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| 2da file | Brief Description | Client Loaded | Server Loaded | Toolset Loaded | Line Limit | Line Limit Notes |
|---|---|---|---|---|---|---|
| actions.2da | List of actions and associated icons / TLK strings used by the GUI | Yes | Yes | No | Hardcoded | This file cannot have alterations to lines made, the references are all hardcoded. |
| ambientmusic.2da | Ambient music tracks | Yes | No | Yes | 2147483647 (int32) | GFF field is stored as INT (-2147483648 to 2147483647). |
| ambientsound.2da | Ambient sound tracks | Yes | No | Yes | 2147483647 (int32) | GFF field is stored as INT (-2147483648 to 2147483647). |
| ammunitiontypes.2da | For the hardcoded ranged weapons, what models to use for certain ammo types (eg; Fire Arrows) | Yes | No | No | Hardcoded | Currently hardcoded, so no changes to line amounts allowed. |
| appearance.2da | Creature appearances and base properties like size etc. | Yes | Yes | Yes | 0 to 65535 (uint16) | GFF field is stored as WORD (0 to 65535) and the engine enforces this limit as well, in network and server and client. |
| appearancesndset.2da | Appearance Sound Set eg what ambient sound they play, referenced by SOUNDAPPTYPE in appearance.2da | Yes | No | Yes? | 2147483647 (int32) | Only referenced by other 2da files not saved to GFF or sent over network. |
| armor.2da | List of armor values, although some of this is hardcoded. | Yes | Yes | Yes | Unknown | Needs testing. New AC values can be added but only incrementally (so higher AC, eg: 8, 9, 10 could be added next). |
| baseitems.2da | All the item types in the game (eg: longsword, torch, scroll) | Yes | Yes | Yes | 0 - 255 (uint8) | Hardcoded due to network limitations mainly see 2da page; items may not function as intended. |
| bodybag.2da | The bodybag a creature will leave around. | No | Yes | Yes | 0 - 255 (uint8) | GFF field is stored as BYTE (0 to 255). |
| capart.2da | Creature Armor Parts, listing the model names of various bits inside a model for the client to load it properly. This is very unlikely to ever need changing however. | Yes | No | Yes | Hardcoded | Amount of armor nodes are hardcoded. |
| chargenclothes.2da | Clothing available at character generation. Important: This also needs the relevant UTI files (Item Blueprints) client side for the client to load custom clothing. The server picks up on what was chosen and generates it. | Yes | Yes | No | 2147483647 (int32) | No GFF field, is purely loaded by the engine (at chargen client side and on the server side when the client sends over what clothing choice at the end of chargen for that item to load). |
| classes.2da | Character classes and main class options. See subpage for further details. Clients need all these parts since clients actually do all their character changes client side and send it to the server to just validate it. | Yes | Yes | Yes | 0 - 254 | Hardcoded due to network limitations plus note "255" number is reserved as "CLASS_TYPE_INVALID". |
| cloakmodel.2da | Cloaks model references and options for each model. The server uses this as well as the client to check for validity with script commands changing them. | Yes | Yes | Yes | 0 to 65535 (uint16) | 34 and earlier was 0-255, extended in patch 35. |
| cls_atk_xxx.2da | Standard name for classes.2da "AttackBonusTable" 2da value, defining the Base Attack Bonus progression | Yes | Yes | Yes | 60 | Classes are limited to 40 levels for PCs and 60 levels (mostly) for NPCs. In any case epic levels (21+) have static progression from epicattacks.2da |
| cls_bfeat_xxx.2da | Standard name for classes.2da "BonusFeatsTable" 2da value, defining the bonus feats a class gets | Yes | Yes | Yes | 0 to 65535 (uint16) | Note number of bonus feats per level is capped at 255. |
| cls_feat_xxx.2da | Standard name for classes.2da "FeatsTable" 2da value, defining the feat availability for a class | Yes | Yes | Yes | 0 to 65535 (uint16) | |
| cls_pres_xxx.2da | Standard name for classes.2da "PreReqTable" 2da value, defining the prerequisites for taking this (Prestige) class | Yes | Yes | Yes | 2147483647 (int32) | This is hardly going to ever be the longest file. I hope. |
| cls_savthr_xxx.2da | Standard name for classes.2da "SavingThrowTable" 2da value, defining the saving throw (Fortitude, Will, Reflex) progression | Yes | Yes | Yes | 60 | Classes are limited to 40 levels for PCs and 60 levels (mostly) for NPCs. In any case epic levels (21+) have static progression from epicsaves.2da |
| cls_skill_xxx.2da | Standard name for classes.2da "SkillsTable" 2da value, defining the skills the class has available | Yes | Yes | Yes | Unknown (likely 255) | Needs testing but is likely limited to the same size as skills.2da (255 or 32 depending on bugs) |
| cls_spgn_xxx.2da | Standard name for classes.2da "SpellGainTable" 2da value, defining the spells gained each level (How many can be cast per level). Every spellcaster needs this. | Yes | Yes | Yes | 60 | Classes are limited to 40 levels for PCs and 60 levels (mostly) for NPCs. Note in EE that spellcasters are typically limited to level 40 in the engine. |
