These are conjuration visual effect models, used generally for ConjHeadVisual, ConjHandVisual, ConjGrndVisual, CastHeadVisual, CastHandVisual and CastGrndVisual in spells.2da although they could be modified into visualeffects.2da lines.
The 3 different columns can be combined in one spell - they apply the VFX to different locations (the hands, the head and the ground respectively). Conjuration comes before the "firing" of the spell and cast comes after the conjuration is over.
When items are used the Conjuration VFX are ignored and only the Cast ones are used.
Cast VFX can include a projectile (vpr) too, which can be useful to use (eg for Fireballs).
Naming Convention
Bioware used these prefixes for these VFX:
- vco_ (Visual effect Conjuration) and vca_ (Visual effect Cast) as their prefix for these. In one instace (Gazes) they use "vco" files in the Cast columns. The tables below state if they're used for the different Head, Hand or Grnd type, or if none of those they'll be unused.
- var_ (Visual effect Area) is used for some cones
- vca_ (Visual effect Cast) is used for cast effects like Dragon Breaths, some cones,
- vpr_ (Visual effect Projectile) not in this list but used for the ProjModel column (eg fireballs etc.)
The naming convention of the files after vco_/vca_ tends to be abbreviations of their use (eg; "lgspr" is "Large, Ground, Spiral" - although I've made some assumptions here and there is no reason one "type" should not work in another "location" it'd just be centred on a different body part/be on the ground spot), along with the type of VFX it is intended for - eg; Fire for fire damage spells. These are generally recolours but not always. The Bioware "standard" ones are:
| Description | Default Colour | Notes |
|---|---|---|
| Acid | Bright green | Acid damage spells |
| Cold | Darker blue and white | Cold damage spells |
| Electricity | Lighter blue and white | Electricity damage spells. Commonly used for "Hold" spells and "Spell Mantles" too |
| Evil | Red | Evil spells (Inflict Wounds etc.). |
| Fire | Orange | Fire damage spells. |
| Healing | Light blue and yellow | Healing spells (Cure/Restoration). |
| Holy | Yellow and white | Divine spells (Hammer of the Gods etc.). |
| Mind | Dark blue | Quite a variety use these |
| Nature | Light green, dust, leaves | Quite a variety use these |
| Odd | Purple | Quite a variety use these |
| Sonic | White | Sonic damage spells. Commonly used for Undead spells too |
| Cone | Various | Cones like Burning Hands or Cone of Cold |
| Breath | Various | Breath attacks, Dragon Breath, etc. commonly sized as a cone. Most are from the "Hand" position so sized only for particular creatures, Dragon Disciple breath is done from the "Head" position however. |
| Gaze | Various | Gaze spell effects commonly sized as a cone |
| Colour | Various | Mostly unused except for a few odd uses - likely early VFX Bioware had for testing |
| Special | Special | Skulls, wraiths etc. |
The order Bioware tended to use in escalating levels of "power" were:
- Small Hand (vco_smhan___.mdl)
- Medium Hand 01/02/03 (vco_mehan___.mdl) or Medium Ball Hand (vco_mebal___.mdl)
- Medium Hand plus Ground visuals (vco_grnd___.mdl)
- Medium Hand plus Large Ground Incantation visuals (vco_lgrin___.mdl) or Large Ground Spirals (vco_lgspr___.mdl)
Sound Effect Notes
There are usually sco_ (Sound effect Conjuration) or sca_ (Sound effect Cast) prefixed sound effects used for these. Sometimes Bioware references ones that simply don't exist in the game files which will be noted.
Spells.2da Entries
To ease testing to see these VFX simply use a small script to run the conjuration effect with a "fake cast" in the nwscript debug window selecting the creature to run it on, for instance for Greater Magic Weapon line 545:
ActionCastFakeSpellAtObject(545, OBJECT_SELF);
You can also use the cheat-cast to fire any spell effects (to get a gist of how it looks in tandem with EffectVisualEffect applied things):
ActionCastSpellAtObject(545, OBJECT_SELF, METAMAGIC_ANY, TRUE);
VCO Models List
Unused lines are marked in blue. These need some further testing and screenshots.
