NIF Objects | Compound Types | Enum Types | Basic Types | File Versions
Name | Description |
---|---|
AccumFlags | Describes the options for the accum root on NiControllerSequence. |
AlignMethod | Describes the various methods that may be used to specify the orientation of the particles. |
AlphaFormat | Describes how transparency is handled in an NiTexture. |
AnimNoteType | Anim note types. |
AnimationType | Bethesda Animation. Animation type used on this position. This specifies the function of this position. |
ApplyMode | Describes how the vertex colors are blended with the filtered texture color. |
BSCPCullingType | Culling modes for multi bound nodes. |
BSDismemberBodyPartType | Biped bodypart data used for visibility control of triangles. Options are Fallout 3, except where marked for Skyrim (uses SBP prefix) Skyrim BP names are listed only for vanilla names, different creatures have different defnitions for naming. |
BSLightingShaderPropertyShaderType | Values for configuring the shader type in a BSLightingShaderProperty |
BSPartFlag | Editor flags for the Body Partitions. |
BSShaderFlags | Shader Property Flags |
BSShaderFlags2 | Shader Property Flags 2 |
BSShaderType | The type of animation interpolation (blending) that will be used on the associated key frames. |
BSValueNodeFlags | Flags for BSValueNode. |
BSVectorFlags | |
BillboardMode | Determines the way the billboard will react to the camera. Billboard mode is stored in lowest 3 bits although Oblivion vanilla nifs uses values higher than 7. |
BoundVolumeType | |
BroadPhaseType | |
CloningBehavior | Sets how objects are to be cloned. |
ColliderType | This is used by the Floodgate kernel to determine which NiPSColliderHelpers functions to call. |
CollisionMode | The collision mode controls the type of collision operation that is to take place for NiCollisionData. |
ComponentFormat | The data format of components. |
ConsistencyType | Used by NiGeometryData to control the volatility of the mesh. Consistency Type is masked to only the upper 4 bits (0xF000). Dirty mask is the lower 12 (0x0FFF) but only used at runtime. |
CoordGenType | Determines the way that UV texture coordinates are generated. |
CycleType | The animation cyle behavior. |
DataStreamAccess | Determines how the data stream is accessed? |
DataStreamUsage | Determines how a data stream is used? |
DecayType | Describes the decay function of bomb forces. |
EffectShaderControlledColor | An unsigned 32-bit integer, describing which color in BSEffectShaderProperty to animate. |
EffectShaderControlledVariable | An unsigned 32-bit integer, describing which float variable in BSEffectShaderProperty to animate. |
EmitFrom | Controls which parts of the mesh that the particles are emitted from. |
EndianType | |
Fallout3HavokMaterial | Bethesda Havok. Material descriptor for a Havok shape in Fallout 3 and Fallout NV. |
Fallout3Layer | Bethesda Havok. Describes the collision layer a body belongs to in Fallout 3 and Fallout NV. |
Fallout4ShaderPropertyFlags1 | Fallout 4 Shader Property Flags 1 |
Fallout4ShaderPropertyFlags2 | Fallout 4 Shader Property Flags 2 |
FieldType | The force field type. |
ForceType | Describes the type of gravitational force. |
FurnitureEntryPoints | Bethesda Animation. Furniture entry points. It specifies the direction(s) from where the actor is able to enter (and leave) the position. |
ImageType | Determines how the raw image data is stored in NiRawImageData. |
InterpBlendFlags | |
KeyType | The type of animation interpolation (blending) that will be used on the associated key frames. |
LightColor | Used by NiLightColorControllers to select which type of color in the controlled object that will be animated. |
LightMode | Describes which lighting equation components influence the final vertex color for NiVertexColorProperty. |
LightingShaderControlledColor | An unsigned 32-bit integer, describing which color in BSLightingShaderProperty to animate. |
LightingShaderControlledVariable | An unsigned 32-bit integer, describing which float variable in BSLightingShaderProperty to animate. |
LookAtFlags | |
MaterialColor | Used by NiMaterialColorControllers to select which type of color in the controlled object that will be animated. |
MeshPrimitiveType | Describes the type of primitives stored in a mesh object. |
MipMapFormat | Describes how mipmaps are handled in an NiTexture. |
MoppDataBuildType | Bethesda Havok. A byte describing if MOPP Data is organized into chunks (PS3) or not (PC) |
MotorType | |
NiSwitchFlags | Flags for NiSwitchNode. |
NxCombineMode | |
NxD6JointDriveType | |
NxD6JointMotion | |
NxJointProjectionMode | |
NxJointType | |
NxMaterialFlag | |
NxShapeType | |
