Try scrubbing each NiTriStrip in the .nif using the procedure shown here: http://i164.photobucket.com/albums/u28/VinceB_photo/ScrubbingChart1.png.
lol. Why! do you even understand where you are saving that 10kb from?
ok I'll let you off in this case for promoting that. because it is architecture, and besides when using smoothing, its destroying any face normal groups you specifically set up, it will not break anything ...though i do not agree with it, and there is no reason to do any of that if you are a modeller exporting you own nifs. I think you should remember several stipulations as well.
if you have a rigged mesh- do not stripify. it is skinning is likely better performance as shapes.
you can bugger alpha blending up as well. Be very careful stripifiying meshes with alpha. the more complex the alpha layers are the more likely something like the error in this picture will happen (Hair for example) http://i25.photobucket.com/albums/c85/lego-botz/other/alphastrippifiederror.jpg
Now comes to where you are shaving off that extra couple of kb. basically nifskope is not a modelling program and doesn't afford you the control you one gives you. it has a spell for smooth normals. it won't let you do particular face selections, and set smoothing groups up exactly how you'd like. Now a lot of architecture in oblivion has a specifically set up face smoothing that the artist did in the 3d program. Usually by doing selections and setting up smooth groups- in the case of max. Those are often under a 60 angle. at export those faces split- as is needs. this creates duplicate verts at those seams, and also duplicate verts in the UV array.
Now you come along an globally smooth the whole mesh at default 60degree angle. rmoving the face smoothing set up, and then remove those duplicate verts. obviously you've saved some kb- you've lowered the vert count. but you have affected the mesh. Just be aware that is all you are doing. there is no hidden special optimizing thing that can only be done in nifskope. you can set this all up in your 3d program before export- it exports your face smoothing and splits faces as you intended.
this is particularly important in fallout, you'll [censored] up just about anything, simply because of face normals spell more than anything else. they used a lot of baked normal maps, which specifically rely on the face normals and face smoothing to render correctly, so don't mess with them.
Now if you want to tinker. and try to refute anything I have said. DL this- http://www.megaupload.com/?d=ABLPQLZB
make sure you ahve the latest experimental development build of nifskope.
they were exported from max.
I did nothing in nifskope besides naming/adding some nodes and messing the shaders/materials and texture set. there is a simple box nif as well that can demonstrate it in as simple a mesh as possible.
The meshes have a 180 degree face smoothing. the normal map itself takes care of the sharp edges. This is a classic example why you wouldn't want to do any "scrubbing".
you can't optimize it- no matter what you do. you can't undo face smoothing in nifskope, once a mesh has been smoothed to for example 60 degree. you can't get a 45 degree angle back into it. you have to re export.
Face normals will cause errors in the shading. after that spell has been run you will not be able to get correct normals matching your normal maps, until you reexport the mesh again. < will totally make you mesh look messed up
@Vince BlyOoh, scrubbing sounds easier and more fun.
I did that to the rug (although I didn't strippify it, because that makes it go weird, as I said above), and it looks much better! When I update the tangent space, though, it goes back to normal for the crossroad rug with the creepy shading, so I missed that out - but it worked absolutely fine for some other meshes I was having this problem on! Cheers very much!
It looks much better at a certain point because you have removed the vertex normals/ tangent space. doing that scrubbing thing will never solve the mirrored overlayed UVs and tangent space bug. As I have explained- You have to edit your UVs.
Max does not set up face smoothing automatically- you do that. its called smooth groups in max. (but it does give you a default smoothing of 45 on meshes- but that will not carry onto many types of modelling you do to the mesh, all extrusions will be their own group for example.
it exports it automatically, saving you from manually splitting the faces before export.