ConjSoundVFX / CastSoundVFX typically are used 1:!, but if a ground visual is used, it uses that sound over the hand/head sound. See examples like Mass Heal.
| Model File (all .mdl) | Category | Head/Hand (not prescriptive!) | Descriptive Name | Usually Used In Column | Spells.2da Entries | Typical ConjSoundVFX / CastSoundVFX | Picture | Notes |
|---|---|---|---|---|---|---|---|---|
| vco_ato2blue | Colour | Hand | Small Ball, Blue | ConjHandVisual | Unused blue ball VFX | |||
| vco_ato2gren | Colour | Hand | Small Ball, Green | ConjHandVisual | Unused green ball VFX | |||
vco_ato2purp | Colour | Hand | Small Ball, Purple | ConjHandVisual | Unused purple ball VFX | |||
| vco_ato2red | Colour | Hand | Small Ball, Red | ConjHandVisual | Greater Magic Weapon (545) | sco_ato2red (Doesn't exist) | ||
| vco_ato2yelo | Colour | Hand | Small Ball, Yellow | ConjHandVisual | Unused yellow ball VFX | |||
| vco_ato3blue | Colour | Hand | Small Ball, Blue again | ConjHandVisual | Unused blue ball VFX | |||
| vco_ato3orng | Colour | Hand | Small Ball, Orange | ConjHandVisual | Unused orange ball VFX | |||
| vco_atomblue | Colour | Hand | Small Ball, Blue | ConjHandVisual | Blade Thirst (Line 535) | sco_atomblue (Doesn't exist) | Along with the above "ato" the "atom" ones do not have sound effects even though they're referenced. Monsters casting them do so silently which is a bit weird. | |
| vco_atomgren | Colour | Hand | Small Ball, Green | ConjHandVisual | Keen Edge (539), Blackstaff (541) | sco_atomgren (Doesn't exist) | ||
| vco_atompurp | Colour | Hand | Small Ball, Purple | ConjHandVisual | Bless Weapon (537) | sco_atompurp (Doesn't exist) | ||
| vco_atomred | Colour | Hand | Small Ball, Red | ConjHandVisual | Magic Weapon (544) | sco_atomred (Doesn't exist) | ||
| vco_atomyelo | Colour | Hand | Small Ball, Yellow | ConjHandVisual | Deafening Clang (536) | sco_atomyelo (Doesn't exist) | ||
| vco_gazeevil | Gaze | Hand | Gaze, Evil | CastHandVisual | Gaze: Death (253), Destroy Chaos/Evil/Good/Law (254-256), Petrify (497) and Greater Wildshape variant (687) | sco_gazeevil | Oddly all the "Gaze" versions are marked "vco_" but are used as Cast animations. | |
| vco_gazeholy | Gaze | Hand | Gaze, Holy | CastHandVisual | Unused and no sco_gazeholy SFX either | |||
| vco_gazemind | Gaze | Hand | Gaze, Mind | CastHandVisual | Gaze: Charm (250), Confusion (251), Daze (252), Dominate (258), Fear (260), Stunned (262). Krenshar Scare (276), Mind Blast (551), Greater Wildshape version of Mind Blast (693), Illithid Mindblast (789), Vampire Domination Gaze (800), Sea Hag Evil Eye (803) | sco_gazemind | ||
| vco_gazeodd | Gaze | Hand | Gaze, Odd | CastHandVisual | Gaze: Doom (259), Paralysis (261) | sco_gazeodd | ||
| vco_gazesonc | Gaze | Hand | Gaze, Sonic | CastHandVisual | Beholder Anti Magic Cone (727) | sco_gazemind | There is no sco_gazesonc so they reused sco_gazemind for this one usage. | |
| vco_grndblue | Colour | Ground | Ground, Blue | ConjGrndVisual | No associated SFX | |||
| vco_grndgren | Colour | Ground | Ground, Green | ConjGrndVisual | No associated SFX | |||
| vco_grndleaf | Nature | Ground | Ground, Leaf | ConjGrndVisual | No associated SFX | |||
| vco_grndpurp | Colour | Ground | Ground, Purple | ConjGrndVisual | Darkness (36), Shadow Conjuration: Darkness (345), Bane (449), Assassin Darkness (606), Greater Wildshape Driver Darkness (786), Shadow Blend (757) | sco_megrdodd01 | ||