| cls_spkn_xxx.2da | Standard name for classes.2da "SpellKnownTable" 2da value, defining how many spells are known (Eg; for Bards and Sorcerers) | Yes | Yes | Yes | 60 | Classes are limited to 40 levels for PCs and 60 levels (mostly) for NPCs. Note in EE that spellcasters are typically limited to level 40 in the engine. |
| cls_stat_xxx.2da | Standard name for classes.2da "StatGainTable" 2da value, defining the stat increases for the class (Eg; Dragon Disciple, Pale Master) | Yes | Yes | Yes | 60 | Classes are limited to 40 levels for PCs and 60 levels (mostly) for NPCs. |
| creaturesize.2da | File is hardcoded (engine values in ruleset.2da) and only used by the toolset for the names of sizes | No | No | Yes | Hardcoded | Noted in description this is basically hardcoded and is for toolset only use. |
| creaturespeed.2da | File defining the speed of PCs and NPCs | Yes | Yes | Yes | Unknown | Needs testing. This file can be extended but some lines are hardcoded. See creaturespeed.2da |
| crtemplates.2da | This defines some "creature templates" for NPCs such as "Half-Celestial" used in the toolset only. Links to ini files that load items and stat changes onto the creature blueprint. | No | No | Yes | Unknown | Needs testing - but frankly who would ever use this seriously? Solely for Toolset usage. |
| cursors.2da | Not a complete list of cursors, but used for trigger objects to define some mouse over cursors. Most cursors in the game are hardcoded and for the scripting OnPlayerTarget event you can set your own unrelated to this 2da. | Yes | No | Yes | 0 - 255 (uint8) | GFF field is stored as BYTE (0 - 255) and usage in nwscript commands is limited to 0 - 255. |
| damagehitvisual.2da | Damage VFX line sent to the client when a particular damage is inflicted by a weapon. | No | Yes | No | 0 - 31 | Now (mostly) unhardcoded. See: Creating Custom Damage Types / 1.87.8193.35 |
| damagetypegroups.2da | Groups of damage, used for feedback and GUI colour information. | Yes | Yes | Yes | 0 - 31 | Now (mostly) unhardcoded. See: Creating Custom Damage Types / 1.87.8193.35 |
| damagetypes.2da | Damage types - unhardcoded as of patch 1.87.8193.35 - allowing for the fact some are hardcoded still such as the physical damage types. | Yes | Yes | Yes | 0 - 31 | Now (mostly) unhardcoded. See: Creating Custom Damage Types / 1.87.8193.35 |
| damagelevels.2da | Damage levels, such as "Uninjured" or "Near Death". The amount of HP each level is for is hardcoded, this is purely for clientside TLK loading. | Yes | No | No | Hardcoded | The damage levels are set in the engine, this just displays the right localised TLK string. |
| defaultacsounds.2da | The sounds of each armor when hit, thus leather armour when hit by a sword has the impact effect sound like leather. Only is loaded if the ArmorType column of appearancesndset.2da is blank, and it looks up the chest AC value. | Yes | No | No | Unknown | Needs testing. New AC values can be added but only incrementally (so higher AC, eg: 8, 9, 10 could be added next). |
| des_xxx.2da | These 2da files were used by Bioware designers to have custom systems that work with Get2DAString() in scripts, eg for crafting. | No | Yes | No | N/A | No limits as such apart from what limits 2DA files have naturally |
| diffsettings.2da | Difficulty Settings used by the game, at least the ones Bioware made editable. | Yes | Yes | No | Hardcoded | The amount of difficulty options and what options are editable is hardcoded. |
| disease.2da | Diseases defined by the game for EffectDisease or On Hit: Disease item properties. Clients are sent completed effects, not the information loaded in this file, except the name used On Hit item properties most likely. | Yes | Yes | Yes | 2147483647 (int32) | |
| domains.2da | Domains that by default only Clerics use, but now in EE any spellcaster can be assigned if setup. | Yes | Yes | No | 0 - 255 | Engine seems limited to 255. GFF field is stored as BYTE (0 - 255) |
| doortypes.2da | List of doors tied to various tilesets. Clients will load it for most likely the sound reference. SoundAppType references placeableobjsnds.2da. | Yes | Yes | Yes | Unknown | Needs testing. |
| effecticons.2da | Effect icons used by the game, now extendable massively in EE with EffectIcon. | Yes | Yes | No | 1 - 255 | This 1 - 255 limit was confirmed in EE for EffectIcon. Previously all effect icons were hardcoded but the network traffic to send them limits the number. Line 0 is invalid. |
| encdifficulty.2da | Encounter difficulty. Used by servers for a multiplier on the "difficulty", and in toolset to set the difficulty. | No | Yes | Yes | Unknown | Needs testing. Not sure if more can be added. GFF field is stored as INT (-2147483648 to 2147483647). |
| encoding.2da | Encoding table. Not included in the game by default. | Yes | Yes | No | 0 - 255 | Set amount of ASCII encoding characters. |
| encumbrance.2da | Encumberance levels for amount of strength a creature has. Client uses this to show the amount you can carry. Server it is used where the speed is worked out. | Yes | Yes | No | 2147483647 (int32) Functionally: limit of ability score amounts (127, maybe higher with NWNX) | Rows go up to 100 but could be extended. Functionally limited by ability scores however. |
