The Camera Paths seem to be linked in chains via their ''Related Camera Paths'' entries so that the engine goes through a string of Camera Paths to decide which one to use based on its Condition entries. Some fire based on what weapon was used, some based on distance between actors, some based on a random number, etc. They then call a defined Camera Shot. How does the game know which Camera Path to start on for a given event?
The Camera Shots define a NIF file (I don't get this, what is the NIF doing here?), time multipliers to speed/slow time passage during playback, a Max and Min Time, and an Image Space Modifier effect to be used during playback.
One thing I especially don't get is why certain death cameras loop infinitely, when given Camera Shots have Max Time entires.
Queue