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* '''BSDismemberSkinInstance:''' only present in skinned meshes like armor. It contains the vertex weighting to handle limbs being dismembered from the base mesh, and deform during animation.
 
* '''BSDismemberSkinInstance:''' only present in skinned meshes like armor. It contains the vertex weighting to handle limbs being dismembered from the base mesh, and deform during animation.
  
'''BSTriShapes''', used in Skyrim Special Edition, combine the NiTriShape and NiTriShapeData into a single block. They are not widely supported by nif import and export tools, and cannot be manipulated as easily within NifSkope. They can be converted back and forth by nif converter tools like Cathedral Assets Optimizer or SSE Nif Optimizer. However, LE nifs work fine in Special Edition, and do not need to be converted. In fact, SSE nifs use less precise values, so LE nifs are recommended regardless of which version of the game you are modding.
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'''BSTriShapes''', used in Skyrim Special Edition, combine the NiTriShape and NiTriShape into a single block. They are not widely supported by nif import and export tools, and cannot be manipulated as easily within NifSkope. They can be converted back and forth by nif converter tools like Cathedral Assets Optimizer or SSE Nif Optimizer. However, most LE nifs work fine in Special Edition, and do not need to be converted.
  
'''BSLODTriShapes''' are the same as NiTriShapes, except that they fade out some distance away. This is used in LE to make small details on architecture nifs fade out ''before'' it is replaced with an LOD model. This block has no effect in SSE (no parts fade out individually).
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'''BSLODTriShapes''' are the same as NiTriShapes, except that they fade out some distance away. This is used in LE to make small details on architecture nifs fade out ''before'' it is replaced with an LOD model. This block is not used in SE. <!-- does it even work in SE? -->
  
 
==Texture Slots==
 
==Texture Slots==
[[File:TextureSlots03.png|thumb|right|upright=2|NifSkope uses [[wikipedia:zero-based numbering|zero-based numbering]], so the first slot is Slot 0, the normal map slot is Slot 1, etc.]]
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Textures are the only way for you to paint your mesh and make it look the way you want which means that, apart from the mesh itself, the textures will be the single most important work. As the mesh is built using triangular faces, to know what to draw on each face, you create what are known as [https://www.youtube.com/watch?v=xPoxqOcUzNQ UV Maps] in Blender or 3D Studio Max. The UV Map is where you take the geometry of your mesh and map them on to a flat plane. This way the game can project a texture back on to the mesh based on the information in this UV Map. It is therefore important to understand that when vertices are moved, they will stretch and shrink the face and can cause the texture to look strange. This is more an issue with how 3D engines work and not anything you can control. Just keep in mind and work around it if needed.
All textures used by Skyrim are [[AU:DDS Data Format|DDS]] (Direct Draw Surface) files (with a few exceptions, such as menu art). These textures are typically referenced in the <code>BSShaderTextureSet</code> block, as shown at right.
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Some slots are reused for multiple different purposes. For example, when a mesh uses the Glow shader, slot 3 is used as an emissive map. But when a mesh uses the Skin shader, the same slot is used for skin tint. Be sure to select the proper [[#Shader types|shader type]], and activate the desired shader flags, for your model to be displayed correctly.
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Almost all textures used by Skyrim are [[AU:DDS Data Format|DDS]] (Direct Draw Surface) files.
  
Textures are applied based on the [[AU:UV Unwrapping|UV map]] created during 3D modeling. Following [https://www.notion.so/UV-Mapping-Best-Practices-eefa3731217c4c65a907d1990939974f UV Mapping Best Practices] will help to prevent errors in your model.
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'''The shader will apply light and effects based on 2 things:'''
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* The BSShaderTextureSet textures.
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* Flags set for the BSLightingShaderProperty. Each flag only works with a specific set of textures.
  
{| class="wikitable" style="clear:both; width:90%; margin:1em auto"
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[[File:TextureSlots03.png]]
|+ Texture Slots Overview
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 +
{| class="wikitable"
 +
! Number !! Name !! Use !! naming convention
 
|-
 
|-
! Texture Slot !! Name !! RGB Channel !! Alpha Channel !! Texture Suffix !! Suggested [https://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/ Compression] !! Suggested creation method
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| SLOT 1 || diffuse map || diffuse (RGB) + transparency (Alpha) || d.dds
 
|-
 
|-
| SLOT 1 || Diffuse map || Diffuse map (base color and ambient occlusion) || (optional) transparency map  || (no suffix) || BC1 (no Alpha), BC7<sup>[[#Notes|[a] ]]</sup> for RGBA || Base Color and additional contrast, darkness, desaturation
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| SLOT 2 || normal map || normal (RGB) + greyscale Specular (Alpha) || n.dds
 
