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nif.xml
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nif.xml
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE niftoolsxml>
<niftoolsxml version="0.9.1.0">
<!--These are the version numbers marked as supported by NifSkope.
The num argument is the numeric representation created by storing
each part of the version in a byte. For example, 4.0.0.2 is
0x04000002 and 10.1.0.0 is 0x0A010000.-->
<version num="2.3">Dark Age of Camelot</version>
<version num="3.0">Star Trek: Bridge Commander</version>
<version num="3.03">Dark Age of Camelot</version>
<version num="3.1">Dark Age of Camelot, Star Trek: Bridge Commander</version>
<version num="3.3.0.13">Oblivion</version>
<version num="4.0.0.0">Freedom Force</version>
<version num="4.0.0.2">Morrowind, Freedom Force</version>
<version num="4.1.0.12">Dark Age of Camelot</version>
<version num="4.2.0.2">Civilization IV</version>
<version num="4.2.1.0">Dark Age of Camelot, Civilization IV</version>
<version num="4.2.2.0">Dark Age of Camelot, Civilization IV, Empire Earth II, Culpa Innata</version>
<version num="10.0.1.0">Zoo Tycoon 2, Civilization IV, Oblivion</version>
<version num="10.0.1.2">Oblivion</version>
<version num="10.0.1.3">?</version>
<version num="10.1.0.0">Dark Age of Camelot, Civilization IV, Freedom Force vs. the 3rd Reich, Axis and Allies, Kohan 2, Entropia Universe, Wildlife Park 2, The Guild 2, NeoSteam, Empire Earth II</version>
<version num="10.1.0.101">Oblivion</version>
<version num="10.1.0.106">Oblivion</version>
<version num="10.2.0.0">Civilization IV, Oblivion, Loki, Pro Cycling Manager, Prison Tycoon, Red Ocean, Wildlife Park 2</version>
<version num="10.2.0.1">Worldshift</version>
<version num="10.4.0.1">Worldshift</version>
<version num="20.0.0.4">Civilization IV, Oblivion, Sid Meier's Railroads</version>
<version num="20.0.0.5">Oblivion</version>
<version num="20.1.0.3">Megami Tensei: Imagine</version>
<version num="20.2.0.7">Emerge, Empire Earth III, Fallout 3, Skyrim, Fallout 4</version>
<version num="20.2.0.8">Emerge, Empire Earth III, Atlantica</version>
<!-- version 20.3.0.1 is found in Props/GDCLargeContainer.nif-->
<version num="20.3.0.1">Emerge</version>
<!-- version 20.3.0.2 is found in PFX/fx_muzzle_flash_example.nif -->
<version num="20.3.0.2">Emerge</version>
<version num="20.3.0.3">Emerge</version>
<version num="20.3.0.6">Emerge</version>
<version num="20.3.0.9">Warhammer, Lazeska, Divinity 2, Howling Sword, Bully SE</version>
<version num="20.5.0.0">KrazyRain</version>
<version num="20.6.0.0">KrazyRain</version>
<version num="20.6.5.0">Epic Mickey</version>
<version num="30.0.0.2">Emerge</version>
<version num="30.1.0.3">Rocksmith, Rocksmith 2014</version>
<version num="30.2.0.3">Ghost In The Shell: First Assault, MapleStory 2</version>
<!--Basic Types-->
<basic name="bool" count="1">
A boolean; 32-bit from 4.0.0.2, and 8-bit from 4.1.0.1 on.
</basic>
<basic name="byte" count="1">
An unsigned 8-bit integer.
</basic>
<basic name="uint" count="1">
An unsigned 32-bit integer.
</basic>
<basic name="ulittle32" count="1">
A litte-endian unsigned 32-bit integer.
</basic>
<basic name="ushort" count="1">
An unsigned 16-bit integer.
</basic>
<basic name="int" count="1">
A signed 32-bit integer.
</basic>
<basic name="short" count="1">
A signed 16-bit integer.
</basic>
<basic name="BlockTypeIndex" count="0">
A 16-bit (signed?) integer, which is used in the header to refer to a particular object type in a object type string array.
The upper bit appears to be a flag used for PhysX block types.
</basic>
<basic name="char" count="0">
An 8-bit character.
</basic>
<basic name="FileVersion" count="0">
A 32-bit integer that stores the version in hexadecimal format with each byte representing a number in the version string.
Some widely-used versions and their hex representation:
4.0.0.2: 0x04000002
4.1.0.12: 0x0401000C
4.2.0.2: 0x04020002
4.2.1.0: 0x04020100
4.2.2.0: 0x04020200
10.0.1.0: 0x0A000100
10.1.0.0: 0x0A010000
10.2.0.0: 0x0A020000
20.0.0.4: 0x14000004
20.0.0.5: 0x14000005
</basic>
<basic name="Flags" count="0">
A 16-bit integer, used for bit flags. Function varies by object type.
</basic>
<basic name="float" count="0">
A standard 32-bit floating point number.
</basic>
<basic name="hfloat" count="0">
A 16-bit floating point number.
</basic>
<basic name="HeaderString" count="0">
A variable length string that ends with a newline character (0x0A). The string starts as follows depending on the version:
Version <= 10.0.1.0: 'NetImmerse File Format'
Version >= 10.1.0.0: 'Gamebryo File Format'
</basic>
<basic name="LineString" count="0">
A variable length string that ends with a newline character (0x0A).
</basic>
<basic name="Ptr" count="0" istemplate="1">
A signed 32-bit integer, referring to a object before this one in the hierarchy. Examples: Bones, gravity objects.
</basic>
<basic name="Ref" count="0" istemplate="1">
A signed 32-bit integer, used to refer to another object; -1 means no reference. These should always point down the hierarchy. Other types are used for indexes that point to objects higher up.
</basic>
<basic name="StringOffset" count="0">
A 32-bit unsigned integer, used to refer to strings in a NiStringPalette.
</basic>
<basic name="StringIndex" count="0">
A 32-bit unsigned integer, used to refer to strings in the header.
</basic>
<!--Enumerations
These are like C enums and consist of a list of options. They can appear
as parts of compounds or niobjects.-->
<bitflags name="AccumFlags" storage="uint">
Describes the options for the accum root on NiControllerSequence.
<option value="0" name="ACCUM_X_TRANS">X Translation will be accumulated.</option>
<option value="1" name="ACCUM_Y_TRANS">Y Translation will be accumulated.</option>
<option value="2" name="ACCUM_Z_TRANS">Z Translation will be accumulated.</option>
<option value="3" name="ACCUM_X_ROT">X Rotation will be accumulated.</option>
<option value="4" name="ACCUM_Y_ROT">Y Rotation will be accumulated.</option>
<option value="5" name="ACCUM_Z_ROT">Z Rotation will be accumulated.</option>
<option value="6" name="ACCUM_X_FRONT">+X is front facing. (Default)</option>
<option value="7" name="ACCUM_Y_FRONT">+Y is front facing.</option>
<option value="8" name="ACCUM_Z_FRONT">+Z is front facing.</option>
<option value="9" name="ACCUM_NEG_FRONT">-X is front facing.</option>
</bitflags>
<enum name="ApplyMode" storage="uint">
Describes how the vertex colors are blended with the filtered texture color.
<option value="0" name="APPLY_REPLACE">Replaces existing color</option>
<option value="1" name="APPLY_DECAL">For placing images on the object like stickers.</option>
<option value="2" name="APPLY_MODULATE">Modulates existing color. (Default)</option>
<option value="3" name="APPLY_HILIGHT">PS2 Only. Function Unknown.</option>
<option value="4" name="APPLY_HILIGHT2">Parallax Flag in some Oblivion meshes.</option>
</enum>
<enum name="TexType" storage="uint">
The type of texture.
<option value="0" name="BASE_MAP">The basic texture used by most meshes.</option>
<option value="1" name="DARK_MAP">Used to darken the model with false lighting.</option>
<option value="2" name="DETAIL_MAP">Combined with base map for added detail. Usually tiled over the mesh many times for close-up view.</option>
<option value="3" name="GLOSS_MAP">Allows the specularity (glossyness) of an object to differ across its surface.</option>
<option value="4" name="GLOW_MAP">Creates a glowing effect. Basically an incandescence map.</option>
<option value="5" name="BUMP_MAP">Used to make the object appear to have more detail than it really does.</option>
<option value="6" name="NORMAL_MAP">Used to make the object appear to have more detail than it really does.</option>
<option value="7" name="PARALLAX_MAP">Parallax map.</option>
<option value="8" name="DECAL_0_MAP">For placing images on the object like stickers.</option>
<option value="9" name="DECAL_1_MAP">For placing images on the object like stickers.</option>
<option value="10" name="DECAL_2_MAP">For placing images on the object like stickers.</option>
<option value="11" name="DECAL_3_MAP">For placing images on the object like stickers.</option>
</enum>
<enum name="KeyType" storage="uint">
The type of animation interpolation (blending) that will be used on the associated key frames.
