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There are a limit to the amount of lines the engine will properly use for 2da files. This is restricted due to network traffic (even in SP there is a "server" running) since the game was made for dialup so Bioware coded in a lot of practical limits to lower packet sizes (presumably...)
| 2da file | Line Limit (assuming 0 start) | Notes |
|---|---|---|
| baseitems.2da | 255 | Hardcoded due to network limitations; items may not function as intended. |
| classes.2da | 254 | Hardcoded due to network limitations plus "255" number is reserved as "CLASS_TYPE_INVALID" |
| feats.2da | 32,768 | 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. |
| skills.2da | 32 | Hardcoded due to network limitations; may only affect the "Untrained" column however? https://github.com/Beamdog/nwn-issues/issues/171 |
Unused 2da files
Bioware left in some 2da files from early development (before game release). These files are not loaded by the game, toolset or Get2DAString at all and can be ignored. They do get confusing however.
- areaeffects.2da - See persistent.2da instead
- caarmorclass.2da - remnants of armour system?
- catype.2da - remnants of creature parts system?
- combatmodes.2da - Unused references to (a limited set) of combat action modes
- doortype.2da - See doortypes.2da instead
- effectanim.2da - See visualeffects.2da instead
- metamagic.2da - Appears to be unused by the game making all of these hardcoded
- nwconfig.2da - Unused as of NWN:EE since it removes the "settings" nwconfig program.
- nwconfig2.2da - Was this ever used?
- placeabletypes.2da - Should be replaced by the pallet system
- resistancecost.2da - Blank
- soundcatfilters.2da - Replaced probably by rrf_wav.2da and would be toolset specific anyway
- soundtypes.2da - Sounds are not tied to a 2da, but are done by resource name
- treasurescale.2da - I don't think this is used anywhere of note. It'd be used in the toolset I'd guess but there isn't a treasure generation system there.
- vfx_fire_forget.2da - See visualeffects.2da instead
Designer 2da files
These are strictly used by Get2DAString and not used by the game inherently. However the systems they relate to are things like crafting, which is called by default game scripts and conversations the PCs can activate.
They are all prefixed des_ - and being only used by Get2DAString they are serverside only.
There is one special case here: x3restrict.2da is used in the default game spells to restrict polymorph spells when casting on a horse. Added for horse support.
Toolset only 2da files
These are only used by the toolset, not directly by the game:
- environment.2da - Used to load some initial lighting settings in the Area Properties.
- itmwizXXX.2da - Item Wizard 2da files, they relates to what properties are valid for each item type (eg; Melee) and are generated by the wizards.
- repute.2da - Used to define the default reputations of Player, Hostile, Commoner and Merchant in a new module
- rrf_nss.2da - Filters for scripts in the toolset
- rrf_wav.2da - Filters for sounds in the toolset
- waypoint.2da - "waypoint" types, of course in game are never rendered
Client and Serverside 2das
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It is recommended of course for the server to have copies of everything (if only for Get2DAString lookups) while you can lessen the amount put in client hakpacks or on nwsync if sending certain ones to the client.
Note: If a file is not listed here (or above as a toolset only, or unused one) it might still be used!
Client and Server
| 2da load reference | 2da Name | Notes | |
|---|---|---|---|
| m_paIPRPCostTables // all of them | All cost tables in iprp_costtable.2da column "Name" | Example: iprp_bonuscost.2da | |
| m_pAppearanceTable | appearance.2da | ||
| m_pGenderTable | gender.2da | ||
| m_pSurfaceMaterialTable | surfacemat.2da | ||
| m_pVisualEffectTable | visualeffects.2da | ||
| m_pPersistentVisualEffectTable | vfx_persistent.2da | ||
| m_pCreatureSpeedTable | creaturespeed.2da | ||
| m_pDoorTypesTable | doortypes.2da | ||
| m_pGenericDoorsTable | genericdoors.2da | ||
| m_pPlaceablesTable | placeables.2da | ||
| m_pAreaTransitionTable | Not sure | Likely 2da linking the load screens to showloadscreens.2da | |
| m_pIPRPSpells | iprp_spells.2da | ||
| m_pIPRPLightTable | Not sure - probably iprp_lightcost.2da ? | ||
| m_pIPRPColor | iprp_color.2da | ||
| m_pIPRPMelee | iprp_meleecost.2da | ||
| m_pItemPropDefTable | itempropdef.2da | ||
| m_pItemPropsTable | itemprops.2da | ||
| m_pCreatureSizeTable | creaturesize.2da | ||
| m_pArmorTable | armor.2da | ||
| m_pEncumbranceTable | encumbrance.2da | ||
| m_pPortraitTable | portraits.2da | ||
| m_pPartsChest | parts_chest.2da | ||
| m_pSpellSchoolTable | spellschools.2da | ||
| m_pTrapTable | traps.2da | ||
| m_pLightColorTable | lightcolor.2da | ||
| m_pIPRPDamageTable | iprp_damagecost.2daMay be others too | ||
| m_pPartsRobe | parts_robe.2da | ||
| m_pItemValue | itemvalue.2da | ||
| m_pPackages | packages.2da | Presumably also all the relevant class package 2das | |
| chargenclothes.2da | Clothing items must be part of the base game, or included in the hak as UTI resources | ||
| masterfeats,2da | Likely needed like how feats.2da is needed | ||
| namefilter.2da | No bad words, naughty! Probably char gen only? | ||
| swearfilter.2da | No swearing for you! | ||
| prioritygroups.2da | Sound related |
Client Only
While many of these are only loaded by the game client, the toolset would still make regular use of them, for instance, to be able to have a blueprint reference a particular wing model on a suitable NPC.
