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:

DescriptionDefault ColourNotes
AcidBright greenAcid damage spells
ColdDarker blue and whiteCold damage spells
ElectricityLighter blue and whiteElectricity damage spells. Commonly used for "Hold" spells and "Spell Mantles" too
EvilRedEvil spells (Inflict Wounds etc.).
FireOrangeFire damage spells.
HealingLight blue and yellowHealing spells (Cure/Restoration).
HolyYellow and whiteDivine spells (Hammer of the Gods etc.).
MindDark blueQuite a variety use these
NatureLight green, dust, leavesQuite a variety use these
OddPurpleQuite a variety use these
SonicWhiteSonic damage spells. Commonly used for Undead spells too
ConeVariousCones like Burning Hands or Cone of Cold
BreathVariousBreath 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.
GazeVariousGaze spell effects commonly sized as a cone
ColourVariousMostly unused except for a few odd uses - likely early VFX Bioware had for testing
SpecialSpecial

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.

For a complete list (since some may not be on this page) see: Spells and VFX Sound Effects

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)CategoryHead/Hand (not prescriptive!)Descriptive NameUsually Used In ColumnSpells.2da EntriesTypical ConjSoundVFX / CastSoundPictureNotes
vco_ato2blueColourHandSmall Ball, BlueConjHandVisual


Unused blue ball VFX
vco_ato2grenColourHandSmall Ball, GreenConjHandVisual


Unused green ball VFX

vco_ato2purp

ColourHandSmall Ball, PurpleConjHandVisual


Unused purple ball VFX
vco_ato2redColourHandSmall Ball, RedConjHandVisualGreater Magic Weapon (545)sco_ato2red (Doesn't exist)

vco_ato2yeloColourHandSmall Ball, YellowConjHandVisual


Unused yellow ball VFX
vco_ato3blueColourHandSmall Ball, Blue againConjHandVisual


Unused blue ball VFX
vco_ato3orngColourHandSmall Ball, OrangeConjHandVisual


Unused orange ball VFX
vco_atomblueColourHandSmall Ball, BlueConjHandVisualBlade 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_atomgrenColourHandSmall Ball, GreenConjHandVisualKeen Edge (539), Blackstaff (541)sco_atomgren (Doesn't exist)

vco_atompurpColourHandSmall Ball, PurpleConjHandVisualBless Weapon (537)sco_atompurp (Doesn't exist)

vco_atomredColourHandSmall Ball, RedConjHandVisualMagic Weapon (544)sco_atomred (Doesn't exist)

vco_atomyeloColourHandSmall Ball, YellowConjHandVisualDeafening Clang (536)sco_atomyelo (Doesn't exist)

vco_gazeevilGazeHandGaze, EvilCastHandVisualGaze: 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_gazeholyGazeHandGaze, HolyCastHandVisual


Unused and no sco_gazeholy SFX either
vco_gazemindGazeHandGaze, MindCastHandVisualGaze: 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_gazeoddGazeHandGaze, OddCastHandVisualGaze: Doom (259), Paralysis (261)sco_gazeodd

vco_gazesoncGazeHandGaze, SonicCastHandVisualBeholder Anti Magic Cone (727)sco_gazemind
There is no sco_gazesonc so they reused sco_gazemind for this one usage.
vco_grndblueColourGroundGround, BlueConjGrndVisual


No associated SFX
vco_grndgrenColourGroundGround, GreenConjGrndVisual


No associated SFX
vco_grndleafNatureGroundGround, LeafConjGrndVisual


No associated SFX
vco_grndpurpColourGroundGround, PurpleConjGrndVisualDarkness (36), Shadow Conjuration: Darkness (345), Bane (449), Assassin Darkness (606), Greater Wildshape Driver Darkness (786), Shadow Blend (757)sco_megrdodd01

vco_grndredColourGroundGround, RedConjGrndVisual


No associated SFX
vco_grndskulSpecialGroundGround, SkullsConjGrndVisualCreate 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_grndyeloColourGroundGround, YellowConjGrndVisual


No associated SFX
vco_lgrinacid01AcidGroundLarge, Ground Incantation, AcidConjGrndVisual


No associated SFX
vco_lgrincold01ColdGroundLarge, Ground Incantation, ColdConjGrndVisual


