diff --git a/nif.xml b/nif.xml index 68d66bcbd97c0c7b86eb2c8484f0f42538dc8f5f..387b1674ce763a8d43d129415d26f2eac1605953 100644 --- a/nif.xml +++ b/nif.xml @@ -1483,8 +1483,8 @@ <add name="Bitangent X" type="float" userver2="100" cond="((ARG & 256) != 0)" /> <add name="Unknown Int" type="uint" userver2="100" cond="(ARG & 256) == 0" /> - <add name="Vertex" type="HalfVector3" userver2="130" cond="((ARG & 16) != 0) && ((ARG & 16384) == 0)" /> - <add name="Bitangent X" type="hfloat" userver2="130" cond="((ARG & 256) != 0) && ((ARG & 16384) == 0)" /> + <add name="Vertex" suffix="Half" type="HalfVector3" userver2="130" cond="((ARG & 16) != 0) && ((ARG & 16384) == 0)" /> + <add name="Bitangent X" suffix="Half" type="hfloat" userver2="130" cond="((ARG & 256) != 0) && ((ARG & 16384) == 0)" /> <add name="Unknown Short" type="ushort" userver2="130" cond="((ARG & 256) == 0) && ((ARG & 16384) == 0)" /> <add name="Vertex" type="Vector3" userver2="130" cond="((ARG & 16) != 0) && ((ARG & 16384) != 0)" /> @@ -1658,9 +1658,9 @@ <compound name="HavokColFilter"> ColFilter property for Havok. It contains Layer, Flags and Part Number - <add name="Layer" type="OblivionLayer" default="OL_STATIC" ver1="20.0.0.4" ver2="20.0.0.5">The layer the collision belongs to.</add> - <add name="Layer" type="Fallout3Layer" default="FOL_STATIC" vercond="(Version == 20.2.0.7) && (User Version 2 <= 34)">The layer the collision belongs to.</add> - <add name="Layer" type="SkyrimLayer" default="SKYL_STATIC" vercond="(Version == 20.2.0.7) && (User Version 2 > 34)">The layer the collision belongs to.</add> + <add name="Layer" suffix="OB" type="OblivionLayer" default="OL_STATIC" ver1="20.0.0.4" ver2="20.0.0.5">The layer the collision belongs to.</add> + <add name="Layer" suffix="FO" type="Fallout3Layer" default="FOL_STATIC" vercond="(Version == 20.2.0.7) && (User Version 2 <= 34)">The layer the collision belongs to.</add> + <add name="Layer" suffix="SK" type="SkyrimLayer" default="SKYL_STATIC" vercond="(Version == 20.2.0.7) && (User Version 2 > 34)">The layer the collision belongs to.</add> <add name="Flags and Part Number" type="byte" default="0">FLAGS are stored in highest 3 bits: Bit 7: sets the LINK property and controls whether this body is physically linked to others. @@ -1705,9 +1705,9 @@ </compound> <compound name="HavokMaterial"> - <add name="Material" type="OblivionHavokMaterial" ver1="20.0.0.4" ver2="20.0.0.5">The material of the shape.</add> - <add name="Material" type="Fallout3HavokMaterial" vercond="(Version == 20.2.0.7) && (User Version 2 <= 34)">The material of the shape.</add> - <add name="Material" type="SkyrimHavokMaterial" vercond="(Version == 20.2.0.7) && (User Version 2 > 34)">The material of the shape.</add> + <add name="Material" suffix="OB" type="OblivionHavokMaterial" ver1="20.0.0.4" ver2="20.0.0.5">The material of the shape.</add> + <add name="Material" suffix="FO" type="Fallout3HavokMaterial" vercond="(Version == 20.2.0.7) && (User Version 2 <= 34)">The material of the shape.</add> + <add name="Material" suffix="SK" type="SkyrimHavokMaterial" vercond="(Version == 20.2.0.7) && (User Version 2 > 34)">The material of the shape.</add> </compound> <compound name="OblivionSubShape"> @@ -2254,8 +2254,8 @@ <add name="Unknown Bytes 2" type="byte" arr1="4" vercond="(User Version 2 > 34)">Unknown. Skyrim only.</add> <add name="Num Constraints" type="uint"> The number of constraints this object is bound to.</add> <add name="Constraints" type="Ref" template="bhkSerializable" arr1="Num Constraints">Unknown.</add> - <add name="Body Flags" type="uint" vercond="(User Version 2 < 76)">1 = respond to wind</add> - <add name="Body Flags" type="ushort" vercond="(User Version 2 >= 76)">1 = respond to wind</add> + <add name="Body Flags" suffix="Old" type="uint" vercond="(User Version 2 < 76)">1 = respond to wind</add> + <add name="Body Flags" suffix="New" type="ushort" vercond="(User Version 2 >= 76)">1 = respond to wind</add> </niobject> <niobject name="bhkRigidBodyT" abstract="0" inherit="bhkRigidBody"> @@ -2657,7 +2657,7 @@ <niobject name="NiAVObject" abstract="1" inherit="NiObjectNET"> Base audiovisual object. <add name="Flags" type="Flags" ver1="3.0" vercond="!