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This is a list of the different core 2da files (we're ignoring tileset specific ones but there will be a generic entry for them, plus the multitude of class and package 2das) with a note about the usage for client or server, and line limits (if known). Anything in this list is used by the game, the unused ones are listed later on this page.

Note: If a 2da file is listed as "Server Loaded: No" it would still be recommended to include it in relevant hakpack files if altered since Get2DAString will break, and the size of the files is very tiny in any case.

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 fileBrief DescriptionClient LoadedServer LoadedToolset LoadedLine LimitLine Limit Notes
actions.2daList of actions and associated icons / TLK strings used by the GUIYesYesNoHardcodedThis file cannot have alterations to lines made, the references are all hardcoded.
ambientmusic.2daAmbient music tracksYesNoYesUnknownNeeds testing. GFF field is stored as INT (-2147483648 to 2147483647).
ambientsound.2daAmbient sound tracksYesNoYesUnknownNeeds testing. GFF field is stored as INT (-2147483648 to 2147483647).
ammunitiontypes.2daFor the hardcoded ranged weapons, what models to use for certain ammo types (eg; Fire Arrows)YesNoNoUnknown / HardcodedLikely hardcoded, so no changes to line amounts allowed.
appearance.2daCreature appearances and base properties like size etc.YesYesYesUnknownGFF field is stored as WORD (0 to 65535).
appearancesndset.2daAppearance Sound Set eg what ambient sound they play, referenced by SOUNDAPPTYPE in appearance.2daYesNoYes?UnknownNeeds testing. More can be added but not sure about the line limit.
armor.2daList of armor values, although some of this is hardcoded.YesYesYesUnknownNeeds testing. New AC values can be added but only incrementally (so higher AC, eg: 8, 9, 10 could be added next).
armorparts.2daUsed for the toolset to set how many of each part of armor there are.NoNoYesHardcodedThere is a single line used by the toolset, no additional lines are even needed.
baseitems.2daAll the item types in the game (eg: longsword, torch, scroll)YesYesYes255Hardcoded due to network limitations; items may not function as intended.
bodybag.2daThe bodybag a creature will leave around.NoYesYesLikely 255Needs testing. GFF field is stored as BYTE (0 to 255)
chargenclothes.2daClothing available at character generation.YesYesNoUnknownNeeds testing. 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.2daCharacter classes and main class optionsYesYesYes254Hardcoded due to network limitations plus "255" number is reserved as "CLASS_TYPE_INVALID"
cloakmodel.2daCloaks model references and options for each model.YesYesYesUnknownNeeds testing.
cls_atk_xxx.2daStandard name for classes.2da "AttackBonusTable" 2da value, defining the Base Attack Bonus progressionYesYesYes60Classes 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.2daStandard name for classes.2da "BonusFeatsTable" 2da value, defining the bonus feats a class getsYesYesYesUnknownNeeds testing but likely the limit here is same as feat.2da
cls_feat_xxx.2daStandard name for classes.2da "FeatsTable" 2da value, defining the feat availability for a classYesYesYesUnknownNeeds testing but likely the limit here is same as feat.2da
cls_pres_xxx.2daStandard name for classes.2da "PreReqTable" 2da value, defining the prerequisits for taking this (Prestiege) classYesYesYesUnknownNeeds testing but this is hardly going to ever be the longest file.
cls_savthr_xxx.2daStandard name for classes.2da "SavingThrowTable" 2da value, defining the saving throw (Fortitude, Will, Reflex) progressionYesYesYes60Classes 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.2daStandard name for classes.2da "SkillsTable" 2da value, defining the skills the class has availableYesYesYesUnknown (likely 255)Needs testing but is likely limited to the same size as skills.2da (255 or 32 depending on bugs)
cls_spgn_xxx.2daStandard name for classes.2da "SpellGainTable" 2da value, defining the spells gained each level (How many can be cast per level). Every spellcaster needs this.YesYesYes60

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.2daStandard name for classes.2da "SpellKnownTable" 2da value, defining how many spells are known (Eg; for Bards and Sorcerers)YesYesYes60

