PyNifly
CommonLibSSE
PyNifly | CommonLibSSE | |
---|---|---|
26 | 25 | |
145 | 194 | |
- | - | |
9.0 | 4.3 | |
17 days ago | 10 months ago | |
Python | C++ | |
GNU General Public License v3.0 only | MIT License |
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PyNifly
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3DS Max vs. Blender vs. Maya for creating custom models and animations in Skyrim?
https://github.com/BadDogSkyrim/PyNifly/releases AFAIK
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Help with Khajiit tail disappear ing
Not in NIFSkope; you need a real mesh editor like Blender or 3DS, with a plug-in that understands Skyrim NIFs (or something like https://github.com/BadDogSkyrim/PyNifly that can transfer between Blender and NIF). You have to edit the mesh to add the bones that move the mesh, then generate the xml file to control the physics. You can look at some of the SMP jewelry mods to see how it's done.
- NIF plugins for 3D software - Blender, Maya, 3ds Max
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Player and NPC head re-mesh
Not sure if this is relevant, but I also prefer using pynifly for .nif import/export.
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Exporting edited .nif from blender
I personally find PyNifly much easier to use, so I’m more familiar with that.
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Exporting from Blender3.0 to Nif using NifAddon
https://github.com/BadDogSkyrim/PyNifly use this - it is much better - currently using blender 3.1 and it works great. No scaling or rotation issues - faster and simple - exports in LE and SE nifs - Select all your objects ( weapon and blood fx meshes) and export into a new nif - choose a vanilla weapon with a similar profile and save a copy of the nifs to the same folder (1st person and 3rd person meshes) - open both the nif you exported from blender and the vanilla nif you are using as a template simultaneously - copy the BStrishapes from you exported nif into the vanilla nif one at a time and set all your BSshaderproperties and flags up accordingy, using the vanilla nif as an example - once you are happy with the way the new model looks, delete the original weapon and blood fx meshes and save the nif as a new file and name it accordingly - after that, in xedit, find the records in the vanilla game for the weapon you used as an example - right click and copy the record as a new record into a new plugin - give it a new ID - after you tweak the new plugin, save it and give it a unique name and note the ref ID you gave the weapon - activate the plugin and enter the game - open the console after loading and type player.additem (YourRefID) 1 or type help (YourWeaponName) 4 and get the ref ID there and then add it
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Does Blender No Longer Support NIF Files?
PyNifly is probably the easiest for you to use.
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Skyrim to Blender help!
You can use PyNifly to import/export NIFs with Blender. It’s under active development and works with the newest version of Blender too. I find it a lot easier to use than the NifTools plugin.
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Advice for making modular clothing system
(https://github.com/BadDogSkyrim/PyNifly/releases/tag/V5.10) This is the plugin I was/am using.
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Blender mesh to Nif file
You can get more info on using PyNifly on its wiki here: https://github.com/BadDogSkyrim/PyNifly/wiki
CommonLibSSE
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Why does skyrim refuse to start without launching steam? And why does steam never work without wifi?
Because SkyrimSE.exe has a Steam-related code inside. There's a solution though, you can use Steamless to disable it. This is safe even for SKSE DLL plugins and SKSE itself, more to say - many authors use this solution for develop purposes because it allows to attach VS debugger. Ryan aka Fudgyduff also mentions it in his CommonLibSSE Getting Started guide.
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Skyrim updated to 1.6.629
Since this small class is used by a lot of things (including the ones I mentioned), a lot of classes have also have their size / layout changed. This may be useful to check: https://github.com/Ryan-rsm-McKenzie/CommonLibSSE/commit/84070934c639a4c1eb074a29124387f5c29b600e
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Mod authors, what tools do you wish existed to make your life easier when creating mods?
SKSE plugin development doesn't get any easier than CommonLibSSE. The NG fork has significantly more documentation and lets you compile SKSE plugins that support Skyrim SE, AE, and VR simultaneously.
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Critical RaceMenu memory leak bug fixed! (almost)
That's not correct anymore. CommonLibSSE-NG is a fork of CommonLibSSE that allows plugin developers to build SKSE plugins that support Skyrim SE, AE, and VR¹ simultaneously. No need for separate builds or separate downloads. Plugins that were already built on CommonLibSSE need very few changes, and the vcpkg-centric workflow vastly simplifies building projects.
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Advice on creating a combat mod?
If you're looking to go for an SKSE DLL plugin in C++, I'd recommend basing it on CommonLibSSE which abstracts the SKSE API pretty nicely.
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Simple Questions and General Discussion Thread
Are there any resources to get started with SKSE plugin development? I watched this video but it was mostly about setting up the development environment. I also read this from the Creation Kit wiki which led me here but the docs in this tutorial are a little advanced. As far as I can tell, the example plugin doesn't interact with the game itself so I still have no idea where to start 😔
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why isnt fenix31415 mods more popular?
SKSE DLL plugins that base themselves on CommonLibSSE as opposed to basically fully custom reverse engineered don't tend to have nearly as many issues porting to newer builds of the game, FWIW.
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Is there an up-to-date guide on how to develop SKSE plugins?
My error log looks like this. I have also tried to follow this tutorial, but I assume it is outdated. I got stuck in it in the build phase as well, and the errors were mostly about missing "common_v14".
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Preview of a physical weapons mod in Skyrim VR!
If you want to try it out, download the SKSE source and try making something with it. SKSE has a decent amount of the game reversed, commonlibsse has a lot more (alandtse also has a version of it for VR). A huge amount of the game is still unexplored, but a lot of it has been figured out. The VR-specific things less-so, because the RE scene for the vr game is very very small. My mods are all open source, but they are probably pretty hard to get to build as they require things like headers that have the havok object definitions.
- [Help] - skse64 debug builds do not launch
What are some alternatives?
nifskope - A git repository for nifskope.
skse64 - Skyrim SE Script Extender
blender_niftools_addon - The Blender Niftools Addon is a Blender add-on to enable import and export of NetImmese File Formats including .nif, .kf, .egm.
Steamless - Steamless is a DRM remover of the SteamStub variants. The goal of Steamless is to make a single solution for unpacking all Steam DRM-packed files. Steamless aims to support as many games as possible.
CommonLibSSE-NG - This is a reverse engineered library for Skyrim Special Edition and Skyrim VR.
CommonLibVR - This is an experimental reverse engineered library for Skyrim VR (ported from CommonLibSSE). There are two main branches (VR) which is based on po3's using ifdefs, and NG which is an updated NG build.
max_nif_plugin - The nif plugin for 3ds max.
ExamplePlugin-CommonLibSSE
CommonLibSSE - This is a reverse engineered library for Skyrim Special Edition
CyberEngineTweaks - Cyberpunk 2077 tweaks, hacks and scripting framework
vr_address_tools - Skyrim and Fallout python tools for creating address libraries for VR
CommonLibVR - This is an experimental reverse engineered library for Skyrim VR (ported from CommonLibSSE)