environment.2da | Contains the area lighting environmental presets available in the toolset only. | No | No | Yes | Unknown | Needs testing. May be hardcoded. |
| epicattacks.2da | Attack progression for epic levels (21+). Clients and toolset is just for showing numbers. | Yes | Yes | Yes | 60 | Classes are limited to 40 levels for PCs and 60 levels (mostly) for NPCs. Note the epic levels are 21+ so first 20 lines would be ignored usually. |
| epicsaves.2da | Save progression for epic levels (21+). Clients and toolset is just for showing numbers. | Yes | Yes | Yes | 60 | Classes are limited to 40 levels for PCs and 60 levels (mostly) for NPCs. Note the epic levels are 21+ so first 20 lines would be ignored usually. |
| excitedduration.2da | "Excited" duration, ie; combat music time! Both options are the same, clients say it loads but is it used for anything? Probably not. It is also probably not worth altering this since...who knows what might happen in the engine. If you know maybe post it here! | Yes but not used? | Yes | No | Hardcoded | The entries here are hardcoded. |
| exptable.2da | Used to figure out when the characters levelup. | No | Yes | No | 41 | Line 41 is actually making level 40 the highest. EE has some bugs if you go over 40 levels for PCs around spellcasting. |
| feat.2da | Feats available for creatures to take, or are granted to them. | Yes | Yes | Yes | 0 - 32768 | uint16 used in network however not recommended to go over 32K even if 65,536 is absolute maximum. There are likely problems with subdial feats if you do this due to how they are identified. |
| footstepsounds.2da | Sound files loaded for particular footsteps depending on appearance. | Yes | No | No | Unknown | Needs testing. |
| fractionalcr.2da | Sorts fractional CR for purposes of encounter challenge rating (working out what monsters to spawn). | No | Yes | No | Hardcoded | The amount of lines are hardcoded, although perhaps you can alter bits of it, it may break something. |
| gender.2da | Essentially a list of genders for the toolset, and on clients which TLK string to load for them. Server just uses a coded list (ie like the GENDER_* constants in nwscript) although it might use it via. Get2DAString if needed. | Yes | No | Yes | Hardcoded | Even if you can add more genders you'd need NWNX to have the server end work with them properly. |
| genericdoors.2da | The generic "general" doors and their modes/info. | No | Yes | Yes | Unknown | Needs testing. |
| hen_companion.2da | Animal Companions list. Used for clients to show at levelup, and servers to load the right resref. Toolset doesn't load it since NPCs have these settings wiped. | Yes | Yes | No | 2147483647 (int32) | Written to GFF as INT and used in game as such |
| hen_familiar.2da | Familiar list. Used for clients to show at levelup, and servers to load the right resref. Toolset doesn't load it since NPCs have these settings wiped. | Yes | Yes | No | 2147483647 (int32) | Written to GFF as INT and used in game as such |
| inventorysnds.2da | The sounds when inventory items are moved around the inventory or picked up (column "InvSoundType" in baseitems.2da). Server just sends the column ID number to the client to find the file to play. | Yes | No | No | Unknown | Needs testing. |
| iprp_abilities.2da | Item Property - ability list. For each IPRP file it's assumed server needs it for item property generation/properties or Get2DAString for crafting. The client will need it for item examining so the right property info is loaded. | Yes | Yes | Yes | Hardcoded | Number of abilities are hardcoded in the engine. |
| iprp_acmodtype.2da | Item Property - AC modification type. | Yes | Yes | Yes | Hardcoded | 5 hardcoded AC types. |
| iprp_addcost.2da | Item Property Cost Table - "Additional" | Yes | Yes | Yes | Unknown | Additional Cost table things like Cursed identifiers can be added here. |
| iprp_additional.2da | Item Property - "Additional" | Yes | Yes | Yes | Unknown | Additional Cost table things like Cursed identifiers can be added here. |
| iprp_aligngrp.2da | Item Property Alignment Groups | Yes | Yes | Yes | Hardcoded | Amount of alignments is hardcoded. |
| iprp_alignment.2da | Item Property Alignments | Yes | Yes | Yes | Hardcoded | Amount of alignments is hardcoded. |
| iprp_ammocost.2da | Unlimited Ammo options. Resref of the "unlimited ammo" to equip depending on if arrow, bolt or bullet. | Yes | Yes | Yes | Unknown | Looks like more could be added. |
| iprp_ammotype.2da | Unlimited Ammo "Ammunition type". Since it's tied to the weapon this is probably only used by the toolset, since the iprp_ammocost.2da determines the TLK string of the actual type (Eg; "Unlimited Fire 1d6") | Yes | Yes | Yes | Hardcoded | As with ranged weapons, ammo is hardcoded to 3 types. |
| iprp_amount.2da | Itme Property "Amount". Is simply 1, 2, 3, 4, 5 with TLK strings "Amount: 1", etc. attached. It used for things like Monster On Hit: Ability Drain [Drains Strength] [Amount: 3] | Yes | Yes | Yes | Unknown | Needs testing. |
| iprp_arcspell.2da | Item Property Arcane Spell Failure amounts. | Yes | Yes | Yes | Unknown | Additional rows can be added (eg: -1, -2) |