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.2daStandard name for classes.2da "StatGainTable" 2da value, defining the stat increases for the class (Eg; Dragon Disciple, Pale Master)YesYesYes60Classes are limited to 40 levels for PCs and 60 levels (mostly) for NPCs.
creaturesize.2daFile is hardcoded (engine values in ruleset.2da) and only used by the toolset for the names of sizesNoNoYesHardcodedNoted in description this is basically hardcoded and is for toolset only use.
creaturespeed.2daFile defining the speed of PCs and NPCsYesYesYesUnknownNeeds testing. This file can be extended but some lines are hardcoded. See creaturespeed.2da
crtemplates.2daThis 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.NoNoYesUnknownNeeds testing. Solely for Toolset usage.
cursors.2daNot 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.YesNoYesLikely 255Needs testing. GFF field is stored as BYTE (0 - 255)
damagehitvisual.2daDamage VFX line sent to the client when a particular damage is inflicted by a weapon.NoYesNoHardcodedThe amount of damage types is hardcoded.
damagelevels.2daDamage levels, such as "Uninjured" or "Near Death". The amount of HP each level is for is hardcoded, this is purely for clientside TLK loading.YesNoNoHardcodedThe damage levels are set in the engine, this just displays the right localised TLK string.
defaultacsounds.2daThe 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.YesNoNoUnknownNeeds testing. New AC values can be added but only incrementally (so higher AC, eg: 8, 9, 10 could be added next).
des_xxx.2daThese 2da files were used by Bioware designers to have custom systems that work with Get2DAString() in scripts, eg for crafting.NoYesNoN/ANo limits as such apart from what limits 2DA files have naturally
diffsettings.2daDifficulty Settings used by the game, at least the ones Bioware made editable.YesYesNoHardcodedThe amount of difficulty options and what options are editable is hardcoded.
disease.2daDiseases 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.YesYesYesUnknownNeeds testing.
domains.2daDomains that by default only Clerics use, but now in EE any spellcaster can be assigned if setup.YesYesNoLikely 255Needs testing. GFF field is stored as BYTE (0 - 255)
doortypes.2daList of doors tied to various tilesets. Clients will load it for most likely the sound reference.YesYesYesUnknown
effecticons.2daEffect icons used by the game, now extendable massively in EE with EffectIcon.YesYesNo255This 255 limit was set properly in EE for EffectIcon. Previously all effect icons were hardcoded.
encdifficulty.2daEncounter difficulty. Used by servers for a multiplier on the "difficulty", and in toolset to set the difficulty.NoYesYesUnknownNeeds testing. Not sure if more can be added.  GFF field is stored as INT (-2147483648 to 2147483647).
encumbrance.2daEncumberance 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.YesYesNoUnknownNeeds testing. Rows go up to 100 but potentially could be extended.

environment.2da

Contains the area lighting environmental presets available in the toolset only.NoNoYesUnknownNeeds testing. May be hardcoded.
epicattacks.2daAttack progression for epic levels (21+). Clients and toolset is just for showing numbers.YesYesYes60Classes 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.2daSave progression for epic levels (21+). Clients and toolset is just for showing numbers.YesYesYes60Classes 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?YesNoHardcodedThe entries here are hardcoded.
exptable.2daUsed to figure out when the characters levelup.NoYesNo41Line 41 is actually making level 40 the highest. EE has some bugs if you go over 40 levels for PCs around spellcasting.
feat.2daFeats available for creatures to take, or are granted to them. YesYesYes32,768

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.

footstepsounds.2dafractionalcr.2daSound files loaded for particular footsteps depending on appearance.YesNoNoUnknownNeeds testing.
fractionalcr.2daSorts fractional CR for purposes of encounter challenge rating (working out what monsters to spawn).NoYesNoHardcodedThe amount of lines are hardcoded, although perhaps you can alter bits of it, it may break something.
gender.2daEssentially 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.YesNoYesHardcodedEven if you can add more genders you'd need NWNX to have the server end work with them properly.
genericdoors.2daThe generic "general" doors and their modes/info.NoYesYesUnknownNeeds testing.
hen_companion.2daAnimal 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.YesYesNoUnknownNeeds testing.
hen_familiar.2daFamiliar 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.YesYesNoUnknownNeeds testing.
inventorysnds.2daThe 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.YesNoNoUnknownNeeds testing.
iprp_abilities.2da
YesYesYes

