The Overhual project may add or improve animations, but one aim as models are redone is to have a stable collection of new supermodels for animation purposes.

This is based off Creature BASE Models which includes a chunk of those animations.

It is unlikely the phenotype animation files will be altered, at least in the initial pass of this.

Benefits

Some benefits of this approach:

New Walks

The one main animation change in NWN:EE is the unhardcoding of iprp_walk.2da. This can add an item property (that could go on any item really) that stops running and applies a new walk animation, the game includes "Zombie" and "Injured". See 1.81.8193.15.

Example new 2da although testing it hasn't lead to the correct results with an elf NPC, oddly, needs further testing (0 however might be good as a default):

2DA V2.0

       Name       Label
0      63795      Default_hardcoded
1      6658       ZombieWalk_hardcoded
2	   6411       Injured_hardcoded
2	   67302      New_walk


Naming Convention

a_op_XXX.mdl - XXX can be up to 11 characters long. EG: op_a_badger.mdl

Original Supermodels List

This is the games supermodels list, using .33 data, some of which may not be actually supermodels. Needs checking in all instances.

The existing a_ba.mdl etc. could be retained as-is.

New models generated always should have setsupermodel to be an "a_" entry though, new in Overhaul or in the base files.

a_ba
a_ba2
a_ba2_coat
a_ba2_coat_cus
a_ba_casts
a_ba_coat
a_ba_coat_cus
a_ba_custom
a_ba_med_weap
a_ba_non_combat
a_da
a_da2_coat
a_da_coat
a_dfa
a_dfa2_coat
a_dfa_coat
a_dwarf
a_fa
a_fa2_coat
a_fa_coat
c_a_bat
c_a_bird_rav
c_a_deer
c_a_ox
c_air
c_allip
c_bathorror
c_beardire
c_beetle
c_behold
c_bugbeara
c_cat
c_cat_dire
c_deer
c_devour
c_direwolf
c_drgblack
c_drgbrass
c_drggreen
c_drgmist_anims
c_drgwhite
c_driderchf
c_fire
c_formwrk
c_ghoul
c_gntfrost
c_gnthill
c_goblina
c_goblinx
c_goliron
c_golstone
c_harat
c_horror
c_imp
c_lion
c_mindflayer
c_minotaur
c_mum_com
c_ogre
c_ogrea
c_oldmagea
c_oldwara
c_ooze_a01
c_orca
c_orcchiefa
c_orcwiza
c_raven
c_sharkmk
c_slaadgrn
c_spidgiant
c_stinger
c_tail_sil
c_tailliz
c_troll
c_vampire_m
c_water
c_werewolf
c_wingdrg1_sil
c_wingdrg2_sil
c_wingsan
c_wolf
c_wyrmlred
c_wyvern_anims
c_ykid_m
c_yold_m
h_ba
h_ba_casts
h_ba_coat
h_ba_custom
h_ba_med_weap
h_ba_non_combat
h_da_coat
h_dfa_coat
h_fa
h_fa_coat
h_fa_med_weap
h_fa_non_combat
id_map_01
pfa0
pfa2
pfa3
pfa5
pfa6
pfa8
pfd0
pfd2
pfd3
pfd5
pfd6
pfd8
pfe0
pfe2
pfe3
pfe5
pfe6
pfe8
pfg0
pfg2
pfg3
pfg5
pfg6
pfg8
pfh0
pfh2
pfh3
pfh5
pfh6
pfh8
pfo0
pfo2
pfo3
pfo5
pfo6
pfo8
plc_kelp31
pma0
pma2
pma3
pma5
pma6
pma8
pmd0
pmd2
pmd3
pmd5
pmd6
pmd8
pme0
pme2
pme3
pme5
pme6
pme8
pmg0
pmg2
pmg3
pmg5
pmg6
pmg8
pmh0
pmh2
pmh3
pmh5
pmh6
pmh8
pmo0
pmo2
pmo3
pmo5
pmo6
pmo8
tnp_balc_a01
tnp_balc_a01w
tnp_balc_f01
tnp_balc_f03
tnp_benc_a01
tnp_bush_001
tnp_flag_a01
tnp_flag_b01
tnp_flag_c01
tnp_flag_e01
tnp_flag_e11
tnp_flag_e21
tnp_flag_e31
tnp_flag_e41
tnp_flag_e51
tnp_list01
tnp_scaf_a01
tnp_tree_a01
tnp_wndw_b14
wblfh_t_011
wbwlc_m_011
wbwlc_t_011
wbwln_m_011
wbwln_t_011
wbwsh_m_011
wbwsh_t_011
wbwxh_t_011
wbwxh_t_041
wbwxl_t_011
wbwxl_t_031
wbwxl_t_041

Overhaul Animation Models

To be filled in as work is done on this.

Animation Model NameSourceTypeNotes