| iprp_base1.2da | This is an intentionally blank cost table file referenced as line 0 in iprp_costtable.2da. It is used for any property which has no cost table value for it. How does it work out the cost? well the subtype 2da tends to have a Cost column. Very confusing I know. | Yes | Yes | Yes | Leave alone | Leave it alone blank, it might break things if edited since it's note expected to have anything in it. |
| iprp_bonuscost.2da | Item Property Bonus Cost. Used for ability score increases. | Yes | Yes | Yes | Unknown | Needs testing. However ability scores may overflow/cap if going too high. |
| iprp_chargecost.2da | Item Property Charges / Use or Uses / Day options. | Yes | Yes | Yes | Hardcoded | The amount of these is hardcoded since there is no options in this 2da for what each one is defined as. So no 10 Charges / Use can be added. |
| iprp_color.2da | Item Property Light Color choice. | Yes | Yes | Yes | Hardcoded | The lights relate to particular VFX lines, thus this list is hardcoded (but changing the TLK values and assinging different VFX models/progfx info may work). |
| iprp_combatdam.2da | Item Property Extra Melee Damage type of damage | Yes | Yes | Yes | Hardcoded | Only can have the 3 main physical damage types for this item property. |
| iprp_costtable.2da | Cost Table. This defines what 2da is loaded for each CostTableResRef ID number in itempropdef.2da You can add new item properties (which are just for the item description or to add/remove cost, and have scripted effects) by adding more rows to this. | Yes | Yes | Yes | Unknown | Additional rows can be added just needs testing. |
| iprp_damagecost.2da | Item Property Damage Bonus and EffectDamageShield / some other things that need static and variable bonuses like 1d6 and 2d8. | Yes | Yes | Yes | 127 (or possibly 128) (char used in network packets) | Certainly going to line 129 or higher works for the server end (damage is done correctly) but the client won't show it correctly in the character sheet because it looks up 2da line as a negative (impossible). Line 159 was tested which had the string "-97 Magical Damage" since 159 - 128 = 31, and 128 - 31 = 97. It shows correctly on items, and higher lines are safe for NPCs to use. |
| iprp_damagetype.2da | Item Property Damage Bonus type of damage to apply. Interestingly has "subdual" and "physical" as options, perhaps hinting at an earlier damage system more aligned to D&D rules. Now (mostly) unhardcoded. See: Creating Custom Damage Types / 1.87.8193.35 | Yes | Yes | Yes | Depends on other 2das | Now (mostly) unhardcoded. See: Creating Custom Damage Types / 1.87.8193.35 |
| iprp_damvulcost.2da | Item Property Damage Vulnerability cost table, eg 50% fire vulnerability. | Yes | Yes | Yes | Unknown | Additional rows can be added just needs testing. |
| iprp_feats.2da | Item Property Bonus Feat list. Keeps the amount in the toolset managable but you can extend this to be almost any feat.2da entry (some however will not function). | Yes | Yes | Yes | Unknown | Additional rows can be added for custom feats. |
| iprp_immuncost.2da | Item Property Damage Immunity cost table | Yes | Yes | Yes | Unknown | Additional rows can be added (eg: 15, 20, 30). |
| iprp_immunity.2da | Item Property Immunity: Misc table, eg: Immunity: Death Magic | Yes | Yes | Yes | Hardcoded | This seems a static hardcoded list, engine defined, which has no correlation to the script constants, sadly much smaller too. |
| iprp_kitcost.2da | Item Property Healing Kit cost table | Yes | Yes | Yes | Unknown | Additional rows can be added just needs testing. |
| iprp_lightcost.2da | Item Property Light cost table (Brightness) | Yes | Yes | Yes | Hardcoded | Specific visualeffects.2da lines are loaded with a combination of this and iprp_color.2da. Sadly these are hardcoded although the VFX lines could be altered. |
| iprp_matcost.2da | Item Property Material cost table | Yes | Yes | Yes | Unknown | Additional rows can be added. This property doesn't do anything in the engine and can be altered fine. |
| iprp_material.2da | Item Property Material table | Yes | Yes | Yes | Unknown | Additional rows can be added for new materials available in the toolset. This property doesn't do anything in the engine and can be altered fine. |
| iprp_meleecost.2da | Item Property cost table for a variety of basic +1, +2 etc properties - AC, Attack, Enchantment, Regeneration, etc. | Yes | Yes | Yes | Unknown | Additional rows can be added just needs testing. |
| iprp_monstcost.2da | Item Property Monster Damage cost table. | Yes | Yes | Yes | Unknown | Additional rows can be added just needs testing. |
| iprp_monsterhit.2da | Item Property Monster: On Hit table. It is hardcoded so should probably not be altered. | Yes | Yes | Yes | Hardcoded | These references are hardcoded, even if the 2da is used to load the correct parameter tables. |
| iprp_neg10cost.2da | Used for Item Properties; Ability Score Reduction and Skill Penalty. | Yes | Yes | Yes | Unknown | Additional rows can be added just needs testing. |
