to add them separately).Uninstallation:NMM:Uninstall with NMM (recommended).Manual:Check the 7z archive and delete the files you extracted to your data folder.Compatibility:The armor replacer is incompatible with any mod that touches the mentioned armors' meshes. Texture mods should be compatible.The standalone armors are compatible with every mod in the universe.Permission:Since the mod's assets are not mine, if you wish to to use them get the rightful owner's permission.Credits:FranklinZunge for the the actual armors included in this compilation.Ondrea for the compilation that I ported to SSE.ousnius for his wonderful tool.ShooD for his tutorial on how to fix meshes.Bethesda for the game. Please read all of the workflow and then try it. This worked for me :) Good Luck - (not sure on getting textures out of Blender as I usually do that outside of Blender in Gimp but you can export the UV Layout in Blender once you are ready to start on textures.Adventurer1111WORKFLOW--------BAESSE Nif OptimizerBlender or Outfit Studio to OBJNifSkopeSSE Nif OptimizerChunk MergeCreation KitTools: All tools listed below are free.---------------------------------------BAE - Easily export and view DDS and NIF filesGimp - Modify dds (texture) filesBlender 2.79/Outfit Studio* - 3D Modelling,Outfit Studio will export to .NIF formatChunk Merge - Add custom collision to unique meshesSSE Nif Optimizer - Optimize Nifs, Convert Nifs from LE to SSE and back againNifSkope 2.0 Dev 7 or Nifskope Pre Alpha 6 - This process will work with both. Use these apps to add custom mesh, Re-Texture, Convert to file format needed by game. NifSkope is like a filing cabinet for your NIF mesh files with folders and sub-folders.Creation Kit - Get your new NIF into creation kit for use in game. This program manages NIF and texture files for use in game.Notes: ------New Model = Your new model that you just created. Yay You!Reference = Existing model from the game that is similar to what you created. (ie. My Kewl New Sword (new model) and IronSword (reference model))Try and hit save often and save mutiple versions as you trying things out to save yourself from extra work later if something goes horribly wrong. Not that it would...0. BAE------Extract Reference NIFUse the BAE extractor tool to get your files ready. You will need a refernce file for inputting into Skyrim SE later. In order for meshes to be extracted as Nif for reference you'll need Bethesda archive extractor. This is super easy to use because all you have to do is drag the texture.bsa or mesh.bsa file over and tell it where to extract your copy to.1. Blender 2.79---------------Triangulate FacesUV UnwrapExport to OBJNote: You can also export to .OBJ from Outfit StudioYour starting model should be saved as an obj and you have to triangulate it so it has only triangles its faces you can press ctrl T to do this or you can go into the export section in blender when you're exporting your mesh to an obj and you can hit this check box "Triangulate Faces" and that will also triangulate the mesh. Save as something like MeshNameTriangulated.obj so you don't get files confused. Make sure you are OK with UV unwrap map because this will be used for texturing later. If you are saving a lower poly model steps are: 1. Decimate model2. Export modified model with modifer, triangulate to OBJ3. Import modified Low

SSE Nif optimizer or Cathedral Assets Optimizer :

About this mod This is an expansion of the original vampiric player home The Shrouded Lair Requirements Permissions and credits The Shrouded Lair by Mrstiffy was always one of my favorite player homes which reflects a vampiric themed player home. Having reinstalled the original mod a few weeks prior to the time of this writing, I noticed the original mod hadn't been updated in quite some time. This motivated me to contact the author and ask permission to make some changes. Mrstiffy granted such permission and made a master file in which I could build off of.Download and Installation instructions, please follow these in the order they are presented below:1. Navigate to The Shrouded Lair and download all the required files.2. Download my mod, install and activate.3. Ensure my mod loads after The Shrouded Lair, or you WILL CRASH TO DESKTOPExample Load Order:Shrouded Lair.espmodsmodsmore modsCHPZ-the-shrouded-lair-expansion.espCOMPATIBILITY AND TESTINGSince my mod used custom resources from the original game, I did run SSE NIF Optimizer on the custom meshes in use.Checked my mod in SSE Edit and no errors, or ITM's ( Identical To Master ) records were found.This mod has been saved in CK 64 in order to update the Form Version to 44 for Skyrim Special Edition.LOCATIONThe entrance to the lair is behind the waterfall above Falkreath.Start at the saw mill and follow the creek up to the side of the cliff. Then just walk through the waterfall. For those of you who can't find the key, take the heart from the draugr resting behind the book in Volkynthraad.Changes made are as follows:Vampire thralls in the main chamberTraps when entering the first chamber prior to entering the home, use these to your advantage.Weapon PlaquesNavmesh fixesClutterThe Weeping Garden has a path to the top of the tower of which contains a way

