CELL

CELL, Cell definition. NAME = Cell ID string. Can be an empty string for exterior cells in which case the region name is used instead. DATA = Cell Data long Flags 0x01 = Interior? 0x02 = Has Water 0x04 = Illegal to Sleep here 0x80 = Behave like exterior (Tribunal) long GridX long GridY RGNN = Region name string NAM0 = Number of objects in cell in current file? (4 byte, long), Optional Exterior Cell Sub-Records NAM5 = Map Color (4 bytes, long, COLORREF) Interior Cell Sub-Records WHGT = Water Height (4 bytes, float) AMBI = Ambient Light Level (16 bytes) long AmbientColor long SunlightColor long FogColor float FogDensity Referenced Object Data Grouping FRMR = Object Index (starts at 1) (4 bytes, long) This is used to uniquely identify objects in the cell. For new files the index starts at 1 and is incremented for each new object added. For modified objects the index is kept the same. NAME = Object ID string XSCL = Scale (4 bytes, float) Static DELE = (4 byte long) Indicates that the reference is deleted. DODT = XYZ Pos, XYZ Rotation of exit (24 bytes, Door objects) float XPos float YPos float ZPos float XRotate float YRotate float ZRotate DNAM = Door exit name (Door objects) FLTV = Follows the DNAM optionally, lock level (long) KNAM = Door key TNAM = Trap name UNAM = Reference Blocked (1 byte, 00?), only occurs once in MORROWIND.ESM. Corresponds to the "Reference blocked" checkbox in the CS. Checking it prevents editing that reference. The value here for a blocked reference is 0. ANAM = Owner ID string BNAM = Global variable/rank ID string XCHG = Remaining enchantment charge ( 4 bytes, float ) INTV = Number of uses or remaining weapon/armor health ( 4 bytes, long, 1 default), occurs even for objects that don't use it NAM9 = Value override (4 bytes, long, 1 default), occurs for gold references only (25 for Gold_025, and so on) XSOL = Soul Extra Data (ID string of creature) DATA = Ref Position Data (24 bytes) float XPos float YPos float ZPos float XRotate float YRotate float ZRotate