<option value="1" name="LINEAR_KEY">Use linear interpolation.</option>
<option value="2" name="QUADRATIC_KEY">Use quadratic interpolation. Forward and back tangents will be stored.</option>
<option value="3" name="TBC_KEY">Use Tension Bias Continuity interpolation. Tension, bias, and continuity will be stored.</option>
<option value="4" name="XYZ_ROTATION_KEY">For use only with rotation data. Separate X, Y, and Z keys will be stored instead of using quaternions.</option>
<option value="5" name="CONST_KEY">Step function. Used for visibility keys in NiBoolData.</option>
</enum>
<enum name="OblivionHavokMaterial" storage="uint">
Bethesda Havok. Material descriptor for a Havok shape in Oblivion.
<option value="0" name="OB_HAV_MAT_STONE">Stone</option>
<option value="1" name="OB_HAV_MAT_CLOTH">Cloth</option>
<option value="2" name="OB_HAV_MAT_DIRT">Dirt</option>
<option value="3" name="OB_HAV_MAT_GLASS">Glass</option>
<option value="4" name="OB_HAV_MAT_GRASS">Grass</option>
<option value="5" name="OB_HAV_MAT_METAL">Metal</option>
<option value="6" name="OB_HAV_MAT_ORGANIC">Organic</option>
<option value="7" name="OB_HAV_MAT_SKIN">Skin</option>
<option value="8" name="OB_HAV_MAT_WATER">Water</option>
<option value="9" name="OB_HAV_MAT_WOOD">Wood</option>
<option value="10" name="OB_HAV_MAT_HEAVY_STONE">Heavy Stone</option>
<option value="11" name="OB_HAV_MAT_HEAVY_METAL">Heavy Metal</option>
<option value="12" name="OB_HAV_MAT_HEAVY_WOOD">Heavy Wood</option>
<option value="13" name="OB_HAV_MAT_CHAIN">Chain</option>
<option value="14" name="OB_HAV_MAT_SNOW">Snow</option>
<option value="15" name="OB_HAV_MAT_STONE_STAIRS">Stone Stairs</option>
<option value="16" name="OB_HAV_MAT_CLOTH_STAIRS">Cloth Stairs</option>
<option value="17" name="OB_HAV_MAT_DIRT_STAIRS">Dirt Stairs</option>
<option value="18" name="OB_HAV_MAT_GLASS_STAIRS">Glass Stairs</option>
<option value="19" name="OB_HAV_MAT_GRASS_STAIRS">Grass Stairs</option>
<option value="20" name="OB_HAV_MAT_METAL_STAIRS">Metal Stairs</option>
<option value="21" name="OB_HAV_MAT_ORGANIC_STAIRS">Organic Stairs</option>
<option value="22" name="OB_HAV_MAT_SKIN_STAIRS">Skin Stairs</option>
<option value="23" name="OB_HAV_MAT_WATER_STAIRS">Water Stairs</option>
<option value="24" name="OB_HAV_MAT_WOOD_STAIRS">Wood Stairs</option>
<option value="25" name="OB_HAV_MAT_HEAVY_STONE_STAIRS">Heavy Stone Stairs</option>
<option value="26" name="OB_HAV_MAT_HEAVY_METAL_STAIRS">Heavy Metal Stairs</option>
<option value="27" name="OB_HAV_MAT_HEAVY_WOOD_STAIRS">Heavy Wood Stairs</option>
<option value="28" name="OB_HAV_MAT_CHAIN_STAIRS">Chain Stairs</option>
<option value="29" name="OB_HAV_MAT_SNOW_STAIRS">Snow Stairs</option>
<option value="30" name="OB_HAV_MAT_ELEVATOR">Elevator</option>
<option value="31" name="OB_HAV_MAT_RUBBER">Rubber</option>
</enum>
<enum name="Fallout3HavokMaterial" storage="uint">
Bethesda Havok. Material descriptor for a Havok shape in Fallout 3 and Fallout NV.
<option value="0" name="FO_HAV_MAT_STONE">Stone</option>
<option value="1" name="FO_HAV_MAT_CLOTH">Cloth</option>
<option value="2" name="FO_HAV_MAT_DIRT">Dirt</option>
<option value="3" name="FO_HAV_MAT_GLASS">Glass</option>
<option value="4" name="FO_HAV_MAT_GRASS">Grass</option>
<option value="5" name="FO_HAV_MAT_METAL">Metal</option>
<option value="6" name="FO_HAV_MAT_ORGANIC">Organic</option>
<option value="7" name="FO_HAV_MAT_SKIN">Skin</option>
<option value="8" name="FO_HAV_MAT_WATER">Water</option>
<option value="9" name="FO_HAV_MAT_WOOD">Wood</option>
<option value="10" name="FO_HAV_MAT_HEAVY_STONE">Heavy Stone</option>
<option value="11" name="FO_HAV_MAT_HEAVY_METAL">Heavy Metal</option>
<option value="12" name="FO_HAV_MAT_HEAVY_WOOD">Heavy Wood</option>
<option value="13" name="FO_HAV_MAT_CHAIN">Chain</option>
<option value="14" name="FO_HAV_MAT_BOTTLECAP">Bottlecap</option>
<option value="15" name="FO_HAV_MAT_ELEVATOR">Elevator</option>
<option value="16" name="FO_HAV_MAT_HOLLOW_METAL">Hollow Metal</option>
<option value="17" name="FO_HAV_MAT_SHEET_METAL">Sheet Metal</option>
<option value="18" name="FO_HAV_MAT_SAND">Sand</option>
<option value="19" name="FO_HAV_MAT_BROKEN_CONCRETE">Broken Concrete</option>
<option value="20" name="FO_HAV_MAT_VEHICLE_BODY">Vehicle Body</option>
<option value="21" name="FO_HAV_MAT_VEHICLE_PART_SOLID">Vehicle Part Solid</option>
<option value="22" name="FO_HAV_MAT_VEHICLE_PART_HOLLOW">Vehicle Part Hollow</option>
<option value="23" name="FO_HAV_MAT_BARREL">Barrel</option>
<option value="24" name="FO_HAV_MAT_BOTTLE">Bottle</option>
<option value="25" name="FO_HAV_MAT_SODA_CAN">Soda Can</option>
<option value="26" name="FO_HAV_MAT_PISTOL">Pistol</option>
<option value="27" name="FO_HAV_MAT_RIFLE">Rifle</option>
<option value="28" name="FO_HAV_MAT_SHOPPING_CART">Shopping Cart</option>
<option value="29" name="FO_HAV_MAT_LUNCHBOX">Lunchbox</option>
<option value="30" name="FO_HAV_MAT_BABY_RATTLE">Baby Rattle</option>
<option value="31" name="FO_HAV_MAT_RUBBER_BALL">Rubber Ball</option>
<option value="32" name="FO_HAV_MAT_STONE_PLATFORM">Stone</option>
<option value="33" name="FO_HAV_MAT_CLOTH_PLATFORM">Cloth</option>
<option value="34" name="FO_HAV_MAT_DIRT_PLATFORM">Dirt</option>
<option value="35" name="FO_HAV_MAT_GLASS_PLATFORM">Glass</option>
<option value="36" name="FO_HAV_MAT_GRASS_PLATFORM">Grass</option>
<option value="37" name="FO_HAV_MAT_METAL_PLATFORM">Metal</option>
<option value="38" name="FO_HAV_MAT_ORGANIC_PLATFORM">Organic</option>
<option value="39" name="FO_HAV_MAT_SKIN_PLATFORM">Skin</option>
<option value="40" name="FO_HAV_MAT_WATER_PLATFORM">Water</option>
<option value="41" name="FO_HAV_MAT_WOOD_PLATFORM">Wood</option>
<option value="42" name="FO_HAV_MAT_HEAVY_STONE_PLATFORM">Heavy Stone</option>
<option value="43" name="FO_HAV_MAT_HEAVY_METAL_PLATFORM">Heavy Metal</option>
<option value="44" name="FO_HAV_MAT_HEAVY_WOOD_PLATFORM">Heavy Wood</option>
<option value="45" name="FO_HAV_MAT_CHAIN_PLATFORM">Chain</option>
<option value="46" name="FO_HAV_MAT_BOTTLECAP_PLATFORM">Bottlecap</option>
<option value="47" name="FO_HAV_MAT_ELEVATOR_PLATFORM">Elevator</option>
<option value="48" name="FO_HAV_MAT_HOLLOW_METAL_PLATFORM">Hollow Metal</option>
