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.2da file. The 2D Array that contains all the appearances used in-game, usable or not by PCs.

Note: Working off of NWN1 data, working it up into a NWN2 version

Column Explanation Note
[ INDEX ] 2da Index Integer, sequential, unique
LABEL Human Readable Identifier String - if STRING_REF is left blank this is used in toolset
STRING_REF String reference of creature name StrRef
BodyType whether it's a single mesh or not 1 = several parts, 0 = one single mesh
Segments Number of parts in the creature's model Always 0 for NWN2
NWN2_Scale_X Width Scaling Pre-scales the model used by the appearance entry. Also effects the scale of any weapon models and accessory models used by a creature using this appearance entry.
NWN2_Scale_Y Depth Scaling Pre-scales the model used by the appearance entry. Also effects the scale of any weapon models and accessory models used by a creature using this appearance entry.
NWN2_Scale_Z Vertical Scaling Pre-scales the model used by the appearance entry. Also effects the scale of any weapon models and accessory models used by a creature using this appearance entry.
AnimationSpeed
NWN2_Model_Body Name of the model resource to use see Model Naming Conventions. Using a ? will make the game use F or M instead of the ? mark depending on the model's sex.
NWN2_Model_Helm Name of the helmet models to use See Model Naming Conventions. Using a ? will make the game use F or M instead of the ? mark depending on the model's sex.
NWN2_Model_Head Name of the Head models to use See Model Naming Conventions. Using a ? will make the game use F or M instead of the ? mark depending on the model's sex.
NWN2_Model_Hair Name of the Hair Models to use See Model Naming Conventions. Using a ? will make the game use F or M instead of the ? mark depending on the model's sex.
NWN2_Head_Skeleton
NWN2_Skeleton_File Name of the Skeleton file .GR2 file
NWN2_AccessorySize
NWN2_AccessoryType
ToolsetUseStubModel
Mount For the Mount feature in NWN1 which is not in NWN2
NAME Fixed Game Identifier String
RACE Race of Appearance
D - Dwarf
E - Elf
G - Gnome
A - Halfling
H - Human & Half-elf
O - Half-orc
c_* Creature ( eg c_ghoul )
ENVMAP Enviroment Map String ( Usually none or Default ), doesn't do anything in NWN2 as far as I can tell as NWN2 doesn't support environment mapping.
NWN2_BLOODTYPE Reference number for a row located in the [ nwn2_bloodtypes.2da ] that defines which SEF files are used for this Appearance's blood visual effect.
MODELTYPE NWN1 info
P   - Player
S   - Simple Animation set ( most critters, mostly combat related )
F   - Full animation set ( humans, supports the other ambient animations like potion drinking, etc. )
FW  - Full, enable Wing node ( Succubus, Kobolds )
FT  - Full, enable Tail node ( lizardfolk aka Old Ones )
FWT - Full, enable both Wing and Tail nodes
L   - Large size ( giants, ogres )
WEAPONVISUALSCALE Scale of weapons to appear on the model Floating point number - was WEAPONSCALE in NWN1.

Scales a wielded weapons model accordingly, and is cumulative with the scaling done by NWN2_SCALE_X, NWN2_SCALE_Y and NWN2_SCALE_Z.

eg. If an appearance entry that uses the human model has its NWN2_SCALE_X, Y and Z scales set to 0.5,0.5,0.5 its weapon model will appear half the size as it would be in game if wielded by the same appearance entry scaled at 1.0,1.0,1.0, setting WEAPONVISUALSCALE to 1.5 will negate this shrinking resulting in a human model appearing 50% smaller than normal ingame holding a weapon scaled to the size of a regularly scaled human.

Should be the invert of what ever pre-scaling an appearance is set to, since this stops problems with creatures like dwarves, gnomes and halflings wielding tiny daggers, and comically small longswords and hammers etc.

WEAPONATTACKDISTANCESCALE Scales the weapons PreAttackDist value found in Baseitems.2da Scales the PrefAttackDist value for a weapon in baseitems.2da so it can be matched to any visual scaling done through an Appearance entry's WEAPONVISUALSCALE.
WING_TAIL_SCALE Scale of wings and tail to appear on the model Floating point number. This applies to the scale of the wings and tails over BOTH genders.
HELMET_SCALE_M Scale of helmet to appear on the model, male. Floating point number
HELMET_SCALE_F Scale of helmet to appear on the model, female. Floating point number
MOVERATE Movement Speed. NWN1 Info - This is an entry in [ creaturespeed.2da ] - referenced by the 2DAName column.
VSLOW - Very Slow
SLOW  - Slow
NORM  - Normal 
FAST  - Fast
VFAST - Very Fast
WALKDIST Meters per step when walking
RUNDIST Meters per step when running
PERSPACE How much space they give something else, in meters, diameter from model base
CREPERSPACE How much other things give it, in meters, diameter from model base
HEIGHT Height of model
HITDIST Preferred distance for attackers to hit the creature, in meters from model base
PREFATCKDIST Preferred attack distance, in meters
TARGETHEIGHT
ABORTONPARRY
RACIALTYPE Model's Racial Type See racialtypes.2da
HASLEGS Appearance has legs? Boolean 1/0
HASARMS Appearance has arms? Boolean 1/0
PORTRAIT Portrait to display for appearance String Portrait Name
SIZECATEGORY This is a numerical reference to a line in the [ creaturesize.2da ] file
1 = TINY   (-2 attack, +2 AC)
2 = SMALL  (-1,+1)
3 = MEDIUM ( 0, 0)
4 = LARGE  (+1,-1)
5 = HUGE   (+2,-2)
PERCEPTIONDIST Default Perception Range References a row number in the ranges.2da which controls a creature's Perception Range. The PERCEPTIONDIST column may in fact have no use as all creature prefabs are created with perception range set to 'Default' by default within the Toolset, regardless of their assigned Appearance.
FOOTSTEPTYPE Which footstep sound type to use on terrain A reference to [ footstepsounds.2da ]
SOUNDAPPTYPE
HEADTRACK Does the head of this creature track when highlighting an object or when someone speaks? Redundant column left over from NWN1s engine which would set the orientation of the models head bone (referenced in the HEAD_NAME column) to track the head bone of the nearest creature or speaker. NWN2 does not have this capability. 1 = Yes 0 = No
HEAD_ARC_H Maximum arc in degrees for how much the head node looks horizontally (left/right) Redundant column left over from NWN1s engine. This column would restrict the horizontal. movement of the HEAD_BONE for the model to a arc of specific degree. NWN2 does not have this capability.
HEAD_ARC_V Maximum arc in degrees for how much the head node looks vertically (up/down) Redundant column left over from NWN1s engine. This column would restrict the vertical. movement of the HEAD_BONE for the model to a arc of specific degree. NWN2 does not have this capability.
HEAD_NAME Name of the head node in the model (usually 'head_g') Redundant column left over from NWN1s engine. Name of the bone rigged to the models head mesh. NWN2 does not have head tracking capability.
BODY_BAG Which body bag type to use when the creature is killed See [ bodybag.2da ]
TARGETABLE Does the creature glow when you hover your mouse over it?
1 = Yes
0 = No

This field does not appear to have an effect ingame.

SELECTION_CAPSULE
SELECTION_SIZE
SEF Special effect SEF to apply to appearance
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