RESTYPE_* Constant Group
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Jump to navigationJump to searchUsed 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 | Description |
---|---|---|
RESTYPE_2DA | 2017 | 2da file; use Get2DAString to easily load data from it. |
RESTYPE_4PC | 2059 | Unknown - No files of this type appear in the game files |
RESTYPE_ARE | 2012 | Area Blueprint file. TemplateToJson can use this type. See also RESTYPE_CAF. |
RESTYPE_BAK | 2067 | 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 | Player BIC file. Player BICs contain more data than a creature blueprint, but are not spawnable. |
RESTYPE_BIF | 9998 | BIF Files are the "hakpacks" of the base game, not a loadable file format in of itself. |
RESTYPE_BIK | 2063 | BIK files are the old "Bink video" format, and not present in NWN:EE by default (and not even sure the game would load them). WBM files are used instead. |
RESTYPE_BMP | 1 | Bitmap image files. Not sure the game can even load them, possibly an early holdover in Bioware development before TGA/DDS. |
RESTYPE_BTC | 2026 | Speculated to be a legacy "Bioware Template: Creature" due to BG naming conventions (BAM - Bioware Animation, BCS - Bioware Compiled Script etc.) and the similarly named UTx file formats. No files of this type are included in the game. |
RESTYPE_BTD | 2041 | Speculated to be a legacy "Bioware Template: Door" due to BG naming conventions (BAM - Bioware Animation, BCS - Bioware Compiled Script etc.) and the similarly named UTx file formats. No files of this type are included in the game. |
RESTYPE_BTE | 2039 | Speculated to be a legacy "Bioware Template: Encounter" due to BG naming conventions (BAM - Bioware Animation, BCS - Bioware Compiled Script etc.) and the similarly named UTx file formats. No files of this type are included in the game. |
RESTYPE_BTG | 2054 | Speculated to be a legacy "Bioware Template: ???" (since we don't know what UTG files are) due to BG naming conventions (BAM - Bioware Animation, BCS - Bioware Compiled Script etc.) and the similarly named UTx file formats. No files of this type are included in the game. |
RESTYPE_BTI | 2024 | Speculated to be a legacy "Bioware Template: Item" due to BG naming conventions (BAM - Bioware Animation, BCS - Bioware Compiled Script etc.) and the similarly named UTx file formats. No files of this type are included in the game. |
RESTYPE_BTM | 2050 | Speculated to be a legacy "Bioware Template: Merchant" due to BG naming conventions (BAM - Bioware Animation, BCS - Bioware Compiled Script etc.) and the similarly named UTx file formats. No files of this type are included in the game. |
RESTYPE_BTP | 2043 | Speculated to be a legacy "Bioware Template: Placeable" due to BG naming conventions (BAM - Bioware Animation, BCS - Bioware Compiled Script etc.) and the similarly named UTx file formats. No files of this type are included in the game. |
RESTYPE_BTS | 2034 | Speculated to be a legacy "Bioware Template: Sound" due to BG naming conventions (BAM - Bioware Animation, BCS - Bioware Compiled Script etc.) and the similarly named UTx file formats. No files of this type are included in the game. |
RESTYPE_BTT | 2031 | Speculated to be a legacy "Bioware Template: Trigger" due to BG naming conventions (BAM - Bioware Animation, BCS - Bioware Compiled Script etc.) and the similarly named UTx file formats. No files of this type are included in the game. |
RESTYPE_CAF | 2082 | Combined Area Format, used for TemplateToJson, consisting of a combined ARE, GIT and GIC all in one. |
RESTYPE_CCS | 2049 | Unknown - No files of this type appear in the game files |
RESTYPE_CSS | 2048 | Unknown - No files of this type appear in the game files |
RESTYPE_DAT | 2068 | Legacy "Premium Module" encrypted file type, or at least some part of the encryption / setup of it. |
RESTYPE_DDS | 2033 | DDS Texture file format, loaded in as a priority over TGA and PLT files. |
RESTYPE_DFT | 2045 | Unknown - No files of this type appear in the game files |
RESTYPE_DLG | 2029 | Dialogue file format, for conversations. |
RESTYPE_DWK | 2052 | Door walkmesh file. |
RESTYPE_ERF | 9997 | 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 | Faction files - used in the modules .mod container to define different (custom) factions and their standing. |
RESTYPE_FNT | 2005 | Font files, you can use custom ones in PostString but the base game loads specifically named TTF ones nowadays. |
RESTYPE_GFF | 2037 | Generic File Format. Most of the files in this list are of a GFF type, but none will be named "file.gff". This is presumably a parent definition type in the engine. |
RESTYPE_GIC | 2046 | Area file instanced content; eg: placed monsters and placeables in the area. Part of the CAF format see above. |
RESTYPE_GIF | 2079 | Image format. These can be used in Nui panels, see NuiCreate etc. Not usable as textures on models however. |
RESTYPE_GIT | 2023 | Area file instanced comments, part of the CAF format see above. |
RESTYPE_GUI | 2047 | 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 | Hackpack files. The module loads these before nwscript instantiates, but it might be useful to identify what might have been loaded. |
RESTYPE_IDS | 9996 | Appears to be the legacy Baldur's Gate era script file type, none are included in the game data. |
RESTYPE_IFO | 2014 | Information files - primarily module.ifo is stored in the .mod of a module and defines the name/start location/default module scripts etc. |
