| Column Name | Description | Values |
|---|
|
| Label | What the appearance is named in the toolset. Labels with spaces in them must be within double quotes (ie "Model Name"). | Any string value 32 characters long or less. |
| StringRef | TLK reference line number. | Any integer value within the line range of the TLK file. |
| BodyType | (?) | 0/1 |
| Segments | (?) For creature appearances consisting of a number of segments? | segmented=1, unsegmented=0 |
| NWN2_Scale | | |
| NWN2_Model_Body | Name of the model resource to use. | Using a ? will let the engine determine the model based on gender. See Model Naming Conventions for technical information. |
| NWN2_Model_Helm | Name of the model resource to use. | Using a ? will let the engine determine the model based on gender. See Model Naming Conventions for technical information. |
| NWN2_Model_Head | Name of the model resource to use. | Using a ? will let the engine determine the model based on gender. See Model Naming Conventions for technical information. |
| NWN2_Model_Hair | Name of the model resource to use. | Using a ? will let the engine determine the model based on gender. See Model Naming Conventions for technical information. |
| NWN2_Head_Skeleton | | |
| NWN2_Skeleton_File | | |
| NWN2_AccessorySize | | |
| NWN2_AccessoryType | | |
| ToolsetUseStubModel | | |
| Mount | | |
| Name | The name of the appearance in the game.
| |
| Race | The race of the appearance model.
| D Dwarf E - Elf G - Gnome A - Halfling H - Human & Half-elf O - Half-orc c_* Creature (ie c_ghoul) |
| ENVMAP | The environment map for the appearance.
| The name of the texture map. Typically None or Default. |
| NWN2_BloodType | The type of blood to use when damaged. | R - Red G - Green W - Bones N - None |
| ModelType | The model type of the appearance. | P - Player S - Simple Animation set (most creatures, 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) FWT - Full, enable both Wing and Tail nodes L - Large size (giants, ogres) |
| WeaponVisualScale | The scale of weapons that appear on the model when equipped. | A floating point number.
|
| WeaponAttackDistanceScale | | |
| Wing_Tail_Scale | The scale of wings and tails that appear on the model. | A floating point number.
|
| Helmet_Scale_M | The scale of helmets that appear on the model, male and female respectively. | A floating point number. |
| Helmet_Scale_F |
| MoveRate | The movement speed of the appearance. This is a CreatureSpeed.2DA name reference. | VSLOW - Very Slow SLOW - Slow NORM - Normal FAST - Fast VFAST - Very Fast |
| WalkDist | Meters per step when walking. | A floating point number. |
| RunDist | Meters per step when running. | A floating point number. |
| PerSpace | The amount of space in meters between the base of the appearance model and other objects. | A floating point number. |
| CrePerSpace | The amount of space in meters between creatures and the base of the appearance model. | A floating point number. |
| Height | The height of the model in meters.
| A floating point number. |
| HitDist | The preferred distance from the appearance model base in meters for attackers to hit. | A floating point number. |
| PreFatCKDist | The preferred distance from the appearance model base in meters for attackers to attack. | A floating point number.
|
| TargetHeight | | |
| AbortOnParry | | |
| RacialType | RaciaTypes.2DA reference line number. | |
| HasLegs | Determines whether the appearance model has legs.
| 0 - Does not have legs 1 - Has legs |
| HasArms | Determines whether the appearance model has arms.
| 0 - Does not have arms 1 - Has arms |
| Portrait | The portrait to display for the appearance.
| The name of the portrait.
|
| SizeCategory | CreatureSize.2DA reference line number.
| |
| PerceptionDist | The distance from the appearance model base in meters that objects are perceived.
| A floating point number.
|
| FootStepType | FootStepSounds.2DA reference line number.
| |
| SoundAppType | | |
| HeadTrack | Determines whether the head of the appearance model follows when highlighting an object or when a creature speaks. | 0 - No 1 - Yes
|
| Head_Arc_H | The maximum arc in degrees of how much the head node tracks horizontally (left/right). | An integer value.
|
| Head_Arc_V | The maximum arc in degrees of how much the head node tracks vertically (up/down). | An integer value.
|
| Head_Name | The name of the head node in the appearance model. | A string value, usually 'head_g'. |
| Body_Bag | BodyBag.2DA reference line number.
| |
| Targetable | Determines if the appearance model highlights OnMouseOver. | 0 - No 1 - Yes
|
| Selection_Capsule | | |
| Selection_Size | | |
|