NIF Objects | Compound Types | Enum Types | Basic Types | File Versions

Enum Data Types

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.