No associated SFX
vco_lgrinelec01ElectricityGroundLarge, Ground Incantation, ElectricityConjGrndVisualMass 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_lgrinevil01EvilGroundLarge, Ground Incantation, EvilConjGrndVisualBlade 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_lgrinfire01FireGroundLarge, Ground Incantation, FireConjGrndVisualElemental Swarm (48)sco_lgrinfire01

vco_lgrinheal01HealGroundLarge, Ground Incantation, HealConjGrndVisualHeal (79), Healing Circle (80), Mass Heal (114)sco_lgrinheal01

vco_lgrinholy01HolyGroundLarge, Ground Incantation, HolyConjGrndVisualHoly Aura, Raise Dead, Magic Circle against Evilsco_lgrinholy01

vco_lgrinmind01MindGroundLarge, Ground Incantation, MindConjGrndVisualGlobe 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 10sco_lgrinmind01

vco_lgrinnatr01NatureGroundLarge, Ground Incantation, NatureConjGrndVisual


No associated SFX
vco_lgrinodd01OddGroundLarge, Ground Incantation, OddConjGrndVisualSummon Creature VII, Summon Creature VIII, Mass Blindness and Deafness, Shadow Shieldsco_lgrinodd01

vco_lgrinsonc01SonicGroundLarge, Ground Incantation, SonicConjGrndVisual


No associated SFX
vco_lgspracid01AcidGroundLarge, Ground Spirals, AcidConjGrndVisual


No associated SFX
vco_lgsprcold01ColdGroundLarge, Ground Spirals, ColdConjGrndVisual


No associated SFX
vco_lgsprelec01ElectricityGroundLarge, Ground Spirals, ElectricityConjGrndVisualInvisibility Purge, Invisibility Spheresco_lgsprelec01

vco_lgsprevil01EvilGroundLarge, Ground Spirals, EvilConjGrndVisualCloudkillsco_lgsprevil01

vco_lgsprfire01FireGroundLarge, Ground Spirals, FireConjGrndVisualIncendiary Cloudsco_lgsprfire01

vco_lgsprheal01HealGroundLarge, Ground Spirals, HealingConjGrndVisual


No associated SFX
vco_lgsprholy01HolyGroundLarge, Ground Spirals, HolyConjGrndVisualResurrection, Destructionsco_lgsprholy01

vco_lgsprmind01MindGroundLarge, Ground Spirals, MindConjGrndVisualGreater Spell Mantle, Dominate Monstersco_lgsprmind01

vco_lgsprnatr01NatureGroundLarge, Ground Spirals, NatureConjGrndVisualStorm of Vengeance, Summon Creature IX, Time Stopsco_lgsprnatr01

vco_lgsprodd01OddGroundLarge, Ground Spirals, OddConjGrndVisualGreater Planar Bindingsco_lgsprodd01

vco_lgsprsonc01SonicGroundLarge, Ground Spirals, SonicConjGrndVisualMordenkainens Sword, Black Blade of Disaster, PM Summon Undead, PM Summon Greater Undead, Mummy Dust, Dragon Knightsco_lgupelec01
Mostly summon spells. Reuses vco_lgupelec01 VFX.
vco_lgupelec01ElectricityGroundLarge, Upward Lines and orb, ElectricConjGrndVisual
sco_lgupelec01
Sound reused for vco_lgsprsonc01
vco_lgupevil01EvilGroundLarge, Upward Lines and orb, EvilConjGrndVisualGate, Power Word Kill, Weird, Ruin, Circle of Death, Wail of the Bansheesco_lgupevil01

vco_lgupfire01FireGroundLarge, Upward Lines and orb, FireConjGrndVisualFire Storm, Flame Strike, Meteor Swarm, Aura of Hellfiresco_lgupfire01

vco_lgupholy01HolyGroundLarge, Upward Lines and orb, HolyConjGrndVisualGreater Restoration, Undeath to Deathsco_lgupholy01

vco_lgupmind01MindGroundLarge, Upward Lines and orb, MindConjGrndVisualEthereal Visage, Mordenkainens Disjunctionsco_lgupmind01

vco_lgupnatr01NatureGroundLarge, Upward Lines and orb, NatureConjGrndVisualDismissal, Banishment, Natures Balance, Shapechange RED DRAGON, Shapechange FIRE GIANT, Shapechange BALOR, Shapechange DEATH SLAAD, Shapechange IRON GOLEM, Implosion, Sunbeamsco_lgupnatr01

vco_lgupodd01OddGroundLarge, Upward Lines and orb, OddConjGrndVisualPlanar Binding, Planar Ally, Horrid Wiltingsco_lgupodd01