<option value="49" name="FO_HAV_MAT_SHEET_METAL_PLATFORM">Sheet Metal</option>
<option value="50" name="FO_HAV_MAT_SAND_PLATFORM">Sand</option>
<option value="51" name="FO_HAV_MAT_BROKEN_CONCRETE_PLATFORM">Broken Concrete</option>
<option value="52" name="FO_HAV_MAT_VEHICLE_BODY_PLATFORM">Vehicle Body</option>
<option value="53" name="FO_HAV_MAT_VEHICLE_PART_SOLID_PLATFORM">Vehicle Part Solid</option>
<option value="54" name="FO_HAV_MAT_VEHICLE_PART_HOLLOW_PLATFORM">Vehicle Part Hollow</option>
<option value="55" name="FO_HAV_MAT_BARREL_PLATFORM">Barrel</option>
<option value="56" name="FO_HAV_MAT_BOTTLE_PLATFORM">Bottle</option>
<option value="57" name="FO_HAV_MAT_SODA_CAN_PLATFORM">Soda Can</option>
<option value="58" name="FO_HAV_MAT_PISTOL_PLATFORM">Pistol</option>
<option value="59" name="FO_HAV_MAT_RIFLE_PLATFORM">Rifle</option>
<option value="60" name="FO_HAV_MAT_SHOPPING_CART_PLATFORM">Shopping Cart</option>
<option value="61" name="FO_HAV_MAT_LUNCHBOX_PLATFORM">Lunchbox</option>
<option value="62" name="FO_HAV_MAT_BABY_RATTLE_PLATFORM">Baby Rattle</option>
<option value="63" name="FO_HAV_MAT_RUBBER_BALL_PLATFORM">Rubber Ball</option>
<option value="64" name="FO_HAV_MAT_STONE_STAIRS">Stone</option>
<option value="65" name="FO_HAV_MAT_CLOTH_STAIRS">Cloth</option>
<option value="66" name="FO_HAV_MAT_DIRT_STAIRS">Dirt</option>
<option value="67" name="FO_HAV_MAT_GLASS_STAIRS">Glass</option>
<option value="68" name="FO_HAV_MAT_GRASS_STAIRS">Grass</option>
<option value="69" name="FO_HAV_MAT_METAL_STAIRS">Metal</option>
<option value="70" name="FO_HAV_MAT_ORGANIC_STAIRS">Organic</option>
<option value="71" name="FO_HAV_MAT_SKIN_STAIRS">Skin</option>
<option value="72" name="FO_HAV_MAT_WATER_STAIRS">Water</option>
<option value="73" name="FO_HAV_MAT_WOOD_STAIRS">Wood</option>
<option value="74" name="FO_HAV_MAT_HEAVY_STONE_STAIRS">Heavy Stone</option>
<option value="75" name="FO_HAV_MAT_HEAVY_METAL_STAIRS">Heavy Metal</option>
<option value="76" name="FO_HAV_MAT_HEAVY_WOOD_STAIRS">Heavy Wood</option>
<option value="77" name="FO_HAV_MAT_CHAIN_STAIRS">Chain</option>
<option value="78" name="FO_HAV_MAT_BOTTLECAP_STAIRS">Bottlecap</option>
<option value="79" name="FO_HAV_MAT_ELEVATOR_STAIRS">Elevator</option>
<option value="80" name="FO_HAV_MAT_HOLLOW_METAL_STAIRS">Hollow Metal</option>
<option value="81" name="FO_HAV_MAT_SHEET_METAL_STAIRS">Sheet Metal</option>
<option value="82" name="FO_HAV_MAT_SAND_STAIRS">Sand</option>
<option value="83" name="FO_HAV_MAT_BROKEN_CONCRETE_STAIRS">Broken Concrete</option>
<option value="84" name="FO_HAV_MAT_VEHICLE_BODY_STAIRS">Vehicle Body</option>
<option value="85" name="FO_HAV_MAT_VEHICLE_PART_SOLID_STAIRS">Vehicle Part Solid</option>
<option value="86" name="FO_HAV_MAT_VEHICLE_PART_HOLLOW_STAIRS">Vehicle Part Hollow</option>
<option value="87" name="FO_HAV_MAT_BARREL_STAIRS">Barrel</option>
<option value="88" name="FO_HAV_MAT_BOTTLE_STAIRS">Bottle</option>
<option value="89" name="FO_HAV_MAT_SODA_CAN_STAIRS">Soda Can</option>
<option value="90" name="FO_HAV_MAT_PISTOL_STAIRS">Pistol</option>
<option value="91" name="FO_HAV_MAT_RIFLE_STAIRS">Rifle</option>
<option value="92" name="FO_HAV_MAT_SHOPPING_CART_STAIRS">Shopping Cart</option>
<option value="93" name="FO_HAV_MAT_LUNCHBOX_STAIRS">Lunchbox</option>
<option value="94" name="FO_HAV_MAT_BABY_RATTLE_STAIRS">Baby Rattle</option>
<option value="95" name="FO_HAV_MAT_RUBBER_BALL_STAIRS">Rubber Ball</option>
<option value="96" name="FO_HAV_MAT_STONE_STAIRS_PLATFORM">Stone</option>
<option value="97" name="FO_HAV_MAT_CLOTH_STAIRS_PLATFORM">Cloth</option>
<option value="98" name="FO_HAV_MAT_DIRT_STAIRS_PLATFORM">Dirt</option>
<option value="99" name="FO_HAV_MAT_GLASS_STAIRS_PLATFORM">Glass</option>
<option value="100" name="FO_HAV_MAT_GRASS_STAIRS_PLATFORM">Grass</option>
<option value="101" name="FO_HAV_MAT_METAL_STAIRS_PLATFORM">Metal</option>
<option value="102" name="FO_HAV_MAT_ORGANIC_STAIRS_PLATFORM">Organic</option>
<option value="103" name="FO_HAV_MAT_SKIN_STAIRS_PLATFORM">Skin</option>
<option value="104" name="FO_HAV_MAT_WATER_STAIRS_PLATFORM">Water</option>
<option value="105" name="FO_HAV_MAT_WOOD_STAIRS_PLATFORM">Wood</option>
<option value="106" name="FO_HAV_MAT_HEAVY_STONE_STAIRS_PLATFORM">Heavy Stone</option>
<option value="107" name="FO_HAV_MAT_HEAVY_METAL_STAIRS_PLATFORM">Heavy Metal</option>
<option value="108" name="FO_HAV_MAT_HEAVY_WOOD_STAIRS_PLATFORM">Heavy Wood</option>
<option value="109" name="FO_HAV_MAT_CHAIN_STAIRS_PLATFORM">Chain</option>
<option value="110" name="FO_HAV_MAT_BOTTLECAP_STAIRS_PLATFORM">Bottlecap</option>
<option value="111" name="FO_HAV_MAT_ELEVATOR_STAIRS_PLATFORM">Elevator</option>
<option value="112" name="FO_HAV_MAT_HOLLOW_METAL_STAIRS_PLATFORM">Hollow Metal</option>
<option value="113" name="FO_HAV_MAT_SHEET_METAL_STAIRS_PLATFORM">Sheet Metal</option>
<option value="114" name="FO_HAV_MAT_SAND_STAIRS_PLATFORM">Sand</option>
<option value="115" name="FO_HAV_MAT_BROKEN_CONCRETE_STAIRS_PLATFORM">Broken Concrete</option>
<option value="116" name="FO_HAV_MAT_VEHICLE_BODY_STAIRS_PLATFORM">Vehicle Body</option>
<option value="117" name="FO_HAV_MAT_VEHICLE_PART_SOLID_STAIRS_PLATFORM">Vehicle Part Solid</option>
<option value="118" name="FO_HAV_MAT_VEHICLE_PART_HOLLOW_STAIRS_PLATFORM">Vehicle Part Hollow</option>
<option value="119" name="FO_HAV_MAT_BARREL_STAIRS_PLATFORM">Barrel</option>
<option value="120" name="FO_HAV_MAT_BOTTLE_STAIRS_PLATFORM">Bottle</option>
<option value="121" name="FO_HAV_MAT_SODA_CAN_STAIRS_PLATFORM">Soda Can</option>
<option value="122" name="FO_HAV_MAT_PISTOL_STAIRS_PLATFORM">Pistol</option>
<option value="123" name="FO_HAV_MAT_RIFLE_STAIRS_PLATFORM">Rifle</option>
<option value="124" name="FO_HAV_MAT_SHOPPING_CART_STAIRS_PLATFORM">Shopping Cart</option>
<option value="125" name="FO_HAV_MAT_LUNCHBOX_STAIRS_PLATFORM">Lunchbox</option>
<option value="126" name="FO_HAV_MAT_BABY_RATTLE_STAIRS_PLATFORM">Baby Rattle</option>
<option value="127" name="FO_HAV_MAT_RUBBER_BALL_STAIRS_PLATFORM">Rubber Ball</option>
</enum>
<enum name="SkyrimHavokMaterial" storage="uint">
Bethesda Havok. Material descriptor for a Havok shape in Skyrim.