|-
 
|-
| SLOT 2 || Normal map || Normal map || Grayscale specular map || _n.dds || BC7<sup>[[#Notes|[a] ]]</sup> || normal map similar to PBR, for specularity in your alpha channel invert a roughness map or insert a PBR specularity. Black is zero reflection, White full.
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| SLOT 3 || glow map || emissive (RGB) / subsurface color (RGB) || sk.dds
 
|-
 
|-
| SLOT 3 || Glow map / Skin Tint || Emissive / Skin Tint || none || _g.dds / _sk.dds || BC1 || Color map.
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| SLOT 4 || bump map || greyscale height / parallax (RGB) || g.dds
 
|-
 
|-
| SLOT 4 || Bump map || Grayscale height or parallax || none || _p.dds || BC4<sup>[[#Notes|[b] ]]</sup> || Used for depth levels in parallax shader (broken in vanilla Skyrim) and Multilayer Parallax.
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| SLOT 5 || env. map / cube map || environment (mirror) / cube map (RGB) || e.dds
 
|-
 
|-
| SLOT 5 || Cube map || Cube map || none || _e.dds || BC1 || Ambient metallic color reflection of light.
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| SLOT 6 || material map || environment / reflection mask (RGB) || m.dds / em.dds
 
|-
 
|-
| SLOT 6 || Environment Mask || Environment mask || none || _m.dds or _em.dds || BC4<sup>[[#Notes|[b] ]]</sup> || Environment map mask. Black is no environment map and white is full intensity environment map (refer to SLOT 5 for environment map).
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| SLOT 7 || - map || inner layer diffuse (RGB) + inner layer depth (Alpha) || -.dds
 
|-
 
|-
| SLOT 7 || Inner layer map || Inner layer diffuse || Inner layer depth / none || _i.dds || BC7<sup>[[#Notes|[a] ]]</sup> || For inner layer depth, black is minimum depth, white is maximum depth.
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| SLOT 8 || sst.m. || subsurface tint outer colour || s.dds
 
|-
 
|-
| SLOT 8 || Subsurface Tint / Specular / Backlight map || Subsurface tint outer color / Specular map / Backlight map || none || (no convention) / _s.dds / _b.dds || BC1 || Subsurface tint adds a tint to the outer layer (an effect similar to rim lighting). This slot is also used for the specular map for meshes that use model space normals (NPCs). It can also be used for an RGB backlight map.
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| SLOT 9 || - || - || -
 
|}
 
|}
<div id="Notes" style="font-size:89%; text-align:center">
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{{note|NifSkope uses [[wikipedia:zero-based numbering|zero-based numbering]], so the first slot is Slot 0, the normal map slot is Slot 1, etc.}}
: <small>[a]</small> - BC7 is not supported by Oldrim/LE. If modding for LE, use BC3 here.
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: <small>[b]</small> - BC4 is not supported by Oldrim/LE. If modding for LE, use BC1 here.
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</div>
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===Diffuse Map (Slot 1)===
 
===Diffuse Map (Slot 1)===
 
This texture is the base texture of the mesh and contains the main coloring your texture will use as well as the transparency information in the alpha channel. All other textures will only be detail additions and effects.
 
This texture is the base texture of the mesh and contains the main coloring your texture will use as well as the transparency information in the alpha channel. All other textures will only be detail additions and effects.
 
* Compression:
 
* Compression:
** Use BC1 if transparency is not needed, or if only full transparency is needed.
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** Use DXT1 if transparency is not needed, or if only full transparency is needed.
** Use BC3 or BC7 if the texture needs smooth partial transparency.
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** Use DXT5 or BC7 if the texture needs smooth partial transparency.
  
 
* Required properties:
 
* Required properties:
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* Compression: Use BC3 or BC7 because of the importance of the alpha layer in this file. Bethesda uses BC3 in all tangent space normal maps.
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* Compression: Use DXT5 or BC7 because of the importance of the alpha layer in this file. Bethesda uses DXT5 in all tangent space normal maps.
 
* Required properties:
 
* Required properties:
 
** NiTriShapeData > BS Num UV Sets = 4097
 
** NiTriShapeData > BS Num UV Sets = 4097
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This slot can either be used for an Emissive Map or for a Subsurface Color Map which is used in the MultiLayer Parallax section below. The Emissive Map texture will add lighting to the mesh based on a few settings being set. The game will glow any color that you use / add but ignore black making this a very easy texture to apply. However, because you need to use Emissive Color for the glow base it may wash out the texture color.  You may need to try different settings for this color but it will most often work fine if you use similar colors or set Emissive Color to a greyscale color. Soft Lighting, also called wrapped diffuse adds a glow through the object to simulate light being diffused and passing through the object. Good for simulating semi-transparency on objects such as leaves. Rim lighting is only visible when light is on the opposite side of the mesh and simulates light bending around the object and lighting it at the edges.
 
