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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 ModelsEdit

HeadEdit

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

HairEdit

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

HelmEdit

 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.

BootsEdit

 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.

GlovesEdit

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.

BeltEdit

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.

CloakEdit

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.

AccessoriesEdit

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 - Unknown - No
  • 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

RacesEdit

  • 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?

SexEdit

M = Male F = Female

Armor CodesEdit

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

PlaceablesEdit

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 DetailsEdit

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.

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