<add name="Twist B" type="Vector4" ver2="20.0.0.5">Central directed axis of the cone in which the object can rotate. Orthogonal on Plane B.</add>
<!-- Fallout 3 -->
<addname="Twist A"type="Vector4"ver1="20.2.0.7">Central directed axis of the cone in which the object can rotate. Orthogonal on Plane A.</add>
<addname="Plane A"type="Vector4"ver1="20.2.0.7">Defines the orthogonal plane in which the body can move, the orthogonal directions in which the shape can be controlled (the direction orthogonal on this one and Twist A).</add>
<addname="Motor A"type="Vector4"ver1="20.2.0.7">Defines the orthogonal directions in which the shape can be controlled (namely in this direction, and in the direction orthogonal on this one and Twist A).</add>
<addname="Pivot A"type="Vector4"ver1="20.2.0.7">Point around which the object will rotate. Defines the orthogonal directions in which the shape can be controlled (namely in this direction, and in the direction orthogonal on this one and Twist A).</add>
<addname="Twist B"type="Vector4"ver1="20.2.0.7">Central directed axis of the cone in which the object can rotate. Orthogonal on Plane B.</add>
<addname="Plane B"type="Vector4"ver1="20.2.0.7">Defines the orthogonal plane in which the body can move, the orthogonal directions in which the shape can be controlled (the direction orthogonal on this one and Twist A).</add>
<addname="Motor B"type="Vector4"ver1="20.2.0.7">Defines the orthogonal directions in which the shape can be controlled (namely in this direction, and in the direction orthogonal on this one and Twist A).</add>
<addname="Pivot B"type="Vector4"ver1="20.2.0.7">Defines the orthogonal directions in which the shape can be controlled (namely in this direction, and in the direction orthogonal on this one and Twist A).</add>
<addname="Cone Max Angle"type="float">Maximum angle the object can rotate around the vector orthogonal on Plane A and Twist A relative to the Twist A vector. Note that Cone Min Angle is not stored, but is simply minus this angle.</add>
<add name="Twist A" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Central directed axis of the cone in which the object can rotate. Orthogonal on Plane A.</add>
<add name="Plane A" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Defines the orthogonal plane in which the body can move, the orthogonal directions in which the shape can be controlled (the direction orthogonal on this one and Twist A).</add>
<add name="Motor A" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Defines the orthogonal directions in which the shape can be controlled (namely in this direction, and in the direction orthogonal on this one and Twist A).</add>
<add name="Pivot A" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Point around which the object will rotate. Defines the orthogonal directions in which the shape can be controlled (namely in this direction, and in the direction orthogonal on this one and Twist A).</add>
<add name="Twist B" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Central directed axis of the cone in which the object can rotate. Orthogonal on Plane B.</add>
<add name="Plane B" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Defines the orthogonal plane in which the body can move, the orthogonal directions in which the shape can be controlled (the direction orthogonal on this one and Twist A).</add>
<add name="Motor B" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Defines the orthogonal directions in which the shape can be controlled (namely in this direction, and in the direction orthogonal on this one and Twist A).</add>
<add name="Pivot B" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Defines the orthogonal directions in which the shape can be controlled (namely in this direction, and in the direction orthogonal on this one and Twist A).</add>
<!-- Fallout 3, file meshes\ragdollconstraint\stiff.rdt with User Version 2 = 16 -->
<add name="Pivot A?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Point around which the object will rotate. Defines the orthogonal directions in which the shape can be controlled (namely in this direction, and in the direction orthogonal on this one and Twist A).</add>
<add name="Plane A?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Defines the orthogonal plane in which the body can move, the orthogonal directions in which the shape can be controlled (the direction orthogonal on this one and Twist A).</add>
<add name="Twist A?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Central directed axis of the cone in which the object can rotate. Orthogonal on Plane A.</add>
<add name="Pivot B?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Defines the orthogonal directions in which the shape can be controlled (namely in this direction, and in the direction orthogonal on this one and Twist A).</add>
