Releases: fo76utils/nifskope
Releases · fo76utils/nifskope
NifSkope-2.0.dev9-20241112
- Implemented support for editing and saving Fallout 76 materials.
- New spell for browsing Starfield .mesh files, it is available when right clicking on a 'Mesh Path' item. Note that mesh paths in the format used by the base game are excluded from the file list, so the spell is only useful for browsing new meshes with human readable paths. The Update Bounds spell is automatically cast on the parent block if the path is changed.
- Internal geometry data can be saved as a single .mesh file (without converting the BSGeometry) to any path by right clicking on Mesh Data and using the 'Mesh/Save As' spell.
- The Texture/Info spell is now applicable to any string item that ends with ".dds", and it opens a dialog showing information and a preview of the texture.
- Implemented Transform/Apply for Starfield (internal geometry only).
- Starfield and Fallout 76 shading fixes.
- Experimental support for importing glTF models that use anisotropic scaling. Non-uniform scale factors are applied to the rotation matrix, so the model should be fixed manually by applying the transform and recalculating normals and tangents.
- Optimizations to the texture and material browsers, and to PBR cube map filtering and loading Radiance HDR format files.
- Fixed the 'Texture/Choose' spell being incorrectly applicable to items that are not texture paths, and the spell can now also be used on Starfield texture set items without expanding the structure.
- Fixed error on BSFaceFX and BoneModifierExtra blocks.
- Fixed incorrect cube map orientation on skinned meshes.
- Fixed warnings about missing items when using the Triangulate and Stripify mesh spells.
NifSkope-2.0.dev9-20241028
- Converting Starfield geometry to external mesh files can now use a custom sub-directory under 'geometries'. This can be configured in the general settings under NIF, and if the name is not empty, exported mesh paths will be in the format 'geometries/SUBDIR/SHA1.mesh', and the full hash (40 characters) will be used as the base name of the file.
- Added an experimental new spell for batch processing multiple NIF files, casting any from a selection of currently 7 spells. The files to be processed can be selected with a file dialog, and are overwritten with the modified data (it is recommended to back up the original NIFs).
- The default startup NIF version has been changed from Oblivion to Skyrim: Special Edition.
- Minor Starfield rendering improvements.
- Fixed setting the NIF version in new windows from the startup defaults.
- Fixed issue reading version 22 Fallout 76 BGEM files due to unknown new fGlassBlurScaleFactor setting.
- Fixed exporting Starfield mesh files with no meshlet data.
- Fixed loading R8G8B8A8_SNORM format textures with legacy DDS header.
NifSkope-2.0.dev9-20241017
- The UV editor now allows selecting Starfield textures from all layers, and also blender masks. Textures are rendered in the editor with the UV scale, offset and wrap mode applied. The latter change is implemented for Skyrim to Fallout 76 as well, but wrap modes are not fully supported.
- Starfield texture coordinate sets can be selected in the UV editor, if the mesh has more than one and internal geometry is being used.
- Implemented support for editing and saving Starfield hair and vegetation settings. Note however that currently only hair roughness is used by the renderer.
- Starfield water settings can be saved by the "Save Edited Material..." spell.
- Added limited support for Shattered Space material paths in the Starfield material browser.
- The 'Optimize/Remove Unused Strings' spell now also removes empty strings from the string table, and replaces the string index with -1.
- Converting Starfield meshes to internal geometry on load is no longer enabled by default, due to compatibility issues with the game. Most of the mesh editing functionality and spells in NifSkope only work with the internal format, however, requiring a temporary conversion to that and re-exporting the modified meshes.
- Fixed bug in 'Show Blocks in List' mode that caused all data fields to be expanded in the block list after loading a model.
- Fixed emissive channels missing from the decal write mask in the Starfield material editor.
- Fixed issue with pasting Fallout 76 and Starfield shader property blocks, due to the block name (that determines whether an external material file is used) not being set before the block data is loaded.
- Fixed error on copying and pasting NiControllerSequence blocks.
- Fixed color correction on Fallout 76 and Starfield sRGB textures in the UV editor.
NifSkope-2.0.dev9-20240926
- Added support for editing Starfield materials, and a new spell to save the edited material in .mat format. Water settings and global layer data are not saved yet, nor any material setting that is not shown on the user interface.
