NIF Objects | Compound Types | Enum Types | Basic Types | File Versions
Name | Description |
---|---|
ForceType | The type of force? May be more valid values. |
CollisionMode | |
DeactivatorType | |
hkResponseType | |
TexTransform | Determines how a NiTextureTransformController animates the UV coordinates. |
HavokMaterial | A material, used by havok shape objects. |
EndianType | |
VelocityType | Controls the way the a particle mesh emitter determines the starting speed and direction of the particles that are emitted. |
AnimationType | Animation type used on this position. This specifies the function of this position. |
DataStreamUsage | Determines how a data stream is used? |
StencilCompareMode | This enum contains the options for doing stencil buffer tests. |
TexFilterMode | Specifies the availiable texture filter modes. That is, the way pixels within a texture are blended together when textures are displayed on the screen at a size other than their original dimentions. |
SymmetryType | Determines symetry type used by NiPSysBombModifier. |
LightMode | An unsigned 32-bit integer, describing how vertex colors influence lighting. |
MipMapFormat | An unsigned 32-bit integer, describing how mipmaps are handled in a texture. |
StencilAction | This enum defines the various actions used in conjunction with the stencil buffer. For a detailed description of the individual options please refer to the OpenGL docs. |
SyncPoint | Specifies the time when an application must syncronize for some reason. |
TexType | The type of texture. |
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. |
ChannelType | |
SkyObjectType | Skyrim, sets what sky function this object fulfills in BSSkyShaderProperty. |
OblivionLayer | Sets mesh color in Oblivion Construction Set. Anything higher than 57 is also null. |
PSLoopBehavior | |
SolverDeactivation | A list of possible solver deactivation settings. This value defines how the solver deactivates objects. The solver works on a per object basis. Note: Solver deactivation does not save CPU, but reduces creeping of movable objects in a pile quite dramatically. |
MeshPrimitiveType | Describes the type of primitives stored in a mesh object. |
FaceDrawMode | This enum lists the different face culling options. |
AlphaFormat | An unsigned 32-bit integer, describing how transparency is handled in a texture. |
BoundVolumeType | |
EffectType | The type of information that's store in a texture used by a NiTextureEffect. |
KeyType | The type of animation interpolation (blending) that will be used on the associated key frames. |
VertMode | An unsigned 32-bit integer, which describes how to apply vertex colors. |
SortingMode | |
CoordGenType | Determines the way that UV texture coordinates are generated. |
BSShaderType | The type of animation interpolation (blending) that will be used on the associated key frames. |
ApplyMode | An unsigned 32-bit integer, describing the apply mode of a texture. |
MotionSystem | The motion system. 4 (Box) is used for everything movable. 7 (Keyframed) is used on statics and animated stuff. |
BillboardMode | Determines the way the billboard will react to the camera. |
ZCompareMode | This enum contains the options for doing z buffer tests. |
TargetColor | Used by NiPoint3InterpControllers to select which type of color in the controlled object that will be animated. |
SkyrimHavokMaterial | |
ChannelConvention | |
ImageType | Determines how the raw image data is stored in NiRawImageData. |
PixelLayout | An unsigned 32-bit integer, describing the color depth of a texture. |
ConsistencyType | Used by NiGeometryData to control the volatility of the mesh. While they appear to be flags they behave as an enum. |
TexClampMode | Specifies the availiable texture clamp modes. That is, the behavior of pixels outside the range of the texture. |
ComponentFormat | The data format of components. |
MotionQuality | The motion type. Determines quality of motion? |
CloningBehavior | Sets how objects are to be cloned. |
PropagationMode | |
PixelFormat | Specifies the pixel format used by the NiPixelData object to store a texture. |
CycleType | The animation cyle behavior. |
FieldType | The force field's type. |
BSLightingShaderPropertyShaderType | Values for configuring the shader type in a BSLightingShaderProperty |
DecayType | Determines decay function. Used by NiPSysBombModifier. |
EmitFrom | Controls which parts of the mesh that the particles are emitted from. |
SkyrimWaterShaderFlags | Skyrim water shader property flags |
SkyrimShaderPropertyFlags1 | Skyrim Shader Property Flags 1 |
BSShaderFlags | Shader Property Flags |
FurnitureEntryPoints | Furniture entry points. It specifies the direction(s) from where the actor is able to enter (and leave) the position. |
BSPartFlag | Editor flags for the Body Partitions. |
DataStreamAccess | Determines how the data stream is accessed? |
SkyrimShaderPropertyFlags2 | Skyrim Shader Property Flags 2 |
BSSegmentFlags | An unsigned 32-bit integer, describing what's inside the segment. |