The phenotype replacement models are using the Beamdog HD Pack assets as a base. This page should be populated with a list of assets from that pack at some stage plus any additions to the phenotype models in general marked as such.
This generally includes:
- Naked appearances for the 6 core races
- Heads for the 6 core races
- Armor appearances for the various body parts
- Variants of the above for fat, and horse, phenotype versions
- Annoyingly duplicated a lot due to how skinmesh gets inherited
Compiled Models
The supermodels used through the chains of models have all now been compiled. In particular the file a_dfa2_coat.mdl was stripped of skinmesh so it compiles properly. This should help improve loading times for models slightly especially when several different monsters are spawned at once.
All the normal base parts are compiled afresh.
Phenotype Improvements
The main phenotypes contain one erroneous error; the left hand model for weapons isn't properly flipped - if you have a guard say around the fingers, it will go through the hand in odd ways the other side. Bioware had made all weapons basically without any guards or single-side areas that'd go wonky.
This is an opportunity to properly fix this on all the base phenotype node placements.
More Phenotype Variants
There is potential to actually do the "thin" phenotype as part of the work; NWN Armoury probably can sort this out reasonably easily and it can be duplicated for the horse phenotypes too. However Robes and Cloaks are too new and are not supported by Armory.
New Racial Phenotypes
This would require some work but could add, say, "Kobolds" or some other races as phenotype options, and possibly therefore player options.
It is a lot of work especially to convert all the skinmesh parts as noted above NWN Armoury can't do those.
More Animations
Merging in alternative animation sets and using ReplaceObjectAnimation; these need copying carefully and renaming the various animations sensibly (at least you're not then limited to 16 characters or anything!).