NWN2Wiki
Advertisement

The toolset categorizes models based on how they are named. For playable races, a 3-letter code is used, with the first 2 letters signifying the race, and the last letter the sex. Other things like monsters just have the name of the monster here. The 2 letter code is controlled by the appearance.2da.

Character Models[]

Head[]

 P_???_Head??
First Letter is a P
Second is the RaceGender Code (HHM is Human Male), followed by "Head" and the model number.

Hair[]

 P_???_Hair??
First Letter is a P
Second is the RaceGender Code (HHM is Human Male), followed by "Hair" and the model number.

Helm[]

 P_???_??_Helm??
First Letter is a P
Second is the RaceGender Code (HHM is Human Male), followed by the armor type
Fourth begins with "Helm" followed by the item number.

Boots[]

 P_???_??_Boots??
First Letter is a P
Second is the RaceGender Code (HHM is Human Male), followed by the armor type
Fourth begins with "Boots" followed by the item number.

Gloves[]

P_???_??_Gloves??
First Letter is a P
Second is the RaceGender Code (HHM is Human Male), followed by the armor type
Fourth begins with "Gloves" followed by the item number.

Belt[]

P_???_??_Belt??
First Letter is a P
Second is the RaceGender Code (HHM is Human Male), followed by the armor type
Fourth begins with "Belt" followed by the item number.

Cloak[]

P_???_??_Cloak??
First Letter is a P
Second is the RaceGender Code (HHM is Human Male), followed by the armor type
Fourth begins with "Cloak" followed by the item number.

Accessories[]

First Letter is an A
Second is the RaceGender Code (HHM is Human Male)
Fourth begins with one of the following followed by the item number.
  • Left shoulder - A_HHF_LShoulder# - Yes
  • Right shoulder - A_HHF_RShoulder# - Yes
  • Left bracer - A_HHF_LBracer# - Yes
  • Right bracer - A_HHF_RBracer# - Yes
  • Left elbow - A_HHF_LElbow# - Yes
  • Right elbow - A_HHF_RElbow# - Yes
  • Left arm - A_HHF_LUpArm# - Yes
  • Right arm - A_HHF_RUpArm# - Yes
  • Left hip - A_HHF_LHip# - Yes
  • Right hip - A_HHF_RHip# - Yes
  • Front hip - A_HHF_FHip# - Yes
  • Back hip - Unknown - No
  • Left leg - A_HHF_LUpLeg# - Yes
  • Right leg - A_HHF_RUpLeg# - Yes
  • Left shin - A_HHF_LLowLeg# - Yes
  • Right shin - A_HHF_RLowLeg# - Yes
  • Left knee - A_HHF_LKnee# - Yes
  • Right knee - A_HHF_RKnee# - Yes
  • Left foot - Unknown - No
  • Right foot - Unknown - No
  • Left ankle - Unknown - cell3
  • Right ankle - Unknown - cell3

Thus: A_HHF_LShoulder45

Races[]

  • HH - Human and similar races.
  • HA - Aasimar
  • DD - Dwarf
  • EE - Elf / Moon Elf
  • EH - Half-elf
  • ER - Half-Drow
  • GG - Gnome?
  • AA - Halfling
  • OO - Half Orc
  • GY - Githyanki
  • ED - Drow
  • EL - Elf, Wild
  • HT - Tiefling

These were also used for various models

  • HE - Earth Genasi?
  • HI - Air Genasi?
  • HW - Water Genasi?
  • HF - Fire Genasi?
  • EW - Wood elf?
  • ES - Sun Elf?

Sex[]

M = Male F = Female

Armor Codes[]

Based on armorvisualdata.2DA

  • CL - Cloth
  • CP - Cloth Padded
  • LE - Leather
  • LS - Leather Studded
  • CH - Chain
  • SC - Scale
  • BA - Banded
  • PH - Half Plate
  • PF - Full Plate
  • HD - Hide
  • NK - Naked

http://developer.obsidian.net/wiki/index.php?title=Accessory_models

Placeables[]

Placeables may have any name, but it is standard practice to prefix their name with "PLC_" (without the quotes). This is just for ease in identifying the model. Deviating from this recommended naming convention will not affect the game.


Technical Details[]

The major technical concern for Accessory models is the unique number identifier. You can have up to 512 (or 256?) unique models for each slot per base appearance type, thus: 512 Human Female left bracers, 512 Male Dwarf right shins, etc. Therefore, if possible, you should examine existing custom content and attempt to use a unique number identifier that has not already been used. Non-consecutively numbered models will work fine both in toolset and in game. Therefore you could have shin parts 1-45, skip to 90-110 and then skip again to 235. Since the models are read in this way, it's more important that you select a model number that is unique, than it is that you select a model number that is consecutive. Additionally, the toolset will read in the array of model parts for a given base appearance slot starting at position 0. So, while the unique number identifiers for your model parts will range from 1-512, the number each part will show up as in the toolset will be 0-511.

Advertisement