((Version == 20.2.0.7) && (User Version >= 11) && (User Version 2 > 26))">Basic flags for AV objects; commonly 0x000C or 0x000A.</add> - <add name="Flags" type="uint" default="14" vercond="(Version == 20.2.0.7) && (User Version >= 11) && (User Version 2 > 26)">Basic flags for AV objects.</add> + <add name="Flags" suffix="BS" type="uint" default="14" vercond="(Version == 20.2.0.7) && (User Version >= 11) && (User Version 2 > 26)">Basic flags for AV objects.</add> <!-- TODO use MTransform --> <add name="Translation" type="Vector3">The translation vector.</add> <add name="Rotation" type="Matrix33">The rotation part of the transformation matrix.</add> @@ -2940,11 +2940,11 @@ <niobject name="NiGeometry" abstract="1" inherit="NiAVObject"> Describes a visible scene element with vertices like a mesh, a particle system, lines, etc. <add name="Data" type="Ref" template="NiGeometryData" vercond="!((Version == 20.2.0.7) && (User Version 2 >= 100))">Data index (NiTriShapeData/NiTriStripData).</add> - <add name="Data" type="Ref" template="NiGeometryData" vercond="(Version == 20.2.0.7) && (User Version 2 >= 100)" cond="!NiParticleSystem">Data index (NiTriShapeData/NiTriStripData).</add> + <add name="Data" suffix="BS" type="Ref" template="NiGeometryData" vercond="(Version == 20.2.0.7) && (User Version 2 >= 100)" cond="!NiParticleSystem">Data index (NiTriShapeData/NiTriStripData).</add> <add name="Data" type="uint" vercond="(Version == 20.2.0.7) && (User Version 2 >= 100)" cond="NiParticleSystem">Data index (NiTriShapeData/NiTriStripData).</add> <add name="Skin Instance" type="Ref" template="NiSkinInstance" vercond="(Version >= 3.3.0.13) && !((Version == 20.2.0.7) && (User Version 2 >= 100))">Skin instance index.</add> - <add name="Skin Instance" type="Ref" template="NiSkinInstance" vercond="(Version == 20.2.0.7) && (User Version 2 >= 100)" cond="!NiParticleSystem">Skin instance index.</add> - <add name="Skin Instance" type="uint" vercond="(Version == 20.2.0.7) && (User Version 2 >= 100)" cond="NiParticleSystem">Skin instance index.</add> + <add name="Skin Instance" suffix="BS" type="Ref" template="NiSkinInstance" vercond="(Version == 20.2.0.7) && (User Version 2 >= 100)" cond="!NiParticleSystem">Skin instance index.</add> + <add name="Skin Instance" suffix="BSPS" type="uint" vercond="(Version == 20.2.0.7) && (User Version 2 >= 100)" cond="NiParticleSystem">Skin instance index.</add> <add name="Num Materials" type="uint" ver1="20.2.0.7">Num Materials</add> <add name="Material Name" type="string" arr1="Num Materials" ver1="20.2.0.7">Unknown string. Shader?</add> <add name="Material Extra Data" type="int" arr1="Num Materials" ver1="20.2.0.7">Unknown integer; often -1. (Is this a link, array index?)</add> @@ -5297,10 +5297,10 @@ <niobject name="BSLightingShaderProperty" abstract="0" inherit="NiProperty"> Bethesda shader property for Skyrim and later. - <add name="Shader Flags 1" type="SkyrimShaderPropertyFlags1" vercond="(User Version 2 != 130)" default="2185233153">Skyrim Shader Flags for setting render/shader options.</add> - <add name="Shader Flags 2" type="SkyrimShaderPropertyFlags2" vercond="(User Version 2 != 130)" default="32801">Skyrim Shader Flags for setting render/shader options.</add> - <add name="Shader Flags 1" type="Fallout4ShaderPropertyFlags1" vercond="(User Version 2 == 130)" default="2151678465">Fallout 4 Shader Flags. Mostly overridden if "Name" is a path to a BGSM/BGEM file.</add> - <add name="Shader Flags 2" type="Fallout4ShaderPropertyFlags2" vercond="(User Version 2 == 130)" default="129">Fallout 4 Shader Flags. Mostly overridden if "Name" is a path to a BGSM/BGEM file.