<option value="131151687" name="SKY_HAV_MAT_BROKEN_STONE">Broken Stone</option>
<option value="365420259" name="SKY_HAV_MAT_LIGHT_WOOD">Light Wood</option>
<option value="398949039" name="SKY_HAV_MAT_SNOW">Snow</option>
<option value="428587608" name="SKY_HAV_MAT_GRAVEL">Gravel</option>
<option value="438912228" name="SKY_HAV_MAT_MATERIAL_CHAIN_METAL">Material Chain Metal</option>
<option value="493553910" name="SKY_HAV_MAT_BOTTLE">Bottle</option>
<option value="500811281" name="SKY_HAV_MAT_WOOD">Wood</option>
<option value="591247106" name="SKY_HAV_MAT_SKIN">Skin</option>
<option value="617099282" name="SKY_HAV_MAT_UNKNOWN_617099282">Unknown in Creation Kit v1.9.32.0. Found in Dawnguard DLC in meshes\dlc01\clutter\dlc01deerskin.nif.</option>
<option value="732141076" name="SKY_HAV_MAT_BARREL">Barrel</option>
<option value="781661019" name="SKY_HAV_MAT_MATERIAL_CERAMIC_MEDIUM">Material Ceramic Medium</option>
<option value="790784366" name="SKY_HAV_MAT_MATERIAL_BASKET">Material Basket</option>
<option value="873356572" name="SKY_HAV_MAT_ICE">Ice</option>
<option value="899511101" name="SKY_HAV_MAT_STAIRS_STONE">Stairs Stone</option>
<option value="1024582599" name="SKY_HAV_MAT_WATER">Water</option>
<option value="1028101969" name="SKY_HAV_MAT_UNKNOWN_1028101969">Unknown in Creation Kit v1.6.89.0. Found in actors\draugr\character assets\skeletons.nif.</option>
<option value="1060167844" name="SKY_HAV_MAT_MATERIAL_BLADE_1HAND">Material Blade 1 Hand</option>
<option value="1264672850" name="SKY_HAV_MAT_MATERIAL_BOOK">Material Book</option>
<option value="1286705471" name="SKY_HAV_MAT_MATERIAL_CARPET">Material Carpet</option>
<option value="1288358971" name="SKY_HAV_MAT_SOLID_METAL">Solid Metal</option>
<option value="1305674443" name="SKY_HAV_MAT_MATERIAL_AXE_1HAND">Material Axe 1Hand</option>
<option value="1440721808" name="SKY_HAV_MAT_UNKNOWN_1440721808">Unknown in Creation Kit v1.6.89.0. Found in armor\draugr\draugrbootsfemale_go.nif or armor\amuletsandrings\amuletgnd.nif.</option>
<option value="1461712277" name="SKY_HAV_MAT_STAIRS_WOOD">Stairs Wood</option>
<option value="1486385281" name="SKY_HAV_MAT_MUD">Mud</option>
<option value="1550912982" name="SKY_HAV_MAT_MATERIAL_BOULDER_SMALL">Material Boulder Small</option>
<option value="1560365355" name="SKY_HAV_MAT_STAIRS_SNOW">Stairs Snow</option>
<option value="1570821952" name="SKY_HAV_MAT_HEAVY_STONE">Heavy Stone</option>
<option value="1574477864" name="SKY_HAV_MAT_UNKNOWN_1574477864">Unknown in Creation Kit v1.6.89.0. Found in actors\dragon\character assets\skeleton.nif.</option>
<option value="1591009235" name="SKY_HAV_MAT_UNKNOWN_1591009235">Unknown in Creation Kit v1.6.89.0. Found in trap objects or clutter\displaycases\displaycaselgangled01.nif or actors\deer\character assets\skeleton.nif.</option>
<option value="1607128641" name="SKY_HAV_MAT_MATERIAL_BOWS_STAVES">Material Bows Staves</option>
<option value="1803571212" name="SKY_HAV_MAT_MATERIAL_WOOD_AS_STAIRS">Material Wood As Stairs</option>
<option value="1848600814" name="SKY_HAV_MAT_GRASS">Grass</option>
<option value="1885326971" name="SKY_HAV_MAT_MATERIAL_BOULDER_LARGE">Material Boulder Large</option>
<option value="1886078335" name="SKY_HAV_MAT_MATERIAL_STONE_AS_STAIRS">Material Stone As Stairs</option>
<option value="2022742644" name="SKY_HAV_MAT_MATERIAL_BLADE_2HAND">Material Blade 2Hand</option>
<option value="2025794648" name="SKY_HAV_MAT_MATERIAL_BOTTLE_SMALL">Material Bottle Small</option>
<option value="2168343821" name="SKY_HAV_MAT_SAND">Sand</option>
<option value="2229413539" name="SKY_HAV_MAT_HEAVY_METAL">Heavy Metal</option>
<option value="2290050264" name="SKY_HAV_MAT_UNKNOWN_2290050264">Unknown in Creation Kit v1.9.32.0. Found in Dawnguard DLC in meshes\dlc01\clutter\dlc01sabrecatpelt.nif.</option>
<option value="2518321175" name="SKY_HAV_MAT_DRAGON">Dragon</option>
<option value="2617944780" name="SKY_HAV_MAT_MATERIAL_BLADE_1HAND_SMALL">Material Blade 1Hand Small</option>
<option value="2632367422" name="SKY_HAV_MAT_MATERIAL_SKIN_SMALL">Material Skin Small</option>
<option value="2892392795" name="SKY_HAV_MAT_STAIRS_BROKEN_STONE">Stairs Broken Stone</option>
<option value="2965929619" name="SKY_HAV_MAT_MATERIAL_SKIN_LARGE">Material Skin Large</option>
<option value="2974920155" name="SKY_HAV_MAT_ORGANIC">Organic</option>
<option value="3049421844" name="SKY_HAV_MAT_MATERIAL_BONE">Material Bone</option>
<option value="3070783559" name="SKY_HAV_MAT_HEAVY_WOOD">Heavy Wood</option>
<option value="3074114406" name="SKY_HAV_MAT_MATERIAL_CHAIN">Material Chain</option>
<option value="3106094762" name="SKY_HAV_MAT_DIRT">Dirt</option>
<option value="3424720541" name="SKY_HAV_MAT_MATERIAL_ARMOR_LIGHT">Material Armor Light</option>
<option value="3448167928" name="SKY_HAV_MAT_MATERIAL_SHIELD_LIGHT">Material Shield Light</option>
<option value="3589100606" name="SKY_HAV_MAT_MATERIAL_COIN">Material Coin</option>
<option value="3702389584" name="SKY_HAV_MAT_MATERIAL_SHIELD_HEAVY">Material Shield Heavy</option>
<option value="3708432437" name="SKY_HAV_MAT_MATERIAL_ARMOR_HEAVY">Material Armor Heavy</option>
<option value="3725505938" name="SKY_HAV_MAT_MATERIAL_ARROW">Material Arrow</option>
<option value="3739830338" name="SKY_HAV_MAT_GLASS">Glass</option>
<option value="3741512247" name="SKY_HAV_MAT_STONE">Stone</option>
<option value="3839073443" name="SKY_HAV_MAT_CLOTH">Cloth</option>
<option value="3969592277" name="SKY_HAV_MAT_MATERIAL_BLUNT_2HAND">Material Blunt 2Hand</option>
<option value="4239621792" name="SKY_HAV_MAT_UNKNOWN_4239621792">Unknown in Creation Kit v1.9.32.0. Found in Dawnguard DLC in meshes\dlc01\prototype\dlc1protoswingingbridge.nif.</option>
<option value="4283869410" name="SKY_HAV_MAT_MATERIAL_BOULDER_MEDIUM">Material Boulder Medium</option>
</enum>
<enum name="OblivionLayer" storage="byte">
Bethesda Havok. Describes the collision layer a body belongs to in Oblivion.
