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  • FlowType
    • Continuous: A number of particles are generated every second
    • Explosion: All particles are generated only once
  • Texture: Texture file name, with its extension
  • TextureType:
    • 2D texture: Static texture
    • 3D texture: Animated texture (some DDS textures are animated)
    • Cubic texture: ?? Not used in NWN2 game files
    • Null texture: ?? Not used in NWN2 game files
  • TextureAnimationSpeed: Animation speed of the texture. Can be negative.
  • FrameBufferEffect: True to create a distortion effect, False to render textures as you would expect
  • FrameBufferPixelDisplacement: Amount of distortion if FrameBufferEffect is True


  • SpawnRate: Number of particles spawned every second (or at once if FlowType is Explosion)
  • BeginSize: Particle size when created
  • EndSize: Particle size when its life ends
  • SizeVariance: Percent of BeginSize added or subtracted to BeginSize
  • OrientationType:
    • Camera oriented: The particle texture will always be perpendicular to the camera.
    • User-defined explicit orientation: The particle texture will be facing the same direction than the object owning the effect (creature, placeable, ...), while remaining remain vertical.
    • Vertically oriented (around Z): The particle texture will remain vertical while facing toward the camera.
  • ParticleLifetime: Duration of the particle until it is destroyed (seconds)
  • LifetimeVariance: Percent of ParticleLifetime variation. 0.5 will make particles last between 0.5 * ParticleLifetime and 1.5 * ParticleLifetime, 2 between 0 and 3 * ParticleLifetime
  • ControlType: Defines how to control the particle positions.
    • Cartesian: Standard control: X ; Y ; Z
    • Polar: Polar controls (coordinates on a vertical cylinder using one angle and two distances): θ ; r ; Z. θ is the angle, r the distance from the center and Z the height.
      • Limitation: The r value can only be set using EmissionRadius and cannot be changed with Acceleration or Velocity.
      Spherical: Spherical controls (coordinates on a sphere using two angles and one distance): r ; φ ; θ. r is the distance from the center, φ is the angle that governs the height, and θ is the angle around the Z axis.
      • Limitation: The r value can only be set using EmissionRadius and cannot be changed with Acceleration or Velocity.
      • Limitation: The θ value can only be set using StartTheta
  • EmissionRadius: Distance from the center where the particles will be created.
    • If ControlType is Cartesian: The starting point will be randomly set to a point on a sphere. Note: the particles will bug/blink/disappear if Velocity is 0;0;0, you need to set at least a tiny Velocity value.
    • If ControlType is Polar or Spherical: This is the r value
  • EmissionRadiusVariance: Random radius value added or subtracted to EmissionRadius
  • Disk: If true, the EmissionRadius will define a circle perpendicular to the direction defined by Velocity, instead of a sphere.
  • GravitateTowardCenter:
    • If ControlType is Cartesian and EmissionRadius > 0 and Disk is False: The particles will always go toward the center of the sphere (or if the EmissionRadius is small, to the opposite of the center) no matter what direction Velocity is pointing to.
    • Doesn't seem to work in other cases
  • StartPhi: If the ControlType is Spherical, this sets the φ value when the particle is created. Set to -1 to generate a random value.
  • StartTheta: If the ControlType is Polar or Spherical, this sets the θ value when the particle is created. Set to -1 to generate a random value.
  • Velocity: Defines the initial direction and speed of the particles when created. Each value correspond to an axis according to ControlType.
  • VelocityVariance: Value randomly added or subtracted to the particle speed. This will not change the direction defined by the Velocity value, but will only change the particle movement speed. You can use this value to make particles goes toward two opposite directions using Velocity = 0.001 and VelocityVariance = 2.
  • ConeHalfAngle:
    • If ControlType is Cartesian: Random cone angle added to the direction defined by Velocity

  • Acceleration: Particle acceleration. Each value correspond to an axis according to ControlType.
  • AngularVelocity: Rotation speed (degree per second) of the particle themselves around the center of their texture
  • StartAngleVariance: Random value added or subtracted to the AngularVelocity value
  • SystemRelative: ??


  • DestinationBlend:
    • Both blends use inverse source alpha:
    • Constant blend factor:
    • Destination alpha: May cause rendering issues with sky.
    • Destination color:
    • Inverse destination alpha:
    • Inverse destination color:
    • Inverse source alpha:
    • Inverse source color:
    • Inverted constant blend factor:
    • min(source alpha, 1 - destination alpha):
    • Obsolete:
    • One:
    • Source alpha:
    • Source color:
    • Zero:
  • SourceBlend:
    • Same properties as DestinationBlend
    • Need more investigations: does not seem to do anything


  • StartColor: Particle color when created, in A;R;G;B or R;G;B format.
  • EndColor: Particle color when its life ends, in A;R;G;B or R;G;B format.


  • Position: ?? - does nothing?
  • Scale: ?? - does nothing?
  • Selectable: ??
  • Tag: Unusable
  • Visible: Set to False to make the particle effect invisible in the PFX editor, but not in SEF (what's the point?)
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