SSE NIF Optimizer Mod - Download

Mod de races personnalisées gratuit pour SkyrimRaceCompatibility pour Skyrim Special Edition est un mod gratuit qui permet aux moddeurs de créer des races personnalisées pour le jeu de fantasy. Vous pouvez également transférer vos scripts pour les races personnalisées de Skyrim original pour les rendre plus compatibles avec SSE. Il y a également une fonctionnalité pour incorporer des scripts Dawnguard pour inclure des loups-garous et des vampires.Vous devrez peut-être changer l'ordre de chargement si vous travaillez avec des scripts Better Vampire, car cela peut causer des problèmes. Si vous ne voyez pas vos scripts fonctionner dans le jeu, vous devrez également commencer une nouvelle partie pour voir les races personnalisées prendre effet. Il existe d'autres mods que vous pouvez essayer pour SSE, tels que MorrowLoot Ultimate Mod, SSE NIF Optimizer et Dark Face Fix.Mod de course personnalisé pour les moddeursDe nombreux moddeurs de Skyrim apprécient la personnalisation des races pour en créer de nouvelles pour le plaisir des joueurs. Si vous l'avez fait pour le jeu original, RaceCompatibility vous permet de transférer le codage de script à SSE de manière compatible. Sans utiliser de modifications comme celles-ci, vous devriez aller dans chacun de vos scripts et faire les changements manuellement. Il aide spécifiquement avec les nouvelles lignes de texte pour les lycanthropes et les vampires et les changements qui les accompagnent.L'ordre de chargement correctDans certains cas, l'ordre de chargement dans votre script fera une différence dans la façon dont les fonctionnalités fonctionneront dans le jeu. Bien que ce ne soit pas toujours le cas, Better Vampires a montré des glitches lorsque le texte du script n'était pas placé correctement. Si vous rencontrez des problèmes avec vos courses personnalisées, jouez avec l'ordre pour voir si cela les résout.Autres mods utilisant RaceCompatibilityLe succès de RaceCompatibility a amené d'autres moddeurs à créer de nouveaux packages pour Skyrim Special Edition. Si vous voyez un nouveau pack de courses sur Nexus Mods, il y a de fortes chances qu'il utilise ce mod comme base. Quelques exemples incluent:The Noiral ReloadedPlayable Rieklings SSEDagi-Raht RaceRiekling FollowersVintage Sea Elf racePersonnalisez les races pour Skyrim Special EditionRaceCompatibility est idéal pour les créateurs qui veulent essayer de nouvelles choses avec les races dans Skyrim Special Edition qui améliorent le gameplay pour les joueurs. Il élimine toute difficulté liée à l'optimisation du contenu de l'ancienne à la nouvelle version, car il a tous les codes en place pour vous.. 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

ousnius/SSE-NIF-Optimizer - GitHub

Share So I have custom npc from classic skyrim ported to SE and it works fine-npc looks ok. But every time I tried to make it a present I end with standard-vanilla face. This is what I did1.Open sse ck2.Find npc3.Add npc to race preset tab4.save esp-some warrings: textures should have been converted offline etc. I belive that ck doesn't like old facegen data and changed it.5.Because ck changed fecegen data on save I go to \Data\meshes\actors\character\FaceGenData\Facegeom\mod.esp and paste old facegen data from backup6.Open sse- npc looks ok, preset is in showracemenu but this is not face from desired npcIs ck generate standalone facegen data for presets? It just looks like it doesn't use npc facegen but newly generated. Edited January 16, 2017 by shadowfox999 Link to comment Share on other sites Share Link to comment Share on other sites Author Share Nevermind, I know what was wrong but can anyone help me with this strange error? facegen:failed to load xyz.nif bsfacegenmodel::loadmodelmesh. Appears when I tried to look at custom face in ck, problem is head- it looks ok and I can look at it in load window in ck but in game/race tab head dissapears, everything else like hair etc. don't dissapear. I have only this error and don't know what's wrong with that .nif- in nifskope everything looks ok, tried optimize it and nothing :sad:Edit: I tried to replace custom .nif head with vanilla and it works but still have no idea why custom nif doesn't work especially that ck correctly loaded it in load tab.@Wolfer4004 but I can't use ctrl+f4 on npc with chargen, I belive that facegen data of presets is stored somewhere else or skyrim create it in real time in memory. Now I try to load custom head and again facegen is a problem so it seems to be totally bugged in SSE, never had something like that in standard. Edited January 16, 2017 by shadowfox999 Link to comment Share on other sites Share Nevermind, I know what was wrong but can anyone help me with this strange error? facegen:failed to load xyz.nif bsfacegenmodel::loadmodelmesh. Appears when I tried to look at custom face in ck, problem is head- it looks ok and I can look at it in load window in ck but in game/race tab head dissapears, everything else like hair etc. don't dissapear. I have only this error and don't know what's wrong with that .nif- in nifskope everything looks ok, tried optimize it and nothing :sad:Edit: I tried to replace custom .nif head with vanilla and it works but still have no idea why custom nif doesn't work especially that ck correctly loaded it in load tab.@Wolfer4004 but I can't use

