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The '''add-on node''' system allows one NIF model to include the contents of another NIF model by reference. You can't specify arbitrary NIF files; rather, the game data defines a library of reusable NIFs. In your ESP file, you can define an "AddOnNode" form, which consists of a 3D model and a unique numeric ID. Then, in any NIF file, you can create a BSValueNode. This is, functionally, just a local transform (i.e. offset from its parent node) and a value. In practice, however, the "value" specifies one of those unique numeric IDs. Skyrim will look up the appropriate AddOnNode form, load its NIF, and copy the contents of that add-on NIF to where the BSValueNode is. AddOnNode ID's values are limited to 65538. Numbers exceeding the limit will result in crashes. Here are a few examples: * ''Effects\CWFXCatapultProjectile.nif'' uses several add-on nodes with IDs 5, 6, 71, and 74. ** The ID 5 is defined by ''[ADDN:0001CBB2]MPSFireBallSparkTrail''. ** The ID 6 is defined by ''[ADDN:0001CBB1]MPSFireBallSmokeTrail''. ** The ID 71 is defined by ''[ADDN:000E1532]MPSDragonFireWave''. ** The ID 74 is defined by ''[ADDN:000EE9ED]MPSFireBallSmokeTrailBig''. :Each of these Add-on Node forms specifies a NIF file; so, a Civil War catapult projectile can include the 3D effects for sparks, smoke, flames, and smoke trails entirely by reference. * ''Effects\AshPile01.nif'' uses a single add-on node with ID 61. That ID is defined by ''[ADDN:00E7556]MPSAshPile01'', which seems to be purpose-built for this particular model. ==AddOnNode Dialog== *'''ID:''' Unique identifier for this form. *'''Addon Node Index:''' This is the index used for modeling purposes. *'''Model:''' Name of the file for the effect or model. Click the Edit button to bring up the [[Model Data]] window. *'''Sound:''' Sound that plays when AddOnNode is activated, such as when a small fire starts on a car when the car has been shot multiple times. *'''Master Particle System Cap:''' This is currently not in use. [[Category:Object Classes]] [[Category:Special Effect]]
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