vco_lgupsonc01SonicGroundLarge, Upward Lines and orb, SonicConjGrndVisual
sco_lgupsonc01
Actually has a sound effect but not used by any default spells
vco_mebalacid01AcidHandMedium, Balls, Acid ConjHandVisualAcid Splash (424), Quillfire (425), Dirge (445)sco_mebalacid01

vco_mebalcold01ColdHandMedium, Balls, ColdConjHandVisualDrown (437)None (used sco_mebalacid01)
No sco_mebalcold01 present.
vco_mebalelec01ElectricityHandMedium, Balls, ElectricConjHandVisualHold 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_mebalevil01EvilHandMedium, Balls, EvilConjHandVisual


No sco_mebalevil01
vco_mebalfire01FireHandMedium, Balls, FireConjHandVisualDelayed Blast Fireball (39)sco_mebalfire01

vco_mebalheal01HealHandMedium, Balls, HealingConjHandVisual


No associated SFX
vco_mebalholy01HolyHandMedium, Balls, HolyConjHandVisual


No associated SFX
vco_mebalmind01MindHandMedium, Balls, MindConjHandVisual


No associated SFX
vco_mebalnatr01NatureHandMedium, Balls, NatureConjHandVisual


No associated SFX
vco_mebalodd01OddHandMedium, Balls, OddConjHandVisualLesser Planar Binding (96), BGFiendish (610)sco_mebalodd01

vco_mebalsonc01SonicHandMedium, Balls, SonicConjHandVisualAnimate Dead (2), Create Greater Undead (29), Glyph of Warding (549), PM_Animate_Dead (623)sco_mebalsonc01

vco_megrdacid01AcidGroundMedium, Ground, Acid ConjGrndVisual


No associated SFX
vco_megrdcold01ColdGroundMedium, Ground, ColdConjGrndVisual


No associated SFX
vco_megrdelec01ElectricityGroundMedium, Ground, ElectricConjGrndVisual


No associated SFX
vco_megrdevil01EvilGroundMedium, Ground, EvilConjGrndVisualEvards Black Tentaclessco_megrdevil01

vco_megrdfire01FireGroundMedium, Ground, FireConjGrndVisualWall of Fire (191), SHADES_Wall_of_Fire (343), Hellball (636, although uses sco_mehanevil03)sco_megrdfire01

vco_megrdheal01HealGroundMedium, Ground, HealingConjGrndVisual


No associated SFX
vco_megrdholy01HolyGroundMedium, Ground, HolyConjGrndVisualWord of Faith (194)sco_megrdholy01

vco_megrdmind01MindGroundMedium, Ground, MindConjGrndVisualGreater Dispelling (67)sco_megrdmind01

vco_megrdnatr01NatureGroundMedium, Ground, NatureConjGrndVisualGreater Stoneskin (74), Ultravision (365), Energy Buffer (369), Aura of Vitality (372), Regenerate (373), Monstrous Regeneration (525)sco_megrdnatr01

vco_megrdodd01OddGroundMedium, Ground, OddConjGrndVisualSummon 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_megrdsonc01SonicGroundMedium, Ground, SonicConjGrndVisual


No associated SFX
vco_mehanacid01AcidHandMedium, Hand, Acid (Variant 1)ConjHandVisualMestils Acid Sheath (524)

sco_mehanacid01 doesn't exist but is meant to be there (used in 2da)
vco_mehanacid02AcidHandMedium, Hand, Acid (Variant 2)ConjHandVisual


No associated SFX but sco_mehanacid02 is referenced for a few spells even though it doesn't exist
vco_mehanacid03AcidHandMedium, Hand, Acid (Variant 3)ConjHandVisualMelfs 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_mehancold01ColdHandMedium, 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_mehancold02ColdHandMedium, Hand, Cold (Variant 2)ConjHandVisual