<option value="0" name="OL_UNIDENTIFIED">Unidentified (white)</option>
<option value="1" name="OL_STATIC">Static (red)</option>
<option value="2" name="OL_ANIM_STATIC">AnimStatic (magenta)</option>
<option value="3" name="OL_TRANSPARENT">Transparent (light pink)</option>
<option value="4" name="OL_CLUTTER">Clutter (light blue)</option>
<option value="5" name="OL_WEAPON">Weapon (orange)</option>
<option value="6" name="OL_PROJECTILE">Projectile (light orange)</option>
<option value="7" name="OL_SPELL">Spell (cyan)</option>
<option value="8" name="OL_BIPED">Biped (green) Seems to apply to all creatures/NPCs</option>
<option value="9" name="OL_TREES">Trees (light brown)</option>
<option value="10" name="OL_PROPS">Props (magenta)</option>
<option value="11" name="OL_WATER">Water (cyan)</option>
<option value="12" name="OL_TRIGGER">Trigger (light grey)</option>
<option value="13" name="OL_TERRAIN">Terrain (light yellow)</option>
<option value="14" name="OL_TRAP">Trap (light grey)</option>
<option value="15" name="OL_NONCOLLIDABLE">NonCollidable (white)</option>
<option value="16" name="OL_CLOUD_TRAP">CloudTrap (greenish grey)</option>
<option value="17" name="OL_GROUND">Ground (none)</option>
<option value="18" name="OL_PORTAL">Portal (green)</option>
<option value="19" name="OL_STAIRS">Stairs (white)</option>
<option value="20" name="OL_CHAR_CONTROLLER">CharController (yellow)</option>
<option value="21" name="OL_AVOID_BOX">AvoidBox (dark yellow)</option>
<option value="22" name="OL_UNKNOWN1">? (white)</option>
<option value="23" name="OL_UNKNOWN2">? (white)</option>
<option value="24" name="OL_CAMERA_PICK">CameraPick (white)</option>
<option value="25" name="OL_ITEM_PICK">ItemPick (white)</option>
<option value="26" name="OL_LINE_OF_SIGHT">LineOfSight (white)</option>
<option value="27" name="OL_PATH_PICK">PathPick (white)</option>
<option value="28" name="OL_CUSTOM_PICK_1">CustomPick1 (white)</option>
<option value="29" name="OL_CUSTOM_PICK_2">CustomPick2 (white)</option>
<option value="30" name="OL_SPELL_EXPLOSION">SpellExplosion (white)</option>
<option value="31" name="OL_DROPPING_PICK">DroppingPick (white)</option>
<option value="32" name="OL_OTHER">Other (white)</option>
<option value="33" name="OL_HEAD">Head</option>
<option value="34" name="OL_BODY">Body</option>
<option value="35" name="OL_SPINE1">Spine1</option>
<option value="36" name="OL_SPINE2">Spine2</option>
<option value="37" name="OL_L_UPPER_ARM">LUpperArm</option>
<option value="38" name="OL_L_FOREARM">LForeArm</option>
<option value="39" name="OL_L_HAND">LHand</option>
<option value="40" name="OL_L_THIGH">LThigh</option>
<option value="41" name="OL_L_CALF">LCalf</option>
<option value="42" name="OL_L_FOOT">LFoot</option>
<option value="43" name="OL_R_UPPER_ARM">RUpperArm</option>
<option value="44" name="OL_R_FOREARM">RForeArm</option>
<option value="45" name="OL_R_HAND">RHand</option>
<option value="46" name="OL_R_THIGH">RThigh</option>
<option value="47" name="OL_R_CALF">RCalf</option>
<option value="48" name="OL_R_FOOT">RFoot</option>
<option value="49" name="OL_TAIL">Tail</option>
<option value="50" name="OL_SIDE_WEAPON">SideWeapon</option>
<option value="51" name="OL_SHIELD">Shield</option>
<option value="52" name="OL_QUIVER">Quiver</option>
<option value="53" name="OL_BACK_WEAPON">BackWeapon</option>
<option value="54" name="OL_BACK_WEAPON2">BackWeapon (?)</option>
<option value="55" name="OL_PONYTAIL">PonyTail</option>
<option value="56" name="OL_WING">Wing</option>
<option value="57" name="OL_NULL">Null</option>
</enum>
<enum name="Fallout3Layer" storage="byte">
Bethesda Havok. Describes the collision layer a body belongs to in Fallout 3 and Fallout NV.
<option value="0" name="FOL_UNIDENTIFIED">Unidentified (white)</option>
<option value="1" name="FOL_STATIC">Static (red)</option>
<option value="2" name="FOL_ANIM_STATIC">AnimStatic (magenta)</option>
<option value="3" name="FOL_TRANSPARENT">Transparent (light pink)</option>
<option value="4" name="FOL_CLUTTER">Clutter (light blue)</option>
<option value="5" name="FOL_WEAPON">Weapon (orange)</option>
<option value="6" name="FOL_PROJECTILE">Projectile (light orange)</option>
<option value="7" name="FOL_SPELL">Spell (cyan)</option>
<option value="8" name="FOL_BIPED">Biped (green) Seems to apply to all creatures/NPCs</option>
<option value="9" name="FOL_TREES">Trees (light brown)</option>
<option value="10" name="FOL_PROPS">Props (magenta)</option>
<option value="11" name="FOL_WATER">Water (cyan)</option>
<option value="12" name="FOL_TRIGGER">Trigger (light grey)</option>
<option value="13" name="FOL_TERRAIN">Terrain (light yellow)</option>
<option value="14" name="FOL_TRAP">Trap (light grey)</option>
<option value="15" name="FOL_NONCOLLIDABLE">NonCollidable (white)</option>
<option value="16" name="FOL_CLOUD_TRAP">CloudTrap (greenish grey)</option>
<option value="17" name="FOL_GROUND">Ground (none)</option>
<option value="18" name="FOL_PORTAL">Portal (green)</option>
<option value="19" name="FOL_DEBRIS_SMALL">DebrisSmall (white)</option>
<option value="20" name="FOL_DEBRIS_LARGE">DebrisLarge (white)</option>
<option value="21" name="FOL_ACOUSTIC_SPACE">AcousticSpace (white)</option>
<option value="22" name="FOL_ACTORZONE">Actorzone (white)</option>
<option value="23" name="FOL_PROJECTILEZONE">Projectilezone (white)</option>
<option value="24" name="FOL_GASTRAP">GasTrap (yellowish green)</option>
<option value="25" name="FOL_SHELLCASING">ShellCasing (white)</option>
<option value="26" name="FOL_TRANSPARENT_SMALL">TransparentSmall (white)</option>
<option value="27" name="FOL_INVISIBLE_WALL">InvisibleWall (white)</option>
<option value="28" name="FOL_TRANSPARENT_SMALL_ANIM">TransparentSmallAnim (white)</option>
<option value="29" name="FOL_DEADBIP">Dead Biped (green)</option>
<option value="30" name="FOL_CHARCONTROLLER">CharController (yellow)</option>
<option value="31" name="FOL_AVOIDBOX">Avoidbox (orange)</option>
<option value="32" name="FOL_COLLISIONBOX">Collisionbox (white)</option>
<option value="33" name="FOL_CAMERASPHERE">Camerasphere (white)</option>
<option value="34" name="FOL_DOORDETECTION">Doordetection (white)</option>
<option value="35" name="FOL_CAMERAPICK">Camerapick (white)</option>
<option value="36" name="FOL_ITEMPICK">Itempick (white)</option>
<option value="37" name="FOL_LINEOFSIGHT">LineOfSight (white)</option>
<option value="38" name="FOL_PATHPICK">Pathpick (white)</option>
<option value="39" name="FOL_CUSTOMPICK1">Custompick1 (white)</option>
<option value="40" name="FOL_CUSTOMPICK2">Custompick2 (white)</option>
<option value="41" name="FOL_SPELLEXPLOSION">SpellExplosion (white)</option>
<option value="42" name="FOL_DROPPINGPICK">Droppingpick (white)</option>
<option value="43" name="FOL_NULL">Null (white)</option>
</enum>
<enum name="SkyrimLayer" storage="byte">
Bethesda Havok. Describes the collision layer a body belongs to in Skyrim.
<option value="0" name="SKYL_UNIDENTIFIED">Unidentified</option>
<option value="1" name="SKYL_STATIC">Static</option>
<option value="2" name="SKYL_ANIMSTATIC">Anim Static</option>
<option value="3" name="SKYL_TRANSPARENT">Transparent</option>
<option value="4" name="SKYL_CLUTTER">Clutter. Object with this layer will float on water surface.</option>
<option value="5" name="SKYL_WEAPON">Weapon</option>
<option value="6" name="SKYL_PROJECTILE">Projectile</option>
<option value="7" name="SKYL_SPELL">Spell</option>
<option value="8" name="SKYL_BIPED">Biped. Seems to apply to all creatures/NPCs</option>
<option value="9" name="SKYL_TREES">Trees</option>
<option value="10" name="SKYL_PROPS">Props</option>
<option value="11" name="SKYL_WATER">Water</option>
<option value="12" name="SKYL_TRIGGER">Trigger</option>
<option value="13" name="SKYL_TERRAIN">Terrain</option>
<option value="14" name="SKYL_TRAP">Trap</option>
<option value="15" name="SKYL_NONCOLLIDABLE">NonCollidable</option>
<option value="16" name="SKYL_CLOUD_TRAP">CloudTrap</option>
<option value="17" name="SKYL_GROUND">Ground. It seems that produces no sound when collide.</option>
<option value="18" name="SKYL_PORTAL">Portal</option>
<option value="19" name="SKYL_DEBRIS_SMALL">Debris Small</option>
<option value="20" name="SKYL_DEBRIS_LARGE">Debris Large</option>
<option value="21" name="SKYL_ACOUSTIC_SPACE">Acoustic Space</option>
<option value="22" name="SKYL_ACTORZONE">Actor Zone</option>
<option value="23" name="SKYL_PROJECTILEZONE">Projectile Zone</option>
<option value="24" name="SKYL_GASTRAP">Gas Trap</option>
<option value="25" name="SKYL_SHELLCASING">Shell Casing</option>
<option value="26" name="SKYL_TRANSPARENT_SMALL">Transparent Small</option>
<option value="27" name="SKYL_INVISIBLE_WALL">Invisible Wall</option>
<option value="28" name="SKYL_TRANSPARENT_SMALL_ANIM">Transparent Small Anim</option>
<option value="29" name="SKYL_WARD">Ward</option>
<option value="30" name="SKYL_CHARCONTROLLER">Char Controller</option>
<option value="31" name="SKYL_STAIRHELPER">Stair Helper</option>
<option value="32" name="SKYL_DEADBIP">Dead Bip</option>
<option value="33" name="SKYL_BIPED_NO_CC">Biped No CC</option>
<option value="34" name="SKYL_AVOIDBOX">Avoid Box</option>
<option value="35" name="SKYL_COLLISIONBOX">Collision Box</option>
<option value="36" name="SKYL_CAMERASHPERE">Camera Sphere</option>
<option value="37" name="SKYL_DOORDETECTION">Door Detection</option>
<option value="38" name="SKYL_CONEPROJECTILE">Cone Projectile</option>
<option value="39" name="SKYL_CAMERAPICK">Camera Pick</option>
<option value="40" name="SKYL_ITEMPICK">Item Pick</option>
<option value="41" name="SKYL_LINEOFSIGHT">Line of Sight</option>
<option value="42" name="SKYL_PATHPICK">Path Pick</option>
<option value="43" name="SKYL_CUSTOMPICK1">Custom Pick 1</option>
<option value="44" name="SKYL_CUSTOMPICK2">Custom Pick 2</option>
<option value="45" name="SKYL_SPELLEXPLOSION">Spell Explosion</option>
<option value="46" name="SKYL_DROPPINGPICK">Dropping Pick</option>
<option value="47" name="SKYL_NULL">Null</option>
</enum>
<enum name="MoppDataBuildType" storage="byte">
Bethesda Havok.
