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skyrim-nif
Inspect and modify NIF mesh files using AutoMod CLI. Use when working with meshes, textures, skeleton nodes, or fixing VR mesh issues.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Inspect and modify NIF mesh files using AutoMod CLI. Use when working with meshes, textures, skeleton nodes, or fixing VR mesh issues.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Read and scan Skyrim save files (.ess). Use when debugging save issues, searching for orphaned scripts, checking mod footprint in saves, or investigating save bloat.
Guided workflow for creating a new Skyrim mod from scratch using AutoMod CLI. Use when the user wants to build a new mod.
Process Skyrim voice and sound files (FUZ, XWM, WAV) using AutoMod CLI.
Read, extract, create, and modify BSA/BA2 archives using AutoMod CLI.
Generate SkyUI Mod Configuration Menus using AutoMod CLI.
Inspect an ESP/ESM plugin file and show a summary of all records
| name | skyrim-nif |
| description | Inspect and modify NIF mesh files using AutoMod CLI. Use when working with meshes, textures, skeleton nodes, or fixing VR mesh issues. |
| paths | **/*.nif,Data/meshes/** |
Use the AutoMod CLI for all mesh work. Always use --json for output.
bash tools/automod-cli.sh nif <command> [args] --json
nif info <path> — file version, size, structurenif list-textures <path> — all texture references (supports recursive folder)nif list-strings <path> — all string entries / node namesnif shader-info <path> — shader property detailsnif verify <path> — integrity checknif replace-textures <path> --old <str> --new <str> [--dry-run] [--backup] — batch retexturenif rename-strings <path> --old <str> --new <str> [--dry-run] [--backup] — rename nodesnif fix-eyes <path> [--dry-run] [--backup] — fix FaceGen eye ghostingnif scale <path> <factor> [--output <path>] — resize meshnif restore <path> — restore from .nif.bak backupnif list-strings to check for these, then nif rename-strings to remove the "Pre" prefix or delete the nodesAutoMod handles textures/strings/shaders/scale but NOT geometry rewrites or animation. For those:
NiTriShape geometry edits: vertex shifts, bounds, collision/
shader tweaks, and mesh split/subdivision. tools/pyffi-geometry-split.py splits one shape into two
so each half can carry its own shader (e.g. partial-mesh glow without UV overlap).
Limits: cannot read SSE BSTriShape; never author animation controllers with PyFFI — the
written file passes PyFFI's own readback but CTDs the engine.BSTriShape AND authors animation/controller blocks correctly
(NiControllerManager / NiControllerSequence / NiTransformData, etc.). Use it for:
SpecialIdle-named NiControllerSequence auto-loops on a placed
Activator with zero scripting.A crash-to-desktop must be caught in tooling, not the headset. Run these gates in order:
tools/blender-nif-validate.py imports the NIF via PyNifly (an independent,
stricter parser). A malformed file errors here instead of CTD-ing the game. Check the SPECIFIC
crashable subsystem (e.g. the animation controller) — a geometry-only read passes even when the
animation stack is malformed.
blender.exe --background --python tools/blender-nif-validate.py -- <path.nif>
tools/blender-nif-render.py produces an image so a mesh/glow/shape fix is
verifiable in chat without a game launch. Post the PNG for the user to confirm.
blender.exe --background --python tools/blender-nif-render.py -- <path.nif> <out.png>
Blender shares the nifly library, so it is NOT an independent parser — use it for repair and rendering, and PyNifly/NifSkope for validation. PyFFI's own readback is NOT a valid gate (same tool that wrote the file).
Blender (headless) + the PyNifly Blender addon, plus NifSkope, are optional installs — see setup.sh.