iprp_acmodtype.2da
YesYesYes

iprp_addcost.2da
YesYesYes

iprp_additional.2da
YesYesYes

iprp_aligngrp.2da
YesYesYes

iprp_alignment.2da
YesYesYes

iprp_ammocost.2da
YesYesYes

iprp_ammotype.2da
YesYesYes

iprp_amount.2da
YesYesYes

iprp_arcspell.2da
YesYesYes

iprp_bonuscost.2da
YesYesYes

iprp_chargecost.2da
YesYesYes

iprp_color.2da
YesYesYes

iprp_combatdam.2da
YesYesYes

iprp_costtable.2da
YesYesYes

iprp_damagecost.2da
YesYesYes127 (or possibly 128)

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
YesYesYes

iprp_damvulcost.2da
YesYesYes

iprp_feats.2da
YesYesYes

iprp_immuncost.2da
YesYesYes

iprp_immunity.2da
YesYesYes

iprp_kitcost.2da
YesYesYes

iprp_lightcost.2da
YesYesYes

iprp_matcost.2da
YesYesYes

iprp_material.2da
YesYesYes

iprp_meleecost.2da
YesYesYes

iprp_monstcost.2da
YesYesYes

iprp_monsterdam.2da
YesYesYes

iprp_monsterhit.2da
YesYesYes

iprp_neg10cost.2da
YesYesYes

iprp_neg5cost.2da
YesYesYes

iprp_onhit.2da
YesYesYes

iprp_onhitcost.2da
YesYesYes

iprp_onhitdur.2da
YesYesYes

iprp_onhitspell.2da
YesYesYes

iprp_paramtable.2da
YesYesYes

iprp_poison.2da
YesYesYes

iprp_protection.2da
YesYesYes

iprp_qualcost.2da
YesYesYes

iprp_quality.2da
YesYesYes

iprp_redcost.2da
YesYesYes

iprp_resistcost.2da
YesYesYes

iprp_saveelement.2da
YesYesYes

iprp_savingthrow.2da
YesYesYes

iprp_skillcost.2da
YesYesYes

iprp_slotscost.2da
YesYesYes

iprp_soakcost.2da
YesYesYes

iprp_spellcost.2da
YesYesYes

iprp_spellcstr.2da
YesYesYes

iprp_spelllvcost.2da
YesYesYes

iprp_spelllvlimm.2da
YesYesYes

iprp_spells.2da
YesYesYes

iprp_spellshl.2da
YesYesYes

iprp_srcost.2dai
YesYesYes

iprp_trapcost.2da
YesYesYes

iprp_traps.2daIs this used? to test, maybe just in toolset??????????

iprp_trapsize.2da
YesYesYes

iprp_visualfx.2da
YesYesYes

iprp_walk.2da
YesYesYes

iprp_weightcost.2da
YesYesYes

iprp_weightinc.2da
YesYesYes

itempropdef.2da
YesYesYes

itemprops.2da
YesYesYes

itemvalue.2da
YesYesYes

itmwizammo.2da

Toolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
itmwizarmor.2daToolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
itmwizhelmet.2daToolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
itmwizmelee.2daToolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
itmwizpotion.2daToolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
itmwizranged.2daToolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
itmwizrods.2daToolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
itmwizscroll.2daToolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
itmwizstaves.2daToolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
itmwizthrow.2daToolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
itmwiztrap.2daToolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
itmwizwands.2daToolset only; Item Wizard 2da filesNoNoYesUnknownItem Wizards are not something anyone realistically will edit much so no doubt no one will test this.
keymap.2daEven though it doesn't have identifying ID lines, it appears this is used to determine a lot key bindings (maybe defaults in some cases?)YesYesNoHardcodedCan't add more keyboard actions
lightcolor.2daSeems to define some lighting colours for main and source lights in the toolset and in game.YesYesYesUnknownNeeds testing, would be interesting if it was expandable.
loadhints.2daLoad hints used loadhints.2daLoad hints used on Load Screens used by the game. Client just gets a random ID to use.YesNoNoUnknownNeeds testing. Since it's not used in network traffic it doubtless can be quite high.
loadscreens.2daLoad Screens used by the game.YesYesYesUnknownNeeds testing.
masterfeats.2daMaster Feats contain other feat options inside them, eg; Weapon Focus. See feat.2da as wlel.YesYesYesUnknownNeeds testing.
namefilter.2daUsed to filter bad words from the random name generator.YesMaybe?NoUnknownNeeds testing.
packages.2daPackages 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.




