

egt, seems to always use UpperBodyHumanMale(1st)/Female(2nd) regardless of race (Dragonborn.esm has records without MODL fields)Īlways 0x02 11-0x00 (Dragonborn.esm has records without MODT fields)īlood FX ARTO (only if can be decapitated) This is the total number of Tints available to this raceĤ4-byte struct, providing data for one mode of attackįloat - Damage Mult float - Attack Chance formid - Attack Spell uint32 - flags:Ġx01 - Ignore Weapon 0x02 - Bash Attack 0x04 - Power Attack 0x08 - Left Attack 0x10 - Rotating Attack float - Attack Angle float - Strike Angle float - Stagger formid - Attack Type float - Knockdown float - Recovery Time float - Fatigue MultĮvent name but does not translate to AACT or SMEN/ENAM ex "attackStart_Attack2"
Skyrim hkx names code#
Marker (Note that the NAM2 field has been removed and no longer exists)Ĥ-letter code for movement types (WALK, RUN1, SNEK, BLD0, SWIM) nif (These two fields are missing for some races such as AlduinRace or SprigganSwarmRace) The additional 36 bytes may be an array of floats. V43 of the record increases the size to 164 bytes.

Only identified value is listedĠx00000001 - Use Advanced Avoidance 0x00000002 - Non-Hostile 0x00000010 - Allow Mounted Combat uint32 - Mount Data Offset X uint32 - Mount Data Offset Y uint32 - "Unknown" x7
Skyrim hkx names Pc#
Uint8 - Skill 1 (Actor list value) uint8 - Racial bonus for skill 1 uint8 - Skill 2 (Actor list value) uint8 - Racial bonus for skill 2 uint8 - Skill 3 (Actor list value) uint8 - Racial bonus for skill 3 uint8 - Skill 4 (Actor list value) uint8 - Racial bonus for skill 4 uint8 - Skill 5 (Actor list value) uint8 - Racial bonus for skill 5 uint8 - Skill 6 (Actor list value) uint8 - Racial bonus for skill 6 uint8 - Skill 7 (Actor list value) uint8 - Racial bonus for skill 7 uint16 - "Unused (padding)" float - Height (male) float - Height (female) float - Weight (male) float - Weight (female) uint32 - Flags.Ġx00000001 - Playable 0x00000002 - FaceGen Head 0x00000004 - Child 0x00000008 - Tilt Front/Back 0x00000010 - Tilt Left/Right 0x00000020 - No Shadow 0x00000040 - Swims 0x00000080 - Flies 0x00000100 - Walks 0x00000200 - Immobile 0x00000400 - Not Pushable 0x00000800 - No Combat In Water 0x00001000 - No Rotating to Head-Track 0x00002000 - Don't Show Blood Spray 0x00004000 - Don't Show Blood Decal 0x00008000 - Uses Head Track Anims 0x00010000 - Spells Align w/Magic Node 0x00020000 - Use World Raycasts For FootIK 0x00040000 - Allow Ragdoll Collision 0x00080000 - Regen HP In Combat 0x00100000 - Can't Open Doors 0x00200000 - Allow PC Dialogue 0x00400000 - No Knockdowns 0x00800000 - Allow Pickpocket 0x01000000 - Always Use Proxy Controller 0x02000000 - Don't Show Weapon Blood 0x04000000 - Overlay Head Part List 0x10000000 - Can Pickup Items 0x20000000 - Allow Multiple Membrane Shaders 0x40000000 - Can Dual Wield 0x80000000 - Avoids Roads float - Starting Health float - Starting Magicka float - Starting Stamina float - Base Carry Weight float - Base Mass float - Acceleration rate float - Deceleration rate uint32 - Size (lookup: 0=Small, 1=Medium, 2=Large, 3=Extra Large) uint32 - Head Biped Object ( lookup: Biped Object Names) uint32 - Hair Biped Object ( lookup: Biped Object Names) float - Injured Health Pct ( value ranging from 0 to 1) uint32 - Shield Biped Object ( lookup: Biped Object Names) float - Health Regen float - Magicka Regen float - Stamina Regen float - Unarmed Damage float - Unarmed Reach uint32 - Body Biped Object ( lookup: Biped Object Names) float - Aim Angle Tolerance uint32 - "Unknown" float - Angular Acceleration Rate float - Angular Tolerance uint32 - Flags. Uint32 Biped Object Flags uint32 General Flags (Undetermined) uint32 Armor Type - Clothing is default if not givenġ28-byte struct (v40) or 164-byte struct (v43) If the race has no bonus spells, SPCT and SPLO are not present. Repeating tint fieldsets (TINI/TINC/TINV/TIRS) optionally with 2nd set (TINT/TINP/TIND)ĭescription shown in-game when selecting the player's race (or 0).Male then female head data separated by MNAM/FNAM (and NAM0) in the following order:.Repeating pairs of PHTN/PHWT (facial expression data).32x Body Part Strings - User defined Biped Object Names stord in each NAME Subrecord.Male then female havok model separated by MNAM/FNAM, preceded by NAM3.

Male then female egt model separated by MNAM/FNAM, preceded by NAM1.Repeating pairs of ATKD/ATKE (attack data).Male then female skeletal model separated by MNAM/FNAM.General record structure (in order of appearance): There are also markers indicating the presence of certain sets (or not). Generally all sets of data are preceded by a gender-specifying marker, MNAM for male, FNAM for female. There are a lot of fields here, many in repeating sets, and a lot of markers. RACE records contain information on character and creature races.
