RESTYPE_* Constant Group
Used in the functions ResManGetAliasFor, ResManFindPrefix and TemplateToJson.
The game loads files by the 3 letters at the end of the name, sometimes these files are included in other files (eg; .mod files usually contains a set of .are and .ncs files the game loads). Some of these types are not even loaded by the engine but are used by the toolset or are some legacy aspect of the game.
Constants
Constant | Value | Game or Toolset Usage | Description |
---|---|---|---|
RESTYPE_2DA | 2017 | Game and Toolset | 2da file; use Get2DAString to easily load data from it. |
RESTYPE_4PC | 2059 | Legacy / Unused | A legacy "Custom 16 bit RGBA texture format" - No files of this type appear in the game files and it's unknown what the format consists of. Given 32 bit colour DDS / TGA / KTX are the norm nowadays this can be safely ignored. |
RESTYPE_ARE | 2012 | Game and Toolset | Area Blueprint file. TemplateToJson can use this type. See also RESTYPE_CAF. |
RESTYPE_BAK | 2067 | Toolset | Backup module file, created by the toolset to have a backup copy of the module being edited available in case of crashes. |
RESTYPE_BIC | 2015 | Game and Toolset | Player BIC file. Player BICs contain more data than a creature blueprint, but are not spawnable. You can now include one in the module as a default player to use. |
RESTYPE_BIF | 9998 | Game and Toolset | BIF Files are the "hakpacks" of the base game, not a loadable file format in of itself. |
RESTYPE_BIK | 2063 | Legacy / Unused | BIK files are the old "Bink video" format, and not present in NWN:EE by default (and will not be loaded by the game). WBM files are used instead. |
RESTYPE_BMP | 1 | Toolset | Bitmap image files. Used only in the toolset for the Win32 display of colour pickers for PLT files. |
RESTYPE_BTC | 2026 | Toolset (Legacy) | Legacy/Unused "Bioware Template: Creature" format. No files of this type are included in the game and their use in the toolset would probably not go well so just ignore. |
RESTYPE_BTD | 2041 | Toolset (Legacy) | Legacy/Unused "Bioware Template: Door" format. No files of this type are included in the game and their use in the toolset would probably not go well so just ignore. |
RESTYPE_BTE | 2039 | Toolset (Legacy) | Legacy/Unused "Bioware Template: Encounter" format. No files of this type are included in the game and their use in the toolset would probably not go well so just ignore. |
RESTYPE_BTG | 2054 | Toolset (Legacy) | Legacy/Unused "Bioware Template: Random Item Generator" format. No files of this type are included in the game and their use in the toolset would probably not go well so just ignore. |
RESTYPE_BTI | 2024 | Toolset (Legacy) | Legacy/Unused "Bioware Template: Item" format. No files of this type are included in the game and their use in the toolset would probably not go well so just ignore. |
RESTYPE_BTM | 2050 | Toolset (Legacy) | Legacy/Unused "Bioware Template: Merchant" format. No files of this type are included in the game and their use in the toolset would probably not go well so just ignore. |
RESTYPE_BTP | 2043 | Toolset (Legacy) | Legacy/Unused "Bioware Template: Placeable" format. No files of this type are included in the game and their use in the toolset would probably not go well so just ignore. |
RESTYPE_BTS | 2034 | Toolset (Legacy) | Legacy/Unused "Bioware Template: Sound" format. No files of this type are included in the game and their use in the toolset would probably not go well so just ignore. |
RESTYPE_BTT | 2031 | Toolset (Legacy) | Legacy/Unused "Bioware Template: Trigger" format. No files of this type are included in the game and their use in the toolset would probably not go well so just ignore. |
RESTYPE_CAF | 2082 | Game | Combined Area Format, used for TemplateToJson, consisting of a combined ARE, GIT and GIC all in one. Can be used in hakpacks to load an area using JsonToObject. |
RESTYPE_CCS | 2049 | Unused / Legacy | Unused. No files of this type appear in the game files and they won't load. |
RESTYPE_CSS | 2048 | Unused / Legacy | Unused. No files of this type appear in the game files and they won't load. |
RESTYPE_DAT | 2068 | Unused / Legacy | "Premium Module" "Digital Distribution Dat File" encrypted file type, or at least some part of the encryption / setup of it. Unused in NWN:EE. |
RESTYPE_DDS | 2033 | Game and Toolset | DDS Texture file format, loaded in as a priority over TGA and PLT files. |
RESTYPE_DFT | 2045 | Unused / Legacy | "Used to define default values" was used in the toolset at one point in regards to Area Properties, completely unused however. |
RESTYPE_DLG | 2029 | Game and Toolset | Dialogue file format, for conversations. |
RESTYPE_DWK | 2052 | Game and Toolset | Door walkmesh file. |
RESTYPE_ERF | 9997 | Toolset | Encapsulated Resource File, or ERF, contain other files, for instance some scripts exported from a module. It isn't loaded by the game, and it's unknown if the game can check for it. |
RESTYPE_FAC | 2038 | Game and Toolset | Faction files - used in the modules .mod container to define different (custom) factions and their standing. |
RESTYPE_FNT | 2005 | Game | Font files, you can use custom ones in PostString but the base game loads specifically named RESTYPE_TTF ones nowadays. |
RESTYPE_GFF | 2037 | Special Case | Generic File Format. Most of the files in this list are of a GFF type, but none will be named "file.gff".