| iprp_neg5cost.2da | Used for Item Properties; Enchantment Penalty (attack and damage), Damage Penalty, Decreased AC, Reduced Saving Throws, Attack Penalty | Yes | Yes | Yes | Unknown | Additional rows can be added just needs testing. |
| iprp_onhit.2da | Item Property On Hit table, defines all the hardcoded engine On Hit properties and the param1 values (eg; what ability to drain, the duration/change to occur, etc.). The cost table determines the DC. | Yes | Yes | Yes | Hardcoded | This list is hardcoded to engine values. However the sub properties (DC, chance/duration) can be altered for particular ones as noted. |
| iprp_onhitcost.2da | Item Property On Hit cost table (the DC of the On Hit saving throw) | Yes | Yes | Yes | Unknown | Additional rows can be added just needs testing. |
| iprp_onhitdur.2da | Item Property On Hit duration table. Used only for some On Hit properties, it defines things like 5% chance / Duration 5 rounds. | Yes | Yes | Yes | Unknown | Additional rows can be added just needs testing. |
| iprp_onhitspell.2da | Item Property On Hit Cast Spell table. Add more spells to use in this property here. | Yes | Yes | Yes | Unknown | Additional rows can be added just needs testing. |
| iprp_paramtable.2da | Item Property Parameter Table table. In itempropdef.2da the column Param1ResRef refers to this table. | Yes | Yes | Yes | Unknown | Additional rows can be added just needs testing. |
| iprp_poison.2da | Item Property On Hit: Posion. It simply lists the poison ability damage. Otherwise hardcoded. | Yes | Yes | Yes | Hardcoded | The 6 ability scores are all you're going to get. |
| iprp_protection.2da | Item Property Damage Reduction, amount of enchantment needed to penetrate it (eg; +2 would need a +2 weapon to bypass). | Yes | Yes | Yes | Unknown | This is likely hardcoded due to other aspects of the game assuming a +0 to +20 range for DR and enchanted weapon properties. However it might be extendable, but would need a lot of testing. |
| iprp_qualcost.2da | Item Property Quality cost table | Yes | Yes | Yes | Unknown | Needs testing but this is essentially a customisable item property which has no ties to the engine so could be extended fine. |
| iprp_quality.2da | Item Property Quality table | Yes | Yes | Yes | Unknown | As above. |
| iprp_redcost.2da | Item Property Reduced Container Weight cost table (eg: -20%, -40%) | Yes | Yes | Yes | Unknown | Additional rows can be added. |
| iprp_resistcost.2da | Item Property Damage Resistance cost table (Eg: 20/-, 30/-) | Yes | Yes | Yes | Unknown | Additional rows can be added (eg: 1, 2). |
| iprp_saveelement.2da | Item Property: Improved/Decreased Saving Throws. Note there are the entries for Traps, Spells, Law, Chaos, Good and Evil but without valid TLK entries which means they cannot be selected. Adding TLK entries to them allows them to be picked. | Yes | Yes | Yes | Hardcoded | The list is hardcoded, especially since it includes things that are not usual saving throw types (dummied out) like Backstab and Illusion. |
| iprp_savingthrow.2da | Item Property: Improve Saving Throw Specific and Reduce Saving Throw Specific. | Yes | Yes | Yes | Hardcoded | Hardcoded; has "All" plus the 3 base throws Fortitude, Will and Reflex. |
| iprp_skillcost.2da | Item Property: Skill Bonus cost table | Yes | Yes | Yes | Unknown | More values can likely be added needs testing to what extent and what value breaks skills in general (if you remove the cap on bonuses). |
| iprp_soakcost.2da | Item Property: Damage Reduction, the soak value cost table (eg; the 30 in Damage Reduction +15 / Soak 30) | Yes | Yes | Yes | Unknown | Additional rows can be added (eg: 1, 2). |
| iprp_spellcost.2da | Immunity: Specific Spell. Yes you have to add your new spells to this list to have specific immunities on item properties. | Yes | Yes | Yes | Unknown | Needs testing. Likely quite large. |
| iprp_spellcstr.2da | On Hit: Cast Spell caster level of the spell cast, eg: On Hit: Call Lightning [Level 10] Really wish this method was used for the Cast Spell property for variable spell levels there! Alas... | Yes | Yes | Yes | 0 - 40 likely | Level 40 caster level is usually the max, might be it can go up higher needs testing. |
| iprp_spelllvcost.2da | Bonus Spell Slot of Level cost table. | Yes | Yes | Yes | Harccoded | Spells only go from level 0 to 9. |
| iprp_spelllvlimm.2da | Immunity: Spells by Level cost table. | Yes | Yes | Yes | Hardcoded | Spells only go from level 0 to 9. |
| iprp_spells.2da | Item Property: Cast Spell spell list. Not just spells, but things like genades and Activate Item is defined as a "spell". | Yes | Yes | Yes | Additional rows can be added, for custom spells. | |
| iprp_spellshl.2da | Item Property Immunity: Spell School list. | Yes | Yes | Yes | Hardcoded | The spell school list is hardcoded (although the name references could be changed no new ones can be added). |
| iprp_srcost.2dai | Item Property Spell Resistance cost table. | Yes | Yes | Yes | Values can be edited. | |
| iprp_trapcost.2da | Item Property Trap cost table - the index into traps.2da for each trap type at each difficulty level. | Yes | Yes | Yes | Unknown | Needs testing. You can add more difficulties as new columns needs full page on this. |
