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As of 1.87.8193.35 you can now just have a single portrait and it can be DDS so the best of both worlds. The easiest one to use is just to have the largest possible size as _h and m and let the game resize it as needed (noting the TXI fix above if you sort the rest of the portraits into DDS).
| Info | ||
|---|---|---|
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The creature examine window will not automatically fall back from the _h portrait until the .37 release. This is fixed in .37-5. |
If you want portraits to show up in the toolset for creatures, you'll need a TGA version at _m size from the table below. If you're looking for a single file solution that works for both the toolset and in game, then a TGA in _m size is the only solution as this will also resize up to _l for character sheets.
For placeables just _m is fine.
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| Portrait Size | Letter | Minimum Resolution | EE Recommendation | Usage |
|---|---|---|---|---|
| Huge | h | 256x512 canvas; upper 256x400 used | n/a - just use the _m size for new portraits | Character Creation (not needed for placeables) |
| Large | l | 128x256 canvas; upper 128x200 used | n/a - just use the _m size for new portraits | Character Sheet (not needed for placeables) |
| Medium | m | 64x128 canvas; upper 64x100 used | 1024 x 2048 - recommended to fit the UI max scaling of x4, game uses it for other slots automatically | Conversations, examine panel |
| Small | s | 32x64 canvas; upper 32x50 used | n/a - just use the _m size for new portraits | Party bar, radial menus |
| Tiny | t | 16x32 canvas, upper 16x25 used | n/a - just use the _m size for new portraits | Mouse over name windows, chat window |
Custom Portraits
Custom portraits in the "Documents\Neverwinter Nights\portraits" folder are selectable unless the ruleset.2da toggle is altered; CHARGEN_ALLOW_CUSTOM_PORTRAITS.
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Or include it as a portrait file appropriately named, and use SetPortraitResRef to set the text version.
2da Information
The number of rows in this 2da are limited to 65,536 due to the game storing it as a 2 byte integer reference. Beamdog has reserved adding new content at line 15,000 so plenty of room for user additions past the usual ones included in the base game.
Note that none of the categorisations below stops the portrait being selected in the toolset, and certainly has no restrictions in the game using SetPortraitId. It is purely the clientside restrictions of picking a portrait at character generation.
| Column Name | Example | Notes |
|---|---|---|
| BaseResRef | dw_f_01_ | The filename without the "po_" prefix or the corresponding "size" value (h, l, m, s, t) noted above after it. Example file would be po_dw_f_01_h.tga for the "Huge" one. |
| Sex | 1 | Index into gender.2da, the suggested gender of the portrait. For quick reference these numbers are: 0 - Male 1 - Female 2 - Both 3 - Other 4 - None PC chargen can only see those for their selected gender, ie 0 or 1, so anything which isn't 0 or 1 will be toolset only. The PC cannot ever see other opposite gender so if there are shared portraits add two entries with just the gender being different. |
| Race | 3 | Index into racialtypes.2da, the suggested race attached to the portrait |
| InanimateType | 7 | Index into placeabletypes.2da, the suggested category of placeable this portrait is related to. |
| Plot | 0 | If 0 it is allowed for players to pick this, if 1 the portrait is considered "plot" and not pickable by players (eg; Aribeths portrait in the OC) |
| LowGore | PLC_M06_ | If a resref is supplied and "low violence" mode is enabled this is show instead of the original. Same formatting as BaseResRef. |
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