I have to yet learn what that baking is.
Usually I perform mesh>smooth vertices and mesh>remove duplicate vertices on every mesh that I export.
baking is how some textures are made. in games today, most maps are baked or have baked elements. baking usually involves making a highly detailed mesh only used in the baking process, and a lower poly, simplified mesh for real time use.
smooth normals is another potentially destructive spell in nifskope. this will globally smooth the meshes face normals, destroying any specific face smoothing groups you set up, which is absolutely essential that those face normals match how you set them up so to get a clean bake ( ie 180 smoothed cube might not bake out so nice, unless you either chamfer edges, add edge loops or split faces and UV shells ) or else your normal maps will render with shading error. so be careful as it can be dramatically bad!
And it's completely unnecessary to do in nifskope. set up them up correctly before export.
on its own, removing duplicated verts is fine to run. - you'll notice you remove more verts if you smooth normals spell first, as some those intentional edge splits are basically healed and there are whole loops of verts that are spare. remove duplicated verts removes those, it's kinda like welding. as well as that, it's welding unused/duplicated verts in the UV array.
However as a modeller- all hard edges are always
intentional,(unless you make a boo-boo) it's part of the normal mapping work flow to understand, and is often required to have split edges and UV shells to get a correct bake with tangent space normal maps.
the worst part of it is that is a irreversible procedure. only importing it, resetting up the face smoothing, then exporting can fix.
Basically set up your face smoothing/split edges in your 3d modeller before export.
anyone figure out how to render object space normal maps in Ob/F3 and less edge splitting will be required, and generally the bakes will look much more accurate.