A byte describing if MOPP Data is organized into chunks (PS3) or not (PC)
<option value="0" name="BUILT_WITH_CHUNK_SUBDIVISION">Organized in chunks for PS3.</option>
<option value="1" name="BUILT_WITHOUT_CHUNK_SUBDIVISION">Not organized in chunks for PC. (Default)</option>
<option value="2" name="BUILD_NOT_SET">Build type not set yet.</option>
</enum>
<enum name="PlatformID" storage="uint" prefix="PLATFORM">
Target platform for NiPersistentSrcTextureRendererData (later than 30.1).
<option value="0" name="ANY" />
<option value="1" name="XENON" />
<option value="2" name="PS3" />
<option value="3" name="DX9" />
<option value="4" name="WII" />
<option value="5" name="D3D10" />
</enum>
<enum name="RendererID" storage="uint" prefix="RENDERER">
Target renderer for NiPersistentSrcTextureRendererData (until 30.1).
<option value="0" name="XBOX360" />
<option value="1" name="PS3" />
<option value="2" name="DX9" />
<option value="3" name="D3D10" />
<option value="4" name="WII" />
<option value="5" name="GENERIC" />
<option value="6" name="D3D11" />
</enum>
<enum name="PixelFormat" storage="uint" prefix="PX">
Describes the pixel format used by the NiPixelData object to store a texture.
<option value="0" name="FMT_RGB">24-bit RGB. 8 bits per red, blue, and green component.</option>
<option value="1" name="FMT_RGBA">32-bit RGB with alpha. 8 bits per red, blue, green, and alpha component.</option>
<option value="2" name="FMT_PAL">8-bit palette index.</option>
<option value="3" name="FMT_PALA">8-bit palette index with alpha.</option>
<option value="4" name="FMT_DXT1">DXT1 compressed texture.</option>
<option value="5" name="FMT_DXT3">DXT3 compressed texture.</option>
<option value="6" name="FMT_DXT5">DXT5 compressed texture.</option>
<option value="7" name="FMT_RGB24NONINT">(Deprecated) 24-bit noninterleaved texture, an old PS2 format.</option>
<option value="8" name="FMT_BUMP">Uncompressed dU/dV gradient bump map.</option>
<option value="9" name="FMT_BUMPLUMA">Uncompressed dU/dV gradient bump map with luma channel representing shininess.</option>
<option value="10" name="FMT_RENDERSPEC">Generic descriptor for any renderer-specific format not described by other formats.</option>
<option value="11" name="FMT_1CH">Generic descriptor for formats with 1 component.</option>
<option value="12" name="FMT_2CH">Generic descriptor for formats with 2 components.</option>
<option value="13" name="FMT_3CH">Generic descriptor for formats with 3 components.</option>
<option value="14" name="FMT_4CH">Generic descriptor for formats with 4 components.</option>
<option value="15" name="FMT_DEPTH_STENCIL">Indicates the NiPixelFormat is meant to be used on a depth/stencil surface.</option>
<option value="16" name="FMT_UNKNOWN" />
</enum>
<enum name="PixelTiling" storage="uint" prefix="PX">
Describes whether pixels have been tiled from their standard row-major format to a format optimized for a particular platform.
<option value="0" name="TILE_NONE" />
<option value="1" name="TILE_XENON" />
<option value="2" name="TILE_WII" />
<option value="3" name="TILE_NV_SWIZZLED" />
</enum>
<enum name="PixelComponent" storage="uint" prefix="PX">
Describes the pixel format used by the NiPixelData object to store a texture.
<option value="0" name="COMP_RED" />
<option value="1" name="COMP_GREEN" />
<option value="2" name="COMP_BLUE" />
<option value="3" name="COMP_ALPHA" />
<option value="4" name="COMP_COMPRESSED" />
<option value="5" name="COMP_OFFSET_U" />
<option value="6" name="COMP_OFFSET_V" />
<option value="7" name="COMP_OFFSET_W" />
<option value="8" name="COMP_OFFSET_Q" />
<option value="9" name="COMP_LUMA" />
<option value="10" name="COMP_HEIGHT" />
<option value="11" name="COMP_VECTOR_X" />
<option value="12" name="COMP_VECTOR_Y" />
<option value="13" name="COMP_VECTOR_Z" />
<option value="14" name="COMP_PADDING" />
<option value="15" name="COMP_INTENSITY" />
<option value="16" name="COMP_INDEX" />
<option value="17" name="COMP_DEPTH" />
<option value="18" name="COMP_STENCIL" />
<option value="19" name="COMP_EMPTY" />
</enum>
<enum name="PixelRepresentation" storage="uint" prefix="PX">
Describes how each pixel should be accessed on NiPixelFormat.
<option value="0" name="REP_NORM_INT" />
<option value="1" name="REP_HALF" />
<option value="2" name="REP_FLOAT" />
<option value="3" name="REP_INDEX" />
<option value="4" name="REP_COMPRESSED" />
<option value="5" name="REP_UNKNOWN" />
<option value="6" name="REP_INT" />
</enum>
<enum name="PixelLayout" storage="uint" prefix="PX">
Describes the color depth in an NiTexture.
<option value="0" name="LAY_PALETTIZED_8">Texture is in 8-bit palettized format.</option>
<option value="1" name="LAY_HIGH_COLOR_16">Texture is in 16-bit high color format.</option>
<option value="2" name="LAY_TRUE_COLOR_32">Texture is in 32-bit true color format.</option>
<option value="3" name="LAY_COMPRESSED">Texture is compressed.</option>
<option value="4" name="LAY_BUMPMAP">Texture is a grayscale bump map.</option>
<option value="5" name="LAY_PALETTIZED_4">Texture is in 4-bit palettized format.</option>
<option value="6" name="LAY_DEFAULT">Use default setting.</option>
<option value="7" name="LAY_SINGLE_COLOR_8" />
<option value="8" name="LAY_SINGLE_COLOR_16" />
<option value="9" name="LAY_SINGLE_COLOR_32" />
<option value="10" name="LAY_DOUBLE_COLOR_32" />
<option value="11" name="LAY_DOUBLE_COLOR_64" />
<option value="12" name="LAY_FLOAT_COLOR_32" />
<option value="13" name="LAY_FLOAT_COLOR_64" />
<option value="14" name="LAY_FLOAT_COLOR_128" />
<option value="15" name="LAY_SINGLE_COLOR_4" />
<option value="16" name="LAY_DEPTH_24_X8" />
</enum>
<enum name="MipMapFormat" storage="uint">
Describes how mipmaps are handled in an NiTexture.
<option value="0" name="MIP_FMT_NO">Texture does not use mip maps.</option>
<option value="1" name="MIP_FMT_YES">Texture uses mip maps.</option>
<option value="2" name="MIP_FMT_DEFAULT">Use default setting.</option>
</enum>
<enum name="AlphaFormat" storage="uint">
Describes how transparency is handled in an NiTexture.
<option value="0" name="ALPHA_NONE">No alpha.</option>
<option value="1" name="ALPHA_BINARY">1-bit alpha.</option>
<option value="2" name="ALPHA_SMOOTH">Interpolated 4- or 8-bit alpha.</option>
<option value="3" name="ALPHA_DEFAULT">Use default setting.</option>
</enum>
<enum name="TexClampMode" storage="uint">
Describes the availiable texture clamp modes, i.e. the behavior of UV mapping outside the [0,1] range.
<option value="0" name="CLAMP_S_CLAMP_T">Clamp in both directions.</option>
<option value="1" name="CLAMP_S_WRAP_T">Clamp in the S(U) direction but wrap in the T(V) direction.</option>
<option value="2" name="WRAP_S_CLAMP_T">Wrap in the S(U) direction but clamp in the T(V) direction.</option>
<option value="3" name="WRAP_S_WRAP_T">Wrap in both directions.</option>
</enum>
<enum name="TexFilterMode" storage="uint">
Describes the availiable texture filter modes, i.e. the way the pixels in a texture are displayed on screen.
