NIF NiAVObject Flags

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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.

See Also