A: 194.0
X: 0.99996
Y: -0.00107
Z: 0.00873
Yeah, this is the coordinate system I was trying to say that NifLib
doesn't use (heh); both of the representations that you can choose in NifSkope (Axis and Euler) are for people; the computer sees both as the same 3x3 matrix. You can see that matrix by hovering over the coordinates, it'll pop up a box with a 3x3 grid of numbers - that's the one I need.
They all use the same on their original "Slot" (Bip01 L ForearmTwist for NiStringExtraData) and that's the way I do it with my self-made Meshes so there wouldn't be any difference.
Yes, shields use Prn = "Bip01 L ForearmTwist" and two-handed weapons use "BackWeapon" and one-handed weapons use "SideWeapon". Manipulating that node has been most of the work I've done so far, actually.
But I'd prefer to specify the value myself with a function using a float as a parameter. So Vote for the NthFunctions.
Just in case a special shield doesn't fit.
Well, the ideal would be to call the same code on
every shield, and there would be no way to check if it looks right (unfortunately). That's why hopefully there is a one-size-fits-all answer here.
You may notice with some mods that the off-hand weapon does not look so great, for this very reason.
Even if it doesn't matter, I do use compressed BSAs.

Heh, good to know.
get the zlib source, open a vs command prompt and build it with "nmake -f win32/Makefile.msc". now you've got a static lib too. zlib.lib = static, zlib1.lib = dynamic. just link against the static one to get rid of the dynamic dependency.
I will give that a shot; currently it seems to work without zlib1.dll (took a lot of work to get to this point!), but now it's failing to work with Oblivion - Meshes.bsa, though, so that's not helpful. I have to look into it more...