No associated SFX
vco_mehancold03ColdHandMedium, Hand, Cold (Variant 3)ConjHandVisualMagic 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_mehanelec01ElectricityHandMedium, 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_mehanelec02ElectricityHandMedium, Hand, Electric (Variant 2)ConjHandVisualGreater 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_mehanelec03ElectricityHandMedium, Hand, Electric (Variant 3)ConjHandVisualMinor 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_mehanevil01EvilHandMedium, Hand, Evil (Variant 1)ConjHandVisualBestow Curse (4), Negative Energy Burst (370)sco_mehanevil01

vco_mehanevil02EvilHandMedium, Hand, Evil (Variant 2)ConjHandVisualBlade Barrier (5), Vampiric Touch (188), Healing Sting (514),sco_mehanevil02

vco_mehanevil03EvilHandMedium, 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_mehanfire01FireHandMedium, Hand, Fire (Variant 1)ConjHandVisual
sco_mehanfire01

vco_mehanfire02FireHandMedium, Hand, Fire (Variant 2)ConjHandVisual


No sco_mehanfire02 even though it is defined in spells.2da (eg Combust)
vco_mehanfire03FireHandMedium, Hand, Fire (Variant 3)ConjHandVisual
sco_mehanfire03

vco_mehanheal01HealHandMedium, Hand, Healing (Variant 1)ConjHandVisual


sco_mehanheal01 doesn't exist alas even if it's defined in spells.2da for vco_smhanheal01
vco_mehanheal02HealHandMedium, Hand, Healing (Variant 2)ConjHandVisualMass Heal (114) (as "Head" visual, with ground SFX)sco_mehanheal02

vco_mehanheal03HealHandMedium, Hand, Healing (Variant 3)ConjHandVisualCure 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_mehanholy01HolyHandMedium, Hand, Holy (Variant 1)ConjHandVisual



vco_mehanholy02HolyHandMedium, Hand, Holy (Variant 2)ConjHandVisual



vco_mehanholy03HolyHandMedium, Hand, Holy (Variant 3)ConjHandVisual



vco_mehanmind01MindHandMedium, Hand, Mind (Variant 1)ConjHandVisual



vco_mehanmind02MindHandMedium, Hand, Mind (Variant 2)ConjHandVisual



vco_mehanmind03MindHandMedium, Hand, Mind (Variant 3)ConjHandVisual



vco_mehannatr01NatureHandMedium, Hand, Nature (Variant 1)ConjHandVisual
sco_mehannatr01

vco_mehannatr02NatureHandMedium, Hand, Nature (Variant 2)ConjHandVisual
sco_mehannatr02

vco_mehannatr03NatureHandMedium, Hand, Nature (Variant 3)ConjHandVisual
sco_mehannatr03

vco_mehanodd01OddHandMedium, Hand, Odd (Variant 1)ConjHandVisual



vco_mehanodd02OddHandMedium, Hand, Odd (Variant 2)ConjHandVisual



vco_mehanodd03OddHandMedium, Hand, Odd (Variant 3)ConjHandVisual



vco_mehansonc01SonicHandMedium, Hand, Sonic (Variant 1)ConjHandVisual



vco_mehansonc02SonicHandMedium, Hand, Sonic (Variant 2)ConjHandVisual



vco_mehansonc03SonicHandMedium, Hand, Sonic (Variant 3)ConjHandVisual



vco_mehedacid01AcidHandMedium, Head, AcidConjHeadVisual



vco_mehedcold01ColdHeadMedium, Head, ColdConjHeadVisual



vco_mehedelec01ElectricityHeadMedium, Head, ElectricConjHeadVisualCall Lightning (11)sco_mehedelec01

vco_mehedevil01EvilHeadMedium, Head, EvilConjHeadVisual
sco_mehedevil01
Sound effect is actually unused by the games default spells (due to ground effects being used)
vco_mehedfire01FireHeadMedium, Head, FireConjHeadVisual



vco_mehedheal01HealHeadMedium, Head, HealingConjHeadVisual



vco_mehedholy01HolyHeadMedium, Head, HolyConjHeadVisual
sco_mehedholy01

vco_mehedmind01MindHeadMedium, Head, MindConjHeadVisual



vco_mehednatr01NatureHeadMedium, Head, NatureConjHeadVisual



vco_mehedodd01OddHeadMedium, Head, OddConjHeadVisual
sco_mehedodd01

vco_mehedsonc01SonicHeadMedium, Head, SonicConjHeadVisual
sco_mehedsonc01

vco_smhanacid01AcidHandSmall, Hand, AcidConjHandVisual



vco_smhancold01ColdHandSmall, Hand, ColdConjHandVisual



vco_smhanelec01ElectricityHandSmall, Hand, ElectricConjHandVisual


Note: None of the spell hand VFX have a directly associated sound.
vco_smhanevil01EvilHandSmall, Hand, EvilConjHandVisualGhoul Touch (64),