packeqXXX.2da





packftXXX.2da





packskXXX.2da





packspXXX.2da





parts_belt.2da





parts_bicep.2da





parts_chest.2daArmor Chest parts. This is what really determines the AC of the appearance. The float values are floored.




parts_foot.2da





parts_forearm.2da





parts_hand.2da





parts_legs.2da





parts_neck.2da





parts_pelvis.2da





parts_robe.2da





parts_shin.2da





parts_shoulder.2da





phenotype.2daThe phenotypes available to fuller player models, eg Humans, so they can have horses, or be "Big".




placeableobjsnds.2da





placeables.2daPlaceable object appearances and properties




poison.2daPoisons the game uses in EffectPoison. On Hit variant is just pure ability damage.




polymorph.2daPolymorphs used by EffectPolymorph which change your character into something else entirely.




portraits.2da





pregen.2daPregenerated characters available to filter in character select.




prioritygroups.2da





progfx.2daNWN:EE unhardcoded "programmed effects" values.YesNoNoUnknownLikely same limit as visualeffects.2da if there is one
pvpsettings.2daToolset only list of PvP settings




race_feat_xxx.2da





racialtypes.2daRacial types the game has, for players and NPCs




ranges.2da





repadjust.2daReputation adjustments the game makesNoYesNoHardcodedHardcoded list, but values can be altered.
replacetexture.2daNot really sure what this does. Tiles related?YesNoNoUnknownNeeds testing.
repute.2daToolset only defaults for the faction manager the game uses the modules settings.NoNoYesHardcodedHardcoded standard faction list
restduration.2daTime it takes at each level to rest with ActionRestNoYesNo60Classes are limited to 40 levels for PCs and 60 levels (mostly) for NPCs.
rrf_nss.2daThe dropdown in the toolset when opening a script has these categories and simple filters available.NoNoYesUnknownNeeds testing.
rrf_wav.2daThe dropdown in the toolset when opening a sound file has these categories and simple filters available.NoNoYesUnknownNeeds testing.
ruleset.2daNWN:EE allows some unhardoding of default feats and values the game uses, some very useful client side only options too.YesYesYesHardcodedAll values are hardcoded to particular lines of course.
skills.2da32Skills list for players. Note that many lines are hardcoded (eg; Parry) and new skills will be missing relevant skill increasing feats (eg; Skill Focus).YesYesYes32Hardcoded due to Hardcoded due to network limitations to 255 but GUI issues make it a 32 skill limit. May only affect the "Untrained" column however? https://github.com/Beamdog/nwn-issues/issues/171
skillvsitemcost.2da.2daThe amount of skill needed by Use Magical Device to equip a particular magic item due to restrictions due to class/alignment/race.NoYesNoUnknownNeeds testing. No doubt it could be increased in numbers though to have more granular control.
skyboxes.2daSkybox 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.YesNoYesLikely 255Needs testing. GFF field is BYTE (0-255)
skyboxes.2dasounddefaultspos.2daDefault values for toolset placeable sound typesNoNoYesHardcodedToolset uses this for the default values of the different placeable sound types.
sounddefaultstim.2daDefault values for toolset placeable sound typesNoNoYesHardcodedToolset uses this for the default values of the different placeable sound types.
soundeax.2daEAX values are still in the toolset mainly for compatibility, as of EE they are no longer used.NoNoYesHardcodedHardcoded but unused by the game so who cares.
soundset.2daSoundset references.




soundsettype.2daColumn "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)NoNoYesUnknownNeeds testing.
spells.2daSpells and abilities usable by creaturesYesYesYes4096Possibly 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.2daSpell schools. The amount is hardcoded but you should be able to alter the TLK strings now.YesYesNoHardcodedHardcoded list
statescripts.2daState scripts run when under the effect of certain effects, also shows the games default priority list for themNoYesNoHardcodedEntirely hardcoded.
stringtokens.2daString tokens like <Man/Woman> used in conversations and in general. See Conversations.NoYesYesUnknownNeeds testing, can new ones be even added?
surfacemat.2da