RESTYPE_INI | 7 | INI 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 | Item Template Palette - used primarily in the toolset and DM client to spawn new stuff. |
RESTYPE_JPG | 2081 | Image format. These can be used in NuiImage, see NuiCreate etc. but are not usable as model textures. |
RESTYPE_JRL | 2056 | Journal file - can define quests and journal entries. |
RESTYPE_JUI | 2083 | JSON User Interface files. They are not generic JSON, used only for NuiCreateFromResRef, and must be client side for use there. |
RESTYPE_KEY | 9999 | 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 | iOS optimised texture format. |
RESTYPE_LOD | 2078 | Level of Detail text file. |
RESTYPE_LTR | 2036 | Random name generation file format, for PC and NPC name generation, and RandomName. |
RESTYPE_LUA | 2007 | Lua script? except the game doesn't use them. |
RESTYPE_MDL | 2002 | 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 | Module file format. Obviously you could check a module file exists before using StartNewModule in singleplayer. |
RESTYPE_MP3 | 8 | MP3 files are use for sounds and music. In particular it is really used only for stereo music; the underlying format is usually actual MP3 with a different header. |
RESTYPE_MPG | 9 | Presumably MPEG file format, not used by the game as far as we're aware (might be a leftover from early development, MP3 is supported after all) - WEBM (RESTYPE_WBM) is used by NWN:EE for videos nowadays. |
RESTYPE_MTR | 2072 | Material file format for texture information. |
RESTYPE_MVE | 2 | The old Baldur's Gate movie format, doubtful if the game would load them however! WEBM (RESTYPE_WBM) is used by NWN:EE for videos nowadays. |
RESTYPE_NCS | 2010 | Compiled nwscript format. Could check for it before using ExecuteScript. |
RESTYPE_NDB | 2064 | nwscript files Debug file for use with DebugServer.exe (script debugger) see here for more info. |
RESTYPE_NSS | 2009 | nwscript uncompiled source text files. |
RESTYPE_NWM | 2062 | Module files but official Bioware main modules. There are some special things the engine does in regards to these and save games. |
RESTYPE_PLH | 2000 | Unknown - No files of this type appear in the game files |
RESTYPE_PLT | 6 | PLT Texture file format for textures using the palette system. Overriden by DDS but overrides TGA. |
RESTYPE_PNG | 2080 | Image format. These can be used in NuiImage, see NuiCreate etc. |
RESTYPE_PTM | 2065 | Plot Template manager file, ie for the "Plot Wizard" in the toolset. Unused by the game itself. |
RESTYPE_PTT | 2066 | Plot Template file, ie for the "Plot Wizard" in the toolset. Unused by the game itself. |
RESTYPE_PWK | 2053 | Placeable walkmesh file. |
RESTYPE_RES | 0 | Default format the game loads if the type is not recognised. Not a "real" type but presumably an engine parent construct like GFF is. |
RESTYPE_SAV | 2057 | Save file format. For non-NWM modules it will basically save a copy of the module entirely to the save file. |
RESTYPE_SET | 2013 | Tileset definition file. Defines all the tiles (models) and the rules (how things fit together on the grid) |
RESTYPE_SHD | 2069 | Shader files. |
RESTYPE_SLT | 2008 | Unknown - No files of this type appear in the game files |
RESTYPE_SQ3 | 2077 | SQLite database related file. |
RESTYPE_SQL | 2075 | SQLite database related file. |
RESTYPE_SSF | 2060 | Soundset file format. Not loadable by nwscript for analysis alas. |
RESTYPE_TEX | 2001 | Unknown - No files of this type appear in the game files |
RESTYPE_TGA | 3 | Texture file format, PLT and DDS override it on the same name type. |
RESTYPE_THG | 2003 | Unknown - No files of this type appear in the game files |
RESTYPE_TLK | 2018 | Talk table format. Note the game has one (dialog.tlk), and the module has a user defined one. |
RESTYPE_TML | 2076 | TOML, used for settings.tml that NWN:EE uses. |
RESTYPE_TTF | 2074 | Truetype Font file, most of the GUI now uses this. |
RESTYPE_TXI | 2022 | Additional texture information file. Overrides MTR. |
RESTYPE_TXT | 10 | Text file, the game doesn't load these as such. |
RESTYPE_UTC | 2027 | Creature template usable in TemplateToJson. |
RESTYPE_UTD | 2042 | Door template usable in TemplateToJson. |
RESTYPE_UTE | 2040 | Encounter template usable in TemplateToJson. |
RESTYPE_UTG | 2055 | Unknown template type. |
RESTYPE_UTI | 2025 | Item template usable in TemplateToJson. |
RESTYPE_UTM | 2051 | Merchant (Store) template usable in TemplateToJson. |
RESTYPE_UTP | 2044 | Placeable template usable in TemplateToJson. |
RESTYPE_UTS | 2035 | Sound template, cannot be added to areas usually (NWNX can however). |
RESTYPE_UTT | 2032 | Trigger template usable in TemplateToJson. |
RESTYPE_UTW | 2058 | Waypoint template usable in TemplateToJson. |
RESTYPE_WAV | 4 | 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 | WEBM video file format, truncated name to WBM. Can be loaded with the StartNewModule parameters only, you can't load videos at other times. |
RESTYPE_WFX | 5 | Unknown - No files of this type appear in the game files |
RESTYPE_WOK | 2016 | Walkmesh file. |
RESTYPE_XBC | 2070 | Unknown - No files of this type appear in the game files, but since it's quite a late number it appears to be Beamdog added, and may relate to Xbox? (Xbox Console?). |
Version
This constants group was added in 1.85.8193.31 of NWN:EE.
See Also
functions: | ResManGetAliasFor, ResManFindPrefix |