.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
|[ 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.|
|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_Skeleton_File||Name of the Skeleton file||.GR2 file|
|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.|
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|
|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 ]|
|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.
|SEF||Special effect SEF to apply to appearance|