OblivionHavokMaterial | Bethesda Havok. Material descriptor for a Havok shape in Oblivion. |
OblivionLayer | Bethesda Havok. Describes the collision layer a body belongs to in Oblivion. |
PSForceType | This is used by the Floodgate kernel to determine which NiPSForceHelpers functions to call. |
PSLoopBehavior | |
PathFlags | |
PixelComponent | Describes the pixel format used by the NiPixelData object to store a texture. |
PixelFormat | Describes the pixel format used by the NiPixelData object to store a texture. |
PixelLayout | Describes the color depth in an NiTexture. |
PixelRepresentation | Describes how each pixel should be accessed on NiPixelFormat. |
PixelTiling | Describes whether pixels have been tiled from their standard row-major format to a format optimized for a particular platform. |
PlatformID | Target platform for NiPersistentSrcTextureRendererData (later than 30.1). |
PropagationMode | The propagation mode controls scene graph traversal during collision detection operations for NiCollisionData. |
RendererID | Target renderer for NiPersistentSrcTextureRendererData (until 30.1). |
SkyObjectType | Sets what sky function this object fulfills in BSSkyShaderProperty or SkyShaderProperty. |
SkyrimHavokMaterial | Bethesda Havok. Material descriptor for a Havok shape in Skyrim. |
SkyrimLayer | Bethesda Havok. Describes the collision layer a body belongs to in Skyrim. |
SkyrimShaderPropertyFlags1 | Skyrim Shader Property Flags 1 |
SkyrimShaderPropertyFlags2 | Skyrim Shader Property Flags 2 |
SkyrimWaterShaderFlags | Skyrim water shader property flags |
SortingMode | Describes the way that NiSortAdjustNode modifies the sorting behavior for the subtree below it. |
StencilAction | Describes the actions which can occur as a result of tests for NiStencilProperty. |
StencilCompareMode | Describes stencil buffer test modes for NiStencilProperty. |
StencilDrawMode | Describes the face culling options for NiStencilProperty. |
SymmetryType | Describes the symmetry type of bomb forces. |
SyncPoint | A sync point corresponds to a particular stage in per-frame processing. |
TexClampMode | Describes the availiable texture clamp modes, i.e. the behavior of UV mapping outside the [0,1] range. |
TexFilterMode | Describes the availiable texture filter modes, i.e. the way the pixels in a texture are displayed on screen. |
TexType | The type of texture. |
TextureType | The type of information that is stored in a texture used by an NiTextureEffect. |
TransformMember | Describes which aspect of the NiTextureTransform the NiTextureTransformController will modify. |
TransformMethod | Describes the order of scaling and rotation matrices. Translate, Scale, Rotation, Center are from TexDesc. Back = inverse of Center. FromMaya = inverse of the V axis with a positive translation along V of 1 unit. |
VectorFlags | |
VelocityType | Controls the way the a particle mesh emitter determines the starting speed and direction of the particles that are emitted. |
VertMode | Describes how to apply vertex colors for NiVertexColorProperty. |
VertexFlags | |
ZCompareMode | Describes Z-buffer test modes for NiZBufferProperty. "Less than" = closer to camera, "Greater than" = further from camera. |
bhkCOFlags | bhkNiCollisionObject flags. The flags 0x2, 0x100, and 0x200 are not seen in any NIF nor get/set by the engine. |
hkConstraintType | Bethesda Havok. Describes the type of bhkConstraint. |
hkDeactivatorType | Bethesda Havok, based on hkpRigidBodyDeactivator::DeactivatorType. Deactivator Type determines which mechanism Havok will use to classify the body as deactivated. |
hkMotionType | Bethesda Havok, based on hkpMotion::MotionType. Motion type of a rigid body determines what happens when it is simulated. |
hkQualityType | Bethesda Havok, based on hkpCollidableQualityType. Describes the priority and quality of collisions for a body, e.g. you may expect critical game play objects to have solid high-priority collisions so that they never sink into ground, or may allow penetrations for visual debris objects. Notes: - Fixed and keyframed objects cannot interact with each other. - Debris can interpenetrate but still responds to Bullet hits. - Critical objects are forced to not interpenetrate. - Moving objects can interpenetrate slightly with other Moving or Debris objects but nothing else. |
hkResponseType | Bethesda Havok. |
hkSolverDeactivation | Bethesda Havok, based on hkpRigidBodyCinfo::SolverDeactivation. A list of possible solver deactivation settings. This value defines how aggressively the solver deactivates objects. Note: Solver deactivation does not save CPU, but reduces creeping of movable objects in a pile quite dramatically. |