<option value="0" name="FILTER_NEAREST">Nearest neighbor. Uses nearest texel with no mipmapping.</option>
<option value="1" name="FILTER_BILERP">Bilinear. Linear interpolation with no mipmapping.</option>
<option value="2" name="FILTER_TRILERP">Trilinear. Linear intepolation between 8 texels (4 nearest texels between 2 nearest mip levels).</option>
<option value="3" name="FILTER_NEAREST_MIPNEAREST">Nearest texel on nearest mip level.</option>
<option value="4" name="FILTER_NEAREST_MIPLERP">Linear interpolates nearest texel between two nearest mip levels.</option>
<option value="5" name="FILTER_BILERP_MIPNEAREST">Linear interpolates on nearest mip level.</option>
<option value="6" name="FILTER_ANISOTROPIC">Anisotropic filtering. One or many trilinear samples depending on anisotropy.</option>
</enum>
<enum name="VertMode" storage="uint">
Describes how to apply vertex colors for NiVertexColorProperty.
<option value="0" name="VERT_MODE_SRC_IGNORE">Emissive, ambient, and diffuse colors are all specified by the NiMaterialProperty.</option>
<option value="1" name="VERT_MODE_SRC_EMISSIVE">Emissive colors are specified by the source vertex colors. Ambient+Diffuse are specified by the NiMaterialProperty.</option>
<option value="2" name="VERT_MODE_SRC_AMB_DIF">Ambient+Diffuse colors are specified by the source vertex colors. Emissive is specified by the NiMaterialProperty. (Default)</option>
</enum>
<enum name="LightMode" storage="uint">
Describes which lighting equation components influence the final vertex color for NiVertexColorProperty.
<option value="0" name="LIGHT_MODE_EMISSIVE">Emissive.</option>
<option value="1" name="LIGHT_MODE_EMI_AMB_DIF">Emissive + Ambient + Diffuse. (Default)</option>
</enum>
<enum name="CycleType" storage="uint">
The animation cyle behavior.
<option value="0" name="CYCLE_LOOP">Loop</option>
<option value="1" name="CYCLE_REVERSE">Reverse</option>
<option value="2" name="CYCLE_CLAMP">Clamp</option>
</enum>
<enum name="FieldType" storage="uint">
The force field type.
<option value="0" name="FIELD_WIND">Wind (fixed direction)</option>
<option value="1" name="FIELD_POINT">Point (fixed origin)</option>
</enum>
<enum name="BillboardMode" storage="ushort">
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.
<option value="0" name="ALWAYS_FACE_CAMERA">Align billboard and camera forward vector. Minimized rotation.</option>
<option value="1" name="ROTATE_ABOUT_UP">Align billboard and camera forward vector while allowing rotation around the up axis.</option>
<option value="2" name="RIGID_FACE_CAMERA">Align billboard and camera forward vector. Non-minimized rotation.</option>
<option value="3" name="ALWAYS_FACE_CENTER">Billboard forward vector always faces camera ceneter. Minimized rotation.</option>
<option value="4" name="RIGID_FACE_CENTER">Billboard forward vector always faces camera ceneter. Non-minimized rotation.</option>
<!-- TODO: Unverified -->
<option value="5" name="BSROTATE_ABOUT_UP">The billboard will only rotate around its local Z axis (it always stays in its local X-Y plane).</option>
<option value="9" name="ROTATE_ABOUT_UP2">The billboard will only rotate around the up axis (same as ROTATE_ABOUT_UP?).</option>
</enum>
<enum name="StencilCompareMode" storage="uint">
Describes stencil buffer test modes for NiStencilProperty.
<option value="0" name="TEST_NEVER">Always false. Ref value is ignored.</option>
<option value="1" name="TEST_LESS">VRef ‹ VBuf</option>
<option value="2" name="TEST_EQUAL">VRef = VBuf</option>
<option value="3" name="TEST_LESS_EQUAL">VRef ≤ VBuf</option>
<option value="4" name="TEST_GREATER">VRef › VBuf</option>
<option value="5" name="TEST_NOT_EQUAL">VRef ≠ VBuf</option>
<option value="6" name="TEST_GREATER_EQUAL">VRef ≥ VBuf</option>
<option value="7" name="TEST_ALWAYS">Always true. Buffer is ignored.</option>
</enum>
<enum name="StencilAction" storage="uint">
Describes the actions which can occur as a result of tests for NiStencilProperty.
<option value="0" name="ACTION_KEEP">Keep the current value in the stencil buffer.</option>
<option value="1" name="ACTION_ZERO">Write zero to the stencil buffer.</option>
<option value="2" name="ACTION_REPLACE">Write the reference value to the stencil buffer.</option>
<option value="3" name="ACTION_INCREMENT">Increment the value in the stencil buffer.</option>
<option value="4" name="ACTION_DECREMENT">Decrement the value in the stencil buffer.</option>
<option value="5" name="ACTION_INVERT">Bitwise invert the value in the stencil buffer.</option>
</enum>
<enum name="StencilDrawMode" storage="uint">
Describes the face culling options for NiStencilProperty.
<option value="0" name="DRAW_CCW_OR_BOTH">Application default, chooses between DRAW_CCW or DRAW_BOTH.</option>
<option value="1" name="DRAW_CCW">Draw only the triangles whose vertices are ordered CCW with respect to the viewer. (Standard behavior)</option>
<option value="2" name="DRAW_CW">Draw only the triangles whose vertices are ordered CW with respect to the viewer. (Effectively flips faces)</option>
<option value="3" name="DRAW_BOTH">Draw all triangles, regardless of orientation. (Effectively force double-sided)</option>
</enum>
<enum name="ZCompareMode" storage="uint">
Describes Z-buffer test modes for NiZBufferProperty.
"Less than" = closer to camera, "Greater than" = further from camera.
<option value="0" name="ZCOMP_ALWAYS">Always true. Buffer is ignored.</option>
<option value="1" name="ZCOMP_LESS">VRef ‹ VBuf</option>
<option value="2" name="ZCOMP_EQUAL">VRef = VBuf</option>
<option value="3" name="ZCOMP_LESS_EQUAL">VRef ≤ VBuf</option>
<option value="4" name="ZCOMP_GREATER">VRef › VBuf</option>
<option value="5" name="ZCOMP_NOT_EQUAL">VRef ≠ VBuf</option>
<option value="6" name="ZCOMP_GREATER_EQUAL">VRef ≥ VBuf</option>
<option value="7" name="ZCOMP_NEVER">Always false. Ref value is ignored.</option>
</enum>
<enum name="hkMotionType" storage="byte">
Bethesda Havok, based on hkpMotion::MotionType. Motion type of a rigid body determines what happens when it is simulated.
<option value="0" name="MO_SYS_INVALID">Invalid</option>
<option value="1" name="MO_SYS_DYNAMIC">A fully-simulated, movable rigid body. At construction time the engine checks the input inertia and selects MO_SYS_SPHERE_INERTIA or MO_SYS_BOX_INERTIA as appropriate.</option>
<option value="2" name="MO_SYS_SPHERE_INERTIA">Simulation is performed using a sphere inertia tensor.</option>
<option value="3" name="MO_SYS_SPHERE_STABILIZED">This is the same as MO_SYS_SPHERE_INERTIA, except that simulation of the rigid body is "softened".</option>
<option value="4" name="MO_SYS_BOX_INERTIA">Simulation is performed using a box inertia tensor.</option>
<option value="5" name="MO_SYS_BOX_STABILIZED">This is the same as MO_SYS_BOX_INERTIA, except that simulation of the rigid body is "softened".</option>
<option value="6" name="MO_SYS_KEYFRAMED">Simulation is not performed as a normal rigid body. The keyframed rigid body has an infinite mass when viewed by the rest of the system. (used for creatures)</option>
<option value="7" name="MO_SYS_FIXED">This motion type is used for the static elements of a game scene, e.g. the landscape. Faster than MO_SYS_KEYFRAMED at velocity 0. (used for weapons)</option>
<option value="8" name="MO_SYS_THIN_BOX">A box inertia motion which is optimized for thin boxes and has less stability problems</option>
<option value="9" name="MO_SYS_CHARACTER">A specialized motion used for character controllers</option>
</enum>
<enum name="hkDeactivatorType" storage="byte">
Bethesda Havok, based on hkpRigidBodyDeactivator::DeactivatorType.
Deactivator Type determines which mechanism Havok will use to classify the body as deactivated.
<option value="0" name="DEACTIVATOR_INVALID">Invalid</option>
<option value="1" name="DEACTIVATOR_NEVER">This will force the rigid body to never deactivate.</option>
<option value="2" name="DEACTIVATOR_SPATIAL">Tells Havok to use a spatial deactivation scheme. This makes use of high and low frequencies of positional motion to determine when deactivation should occur.</option>
</enum>
<enum name="hkSolverDeactivation" storage="byte">
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.