</add> + <add name="Shader Flags 1" suffix="SK" type="SkyrimShaderPropertyFlags1" vercond="(User Version 2 != 130)" default="2185233153">Skyrim Shader Flags for setting render/shader options.</add> + <add name="Shader Flags 2" suffix="SK" type="SkyrimShaderPropertyFlags2" vercond="(User Version 2 != 130)" default="32801">Skyrim Shader Flags for setting render/shader options.</add> + <add name="Shader Flags 1" suffix="FO4" type="Fallout4ShaderPropertyFlags1" vercond="(User Version 2 == 130)" default="2151678465">Fallout 4 Shader Flags. Mostly overridden if "Name" is a path to a BGSM/BGEM file.</add> + <add name="Shader Flags 2" suffix="FO4" type="Fallout4ShaderPropertyFlags2" vercond="(User Version 2 == 130)" default="129">Fallout 4 Shader Flags. Mostly overridden if "Name" is a path to a BGSM/BGEM file.</add> <add name="UV Offset" type="TexCoord">Offset UVs</add> <add name="UV Scale" type="TexCoord" default="1.0, 1.0">Offset UV Scale to repeat tiling textures, see above.</add> <add name="Texture Set" type="Ref" template="BSShaderTextureSet">Texture Set, can have override in an esm/esp</add> @@ -5345,10 +5345,10 @@ <niobject name="BSEffectShaderProperty" abstract="0" inherit="NiProperty"> Bethesda effect shader property for Skyrim and later. - <add name="Shader Flags 1" type="SkyrimShaderPropertyFlags1" vercond="(User Version 2 != 130)" /> - <add name="Shader Flags 2" type="SkyrimShaderPropertyFlags2" vercond="(User Version 2 != 130)" /> - <add name="Shader Flags 1" type="Fallout4ShaderPropertyFlags1" vercond="(User Version 2 == 130)" /> - <add name="Shader Flags 2" type="Fallout4ShaderPropertyFlags2" vercond="(User Version 2 == 130)" /> + <add name="Shader Flags 1" suffix="SK" type="SkyrimShaderPropertyFlags1" vercond="(User Version 2 != 130)" /> + <add name="Shader Flags 2" suffix="SK" type="SkyrimShaderPropertyFlags2" vercond="(User Version 2 != 130)" /> + <add name="Shader Flags 1" suffix="FO4" type="Fallout4ShaderPropertyFlags1" vercond="(User Version 2 == 130)" /> + <add name="Shader Flags 2" suffix="FO4" type="Fallout4ShaderPropertyFlags2" vercond="(User Version 2 == 130)" /> <add name="UV Offset" type="TexCoord">Offset UVs</add> <add name="UV Scale" type="TexCoord" default="1.0, 1.0">Offset UV Scale to repeat tiling textures</add> <add name="Source Texture" type="SizedString">points to an external texture.</add> @@ -6612,8 +6612,8 @@ <add name="VF5" type="byte" /> <add name="VF" type="VertexFlags" /> <add name="VF8" type="byte" /> - <add name="Num Triangles" type="uint" userver2="130" /> - <add name="Num Triangles" type="ushort" vercond="User Version 2 < 130" /> + <add name="Num Triangles" suffix="FO4" type="uint" userver2="130" /> + <add name="Num Triangles" suffix="SSE" type="ushort" vercond="User Version 2 < 130" /> <add name="Num Vertices" type="ushort" /> <add name="Data Size" type="uint" /> <add name="Vertex Data" type="BSVertexData" arr1="Num Vertices" arg="VF" cond="Data Size > 0" /> @@ -6667,10 +6667,10 @@ <add name="Num Primitives" type="uint" userver2="130" cond="Data Size > 0" /> <add name="Num Segments" type="uint" userver2="130" cond="Data Size > 0" /> <add name="Total Segments" type="uint" userver2="130" cond="Data Size > 0" /> - <add name="FO4_Segment" type="BSSITSSegment" userver2="130" arr1="Num Segments" cond="Data Size > 0" /> + <add name="Segment" suffix="FO4" type="BSSITSSegment" userver2="130" arr1="Num Segments" cond="Data Size > 0" /> <add name="Sub Segment Data" type="BSSITSSubSegmentRecord" userver2="130" cond="(Num Segments < Total Segments) && (Data Size > 0)" /> <add name="Num Segments" type="uint" userver2="100" /> - <add name="SSE_Segment" type="BSGeometrySegmentData" userver2="100" arr1="Num Segments" /> + <add name="Segment" suffix="SSE" type="BSGeometrySegmentData" userver2="100" arr1="Num Segments" /> </niobject> <!-- Fallout 4 Physics -->