| vco_grndred | Colour | Ground | Ground, Red | ConjGrndVisual | No associated SFX | |||
| vco_grndskul | Special | Ground | Ground, Skulls | ConjGrndVisual | Create Greater Undead (29), Create Undead (30), Summon Shadow (564), Blackguard Create Undead (609) | sco_grndskul | The only one with a SFX to match the VFX name. | |
| vco_grndyelo | Colour | Ground | Ground, Yellow | ConjGrndVisual | No associated SFX | |||
| vco_lgrinacid01 | Acid | Ground | Large, Ground Incantation, Acid | ConjGrndVisual | No associated SFX | |||
| vco_lgrincold01 | Cold | Ground | Large, Ground Incantation, Cold | ConjGrndVisual | No associated SFX | |||
| vco_lgrinelec01 | Electricity | Ground | Large, Ground Incantation, Electricity | ConjGrndVisual | Mass Haste (113) | sco_lgrinelec01 | Usuall the "Large, Ground Incantation" ones are used to supplement the hand or head visuals, but can be used solo in many cases. | |
| vco_lgrinevil01 | Evil | Ground | Large, Ground Incantation, Evil | ConjGrndVisual | Blade Barrier (5), Circle of Doom (19), Energy Drain (51), Finger of Death (56), Magic Circle Against Good (105), Unholy Aura (187), Purple Dragon Knight Oath of Wrath (809) | sco_lgrinevil01 | ||
| vco_lgrinfire01 | Fire | Ground | Large, Ground Incantation, Fire | ConjGrndVisual | Elemental Swarm (48) | sco_lgrinfire01 | ||
| vco_lgrinheal01 | Heal | Ground | Large, Ground Incantation, Heal | ConjGrndVisual | Heal (79), Healing Circle (80), Mass Heal (114) | sco_lgrinheal01 | ||
| vco_lgrinholy01 | Holy | Ground | Large, Ground Incantation, Holy | ConjGrndVisual | Holy Aura, Raise Dead, Magic Circle against Evil | sco_lgrinholy01 | ||
| vco_lgrinmind01 | Mind | Ground | Large, Ground Incantation, Mind | ConjGrndVisual | Globe of Invulnerability, Greater Spell Breach, Spell Resistance, Spell Mantle, Dominate Person, Mass Charm, Protection from Spells, Premonition, Wounding Whispers, Epic Warding, Control Undead, Mindflayer Mindblast 10 | sco_lgrinmind01 | ||
| vco_lgrinnatr01 | Nature | Ground | Large, Ground Incantation, Nature | ConjGrndVisual | No associated SFX | |||
| vco_lgrinodd01 | Odd | Ground | Large, Ground Incantation, Odd | ConjGrndVisual | Summon Creature VII, Summon Creature VIII, Mass Blindness and Deafness, Shadow Shield | sco_lgrinodd01 | ||
| vco_lgrinsonc01 | Sonic | Ground | Large, Ground Incantation, Sonic | ConjGrndVisual | No associated SFX | |||
| vco_lgspracid01 | Acid | Ground | Large, Ground Spirals, Acid | ConjGrndVisual | No associated SFX | |||
| vco_lgsprcold01 | Cold | Ground | Large, Ground Spirals, Cold | ConjGrndVisual | No associated SFX | |||
| vco_lgsprelec01 | Electricity | Ground | Large, Ground Spirals, Electricity | ConjGrndVisual | Invisibility Purge, Invisibility Sphere | sco_lgsprelec01 | ||
| vco_lgsprevil01 | Evil | Ground | Large, Ground Spirals, Evil | ConjGrndVisual | Cloudkill | sco_lgsprevil01 | ||
| vco_lgsprfire01 | Fire | Ground | Large, Ground Spirals, Fire | ConjGrndVisual | Incendiary Cloud | sco_lgsprfire01 | ||
| vco_lgsprheal01 | Heal | Ground | Large, Ground Spirals, Healing | ConjGrndVisual | No associated SFX | |||
| vco_lgsprholy01 | Holy | Ground | Large, Ground Spirals, Holy | ConjGrndVisual | Resurrection, Destruction | sco_lgsprholy01 | ||