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| 2da load reference | 2da Name | Notes |
|---|---|---|
| Any custom 2da | eg: des_crft_aparts.2da | Loaded with Get2DAString so entirely script based access |
| m_pStateScriptsTable | statescripts.2da | Runs specific scripts |
| m_pPoisonTable | poison.2da | Applies effects / timings of effect changes |
| m_pDiseaseTable | disease.2da | Applies effects / scripts / timing of effect changes |
| m_pRepAdjustmentsTable | repadjust.2da | Engine changes to "reputation" ie; if they're hostile or not. |
| m_pFractionalCRTable | fractionalcr.2da | Works out how much a goblin with 1/4CR is "worth" in the engine XP system/"difficulty" tags (eg; "Easy" enemy when inspected) |
| m_pEncounterDifficultyTable | encdifficulty.2da | The "value" column is loaded when referenced from the encounters GFF |
| m_pCategoryTable | categories.2da | Used by the functions for talents. Some is hardcoded (eg; potion lines). So yeah. |
| m_pExcitedDurationTable | excitedduration.2da | Presumably amount of time in milliseconds (so 10 seconds) the thing is considered in combat after the events listed |
| m_pRestDurationTable | restduration.2da | Amount of milliseconds to sit on the ground for |
| m_pPartsBelt | parts_belt.2da | |
| m_pPartsBicep | parts_bicep.2da | |
| m_pPartsFoot | parts_foot.2da | |
| m_pPartsForearm | parts_forearm.2da | |
| m_pPartsHand | parts_hand.2da | |
| m_pPartsLegs | parts_legs.2da | |
| m_pPartsNeck | parts_neck.2da | |
| m_pPartsPelvis | parts_pelvis.2da | |
| m_pPartsShin | parts_shin.2da | |
| m_pPartsShoulder | parts_shoulder.2da | |
| m_pXpBase | exptable.2da | Levelling up chart |
| m_pAssociatesAnimalCompanionTable | hen_companion.2da | |
| m_pAssociatesFamiliarTable | hen_familiar.2da | |
| m_pSkillVsItemCostTable | skillvsitemcost.2da | |
| m_pRangesTable | ranges.2da | Note the "45.0M" range for streaming in usable placeables is hardcoded, and a maximum of visibility regardless of values here of any creature object. |
| m_pPolymorphTable | polymorph.2da | |
| m_pDamageHitVisualTable | damagehitvisual.2da | Sends a relevant visualeffect.2da line number to the client |
| m_pBodyBagTable | bodybag.2da | References a placeables.2da line |
| m_pIPRPFeatsTable | iprp_feats.2da | |
| m_pIPRPMonsterDamageTable | iprp_monsterdam.2da | |
| m_pOnHitTable | iprp_onhit.2da | Note this pretty much is hardcoded |
| m_pOnHitSpellTable | iprp_onhitspell.2da | |
| m_pOnHitDurationTable | iprp_onhitdur.2da | |
| m_pIPRPACModTypeTable | iprp_acmodtype.2da | |
| m_pIPRPWeightIncTable | iprp_weightinc.2da | |
| m_pIPRPArcSpell | iprp_arcspell.2da | |
| m_pIPRPBonusCostTable | iprp_bonuscost.2da | |
| m_pIPRPSRCostTable | iprp_srcost.2da |
...