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User6970

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

2025-04-07
User8317

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 block

2025-03-31
User7402

The 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:

2025-04-14
User1126

Due to popular demand, with the permission of Ondrea and FranklinZunge, I have updated the meshes from this mod with ousnius's SSE NIF Optimizer and re uploaded the armors so that they may work in SSE.For those interested, Brigandage and Common Clothes have been re uploaded.Description:This mod adds sleeves and pants to leather, hide, studded and scaled (horn AND no horn versions) armor pieces.There are 2 versions of these armors:Replacer: Replaces the vanilla armors.Standalone: Adds them as new armors (without replacing the vanilla ones). These are, for now, only acquired with smithing and are NOT (yet) integrated in the leveled lists.Armors used in this compilation, made by FranklinZunge:Studded ChainmailScale and FurJehennian Leather CuirassHide Armor With SleevesInstallation:NMM:Download with NMM and customize your installation (recommended).Manual:Replacer: Drop the textures folder on your Data folder; if you want all the armors to be replaced, also drop the meshes folder on your Data folder; if you want to pick which ones are replaced, check this image.Standalone: Drop the meshes and textures folders on you Data folder, drop the the esp files you want on your Data folder (the esp names are self-explanatory; the Warmth "Armors Standalone.esp" adds all armors to the game at once, use the other esp files if you wish to add them separately).Uninstallation:NMM:Uninstall with NMM (recommended).Manual:Check the 7z archive and delete the files you extracted to your data folder.Compatibility:The armor replacer is incompatible with any mod that touches the mentioned armors' meshes. Texture mods should be compatible.The standalone armors are compatible with every mod in the universe.Permission:Since the mod's assets are not mine, if you wish to to use them get the rightful owner's permission.Credits:FranklinZunge for the the actual armors included in this compilation.Ondrea for the compilation that I ported to SSE.ousnius for his wonderful tool.ShooD for his tutorial on how to fix meshes.Bethesda for the game.

2025-04-17
User7311

Please read all of the workflow and then try it. This worked for me :) Good Luck - (not sure on getting textures out of Blender as I usually do that outside of Blender in Gimp but you can export the UV Layout in Blender once you are ready to start on textures.Adventurer1111WORKFLOW--------BAESSE Nif OptimizerBlender or Outfit Studio to OBJNifSkopeSSE Nif OptimizerChunk MergeCreation KitTools: All tools listed below are free.---------------------------------------BAE - Easily export and view DDS and NIF filesGimp - Modify dds (texture) filesBlender 2.79/Outfit Studio* - 3D Modelling,Outfit Studio will export to .NIF formatChunk Merge - Add custom collision to unique meshesSSE Nif Optimizer - Optimize Nifs, Convert Nifs from LE to SSE and back againNifSkope 2.0 Dev 7 or Nifskope Pre Alpha 6 - This process will work with both. Use these apps to add custom mesh, Re-Texture, Convert to file format needed by game. NifSkope is like a filing cabinet for your NIF mesh files with folders and sub-folders.Creation Kit - Get your new NIF into creation kit for use in game. This program manages NIF and texture files for use in game.Notes: ------New Model = Your new model that you just created. Yay You!Reference = Existing model from the game that is similar to what you created. (ie. My Kewl New Sword (new model) and IronSword (reference model))Try and hit save often and save mutiple versions as you trying things out to save yourself from extra work later if something goes horribly wrong. Not that it would...0. BAE------Extract Reference NIFUse the BAE extractor tool to get your files ready. You will need a refernce file for inputting into Skyrim SE later. In order for meshes to be extracted as Nif for reference you'll need Bethesda archive extractor. This is super easy to use because all you have to do is drag the texture.bsa or mesh.bsa file over and tell it where to extract your copy to.1. Blender 2.79---------------Triangulate FacesUV UnwrapExport to OBJNote: You can also export to .OBJ from Outfit StudioYour starting model should be saved as an obj and you have to triangulate it so it has only triangles its faces you can press ctrl T to do this or you can go into the export section in blender when you're exporting your mesh to an obj and you can hit this check box "Triangulate Faces" and that will also triangulate the mesh. Save as something like MeshNameTriangulated.obj so you don't get files confused. Make sure you are OK with UV unwrap map because this will be used for texturing later. If you are saving a lower poly model steps are: 1. Decimate model2. Export modified model with modifer, triangulate to OBJ3. Import modified Low

2025-04-04

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