<option value="0" name="SOLVER_DEACTIVATION_INVALID">Invalid</option>
<option value="1" name="SOLVER_DEACTIVATION_OFF">No solver deactivation.</option>
<option value="2" name="SOLVER_DEACTIVATION_LOW">Very conservative deactivation, typically no visible artifacts.</option>
<option value="3" name="SOLVER_DEACTIVATION_MEDIUM">Normal deactivation, no serious visible artifacts in most cases.</option>
<option value="4" name="SOLVER_DEACTIVATION_HIGH">Fast deactivation, visible artifacts.</option>
<option value="5" name="SOLVER_DEACTIVATION_MAX">Very fast deactivation, visible artifacts.</option>
</enum>
<enum name="hkQualityType" storage="byte">
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.
<option value="0" name="MO_QUAL_INVALID">Automatically assigned to MO_QUAL_FIXED, MO_QUAL_KEYFRAMED or MO_QUAL_DEBRIS</option>
<option value="1" name="MO_QUAL_FIXED">Static body.</option>
<option value="2" name="MO_QUAL_KEYFRAMED">Animated body with infinite mass.</option>
<option value="3" name="MO_QUAL_DEBRIS">Low importance bodies adding visual detail.</option>
<option value="4" name="MO_QUAL_MOVING">Moving bodies which should not penetrate or leave the world, but can.</option>
<option value="5" name="MO_QUAL_CRITICAL">Gameplay critical bodies which cannot penetrate or leave the world under any circumstance.</option>
<option value="6" name="MO_QUAL_BULLET">Fast-moving bodies, such as projectiles.</option>
<option value="7" name="MO_QUAL_USER">For user.</option>
<option value="8" name="MO_QUAL_CHARACTER">For use with rigid body character controllers.</option>
<option value="9" name="MO_QUAL_KEYFRAMED_REPORT">
Moving bodies with infinite mass which should report contact points and TOI collisions against all other bodies.
</option>
</enum>
<enum name="ForceType" storage="uint">
Describes the type of gravitational force.
<option value="0" name="FORCE_PLANAR"></option>
<option value="1" name="FORCE_SPHERICAL"></option>
<option value="2" name="FORCE_UNKNOWN"></option>
</enum>
<enum name="TransformMember" storage="uint">
Describes which aspect of the NiTextureTransform the NiTextureTransformController will modify.
<option value="0" name="TT_TRANSLATE_U">Control the translation of the U coordinates.</option>
<option value="1" name="TT_TRANSLATE_V">Control the translation of the V coordinates.</option>
<option value="2" name="TT_ROTATE">Control the rotation of the coordinates.</option>
<option value="3" name="TT_SCALE_U">Control the scale of the U coordinates.</option>
<option value="4" name="TT_SCALE_V">Control the scale of the V coordinates.</option>
</enum>
<enum name="DecayType" storage="uint">
Describes the decay function of bomb forces.
<option value="0" name="DECAY_NONE">No decay.</option>
<option value="1" name="DECAY_LINEAR">Linear decay.</option>
<option value="2" name="DECAY_EXPONENTIAL">Exponential decay.</option>
</enum>
<enum name="SymmetryType" storage="uint">
Describes the symmetry type of bomb forces.
<option value="0" name="SPHERICAL_SYMMETRY">Spherical Symmetry.</option>
<option value="1" name="CYLINDRICAL_SYMMETRY">Cylindrical Symmetry.</option>
<option value="2" name="PLANAR_SYMMETRY">Planar Symmetry.</option>
</enum>
<enum name="VelocityType" storage="uint">
Controls the way the a particle mesh emitter determines the starting speed and direction of the particles that are emitted.
<option value="0" name="VELOCITY_USE_NORMALS">Uses the normals of the meshes to determine staring velocity.</option>
<option value="1" name="VELOCITY_USE_RANDOM">Starts particles with a random velocity.</option>
<option value="2" name="VELOCITY_USE_DIRECTION">Uses the emission axis to determine initial particle direction?</option>
</enum>
<enum name="EmitFrom" storage="uint">
Controls which parts of the mesh that the particles are emitted from.
<option value="0" name="EMIT_FROM_VERTICES">Emit particles from the vertices of the mesh.</option>
<option value="1" name="EMIT_FROM_FACE_CENTER">Emit particles from the center of the faces of the mesh.</option>
<option value="2" name="EMIT_FROM_EDGE_CENTER">Emit particles from the center of the edges of the mesh.</option>
<option value="3" name="EMIT_FROM_FACE_SURFACE">Perhaps randomly emit particles from anywhere on the faces of the mesh?</option>
<option value="4" name="EMIT_FROM_EDGE_SURFACE">Perhaps randomly emit particles from anywhere on the edges of the mesh?</option>
</enum>
<enum name="TextureType" storage="uint">
The type of information that is stored in a texture used by an NiTextureEffect.
<option value="0" name="TEX_PROJECTED_LIGHT">Apply a projected light texture. Each light effect is summed before multiplying by the base texture.</option>
<option value="1" name="TEX_PROJECTED_SHADOW">Apply a projected shadow texture. Each shadow effect is multiplied by the base texture.</option>
<option value="2" name="TEX_ENVIRONMENT_MAP">Apply an environment map texture. Added to the base texture and light/shadow/decal maps.</option>
<option value="3" name="TEX_FOG_MAP">Apply a fog map texture. Alpha channel is used to blend the color channel with the base texture.</option>
</enum>
<enum name="CoordGenType" storage="uint">
Determines the way that UV texture coordinates are generated.
<option value="0" name="CG_WORLD_PARALLEL">Use planar mapping.</option>
<option value="1" name="CG_WORLD_PERSPECTIVE">Use perspective mapping.</option>
<option value="2" name="CG_SPHERE_MAP">Use spherical mapping.</option>
<option value="3" name="CG_SPECULAR_CUBE_MAP">Use specular cube mapping. For NiSourceCubeMap only.</option>
<option value="4" name="CG_DIFFUSE_CUBE_MAP">Use diffuse cube mapping. For NiSourceCubeMap only.</option>
</enum>
<enum name="EndianType" storage="byte">
<option value="0" name="ENDIAN_BIG">The numbers are stored in big endian format, such as those used by PowerPC Mac processors.</option>
<option value="1" name="ENDIAN_LITTLE">The numbers are stored in little endian format, such as those used by Intel and AMD x86 processors.</option>
</enum>
<enum name="MaterialColor" storage="ushort">
Used by NiMaterialColorControllers to select which type of color in the controlled object that will be animated.
<option value="0" name="TC_AMBIENT">Control the ambient color.</option>
<option value="1" name="TC_DIFFUSE">Control the diffuse color.</option>
<option value="2" name="TC_SPECULAR">Control the specular color.</option>
<option value="3" name="TC_SELF_ILLUM">Control the self illumination color.</option>
</enum>
<enum name="LightColor" storage="ushort">
Used by NiLightColorControllers to select which type of color in the controlled object that will be animated.
<option value="0" name="LC_DIFFUSE">Control the diffuse color.</option>
<option value="1" name="LC_AMBIENT">Control the ambient color.</option>
</enum>
<enum name="ConsistencyType" storage="ushort">
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.
<option value="0x0000" name="CT_MUTABLE">Mutable Mesh</option>
<option value="0x4000" name="CT_STATIC">Static Mesh</option>
<option value="0x8000" name="CT_VOLATILE">Volatile Mesh</option>
</enum>
<enum name="SortingMode" storage="uint">
Describes the way that NiSortAdjustNode modifies the sorting behavior for the subtree below it.
<option value="0" name="SORTING_INHERIT">Inherit. Acts identical to NiNode.</option>
<option value="1" name="SORTING_OFF">Disables sort on all geometry under this node.</option>
</enum>
<enum name="PropagationMode" storage="uint">
The propagation mode controls scene graph traversal during collision detection operations for NiCollisionData.
<option value="0" name="PROPAGATE_ON_SUCCESS">Propagation only occurs as a result of a successful collision.</option>
<option value="1" name="PROPAGATE_ON_FAILURE">(Deprecated) Propagation only occurs as a result of a failed collision.</option>
<option value="2" name="PROPAGATE_ALWAYS">Propagation always occurs regardless of collision result.</option>
<option value="3" name="PROPAGATE_NEVER">Propagation never occurs regardless of collision result.</option>
</enum>
<enum name="CollisionMode" storage="uint">
The collision mode controls the type of collision operation that is to take place for NiCollisionData.
<option value="0" name="CM_USE_OBB">Use Bounding Box</option>
<option value="1" name="CM_USE_TRI">Use Triangles</option>
<option value="2" name="CM_USE_ABV">Use Alternate Bounding Volumes</option>
<option value="3" name="CM_NOTEST">Indicates that no collision test should be made.</option>
<option value="4" name="CM_USE_NIBOUND">Use NiBound</option>
</enum>
<enum name="BoundVolumeType" storage="uint">
<option value="0xffffffff" name="BASE_BV">Default</option>
<option value="0" name="SPHERE_BV">Sphere</option>
<option value="1" name="BOX_BV">Box</option>
<option value="2" name="CAPSULE_BV">Capsule</option>
<option value="4" name="UNION_BV">Union</option>
<option value="5" name="HALFSPACE_BV">Half Space</option>
</enum>
<enum name="hkResponseType" storage="byte">
Bethesda Havok.
<option value="0" name="RESPONSE_INVALID">Invalid Response</option>