| iprp_traps.2da | Item Property Trap - this is used to define the cost multiplier for the different trap difficulties. | Yes | Yes | Yes | Unknown | Needs testing. Not hardcoded but unsure of maximum lines. |
| iprp_visualfx.2da | Item Property Visual FX - used for weapon VFX. Extendable with NWN:EE | Yes | Yes | Yes | Unknown | Can be extended for custom weapon VFX. |
| iprp_walk.2da | Item Property Special Walk. In EE you can now define more of these and use them properly. | Yes | Yes | Yes | Unknown | Needs testing. Can be extended. |
| iprp_weightcost.2da | Item Property Weight Decrease cost table (eg: 80%, 60%). | Yes | Yes | Yes | Unknown | Additional rows can be added (eg: 0.5, 0.9). |
| iprp_weightinc.2da | Item Property Weight Increase property table (eg: 5_lbs, 10_lbs). | Yes | Yes | Yes | Unknown | Additional rows can be added (eg: 5, 10, 15). |
| itempropdef.2da | Item Property Definitions 2da. This defines what item properties there are in the game. New ones can be added more easily in EE with ItemPropertyCustom, although they show up in the toolset fine. | Yes | Yes | Yes | Unknown | Needs testing. Can be extended. |
| itemprops.2da | Item Properties 2da - this defines what items can use what properties. If you want your new item property to be usable on an item it needs adding here. New columns can be added but most new item types reuse an existing column for ease. | Yes | Yes | Yes | Unknown | Needs testing. Can be extended with more columns too. |
| itemvalue.2da | Item Value, controlling the items a character of a certain level can equip if the Game Option "Item Level Restrictions" is on (always off in singleplayer). | Yes | Yes | Yes | 0 - 59 | Classes cap at 60 so no need to extend. |
itmwizammo.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| itmwizarmor.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| itmwizhelmet.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| itmwizmelee.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| itmwizpotion.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| itmwizranged.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| itmwizrods.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| itmwizscroll.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| itmwizstaves.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| itmwizthrow.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| itmwiztrap.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| itmwizwands.2da | Toolset only; Item Wizard 2da files | No | No | Yes | Unknown | Item Wizards are not something anyone realistically will edit much so no doubt no one will test this. |
| keymap.2da | Even though it doesn't have identifying ID lines, it appears this is used to determine a lot key bindings (maybe defaults in some cases?) | Yes | Yes | No | Hardcoded | Can't add more keyboard actions |
| lightcolor.2da | Seems to define some lighting colours for main and source lights in the toolset and in game. | Yes | Yes | Yes | 0 - 31 | Adding additional rows causes a "List Index Out of Bounds" error in the toolset if you try to edit Tile Properties. |
| loadhints.2da | Load hints used on Load Screens used by the game. Client just gets a random ID to use. | Yes | No | No | Unknown | Needs testing. Since it's not used in network traffic it doubtless can be quite high. |
| loadscreens.2da | Load Screens used by the game. | Yes | Yes | Yes | 0 - 65535 | Uses uint16_t / WORD in the GFF. |
| masterfeats.2da | Master Feats contain other feat options inside them, eg; Weapon Focus. See feat.2da as well. | Yes | Yes | Yes | Unknown | Needs testing. |
| namefilter.2da | Used to filter bad words from the random name generator (toolset also uses this for creature names). | Yes | Maybe? | Yes | Unknown | Needs testing. |
| packages.2da | Packages are used by the class system to allow people to not bother choosing level up feats/skills. Button can be removed by ruleset.2da nowadays. Server may use it in LevelUpHenchman, and Toolset can generate NPCs using these packages. | Yes | Yes | Yes | 0 - 255 for base class / LevelUpHenchman but higher for prestige classes | GFF field stores your first chosen (level 1) package as a BYTE (0 - 255). Other classes like Prestige classes don't need to be lines 0 - 255. |
| packeqXXX.2da | Package - Equipment. Can be defined as any name but this is the standard one. | Yes | Yes | Yes | Unknown | Needs testing. |
| packftXXX.2da | Package - Feats. Can be defined as any name but this is the standard one. | Yes | Yes | Yes | Unknown | Needs testing. |
| packskXXX.2da | Package - Skills. Can be defined as any name but this is the standard one. | Yes | Yes | Yes | Unknown | Needs testing. |
| packspXXX.2da | Package - Spells. Can be defined as any name but this is the standard one. | Yes | Yes | Yes | Unknown | Needs testing. |