The toolset will use these in ERF files as a "ExportInfo.gff" file. The game engine uses this format for temporary engine files not written to disk, as well as in the generic StoreCampaignObject and related functions but again, hidden since the object stored will be retrieved correctly due to the GFF headers. |
RESTYPE_GIC | 2046 | Game and Toolset | Area file instanced content; eg: placed monsters and placeables in the area. Part of the CAF format if you want to have a easier way to save all area info in one, see above. |
RESTYPE_GIF | 2079 | Game | Image format. These can be used in Nui panels, see NuiCreate etc. Not usable as textures on models however. |
RESTYPE_GIT | 2023 | Game and Toolset | Area file instanced comments. While used in the toolset primarily, technically the game needs them to be present when using CopyArea etc. but the game doesn't really display them anywhere. Part of the CAF format if you want to have a easier way to save all area info in one, see above. |
RESTYPE_GUI | 2047 | Game | Graphical User Interface files, essentially containing some of the config and layout for the mostly hardcoded GUI (the events/buttons etc. have hardcoded ID's). |
RESTYPE_HAK | 2061 | Game and Toolset | Hackpack files. The module loads these before nwscript instantiates, but it might be useful to identify what might have been loaded. |
RESTYPE_IDS | 9996 | Unused / Legacy | Appears to be the legacy Baldur's Gate era script file type, none are included in the game data and the game won't load them. |
RESTYPE_IFO | 2014 | Game and Toolset | Module Information files - ie module.ifo is stored in the .mod of a module and defines the name/start location/default module scripts etc. |
RESTYPE_INI | 7 | Game and Toolset | INI files are for config files, used by the toolset mainly in NWN:EE. Mostly unused by the game since settings.tml was introduced, but a few still exist like userpatch.ini |
RESTYPE_ITP | 2030 | Game and Toolset | Item Template Palette - used primarily in the toolset and DM client to spawn new stuff. |
RESTYPE_JPG | 2081 | Game | Image format. These can be used in NuiImage, see NuiCreate etc. but are not usable as model textures. |
RESTYPE_JRL | 2056 | Game and Toolset | Journal file - can define quests and journal entries. |
RESTYPE_JUI | 2083 | Game | JSON User Interface files. They are not generic JSON, used only for NuiCreateFromResRef, and must be client side for use there. |
RESTYPE_KEY | 9999 | Game and Toolset | The KEY files are used to store some base information about the BIF file locations and other bits NWN uses. Obviously not useful when a module is loaded. |
RESTYPE_KTX | 2073 | Game | Texture format primarily used on iOS in replacement of DDS. Not sure if it will load on Windows etc. properly. |
RESTYPE_LOD | 2078 | Game | Level of Detail file |
RESTYPE_LTR | 2036 | Game and Toolset | Random name generation file format, for PC and NPC name generation, and RandomName. |
RESTYPE_LUA | 2007 | Unused / Legacy | Apparently Lua would have at one point been an option for scripting, but Bioware never used them and the game and toolset won't load them. |
RESTYPE_MDL | 2002 | Game and Toolset | Model file format. Most models are referenced in a 2da or SET file (eg; appearance.2da, visualeffects.2da or as part of an areas tileset) but this is useful for finding valid appearances for SetCreatureBodyPart and CopyItemAndModify - eg are "Male, Human, Hands, Normal Phenotype 005" (pmh0_hands003) valid for armor. |
RESTYPE_MOD | 2011 | Game and toolset | Module file format. Obviously you could check a module file exists before using StartNewModule in singleplayer. |
RESTYPE_MP3 | 8 | Game and Toolset | MP3 files are use for sounds and music. In particular it is really used only for stereo music however RESTYPE_WAV can be MP3 if a suitable header is added (and indeed most of the game files are really MP3). |
RESTYPE_MPG | 9 | Unused / Legacy | MPEG video file format, completely unused by the engine since BIK was used in 1.69 and WEBM (RESTYPE_WBM) is used by NWN:EE for videos. |
RESTYPE_MTR | 2072 | Game and Toolset | Material file format for texture information. |
RESTYPE_MVE | 2 | Unused / Legacy | The old Baldur's Gate movie format, the game won't load them. WEBM (RESTYPE_WBM) is used by NWN:EE for videos. |
RESTYPE_NCS | 2010 | Game and Toolset | Compiled nwscript format. Could check for it before using ExecuteScript. |
RESTYPE_NDB | 2064 | Game and Toolset | nwscript files Debug file for use with DebugServer.exe (script debugger) |
RESTYPE_NSS | 2009 | Game and Toolset | nwscript uncompiled source text files. |
RESTYPE_NWM | 2062 | Game and Toolset | Module files but official Bioware main modules. There are some special things the engine does in regards to these and save games; generally user modules won't ever use this since it can cause issues if an area is removed or altered significantly and someone loads an older save. |