| vco_lgsprmind01 | Mind | Ground | Large, Ground Spirals, Mind | ConjGrndVisual | Greater Spell Mantle, Dominate Monster | sco_lgsprmind01 | ||
| vco_lgsprnatr01 | Nature | Ground | Large, Ground Spirals, Nature | ConjGrndVisual | Storm of Vengeance, Summon Creature IX, Time Stop | sco_lgsprnatr01 | ||
| vco_lgsprodd01 | Odd | Ground | Large, Ground Spirals, Odd | ConjGrndVisual | Greater Planar Binding | sco_lgsprodd01 | ||
| vco_lgsprsonc01 | Sonic | Ground | Large, Ground Spirals, Sonic | ConjGrndVisual | Mordenkainens Sword, Black Blade of Disaster, PM Summon Undead, PM Summon Greater Undead, Mummy Dust, Dragon Knight | sco_lgupelec01 | Mostly summon spells. Reuses vco_lgupelec01 VFX. | |
| vco_lgupelec01 | Electricity | Ground | Large, Upward Lines and orb, Electric | ConjGrndVisual | sco_lgupelec01 | Sound reused for vco_lgsprsonc01 | ||
| vco_lgupevil01 | Evil | Ground | Large, Upward Lines and orb, Evil | ConjGrndVisual | Gate, Power Word Kill, Weird, Ruin, Circle of Death, Wail of the Banshee | sco_lgupevil01 | ||
| vco_lgupfire01 | Fire | Ground | Large, Upward Lines and orb, Fire | ConjGrndVisual | Fire Storm, Flame Strike, Meteor Swarm, Aura of Hellfire | sco_lgupfire01 | ||
| vco_lgupholy01 | Holy | Ground | Large, Upward Lines and orb, Holy | ConjGrndVisual | Greater Restoration, Undeath to Death | sco_lgupholy01 | ||
| vco_lgupmind01 | Mind | Ground | Large, Upward Lines and orb, Mind | ConjGrndVisual | Ethereal Visage, Mordenkainens Disjunction | sco_lgupmind01 | ||
| vco_lgupnatr01 | Nature | Ground | Large, Upward Lines and orb, Nature | ConjGrndVisual | Dismissal, Banishment, Natures Balance, Shapechange RED DRAGON, Shapechange FIRE GIANT, Shapechange BALOR, Shapechange DEATH SLAAD, Shapechange IRON GOLEM, Implosion, Sunbeam | sco_lgupnatr01 | ||
| vco_lgupodd01 | Odd | Ground | Large, Upward Lines and orb, Odd | ConjGrndVisual | Planar Binding, Planar Ally, Horrid Wilting | sco_lgupodd01 | ||
| vco_lgupsonc01 | Sonic | Ground | Large, Upward Lines and orb, Sonic | ConjGrndVisual | sco_lgupsonc01 | Actually has a sound effect but not used by any default spells | ||
| vco_mebalacid01 | Acid | Hand | Medium, Balls, Acid | ConjHandVisual | Acid Splash (424), Quillfire (425), Dirge (445) | sco_mebalacid01 | ||
| vco_mebalcold01 | Cold | Hand | Medium, Balls, Cold | ConjHandVisual | Drown (437) | None (used sco_mebalacid01) | No sco_mebalcold01 present. | |
| vco_mebalelec01 | Electricity | Hand | Medium, Balls, Electric | ConjHandVisual | Hold Animal (81), Hold Monster (82), Hold Person (83), Lesser Spell Breach (98), Lesser Spell Mantle (99), Electric Jolt (439), Flesh to Stone (485), Gedlees Electric Loop (520) | sco_mebalelec01 | ||
| vco_mebalevil01 | Evil | Hand | Medium, Balls, Evil | ConjHandVisual | No sco_mebalevil01 | |||
| vco_mebalfire01 | Fire | Hand | Medium, Balls, Fire | ConjHandVisual | Delayed Blast Fireball (39) | sco_mebalfire01 | ||
| vco_mebalheal01 | Heal | Hand | Medium, Balls, Healing | ConjHandVisual | No associated SFX | |||
| vco_mebalholy01 | Holy | Hand | Medium, Balls, Holy | ConjHandVisual | No associated SFX | |||
| vco_mebalmind01 | Mind | Hand | Medium, Balls, Mind | ConjHandVisual | No associated SFX | |||
| vco_mebalnatr01 | Nature | Hand | Medium, Balls, Nature | ConjHandVisual | No associated SFX | |||
| vco_mebalodd01 | Odd | Hand | Medium, Balls, Odd | ConjHandVisual | Lesser Planar Binding (96), BGFiendish (610) | sco_mebalodd01 | ||
