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soundsets.2da contains information on defining the soundset that creatures use for combat/shouts/chatter. It can be set by JSON editing before spawning a creature (or using SetSoundset() you  you can change any creature/PCs soundset). Note that polymorph.2da does not correctly reference this line.

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ColumnExample ContentsValid ValuesDescription and Notes
LABELAasimarTextJust used for the 2da file, not used in game
RESREFc_aasimarResref of a SSF fileIf not set it will actually mark the line as unusable in the toolset, and won't appear in the soundset selector. So at the very least set something in this field to see it.
STRREF8291TLK string referenceIs used in the toolset and in game if PC selectable at chargen
GENDER0

0, 1

(Technically can be between 0 - 255)

In the toolset it doesn't restrict any choices (males can have female voices) it just helps categorise them.

However it is used in the chargen if it is PC selectable, with 0 being Male and 1 being Female.

Technically the values could be higher values (0 - 255) and the toolset and game both can load higher values. This might be an "easy" way to stop players selecting them, but then again just use the TYPE column in this 2da to do that.

TYPE4

soundsettypes.2da line reference:

  • 0     Player
  • 1     Henchman
  • 2     NPC-full
  • 3     NPC-part
  • 4     Monster

Set to 0 or 2 to allow players to select it at chargen. Any other value is counted as an NPC. While the game does read soundsettypes.2da the data in it appears to go unused.

Else it's just a toolset category and not really important, and as Voicesets or Soundsets suggests many of the default soundsets are miscategorised (eg; as NPC-part - partial - when they're full etc.) but this is likely to just have them not available to players at chargen.

2da Contents

The 2da was expanded to past 5000 lines for EE for compatibility. A sample up to line 453 is below.

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