RESTYPE_PLH | 2000 | Unused / Legacy | "Aurora Polyhedron" - something presumably related to models. No files of this type appear in the game files and the game won't load them. |
RESTYPE_PLT | 6 | Game and Toolset | PLT Texture file format for textures using the palette system. Overriden by DDS but overrides TGA. |
RESTYPE_PNG | 2080 | Game | Image format. These can be used in NuiImage, see NuiCreate etc. |
RESTYPE_PTM | 2065 | Toolset | Plot Template manager file, ie for the "Plot Wizard" in the toolset. Unused by the game itself. |
RESTYPE_PTT | 2066 | Toolset | Plot Template file, ie for the "Plot Wizard" in the toolset. Unused by the game itself. |
RESTYPE_PWK | 2053 | Game and Toolset | Placeable walkmesh file. |
RESTYPE_RES | 0 | Game and Toolset (kinda) | "Generic typE" - Default format the game loads if the type is not recognised. Not a "real" type of file. |
RESTYPE_SAV | 2057 | Game | Save file format. For non-NWM modules it will basically save a copy of the module entirely to the save file. For NWM modules it'll save the dynamic area content and instanced things but not scripts, area files, etc. |
RESTYPE_SET | 2013 | Game and Toolset | Tileset definition file. Defines all the tiles (models) and the rules (how things fit together on the grid). The game reads some basic data (such as the grass height) but doesn't bother loading things like the tile orders so there's no enforcement of tile placement in a loaded area. |
RESTYPE_SHD | 2069 | Game and Toolset | Shader files. |
RESTYPE_SLT | 2008 | Unused / Legacy | "Aurora Slot file" - No files of this type appear in the game files and the game won't load them. |
RESTYPE_SQ3 | 2077 | Game | SQLite database related file. Saved to the module in save games. |
RESTYPE_SQL | 2075 | Game | SQLite database related file. SQL files on disk, you can generate your own just fine or read them once written by the game with tools. |
RESTYPE_SSF | 2060 | Game and Toolset | Soundset file format. Not loadable by nwscript for analysis alas. |
RESTYPE_TEX | 2001 | Game - Special | "Aurora Texture" - No files of this type appear in the game files, but it's a magic identifier for the network traffic for SetTextureOverride where it will find any appropriate texture to load. |
RESTYPE_TGA | 3 | Game and Toolset | Texture file format, PLT and DDS override it on the same name type. |
RESTYPE_THG | 2003 | Unused / Legacy | "Aurora Thing" - No files of this type appear in the game files and the game won't load them. Unused format. |
RESTYPE_TLK | 2018 | Game and Toolset | Talk table format. Note the game has one (dialog.tlk), and the module has a user defined one. |
RESTYPE_TML | 2076 | Game and Toolset | TOML, used for settings.tml that NWN:EE uses. |
RESTYPE_TTF | 2074 | Game | Truetype Font file, most of the GUI now uses this. |
RESTYPE_TXI | 2022 | Game and Toolset | "Extra Texture Info" file. |
RESTYPE_TXT | 10 | Game | Text file. The game has some uses for this but most of the time you won't care:
|
RESTYPE_UTC | 2027 | Game and Toolset | Creature template usable in TemplateToJson. |
RESTYPE_UTD | 2042 | Game and Toolset | Door template usable in TemplateToJson. |
RESTYPE_UTE | 2040 | Game and Toolset | Encounter template usable in TemplateToJson. |
RESTYPE_UTG | 2055 | Toolset | "User Template for Random Item Generator" toolset only. |
RESTYPE_UTI | 2025 | Game and Toolset | Item template usable in TemplateToJson. |
RESTYPE_UTM | 2051 | Game and Toolset | Merchant (Store) template usable in TemplateToJson. |
RESTYPE_UTP | 2044 | Game and Toolset | Placeable template usable in TemplateToJson. |
RESTYPE_UTS | 2035 | Game and Toolset | Sound template, cannot be added to areas usually (NWNX can however). |
RESTYPE_UTT | 2032 | Game and Toolset | Trigger template usable in TemplateToJson. |
RESTYPE_UTW | 2058 | Game and Toolset | Waypoint template usable in TemplateToJson. |
RESTYPE_WAV | 4 | Game and Toolset | WAV Audio file format, specifically it can be actually MP3 (most are) but the end 3 letters are WAV, and is used for mono sounds (mostly anything other than the music and ambient tracks for areas). |
RESTYPE_WBM | 2071 | Game and Toolset | WEBM video file format, truncated name to WBM. Can be loaded with the StartNewModule parameters only, or in NUI panels. The toolset only checks for these files to populate the field to play the movie. |
RESTYPE_WFX | 5 | Unused / Legacy | "Wave extra info" but no files of this type appear in the game files and the game won't load them. |
RESTYPE_WOK | 2016 | Game and Toolset | Walkmesh file. |
RESTYPE_XBC | 2070 | Game | Backup character files that have already been converted in the oldservervault, rename to BIC to use. |
Version
This constants group was added in 1.85.8193.31 of NWN:EE.
See Also
functions: | ResManGetAliasFor, ResManFindPrefix |