NIF NiAVObject Flags
From GECK
NiAVObject Flags are flags that are set on BSFadeNodes, NiNodes (and NiNode derivatives like NiLODNode), NiTriStrips and NiTriShapes most of which are unused or crash the game if set, a few are automatically set by the engine at runtime and thus are also pointless to set.
Flags
| Bit | Flag Name | Nifskope Name | Description |
|---|---|---|---|
| 0 | APP_CULLED | Hidden | Forces the object to be permanently culled, has no effect when set on root node, unless set using SetNifBlockFlag |
| 1 | SELECTIVE_UPDATE | Selective Update | Allows selective updates. Managed by the engine |
| 2 | SELECTIVE_UPDATE_TRANSFORMS | Selective Update Transforms | Allows transform controller update. Managed by the engine |
| 3 | SELECTIVE_UPDATE_CONTROLLER | Selective Update Controller | Allows controller update. Managed by the engine |
| 4 | SELECTIVE_UPDATE_RIGID | Selective Update Rigid | Forces the use of a more tightly controlled update method. Managed by the engine |
| 5 | DISPLAY_OBJECT | Display (UI?) Object | Used only by sky objects. Managed by the engine |
| 6 | DISABLE SORTING | Disable Sorting | Unused - game doesn't use Gamebryo's geometry sorters. |
| 7 | SELECTIVE_UPDATE_TRANSFORMS_OVERRIDE | Sel. Upd. Transforms Override | Forces UPDATE_TRANSFORMS even if object has no transform controllers. Managed by the engine |
| 8 | UNK_8 | No name | Unused |
| 9 | TRANS_IS_IDENTITY | Save External Geom Data | Ignores local transforms set on the geometry, cannot be set on root node or the mesh will turn invisible |
| 10 | NO_DECALS | No Decals | Disallows the NIF from receiving impact decals such as bullet holes from firearms (can only be set on root node) |
| 11 | ALWAYS_DRAW | Always Draw | Forces light inclusion, and skips culling |
| 12 | PREPROCESSED_NODE | Mesh LOD (FO4) | Used to mark actor nodes for actor culling. Managed by the engine |
| 13 | FIXED_BOUND | Fixed Bound | Prevents bound updates, not recommended to use as culling behavior is erratic when on. Only useful when set through SetNifBlockFlag on static objects, that will never move or change size. |
| 14 | FADED_IN | Top Fade Node | BSFadeNode-specific. Marks the fade state. Managed by the engine |
| 15 | IGNORE_FADE | Ignore Fade | BSFadeNode-specific. Disables fading |
| 16 | LOD_FADING_OUT | No Anim Sync (X) | BSFadeNode-specific. Unused |
| 17 | HAS_MOVING_SOUND | No Anim Sync (Y) | Used to mark sound<->reference connection. Managed by the engine |
| 18 | HAS_PROPERTY_CONTROLLER | No Anim Sync (Z) | Marks the presence of a property controller. Managed by the engine |
| 19 | HAS_BOUND | No Anim Sync (S) | Marks the presence of a bound. Managed by the engine |
| 20 | NOT_VISIBLE | No Dismember | Used for actor culling. Managed by the engine |
| 21 | IGNORES_PICKING | No Dismember Validity | Disables activation prompts and makes the object unelectable in console. Useless to set because this flag is automatically removed at runtime by the engine. Instead use SetNifBlockFlag to set it |
| 22 | WORLD_BOUND_CHANGE | Render Use | Forces multibound reevaluation/attachment. Managed by the engine |
| 23 | NO_SHADOWS | Materials Applied | Managed by the engine |
| 24 | HIGH_DETAIL | High Detail | BSFadeNode-specific. Unused |
| 25 | UNK_25 | Force Update | Unused |
| 26 | UNK_26 | Pre-Processed Node | Unused |
| 27 | PLAYER_BONE | Mesh LOD (Skyrim) | Marks player's bones. Managed by the engine |
| 28 | IMPOSTER_LOADED | Bit 28 | BSFadeNode-specific. Marks the imposter state to override fading. Managed by the engine |
Flags marked with bold names are ones that can be realistically set by the user, without game overriding them, or breaking an expected behaviour.