The exceptions to this are these items which have hardcoded exceptions where the VFX model above, for instance wblfl_fxholy.mdl (loaded for "Holy" for the Light Flail), are attached to a specific part instead.
|Weapon Name||Node attached||Part attached to|
|Light Flail||fx_node||Part 3 (Top)|
|Heavy Flail||fx_node||Part 3 (Top)|
|Morningstar||fx_node||Part 3 (Top)|
|Whip||fx_node||Part 2 (Middle)|
|Column||Example Contents||Valid Values||Description and Notes|
|Label||Acid||Human readable string||Builder reference, not used by the game|
|Name||83393||Dialog.tlk string reference||Name of the item property for toolset use|
The YYYYY suffix of the model to use.
Note a blank entry would make a good "None" to override any other VFX on the weapon (hardcoded ones such as vs. good).