This slot can either be used for an Emissive Map or for a Subsurface Color Map which is used in the MultiLayer Parallax section below. The Emissive Map texture will add lighting to the mesh based on a few settings being set. The game will glow any color that you use / add but ignore black making this a very easy texture to apply. However, because you need to use Emissive Color for the glow base it may wash out the texture color.  You may need to try different settings for this color but it will most often work fine if you use similar colors or set Emissive Color to a greyscale color. Soft Lighting, also called wrapped diffuse adds a glow through the object to simulate light being diffused and passing through the object. Good for simulating semi-transparency on objects such as leaves. Rim lighting is only visible when light is on the opposite side of the mesh and simulates light bending around the object and lighting it at the edges.
  
* Compression: BC1
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* Compression: DXT1
 
* Required properties:
 
* Required properties:
 
** BSLightingShaderProperty > Shader Type: Glow Shader
 
** BSLightingShaderProperty > Shader Type: Glow Shader
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This slot is used for a true Height/Parallax Map, different from the MultiLayer Parallax shader. It does not function in vanilla SSE, so it requires the [https://www.nexusmods.com/skyrimspecialedition/mods/31963 SSE Parallax Shader Fix] SKSE Plugin, or ENB. This is a greyscale image in RGB format. Height is determined by the darkness or lightness of each pixel as follows:
 
This slot is used for a true Height/Parallax Map, different from the MultiLayer Parallax shader. It does not function in vanilla SSE, so it requires the [https://www.nexusmods.com/skyrimspecialedition/mods/31963 SSE Parallax Shader Fix] SKSE Plugin, or ENB. This is a greyscale image in RGB format. Height is determined by the darkness or lightness of each pixel as follows:
 
* Mid grey (RGB 127,127,127) is zero depth and height, Black is maximum depth, White is maximum height.
 
* Mid grey (RGB 127,127,127) is zero depth and height, Black is maximum depth, White is maximum height.
* Compression: BC1
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* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** BSLightingShaderProperty > Shader Flags 1: SLSF1_Parallax
 
** BSLightingShaderProperty > Shader Flags 1: SLSF1_Parallax
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Environment/Cube Maps more or less add another layer of textures and can help get a more detailed look to your mesh. Cube mapping is preferred over other methods of environment mapping because of its relative simplicity. Also, cube mapping produces results that are similar to those obtained by high quality, slow rendering, but takes much less processing power – the moderate reduction in quality is compensated for by large gains in efficiency. Also, cube mapping provides a much larger capacity to support real-time rendering of reflections relative to other mapping methods because the combination of inefficiency and viewpoint dependency severely limit the ability of these mapping techniques to be applied when there is a consistently changing viewpoint. These maps are a bit different than other one layered textures: A cube use 6 faces, counting 2 faces for each axis, xyz. Each face can be calculated with positive and negative x, y and z. They are sorted from +x, -x, +y, -y, +z and lastly -z. Each of these would be their own layer in an image editor, for instance, Gimp or Photoshop.
 
Environment/Cube Maps more or less add another layer of textures and can help get a more detailed look to your mesh. Cube mapping is preferred over other methods of environment mapping because of its relative simplicity. Also, cube mapping produces results that are similar to those obtained by high quality, slow rendering, but takes much less processing power – the moderate reduction in quality is compensated for by large gains in efficiency. Also, cube mapping provides a much larger capacity to support real-time rendering of reflections relative to other mapping methods because the combination of inefficiency and viewpoint dependency severely limit the ability of these mapping techniques to be applied when there is a consistently changing viewpoint. These maps are a bit different than other one layered textures: A cube use 6 faces, counting 2 faces for each axis, xyz. Each face can be calculated with positive and negative x, y and z. They are sorted from +x, -x, +y, -y, +z and lastly -z. Each of these would be their own layer in an image editor, for instance, Gimp or Photoshop.
  
* Compression: BC1
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* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** BSLightingShaderProperty > Shader Type: Environment Map
 
** BSLightingShaderProperty > Shader Type: Environment Map
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=== Greyscale / metallic cube mask (Slot 6) ===
 
=== Greyscale / metallic cube mask (Slot 6) ===
 
Environment/Cube Mask is a Greyscale Image. Simply a lighting control texture sometimes referred to as a specular map with the purpose to soften or diminish the level of light affecting the mesh reflection. Brightness of individual pixels determines the effect: white will reflect all light and black will reflect no light.
 
