for oblivion yeah, if you use one of the hardcoded names, other wise you will get a standard shader.
this is how bethesda used to enable several special shaders as theRoadstroker has pretty thoroughly covered...there aren't many more. maybe 1 or 2 I am forgetting. But glowing in the dark with envmap2? really. I have used it several times. and didn't notice it glowing.
there is also 'skin' with the lower case 's'. which is the shader name on female skin, with some modders will only use this one because it is different to Skin apparently, and they like it more. anyway it is just a little thing to look out for
And there is the parallax shader, which is enabled by setting the texture apply mode to 'Apply Hilight2'. any map you put into the diffuse maps alpha channel, will be the height map used to do the displacement effect. very simply, parallax uses a height map to displace the texture co-ords to create a 3d effect. Not the sane as parallax occlusion mapping (POM)
material names are not used in F3. and all the shaders are accessed in the BSShaderPPLightingProperty under shader flags.
I will at some point detail my current knowledge of F3 shader setup. There are a lot there to experiment with. and some are kinda technical in description. + no one has actually experimented.
BTW- that hair from oblivion to fallout is extremely outdated. and the workflow is very round about, and basically is writen in the time just after fallouts relz, when people were writing tutorials how to nif hack. It is not the best way. and particularly that hair tut is very long and quite complex for something so easy, that it takes 20mins tops to do.
that sticky at the top of the Fallout mod talk forum. Why is that still a sticky? why do people still do that workflow. Why is it called modelling? and has nothing to do with anything other than copy and paste of nitristripdata nodes.
I have a nifskope dedicated tutorial as well, which i think would be useful for anyone wanting to understand some animation types. Material Controllers