- Implemented the 'Transform/Scale Vertices' spell for Skyrim: Special Edition, Fallout 4, Fallout 76 and Starfield. Note that skin partitions are currently not supported, and normals, tangent space and bounds should be updated after using this spell.
- CharacterCombine blend mode is now correctly implemented on Starfield materials as multiplicative blending, and defaults to multiplying by 1.0 if the overlay textures are missing.
- Fixed the Options/Theme menu, the list of available styles is now automatically detected, instead of using fixed Windows specific options like "Windows XP" that may no longer be supported by new versions of Qt (see hexabits#52).
- Updates for Starfield version 1.14.68.0. Note: as of this update, the materialsbeta.cdb file in "SFBGS007 - Main.ba2" is still version 1.13.34.0, and it cannot be loaded at the same time as the main CDB file because of incompatible class definitions. However, the DLC001 material unique to SFBGS007 can be extracted in .mat format from the ContentResources.zip archive included with the Creation Kit.
- Fixed the Remove Unused Strings spell corrupting Starfield models that contain shader property blocks with an empty name (niftools#254).
- Fixed bug in Copy Branch and Duplicate Branch due to Qt 6 changing the return type of QList::count().
- Fixed error on opening Fallout 76 models with NiPSysRotDampeningCtlr blocks.
- Fixed the UV editor and some of the spells not updating the view after making changes.
- Fixed crash on closing the last main window while the UV editor is open.
NifSkope-2.0.dev9-20240912
- The Qt version used by NifSkope has been upgraded from 5.15 to 6.7. This is an experimental change and may still have issues. Note that Windows versions older than 10 are not supported by Qt 6.
- The maximum number of Starfield material layers that can be rendered has been increased from 4 to 6.
- Auto-detecting game paths in the resource settings now adds archives and the Textures and Materials folders, instead of the game data path. Loose Starfield geometries are not added automatically, since loading Data/geometries can take a long time with all base game .mesh files extracted.
- Fixes to rendering Starfield materials, and to loading and exporting .mat files.
- Fixed error on opening NIF files with a BS version of 173 that contain BSWeakReferenceNode blocks.
- Fixed the Transform/Edit spell not updating the view on changes to the translation or rotation, and for Starfield, the translation step size has also been reduced from 1.0 to 0.02.
- Fixed "unexpected change to size of loose file" error message on changes to loose Starfield .mat files, resources are now automatically closed and reloaded if such change is detected.
- Fixed error color on missing Starfield albedo textures. An empty texture path now defaults to black, but invalid textures are highlighted with the error color (if enabled).
- Fixed vertex selection being slow when the shape has a large number of vertices.
- Fixed error in the UV editor with Starfield meshes using external geometry data.
- Fixed invisible Morrowind meshes when skinning is enabled.
- Linux binary packages are now built on Ubuntu 24.04 instead of 22.04.
NifSkope-2.0.dev9-20240825
- New render setting for the mouse wheel zoom speed in the main window and UV editor.
- Implemented the 'Startup Direction' render setting that was previously disabled.
- Skyrim and Fallout 4 shader property data is no longer moved to a sub-structure of BSLightingShaderProperty or BSEffectShaderProperty.
- Shapes with alpha blending are now considered fully transparent for the purpose of vertex selection. Note that with alpha tested materials (e.g. vegetation), clicking on a vertex will often still not work because the selection mode ignores transparency.
- Fixed the geometry of docked widgets not being restored.
- Fixed bug in vertex selection with more than 256 shapes.
- Fixed invisible Oblivion models with Mesa (and possibly other) OpenGL drivers.
- Fixed error messages on macOS about unsupported GLSL version in the shaders.
- Fixed Fallout 3 and Oblivion vertices not being highlighted in vertex selection mode.
- Various other minor bug fixes.
- Windows binaries are now also built with Clang.
NifSkope-2.0.dev9-20240818
- Implemented high DPI scaling support for displays with higher than 1920x1080 resolution. Setting the QT_SCALE_FACTOR environment variable to a value other than 1.0 can be used to change the default scaling. Dynamic scale factors (due to multiple monitors with different DPI, or changing the resolution while NifSkope is running) are not supported yet.
- Added support for selecting Starfield LOD meshes in the UV editor, using the LOD slider on the main window.