Environment/Cube Mask is a Greyscale Image. Simply a lighting control texture sometimes referred to as a specular map with the purpose to soften or diminish the level of light affecting the mesh reflection. Brightness of individual pixels determines the effect: white will reflect all light and black will reflect no light.
* Compression: BC1
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* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** An environment/cube map is required.
 
** An environment/cube map is required.
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=== Subsurface Tint Map (Slot 7) ===
 
=== Subsurface Tint Map (Slot 7) ===
 
This slot is also used for Inner Layer Diffuse and Inner Layer Depth maps in MultiLayer Parallax which will be detailed below. Subsurface tint maps are used for subsurface scattering. This is a rendering effect that simulates the diffusion of light inside a translucent medium. The effect can be seen as an extension on the principles of translucency and is appropriate for realistically simulating a wide range of materials including wax, marble, liquids (like milk), plant leaves, fruit, snow, and most importantly, human skin.
 
This slot is also used for Inner Layer Diffuse and Inner Layer Depth maps in MultiLayer Parallax which will be detailed below. Subsurface tint maps are used for subsurface scattering. This is a rendering effect that simulates the diffusion of light inside a translucent medium. The effect can be seen as an extension on the principles of translucency and is appropriate for realistically simulating a wide range of materials including wax, marble, liquids (like milk), plant leaves, fruit, snow, and most importantly, human skin.
* Compression: BC1
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* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** BSLightingShaderProperty > Shader Type: Skin Tint
 
** BSLightingShaderProperty > Shader Type: Skin Tint
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=== Backlight Map (Slot 8) ===
 
=== Backlight Map (Slot 8) ===
 
Back lighting fills in the surface opposite a light. This is useful for faking translucency, like showing the bones in a dragon’s wings yet letting light bleed through the skin. The texture can be colored but like glow maps a high emissive value will wash that color out.
 
Back lighting fills in the surface opposite a light. This is useful for faking translucency, like showing the bones in a dragon’s wings yet letting light bleed through the skin. The texture can be colored but like glow maps a high emissive value will wash that color out.
* Compression: BC1
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* Compression: DXT1
 
* Required properties:
 
* Required properties:
 
** BSLightingShaderProperty > Shader Flags 2: SLSF2_Back_Lighting
 
** BSLightingShaderProperty > Shader Flags 2: SLSF2_Back_Lighting
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Slot09 – Currently Unused.
 
Slot09 – Currently Unused.
  
== Shader types ==
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== Shader Types ==
 
[[File:BSshadertypes01.png]]  
 
[[File:BSshadertypes01.png]]  
  
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| Bit 2 (4) || Ragdoll || Used by skeleton nifs
 
| Bit 2 (4) || Ragdoll || Used by skeleton nifs
 
|-
 
|-
| Bit 3 (8) || Complex || Has more than one bhkCollisionObject
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| Bit 3 (8) || Complex || Has more than one bhkCollisionObject (mutually exclusive with Bit 7: Articulated)
 
|-
 
|-
 
| Bit 4 (16) || Addon || Necessary for any addon node (e.g. candle flame) to appear in game  
 
| Bit 4 (16) || Addon || Necessary for any addon node (e.g. candle flame) to appear in game  
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| Bit 6 (64) || Dynamic || Asset uses Havok physics (affected by gravity, can move around)
 
| Bit 6 (64) || Dynamic || Asset uses Havok physics (affected by gravity, can move around)
 
|-
 
|-
| Bit 7 (128) || Articulated || Has a single bhkCollisionObject, or a single kinematic chain
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| Bit 7 (128) || Articulated || Has a single bhkCollisionObject, or a single kinematic chain (mutually exclusive with Bit 3: Complex)
 
|-
 
|-
 
| Bit 8 (256) || Needs transform updates || Never used in vanilla Skyrim or DLCs
 
| Bit 8 (256) || Needs transform updates || Never used in vanilla Skyrim or DLCs
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| 194 || Clutter || Havok is activated on these objects, meaning that they have physics applied, e.g. Clutter, weapons, armor ground items
 
| 194 || Clutter || Havok is activated on these objects, meaning that they have physics applied, e.g. Clutter, weapons, armor ground items
 
|}
 
|}
 
 
=== Inventory Marker ===
 
=== Inventory Marker ===
  
The inventory marker (BSInvMarker) block determines the rotation and zoom of an item when viewed in the inventory. Rotation X, Y and Z specify the clockwise rotation in ''radians*1000'' around that axis, when viewed from the positive side of that axis. The standard view (no rotations) in the inventory is viewing from the positive Y axis. Increasing the zoom value makes the item appear larger in the inventory, decreasing it makes it smaller.
 
  
 
== Collision ==
 
== Collision ==

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