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Special dummy nodes (Empties in Blender) are used to indicate special location to the engine. Some of them need to set directly in the model file (mdl), other in the walkmesh files (dwk or pwk). The naming conventions need to be followed in order for them to be recognized by the game. These naming conventions differ depending on the model type (doors, placeables, creatures) and whether they belong to the model file itself or the corresponding walkmesh file.


Placeable Model

The dummies in the placeable models are mostly for spell targeting purposes and VFX location. They are all optional, if not present the center (=location) of the placeable is used.

Naming Convention

Crop the first four characters of the model name and append the appropriate suffix.

Suffixes

The table below contains a list of valid suffixes. These suffixes differ from the ones used in door models.

NameSuffixPurpose
Ground_groundLocation for certain spell effect, e.g. raising particles from Protection from the Elements spell.
Hand_handSpell casting origin.
Head Hit_head_hit

Location for spell effects, e.g. beams and VFX bubbles from the Protection from Alignment spell.

Also determines the height at which the floating text bubble appears above the placeable when highlighted in game.

Impact_impactImpact location for spells and missile attacks.

Examples

This tables contains a list of valid impact nodes for different placeable names.

Model nameNode name
plc_a01a01_impact
automobilemobile_impact
px_qwertwert_impact
abcdefef_impact

Placeable Walkmesh

The only dummy in placeable walkmeshes are use nodes. They determine where a character will walk to, when given a use command. Up to two use nodes can be specified, the character will walk to the closest one. They are optional, if not present the character will attempt to walk to the center of the model. This may fail, especially for large placeables, in this case the placeable becomes unusable.

Naming Convention

Four arbitrarily chosen characters followed by the suffix. 

Suffixes

The table below contains a list of valid suffixes. These suffixes do NOT have a leading underscore and are case sensitive - they must be all lower case.

NameTypeSuffix
Use Dummy 1Dummypwk_use01
Use Dummy 2Dummypwk_use02

Examples

This tables contains a list of valid use nodes nodes. As you can see the prefixes are completely random, the only important thing is that they are four characters long. The preferred name is wtf_pwk_use01.

Model nameNode name
plc_a01a01_pwk_use01
automobilewtf_pwk_use01
pcs_x99roflpwk_use01
abcdeflalapwk_use01

Door Model

The dummies in the door models are mostly for spell targeting purposes and VFX location. They are all optional, if not present the center (=location) of the door is used.

Naming Convention

Model name appended with the appropriate suffix.

Suffixes

The table below contains a list of valid suffixes. These suffixes differ from the ones used in placeable models.

NameSuffixPurpuse
Ground_grndLocation for certain spell effect, e.g. raising particles from Protection from the Elements spell.
Head Hit_hhit

Location for spell effects, e.g. beams and VFX bubbles from the Protection from Alignment spell.

Also determines the height at which the floating text bubble appears above the placeable when highlighted in game.

Impact_impcImpact location for spells and  missile attacks.

Door Walkmesh

 The dummy in dwk files determine where a character will walk to when interacting with a door. Doors may have up to three states. A closed state and two open states, as NWN doors may swing open to both sides. That means there may be up to may be up to six dummies - two for each state. As with placeables a character will walk to the closest dummy, when interacting with a door - depending on the state the door is currently in (open1, open2, closed)

Naming Convention

Two arbitrary alphanumeric characters followed by an underscore followed by a suffix.

Suffixes

The table below contains a list of valid suffixes. These are case sensitive, the DWK has to upper case, everything else is lower case. Doors may swing open to both sides, that means there may be two open states, each state having two dummies.

NameSuffixPurpose
Closed Dummy 1DWK_dp_closed01Closed state Use dummy 1
Closed Dummy 2DWK_dp_closed02Closed state Use dummy 2
Open State 1 Dummy 1DWK_dp_open1_01Open state 1 Use dummy 1
Open State 1 Dummy 2DWK_dp_open1_02Open state 1 Use dummy 2
Open State 2 Dummy 1DWK_dp_open2_01Open state 2 Use dummy 1
Open State 2 Dummy 2DWK_dp_open2_02Open state 2 Use dummy 2

Examples

This tables contains a list of example Closed Dummy 1 nodes for different door names. The two leading characters are completely arbitrary alphanumeric characters, they HAVE to be followed by an underscore, followed by the suffix.

Model nameNode name
t_door0101_DWK_dp_closed01
dwc_gate0404_DWK_dp_closed01
ddd_x99la_DWK_dp_closed01
abcdefXY_DWK_dp_closed01

Creatures

These creature nodes are used for combat targets and animation purposes, e.g. equipped item positions.

Naming Convention

Nodes have to be given the exact name from the table below. Creature nodes don't use suffixes or prefixes.

Names

The table below contains a list of valid special node name. Depending on creature type (player, full, simple, large) not all of these nodes are available.

NamePurpose
headconjureCasting animations
headCasting animations, corresponds to Head Hit in placeables and doors
handconjureCasting animations
impactCombat and spell target
rhandWeapon position in right hand
lhandWeapon position left hand
lforearmShield position
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