A Game of Thrones • A Song of Ice and Fire NWN2 Persistent World • Low Magic Role Play

Appearance.2DA

Resources - Technical Documentation
Tuesday, 09 December 2008 17:00

2DA definition for Neverwinter Nights 2 (NWN2) Appearance.2DA game configuration file. This file defines the actions available in the game.


Column NameDescriptionValues

LabelWhat 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.
StringRefTLK 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_BloodTypeThe 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    

Last Updated on Monday, 23 November 2009 23:23
 

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