<add name="Plane B?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Defines the orthogonal plane in which the body can move, the orthogonal directions in which the shape can be controlled (the direction orthogonal on this one and Twist A).</add>
<add name="Twist B?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Central directed axis of the cone in which the object can rotate. Orthogonal on Plane B.</add>
<add name="Cone Max Angle" type="float">Maximum angle the object can rotate around the vector orthogonal on Plane A and Twist A relative to the Twist A vector. Note that Cone Min Angle is not stored, but is simply minus this angle.</add>
<add name="Plane Min Angle" type="float">Minimum angle the object can rotate around Plane A, relative to Twist A.</add>
<add name="Plane Max Angle" type="float">Maximum angle the object can rotate around Plane A, relative to Twist A.</add>
<add name="Twist Min Angle" type="float">Minimum angle the object can rotate around Twist A, relative to Plane A.</add>
<add name="Twist Max Angle" type="float">Maximum angle the object can rotate around Twist A, relative to Plane A.</add>
<addname="Max Friction"type="float">Maximum friction, typically 0 or 10. In Fallout 3, typically 100.</add>
<add name="Max Friction" type="float">Maximum friction, typically 0 or 10. In Fallout 3, typically 100.</add>
<add name="Perp2 Axle In B2" type="Vector4" ver2="20.0.0.5">Perp2 Axle In A2 in second entity coordinate system.</add>
<!-- Fallout 3 -->
<addname="Axle A"type="Vector4"ver1="20.2.0.7">Axis of rotation.</add>
<addname="Perp2 Axle In A1"type="Vector4"ver1="20.2.0.7">Vector in the rotation plane which defines the zero angle.</add>
<addname="Perp2 Axle In A2"type="Vector4"ver1="20.2.0.7">Vector in the rotation plane, orthogonal on the previous one, which defines the positive direction of rotation. This is always the vector product of Axle A and Perp2 Axle In A1.</add>
<addname="Pivot A"type="Vector4"ver1="20.2.0.7">Pivot point around which the object will rotate.</add>
<addname="Axle B"type="Vector4"ver1="20.2.0.7">Axle A in second entity coordinate system.</add>
<addname="Perp2 Axle In B1"type="Vector4"ver1="20.2.0.7">Perp2 Axle In A1 in second entity coordinate system.</add>
<addname="Perp2 Axle In B2"type="Vector4"ver1="20.2.0.7">Perp2 Axle In A2 in second entity coordinate system.</add>
<addname="Pivot B"type="Vector4"ver1="20.2.0.7">Pivot A in second entity coordinate system.</add>
<add name="Axle A" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Axis of rotation.</add>
<add name="Perp2 Axle In A1" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Vector in the rotation plane which defines the zero angle.</add>
<add name="Perp2 Axle In A2" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Vector in the rotation plane, orthogonal on the previous one, which defines the positive direction of rotation. This is always the vector product of Axle A and Perp2 Axle In A1.</add>
<add name="Pivot A" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Pivot point around which the object will rotate.</add>
<add name="Axle B" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Axle A in second entity coordinate system.</add>
<add name="Perp2 Axle In B1" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Perp2 Axle In A1 in second entity coordinate system.</add>
<add name="Perp2 Axle In B2" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Perp2 Axle In A2 in second entity coordinate system.</add>
<add name="Pivot B" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 > 16">Pivot A in second entity coordinate system.</add>
<!-- Fallout 3, file meshes\ragdollconstraint\stiff.rdt with User Version 2 = 16 -->
<add name="Pivot A?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Pivot point around which the object will rotate.</add>
<add name="Axle A?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Axis of rotation.</add>
<add name="Perp2 Axle In A2?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Vector in the rotation plane, orthogonal on the previous one, which defines the positive direction of rotation. This is always the vector product of Axle A and Perp2 Axle In A1.</add>
<add name="Perp2 Axle In A1?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Vector in the rotation plane which defines the zero angle.</add>
<add name="Pivot B?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Pivot A in second entity coordinate system.</add>
<add name="Axle B?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Axle A in second entity coordinate system.</add>
<add name="Perp2 Axle In B1?" type="Vector4" ver1="20.2.0.7" vercond="User Version 2 == 16">Perp2 Axle In A1 in second entity coordinate system.</add>