| parts_belt.2da | Armor Belt parts. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| parts_bicep.2da | Armor Bicep parts. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| parts_chest.2da | Armor Chest parts. This is what really determines the AC of the appearance. The float values are floored. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| parts_foot.2da | Armor Foot parts. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| parts_forearm.2da | Armor Forearm parts. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| parts_hand.2da | Armor Hand parts. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| parts_legs.2da | Armor Legs parts. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| parts_neck.2da | Armor Neck parts. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| parts_pelvis.2da | Armor Pelvis parts. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| parts_robe.2da | Armor Robe parts. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| parts_shin.2da | Armor Shin parts. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| parts_shoulder.2da | Armor Shoulder parts. | Yes | Yes | Yes | 0 to 65535 (uint16) | Expanded in EE to WORD (uint16_t) size |
| phenotype.2da | The phenotypes available to fuller player models, eg Humans, so they can have horses, or be "Big". Server sends the ID to the client since it's purely model related. | Yes | No | Yes | 0 - 255 (uint8_t) | GFF and game stores as uint8_t |
| placeableobjsnds.2da | The sounds placeable objects make when opened/attacked/etc. Server just sends the right ID line to the client to load the sound. | Yes | No | No | Unknown | Needs testing. |
| placeables.2da | Placeable object appearances and properties | Yes | Yes | Yes | 0 - 65535 | Network traffic uses WORD and engine uses uint16_t, even though GFF stores a DWORD (uint32_t) |
| poison.2da | Poisons the game uses in EffectPoison. On Hit variant is just pure ability damage. | No | Yes | No | 2147483647 (int32) | |
| polymorph.2da | Polymorphs used by EffectPolymorph which change your character into something else entirely. | No | Yes | No | 2147483647 (int32) | |
| portraits.2da | Portiaits available in the game. Users can use their own portraits (given ruleset.2da settings) but this is the list primarily used. | Yes | Yes | Yes | 0 - 65535 | Needs testing. Field is stored as WORD (0 to 65535) so likely main limit. Runtime might allow higher (temporary) setting though. |
| pregen.2da | Pregenerated characters available to filter in character select. If in this list and the tickbox "Show Pregenreated Characters" is unticked they disappear as they're filtered out. | Yes | No | No | 2147483647 (int32) | Needs testing. |
| prioritygroups.2da | The amount and priority of sounds and when they can be interrupted. With EE not sure if they can be dramatically increased or not. | Yes | No | No | Hardcoded | The line references look to be hardcoded engine references. |
| progfx.2da | NWN:EE unhardcoded "programmed effects" values. | Yes | No | No | 0 - 65535 | Limited to uint_16t in engine. |
| pvpsettings.2da | Toolset only list of PvP settings | No | No | Yes | Hardcoded | The PvP settings are hardcoded in the engine. |
| race_feat_xxx.2da | The feats granted when a race is chosen. | Yes | Yes | Yes | 65535 | |
| racialtypes.2da | Racial types the game has, for players and NPCs | Yes | Yes | Yes | 0 - 254 (255 is RACIAL_TYPE_INVALID) | GFF field is set to BYTE (0 - 255) and the game uses uint8_t for a lot of parts of races. |
| ranges.2da | The ranges used for creature perception and spells. | No | Yes | No | Hardcoded | Range types are hardcoded to engine values; don't bother editing this even if they appear fine in the toolset. |
| repadjust.2da | Reputation adjustments the game makes | No | Yes | No | Hardcoded | Hardcoded list, but values can be altered. |
| replacetexture.2da | Not really sure what this does. Tiles related? | Yes | No | No | Unknown | Needs testing. |
| repute.2da | Toolset only defaults for the faction manager the game uses the modules settings. | No | No | Yes | Hardcoded | Hardcoded standard faction list |
| restduration.2da | Time it takes at each level to rest with ActionRest | No | Yes | No | 60 | Classes are limited to 40 levels for PCs and 60 levels (mostly) for NPCs. |
| rrf_nss.2da | The dropdown in the toolset when opening a script has these categories and simple filters available. | No | No | Yes | Unknown | Needs testing. |
| rrf_wav.2da | The dropdown in the toolset when opening a sound file has these categories and simple filters available. | No | No | Yes | Unknown | Needs testing. |
| ruleset.2da | NWN:EE allows some unhardoding of default feats and values the game uses, some very useful client side only options too. | Yes | Yes | Yes | Hardcoded | All values are hardcoded to particular lines of course. |
| skills.2da | Skills list for players. Note that many lines are hardcoded (eg; Parry) and new skills will be missing relevant skill increasing feats (eg; Skill Focus). | Yes | Yes | Yes | 0 - 255 | Hardcoded due to network limitations to 255. Previous issues in EE should be fixed. |
| skillvsitemcost.2da | The amount of skill needed by Use Magical Device to equip a particular magic item due to restrictions due to class/alignment/race. | No | Yes | No | Unknown | Needs testing. No doubt it could be increased in numbers though to have more granular control. |