640 through 63 are valid lines for this in patch 1.84.8193.29 and up.
swearfilter.2da





tailmodel.2da





tilecolor.2da





XXX_edge.2daTileset edge information. One per tileset.NoYesYesUnknownNeeds testing.
traps.2da





vfx_persistent.2daPersistent VFX, ie items created with EffectAreaOfEffect.NoYesNoUnknownNeeds testing.
visualeffects.2daVisual Effects the game uses, called from the game (see Hardcoded VFX References) or by EffectVisualEffect.




waypoint.2daToolset 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.




weaponsounds.2da





weathertypes.2daWeather related 2da. Server just tells client which line number to load.YesNoNoUnknownNeeds testing.
wingmodel.2da





xptable.2da





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Bioware left in some 2da files from early development (before game release) or they're now unused in NWN:EE. These files are not loaded by the game, toolset or Get2DAString at all and can be ignored. They do get confusing however.

2da File NameTypeNotes
areaeffects.2da

...

Unused

See vfx_persistent.2da instead

armourtypes.2da

...

UnusedWhile the GFF documentation suggests it is used, the game really just ignores it and uses defaultacsounds.2da to look up which AC value gets which sound effect. 0 being no armor or clothing.
caarmorclass.2daUnusedEarly armor class system or holdover from an older game perhaps.
categories.2daUnusedNot

...

loaded by the game, in fact not even a valid 2da file (it's missing line 0). The constants for TALENT_CATEGORY_XXX are just hardcoded in the engine. Adding things to do this does nothing.
catype.2da

...

Unused"P", "H", "GIHE", "C", "A" - mysterious! category types? Early phenotype listing? Or model complexity listing?
combatmodes.2da

...

UnusedUnused references to (a limited set) of combat action modes
doortype.2da

...

UnusedSee doortypes.2da instead
effectanim.2da

...

Unused

Pretty much a blank file. See visualeffects.2da instead

gamespyrooms.2da

...

1.69 onlyGamespy no longer used / this isn't used
iprp_base1.2da

...

UnusedBlank unused IPRP file

...

iprp_bladecost.2da

...

Unused

"Dancing_Scimitar" IPRP 2da file by the looks of it, alas an unusable item property

iprp_staminacost.2da

...

UnusedBlank, obviously no stamina in the game
iprp_terraintype.2da

...

UnusedBlank but would have obviously been used for the "Restriction: Terrain" item property.
metamagic.2da

...

UnusedAppears to be unused by the game making all of these hardcoded references, similar to categories.2da how it looks usable but isn't
nwconfig.2da

...

1.69 onlyUnused as of NWN:EE since it removes the "settings" nwconfig program.
nwconfig2.2da

...

1.69 onlyLooks like it's something to do with the legacy launcher which popped up before running 1.69
placeabletypes.2da

...

UnusedI think an old toolset 2da, now there are proper pallets for placeable types
resistancecost.2da

...

UnusedBlank 2da file, probably from early dev
soundcatfilters.2da

...

Unused

Replaced probably by rrf_wav.2da and would be toolset specific anyway

soundgain.2da

...

UnusedSeems to be unused by the game and toolset, but should define the loudness and distance of sounds. Given theg ames default perception range is 45M maybe at one point you could see much further (up to 100M!)
soundprovider.2da

...

1.69 onlyAs of EE this is no longer used, since it refers to Miles and EAX both of which were replaced with OpenAL
soundtypes.2da

...

UnusedSounds are not tied to a 2da, but are done by resource name
treasurescale.2da

...

UnusedI 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. Possibly was part of early Item Wizard generations (instead it gives a magic item range, None to Godly).
vfx_fire_forget.2da

...

UnusedPretty early dev file, very empty. See visualeffects.2da instead.
videoquality.2da

...

1.69 onlyNo longer used in EE, was the old 1.69 video quality settings - in the launcher I think

xpbaseconst.2da

...

UnusedSeems to not be in use when file is altered so likely some old XP system file

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.

...