| vco_mebalsonc01 | Sonic | Hand | Medium, Balls, Sonic | ConjHandVisual | Animate Dead (2), Create Greater Undead (29), Glyph of Warding (549), PM_Animate_Dead (623) | sco_mebalsonc01 | ||
| vco_megrdacid01 | Acid | Ground | Medium, Ground, Acid | ConjGrndVisual | No associated SFX | |||
| vco_megrdcold01 | Cold | Ground | Medium, Ground, Cold | ConjGrndVisual | No associated SFX | |||
| vco_megrdelec01 | Electricity | Ground | Medium, Ground, Electric | ConjGrndVisual | No associated SFX | |||
| vco_megrdevil01 | Evil | Ground | Medium, Ground, Evil | ConjGrndVisual | Evards Black Tentacles | sco_megrdevil01 | ||
| vco_megrdfire01 | Fire | Ground | Medium, Ground, Fire | ConjGrndVisual | Wall of Fire (191), SHADES_Wall_of_Fire (343), Hellball (636, although uses sco_mehanevil03) | sco_megrdfire01 | ||
| vco_megrdheal01 | Heal | Ground | Medium, Ground, Healing | ConjGrndVisual | No associated SFX | |||
| vco_megrdholy01 | Holy | Ground | Medium, Ground, Holy | ConjGrndVisual | Word of Faith (194) | sco_megrdholy01 | ||
| vco_megrdmind01 | Mind | Ground | Medium, Ground, Mind | ConjGrndVisual | Greater Dispelling (67) | sco_megrdmind01 | ||
| vco_megrdnatr01 | Nature | Ground | Medium, Ground, Nature | ConjGrndVisual | Greater Stoneskin (74), Ultravision (365), Energy Buffer (369), Aura of Vitality (372), Regenerate (373), Monstrous Regeneration (525) | sco_megrdnatr01 | ||
| vco_megrdodd01 | Odd | Ground | Medium, Ground, Odd | ConjGrndVisual | Summon Creature V (179), Summon_Creature_VI (180), Tensers Transformation (184), SHADES_Summon_Shadow (324), SHADOW_CON_Summon_Shadow (344), GR_SHADOW_CON_Summon_Shadow (349), Expeditious_Retreat (456), SHADOW_EVADE (477) | sco_megrdodd01 | ||
| vco_megrdsonc01 | Sonic | Ground | Medium, Ground, Sonic | ConjGrndVisual | No associated SFX | |||
| vco_mehanacid01 | Acid | Hand | Medium, Hand, Acid (Variant 1) | ConjHandVisual | Mestils Acid Sheath (524) | sco_mehanacid01 doesn't exist but is meant to be there (used in 2da) | ||
| vco_mehanacid02 | Acid | Hand | Medium, Hand, Acid (Variant 2) | ConjHandVisual | No associated SFX but sco_mehanacid02 is referenced for a few spells even though it doesn't exist | |||
| vco_mehanacid03 | Acid | Hand | Medium, Hand, Acid (Variant 3) | ConjHandVisual | Melfs Acid Arrow (115), GR_SHADOW_CON_Acid_Arrow (350), Bigbys Interposing Hand (459), Bigbys_Forceful_Hand (460), Bigbys_Grasping_Hand (461), Bigbys_Clenched_Fist (462), Bigbys_Crushing_Hand (463) | sco_mehanacid03 | ||
| vco_mehancold01 | Cold | Hand | Medium, Hand, Cold (Variant 1) | ConjHandVisual | No associated SFX even though sco_mehancold01 is referenced in spells such as Ray of Frost (although for vco_smhancold01) | |||
| vco_mehancold02 | Cold | Hand | Medium, Hand, Cold (Variant 2) | ConjHandVisual | No associated SFX | |||
| vco_mehancold03 | Cold | Hand | Medium, Hand, Cold (Variant 3) | ConjHandVisual | Magic Missile (107), Ice Storm (368) (as Head VFX), Isaacs Lesser Missile Storm (447), Isaacs Greater Missile Storm (448), Tashas Hideous Laughter (457), Ice Dagger (543) | sco_mehancold03 | ||
| vco_mehanelec01 | Electricity | Hand | Medium, Hand, Electric (Variant 1) | ConjHandVisual | Lightning Bolt (101), Resurrection (153) (as Head node), Technically "Trap spells" too but these are cast from placeables so not relevant. | sco_mehanelec01 | ||