| skyboxes.2da | Skybox model list. Skybox ID from the area is sent to client, server doesn't validate the 2da. Toolset uses it to load the list of available skyboxes. | Yes | No | Yes | 0 - 255 | GFF field is BYTE (0-255) so it's limited by default for singleplayer at least. |
| sounddefaultspos.2da | Default values for toolset placeable sound types | No | No | Yes | Hardcoded | Toolset uses this for the default values of the different placeable sound types. |
| sounddefaultstim.2da | Default values for toolset placeable sound types | No | No | Yes | Hardcoded | Toolset uses this for the default values of the different placeable sound types. |
| soundeax.2da | EAX values are still in the toolset mainly for compatibility, as of EE they are no longer used. | No | No | Yes | Hardcoded | Hardcoded but unused by the game so who cares. |
| soundset.2da | Soundset references. | Yes | No | Yes | 65535 Likely | Needs testing. GFF field stores it as WORD (0 to 65535) so that's at least one limit. |
| soundsettype.2da | Column "Type" in soundset.2da refers to this. The categories of soundset file in the toolset, unused out of the toolset however since only 0 matters for chargen (PC voicesets) | No | No | Yes | Unknown | Needs testing. |
| spells.2da | Spells and abilities usable by creatures | Yes | Yes | Yes | 4096 or 2147483647 (int32) | 4096 is possibly the limit - needs testing, but is to do with 12 bits available for the "spell radial" entry being sent over the network. May have been removed at some point but needs fully testing. |
| spellschools.2da | Spell schools. The amount is hardcoded but you should be able to alter the TLK strings now. | Yes | Yes | No | Hardcoded | Hardcoded list |
| statescripts.2da | State scripts run when under the effect of certain effects, also shows the games default priority list for them | No | Yes | No | Hardcoded | Entirely hardcoded. |
| stringtokens.2da | String tokens like <Man/Woman> used in conversations and in general. See Conversations. | No | Yes | Yes | Unknown | Actions are presumably hard-coded. Action 1 gendered lines (e.g. King/Queen) can be added. That can include new colour tokens (e.g. StartYellow). Other actions have not been investigated, |
| surfacemat.2da | Surface material definitions, such as grass/water/lava. In EE now extended with actions and able to be affected in hakpack files. | Yes | Yes | Yes | 0 - 63 | 0 through 63 are valid lines for this in patch 1.84.8193.29 and up. |
| swearfilter.2da | Stops swearing in the game if [ui.chat.swear-filter] is enabled in settings.tml (I think this is a client only option? Needs testing!). Note the columns cannot be rearranged for whatever reason. | Yes | Yes | No | Unknown | Needs testing but honestly, who's ever going to edit this? |
| tailmodel.2da | Tailmodel reference file. Note that Bioware added a lot of "real" models to be used with invisible appearance things for scaling. Bit unnecessary nowadays in EE! Server just sends the ID number to the client to load the model in this file. | Yes | No | Yes | 2147483647 (int32) | Given there are over 5000 lines the answer is "High" |
| tilecolor.2da | Loaded by the game but does it do anything or does lightcolor.2da | No | Yes | Unknown | Unknown | Needs testing (if it's even in use). |
| XXX_edge.2da | Tileset edge information. One per tileset. | No | Yes | Yes | Unknown | Needs testing. |
| traps.2da | Traps, which are item properties and the placed on objects/as trap triggers on the ground. | Yes | Yes | Yes | 0 - 255 | Limited to BYTE / uint8_t in engine/network traffic, and stored in GFF as BYTE too. |
| vfx_persistent.2da | Persistent VFX, ie items created with EffectAreaOfEffect. | Yes | Yes | No | 0 - 255 | Is 0 - 255 when applied to a object (a mobile area of effect) but can be over 255 if placed on the gorund (static AOE) |
| visualeffects.2da | Visual Effects the game uses, called from the game (see Hardcoded VFX References) or by EffectVisualEffect. | Yes | Yes | No | 0 - 65535 | Network traffic is limited to uint16_t (WORD) size for the line ID. Don't use 999, it's the cow cheat VFX special line. |
| waypoint.2da | Toolset only waypoint definition file. Basically waypoints are not "real" so this defines the different types so they show properly in the toolset with a model. | No | No | Yes | 0 - 255 | Limited to Byte |
| weaponsounds.2da | This is a file referenced for sounds from baseitems.2da, what is being used labelled on the left, and the thing it is hitting as a column name. | Yes | No | No | Unknown | Needs testing. |
| weathertypes.2da | Weather related 2da. Server just tells client which line number to load. | Yes | No | No | Unknown | Needs testing. |
| wingmodel.2da | Wing models reference file. Wings are things on the back node so can include weapons and scabbards etc. Server just sends the reference ID number for the client to load. | Yes | No | No | 2147483647 (int32) | |
| xptable.2da | Used to value the XP given from monsters using the default game XP. If you set the XP slider in the module to 0 it will disable killer XP from this file, then you can grant your own XP on death. | No | Yes | No | 40 or 60 | Players can only be level 40 normally so the file only goes up to 40. NPCs can be 60. |
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