- macOS binary packages are now available, built with GitHub Actions workflow contributed by DigitalBox98.
- Fixes to silhouette mode when used with Starfield models and/or cube map background enabled. Shaders also remain active for all games, this is more expensive to render, but it allows for correct transparency.
- Improved handling of transparency in PNG screenshots, the alpha channel is now calculated from a second image that is rendered in silhouette mode. The previous method of saving the alpha directly from the OpenGL framebuffer is still available with DDS format screenshots.
- When saving screenshots with transparency, the grid and axes are temporarily disabled. The skybox remains active if it was enabled, but its opacity has been changed to 0.
- PNG screenshots can be compressed, the compression level is controlled by the 'JPEG Quality' setting (0: none, 100: maximum).
- Added batch versions of the spells 'Face Normals' and 'Smooth Normals'.
- The maximum cube map resolution for image based lighting has been increased to 2048x2048. Note: this setting is generally only recommended for high resolution skyboxes with 8K HDR files, and should be used with low sample counts like 64.
- Removed support for the TGA screenshot format, as the plugin did not actually work on Windows. Instead of TGA, there is a new option to save the image as an uncompressed (ARGB32 pixel format) DDS file.
NifSkope-2.0.dev9-20240811
- Vertex selection has been implemented for Starfield, and the maximum number of shapes supported by vertex selection has been increased from 256 to 32768 for all games.
- Fixed the 'Add Tangent Spaces and Update' spell for Starfield.
- Importing OBJ files to Skyrim SE, Fallout 4 and Fallout 76 models now creates BSTriShape geometry instead of NiTriShape.
- Added support for vertex colors in exported and imported OBJ files (BSTriShape only).
- Fixes to OBJ import.
- Improvements to image based lighting (Fallout 76 and Starfield), including a new option for tone mapping Radiance HDR format images, which reduces importance sampling artifacts around strong lights.
- Disabled some of the spells for newer games where they are not implemented or should not be applicable (e.g. Fallout 4 and newer do not use triangle strips).
NifSkope-2.0.dev9-20240804
- Implemented the 'Remove Duplicate Vertices' spell for Starfield, and fixed warnings about missing triangle data for older games.
- Restored support for Oblivion, Fallout 3 and New Vegas shading.
- The UV editor now allows selecting Oblivion and Fallout 3/NV texture slots.
- New render setting for the number of importance samples to use at 512x512 and higher PBR cube map resolutions. The default is 1024, lower values reduce pre-filtering time at the cost of image quality.
- The view is automatically centered after importing a glTF file.
- Fixed saving screenshots in WebP, BMP and TGA formats.
- Fixed crash on double clicking block names in the block list.
- Fix to issue hexabits#68
- Minor optimizations in the resource manager and renderer.
NifSkope-2.0.dev9-20240724
- Added a new spell (Material/Clone and Copy to Clipboard) that is available in the right click menu on the name of a Starfield BSLightingShaderProperty, and copies the material to the clipboard in JSON (.mat) format, but with randomly generated new resource IDs. This is useful when creating a new material using an existing one as the base.
- The 'Material/Save as New...' spell also generates new resource IDs, but it saves the material as a file instead of copying it to the clipboard. Additionally, it replaces the old material name in object names (BSComponentDB::CTName) to match the new path. Note: material files should be saved under 'materials' in a resource path, and the asset database needs to be cleared in NifSkope (Alt+Q) to ensure that any new or modified materials are loaded and used.
- New spell (Material/Extract All...) to extract all Starfield materials.
- Starfield NIF files are now automatically converted to internal geometry on load. This is often useful because most geometry editing functionality is not implemented for external .mesh files, but it can be disabled in the general settings under 'NIF'.
- New 'Material' spell menu for BSGeometry, BSTriShape (Fallout 4 and 76), BSLightingShaderProperty and BSEffectShaderProperty blocks, with shortcuts to material spells.
- The lighting settings can be saved as the default in the Render menu.
- Trying to edit Fallout 76 or Starfield material data loaded from external files now results in a warning message, instead of the edits being silently reverted.
- Fixed some mesh and material spells not working when cast on data fields of the parent block.
- Bug fixes in drawing the normals or tangents of a selected Starfield shape, the Starfield grid scale, and simplifying skinned meshes.