| vco_mehanelec02 | Electricity | Hand | Medium, Hand, Electric (Variant 2) | ConjHandVisual | Greater Spell Breach (72), Haste (78), Improved Invisibility (88), Ghostly Visage (120), Ethereal Visage (121), Storm of Vengeance (173) (as head node), Epic Blinding speed (647) (Also variants of Ghostly Visage / Improved Invisibility for feats/shades etc.) | sco_mehanelec02 | ||
| vco_mehanelec03 | Electricity | Hand | Medium, Hand, Electric (Variant 3) | ConjHandVisual | Minor Globe of Invulnerability (119), Premonition (134) (as head node), Weird (193) (as head node), Wounding Whispers (441) (as head node), Ball Lightning (516), Scintillating Sphere (526), Epic Warding (695) (as head node), Etherealness (724) (as head node) | sco_mehanelec03 | Used on quite a few spells, only a few electricity ones - many that are not electrical use a ground VFX and ground sound (like odd or mind). | |
| vco_mehanevil01 | Evil | Hand | Medium, Hand, Evil (Variant 1) | ConjHandVisual | Bestow Curse (4), Negative Energy Burst (370) | sco_mehanevil01 | ||
| vco_mehanevil02 | Evil | Hand | Medium, Hand, Evil (Variant 2) | ConjHandVisual | Blade Barrier (5), Vampiric Touch (188), Healing Sting (514), | sco_mehanevil02 | ||
| vco_mehanevil03 | Evil | Hand | Medium, Hand, Evil (Variant 3) | ConjHandVisual | Harm (77), Meteor Swarm (116) (as head node), Slay Living (164), Destruction (366), Inflict_Minor_Wounds (431), Inflict Light Wounds (432), Inflict Moderate Wounds (433), Inflict Serious Wounds (434), Inflict Critical Wounds (435), Touch Petrify (496), Undead Graft 1 / 2 (625/626), Deathless Master Touch (628), Hellball (636), Aura of Hellfire (761) | sco_mehanevil03 | Wow this is used a lot! | |
| vco_mehanfire01 | Fire | Hand | Medium, Hand, Fire (Variant 1) | ConjHandVisual | sco_mehanfire01 | |||
| vco_mehanfire02 | Fire | Hand | Medium, Hand, Fire (Variant 2) | ConjHandVisual | No sco_mehanfire02 even though it is defined in spells.2da (eg Combust) | |||
| vco_mehanfire03 | Fire | Hand | Medium, Hand, Fire (Variant 3) | ConjHandVisual | sco_mehanfire03 | |||
| vco_mehanheal01 | Heal | Hand | Medium, Hand, Healing (Variant 1) | ConjHandVisual | sco_mehanheal01 doesn't exist alas even if it's defined in spells.2da for vco_smhanheal01 | |||
| vco_mehanheal02 | Heal | Hand | Medium, Hand, Healing (Variant 2) | ConjHandVisual | Mass Heal (114) (as "Head" visual, with ground SFX) | sco_mehanheal02 | ||
| vco_mehanheal03 | Heal | Hand | Medium, Hand, Healing (Variant 3) | ConjHandVisual | Cure Critical Wounds (31) (as "Head" visual), Cure Serious Wounds (35), Heal (79) (as "Head" visual), Healing Circle (80) (with ground SFX), Cure Critical Wounds Others (567) | sco_mehanheal03 | ||
| vco_mehanholy01 | Holy | Hand | Medium, Hand, Holy (Variant 1) | ConjHandVisual | ||||
| vco_mehanholy02 | Holy | Hand | Medium, Hand, Holy (Variant 2) | ConjHandVisual | ||||
| vco_mehanholy03 | Holy | Hand | Medium, Hand, Holy (Variant 3) | ConjHandVisual | ||||
| vco_mehanmind01 | Mind | Hand | Medium, Hand, Mind (Variant 1) | ConjHandVisual | ||||
| vco_mehanmind02 | Mind | Hand | Medium, Hand, Mind (Variant 2) | ConjHandVisual | ||||
| vco_mehanmind03 | Mind | Hand | Medium, Hand, Mind (Variant 3) | ConjHandVisual | ||||
| vco_mehannatr01 | Nature | Hand | Medium, Hand, Nature (Variant 1) | ConjHandVisual | sco_mehannatr01 | |||
