SetCreatureBodyPart

// Sets the body part model to be used on the creature specified. // The model names for parts need to be in the following format: //  p  _  .mdl // // - nPart (CREATURE_PART_*) //     CREATURE_PART_RIGHT_FOOT //     CREATURE_PART_LEFT_FOOT //     CREATURE_PART_RIGHT_SHIN //     CREATURE_PART_LEFT_SHIN //     CREATURE_PART_RIGHT_THIGH //     CREATURE_PART_LEFT_THIGH //     CREATURE_PART_PELVIS //     CREATURE_PART_TORSO //     CREATURE_PART_BELT //     CREATURE_PART_NECK //     CREATURE_PART_RIGHT_FOREARM //     CREATURE_PART_LEFT_FOREARM //     CREATURE_PART_RIGHT_BICEP //     CREATURE_PART_LEFT_BICEP //     CREATURE_PART_RIGHT_SHOULDER //     CREATURE_PART_LEFT_SHOULDER //     CREATURE_PART_RIGHT_HAND //     CREATURE_PART_LEFT_HAND //     CREATURE_PART_HEAD // - nModelNumber: CREATURE_MODEL_TYPE_* //     CREATURE_MODEL_TYPE_NONE //     CREATURE_MODEL_TYPE_SKIN (not for use on shoulders, pelvis or head). //     CREATURE_MODEL_TYPE_TATTOO (for body parts that support tattoos, i.e. not heads/feet/hands). //     CREATURE_MODEL_TYPE_UNDEAD (undead model only exists for the right arm parts). // - oCreature: the creature to change the body part for. // Note: Only part based creature appearance types are supported. // i.e. The model types for the playable races ('P') in the appearance.2da void SetCreatureBodyPart(int nPart, int nModelNumber, object oCreature=OBJECT_SELF)

WARNING: This function is missing from NWN2 and thus any script which is imported that uses this function will fail to compile