Uses sco_mehanevil01 for the sound
vco_smhanfire01FireHandSmall, Hand, FireConjHandVisual



vco_smhanheal01HealHandSmall, Hand, HealConjHandVisualCure Light Wounds (32), Cure Minor Wounds (33), Cure Moderate Wounds (34)

sco_mehanheal01 doesn't exist but is specified in spells.2da
vco_smhanholy01HolyHandSmall, Hand, HolyConjHandVisual



vco_smhanmind01MindHandSmall, Hand, MindConjHandVisual



vco_smhannatr01NatureHandSmall, Hand, NatureConjHandVisual



vco_smhanodd01OddHandSmall, Hand, OddConjHandVisual



vco_smhansonc01SonicHandSmall, Hand, SonicConjHandVisual



vco_swar3blueColourHandSwirling, BlueConjHandVisualCone of Cold (25) and shadow version (340)sco_swar3blue
Would be good to make some variations of this.
vco_sway2yeloColourHandMini swirls, yellowConjHandVisual


This is unused and seems to "persist" a bit too much for a proper vco VFX. Buggy and probably a test VFX.
vco_wraithSpecialHeadWraith, risingConjHeadVisualPhantasmal 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 NameSpells.2da Entriesprogfx.2da Entries

Typical ProjSound (spells.2da) or

SoundDuration (visualeffects.2da)

PictureNotes
vpr_aroacidArrow, Acid
902   MirvAcidArrow

Not sure how many of these arrows actually work in game needs testing.
vpr_arocoldArrow, Cold




vpr_aroelectArrow, Electric




vpr_aroevilArrow, Evil




vpr_arofireArrow, Fire
901   MirvFlameArrowspr_arrowfire
Only arrow spr_ sound file in the game files. Even Acid Arrow hasn't got one.
vpr_aroflameArrow, Flame




vpr_aroholyArrow, Holy




vpr_aromindArrow, Mind




vpr_arooddArrow, Odd




vpr_arosonicArrow, Sonic




vpr_arrow001Arrow




vpr_bigby_cBigby'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_oBigby'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_ectoacid01Ball, Acid

spr_ectoacid01


vpr_ectocold01Ball, Cold

spr_ectocold01

vpr_ectoelec01Ball, Electric 1

spr_ectoelec01

vpr_ectoelectricBall, Electric 2



No sound file
vpr_ectoevil01Ball, Evil



No sound file
vpr_ectofire01Ball, Fire

spr_ectofire01

vpr_ectoheal01Ball, Heal



No sound file
vpr_ectoholy01Ball, Holy



No sound file
vpr_ectomind01Ball, Mind

spr_ectomind01

vpr_ectonatr01Ball, Nature

spr_ectonatr01

vpr_ectoodd01Ball, Odd

spr_ectoodd01

vpr_ectosonc01Ball, 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_heavyboltBallista Bolt794   Ballista_Bolt


Big Ol' Arrow
vpr_kngpowCow for Cheat Effect1100  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_magmislMagic Missile
900   MirvMagicMissilespr_magicmissile

vpr_raybeholda_1Beholder 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_2Beholder Ray 2

none

vpr_raybeholda_3Beholder Ray 3

none

vpr_raybeholda_4Beholder Ray 4

none

vpr_ringsmalSmall Ring51    Energy_Drain
spr_ringsmal

Ring used in a lot of other spell VFX with magical runs on it.
vpr_shardiceShard, Ice425   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_wraithWraith127   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.

spells.2da ProjModel contents (not all are valid or actual projectiles)
plc_c05
plc_f03
plc_f06
plc_i05
plc_o03
plc_x0_dtr
plc_x0_fr1
vim_rayhand
c_chicken
c_direrat
c_koba
c_willowisp
gi_armor02
gi_tresur
it_bag
it_potion_000
plc_x0girn
tcn01_q05_01
tcn01_s02_01
tdc01_r02_01
tde01_r01_01
ttf01_p15_01
var_conecold
vpr_aroacid
vpr_bigby_c
vpr_bigby_o
vpr_ectoacid01
vpr_ectocold01
vpr_ectoelec01
vpr_ectoevil01
vpr_ectofire01
vpr_ectoholy01
vpr_ectomind01
vpr_ectonatr01
vpr_ectoodd01
vpr_ectosonc01
vpr_fireball
vpr_heavybolt
vpr_los
vpr_raybeholda_1
vpr_raybeholda_2
vpr_raybeholda_3
vpr_raybeholda_4
vpr_ringsmal
vpr_shardice
vpr_wraith
wamar_001
wambo_001
wamdt_001
wthsh_001



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.

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