| vco_mehannatr02 | Nature | Hand | Medium, Hand, Nature (Variant 2) | ConjHandVisual | sco_mehannatr02 | |||
| vco_mehannatr03 | Nature | Hand | Medium, Hand, Nature (Variant 3) | ConjHandVisual | sco_mehannatr03 | |||
| vco_mehanodd01 | Odd | Hand | Medium, Hand, Odd (Variant 1) | ConjHandVisual | ||||
| vco_mehanodd02 | Odd | Hand | Medium, Hand, Odd (Variant 2) | ConjHandVisual | ||||
| vco_mehanodd03 | Odd | Hand | Medium, Hand, Odd (Variant 3) | ConjHandVisual | ||||
| vco_mehansonc01 | Sonic | Hand | Medium, Hand, Sonic (Variant 1) | ConjHandVisual | ||||
| vco_mehansonc02 | Sonic | Hand | Medium, Hand, Sonic (Variant 2) | ConjHandVisual | ||||
| vco_mehansonc03 | Sonic | Hand | Medium, Hand, Sonic (Variant 3) | ConjHandVisual | ||||
| vco_mehedacid01 | Acid | Hand | Medium, Head, Acid | ConjHeadVisual | ||||
| vco_mehedcold01 | Cold | Head | Medium, Head, Cold | ConjHeadVisual | ||||
| vco_mehedelec01 | Electricity | Head | Medium, Head, Electric | ConjHeadVisual | Call Lightning (11) | sco_mehedelec01 | ||
| vco_mehedevil01 | Evil | Head | Medium, Head, Evil | ConjHeadVisual | sco_mehedevil01 | Sound effect is actually unused by the games default spells (due to ground effects being used) | ||
| vco_mehedfire01 | Fire | Head | Medium, Head, Fire | ConjHeadVisual | ||||
| vco_mehedheal01 | Heal | Head | Medium, Head, Healing | ConjHeadVisual | ||||
| vco_mehedholy01 | Holy | Head | Medium, Head, Holy | ConjHeadVisual | sco_mehedholy01 | |||
| vco_mehedmind01 | Mind | Head | Medium, Head, Mind | ConjHeadVisual | ||||
| vco_mehednatr01 | Nature | Head | Medium, Head, Nature | ConjHeadVisual | ||||
| vco_mehedodd01 | Odd | Head | Medium, Head, Odd | ConjHeadVisual | sco_mehedodd01 | |||
| vco_mehedsonc01 | Sonic | Head | Medium, Head, Sonic | ConjHeadVisual | sco_mehedsonc01 | |||
| vco_smhanacid01 | Acid | Hand | Small, Hand, Acid | ConjHandVisual | ||||
| vco_smhancold01 | Cold | Hand | Small, Hand, Cold | ConjHandVisual | ||||
| vco_smhanelec01 | Electricity | Hand | Small, Hand, Electric | ConjHandVisual | Note: None of the spell hand VFX have a directly associated sound. | |||
| vco_smhanevil01 | Evil | Hand | Small, Hand, Evil | ConjHandVisual | Ghoul Touch (64), | Uses sco_mehanevil01 for the sound | ||
| vco_smhanfire01 | Fire | Hand | Small, Hand, Fire | ConjHandVisual | ||||
| vco_smhanheal01 | Heal | Hand | Small, Hand, Heal | ConjHandVisual | Cure Light Wounds (32), Cure Minor Wounds (33), Cure Moderate Wounds (34) | sco_mehanheal01 doesn't exist but is specified in spells.2da | ||
| vco_smhanholy01 | Holy | Hand | Small, Hand, Holy | ConjHandVisual | ||||
| vco_smhanmind01 | Mind | Hand | Small, Hand, Mind | ConjHandVisual | ||||
| vco_smhannatr01 | Nature | Hand | Small, Hand, Nature | ConjHandVisual | ||||
| vco_smhanodd01 | Odd | Hand | Small, Hand, Odd | ConjHandVisual | ||||
| vco_smhansonc01 | Sonic | Hand | Small, Hand, Sonic | ConjHandVisual | ||||
| vco_swar3blue | Colour | Hand | Swirling, Blue | ConjHandVisual | Cone of Cold (25) and shadow version (340) | sco_swar3blue | Would be good to make some variations of this. | |
| vco_sway2yelo | Colour | Hand | Mini swirls, yellow | ConjHandVisual | This is unused and seems to "persist" a bit too much for a proper vco VFX. Buggy and probably a test VFX. | |||
| vco_wraith | Special | Head | Wraith, rising | ConjHeadVisual | Phantasmal Killer (127) | sco_wraith |
VCA Models List
To follow.
VPR Models List
For the ProjModel column or in progfx.2da as MIRV entries.
| Model File (all .mdl) | Descriptive Name | Spells.2da Entries | progfx.2da Entries | Typical ProjSound (spells.2da) or SoundDuration (visualeffects.2da) | Picture | Notes |
|---|---|---|---|---|---|---|
| vpr_aroacid | Arrow, Acid | 902 MirvAcidArrow | Not sure how many of these arrows actually work in game needs testing. | |||
| vpr_arocold | Arrow, Cold | |||||
| vpr_aroelect | Arrow, Electric | |||||
| vpr_aroevil | Arrow, Evil | |||||
| vpr_arofire | Arrow, Fire | 901 MirvFlameArrow | spr_arrowfire | Only arrow spr_ sound file in the game files. Even Acid Arrow hasn't got one. | ||
| vpr_aroflame | Arrow, Flame | |||||
| vpr_aroholy | Arrow, Holy | |||||
| vpr_aromind | Arrow, Mind | |||||
| vpr_aroodd | Arrow, Odd | |||||
| vpr_arosonic | Arrow, Sonic | |||||
| vpr_arrow001 | Arrow | |||||
| vpr_bigby_c | Bigby's Hand, Closed | 460 Bigbys_Forceful_Hand 462 Bigbys_Clenched_Fist | Has spr_aroacid assigned as a sound FX but it doesn't exist in the game files. | |||
| vpr_bigby_o | Bigby's Hand, Open | 459 Bigbys_Interposing_Hand 461 Bigbys_Grasping_Hand 463 Bigbys_Crushing_Hand | Has spr_aroacid assigned as a sound FX but it doesn't exist in the game files. | |||
| vpr_ectoacid01 | Ball, Acid | spr_ectoacid01 | ||||
| vpr_ectocold01 | Ball, Cold | spr_ectocold01 | ||||
| vpr_ectoelec01 | Ball, Electric 1 | spr_ectoelec01 | ||||
| vpr_ectoelectric | Ball, Electric 2 | No sound file | ||||
| vpr_ectoevil01 | Ball, Evil | No sound file | ||||
| vpr_ectofire01 | Ball, Fire | spr_ectofire01 | ||||
| vpr_ectoheal01 | Ball, Heal | No sound file | ||||
| vpr_ectoholy01 | Ball, Holy | No sound file | ||||
| vpr_ectomind01 | Ball, Mind | spr_ectomind01 | ||||
| vpr_ectonatr01 | Ball, Nature | spr_ectonatr01 | ||||
| vpr_ectoodd01 | Ball, Odd | spr_ectoodd01 | ||||
| vpr_ectosonc01 | Ball, Sonic | spr_ectosonc01 | ||||
| vpr_fireball | 39 Delayed_Blast_Fireball 58 Fireball 636 Hellball | spr_fireball | The classic fireball! | |||
| vpr_firemisl | "Fire Missile" (untested) | Need to test this one. | ||||
| vpr_heavybolt | Ballista Bolt | 794 Ballista_Bolt | Big Ol' Arrow | |||
| vpr_kngpow | Cow for Cheat Effect | 1100 CheatCow | Cheat cow, moo! | |||
| vpr_los | "LOS" may mean "Line of Sight" not sure what else it'd be. | Loads of spells. It's a white ball. | spr_los - see notes | While spr_los is technically a valid file it is a 0.0 second empty WAV file, presumably either a placeholder or something. | ||
| vpr_magmisl | Magic Missile | 900 MirvMagicMissile | spr_magicmissile | |||
| vpr_raybeholda_1 | Beholder Ray 1 | 543 Ice_Dagger 776 Beholder_Node_1 780 Beholder_Node_5 783 Beholder_Node_6 | none (Ice Dagger uses spr_ectocold01) | There is a spr_beholdbeam but it's not used. (NB: Ice Dagger is a bit of an odd choice but hey it's white I guess!) | ||
| vpr_raybeholda_2 | Beholder Ray 2 | none | ||||
| vpr_raybeholda_3 | Beholder Ray 3 | none | ||||
| vpr_raybeholda_4 | Beholder Ray 4 | none | ||||
| vpr_ringsmal | Small Ring | 51 Energy_Drain | spr_ringsmal | Ring used in a lot of other spell VFX with magical runs on it. | ||
| vpr_shardice | Shard, Ice | 425 Quillfire | spr_ectoodd01 was used for Quillfire | Used for quillfire but oddly is "ice shards" and the casting VFX are all green/acidic. Technically it's a "poison quills" (not fire damage, magical, plus poison effect). | ||
| vpr_wraith | Wraith | 127 Phantasmal_Killer | spr_wraith (doesn't exist!) | Obviously the Phantasmal Killer wraith! Very cool they did this wish it was done for more spells. The sound doesn't exist but the conjuration sound is pretty long and loud anyway. |
Other Unused Files
There is a file sco_positive which could be useful to reuse. All VFX models are listed above only sounds don't get their own list.

