Big long list.
The ogre issues were fixed in my downloadable 2da for appearance, which is the latest version. Its direct from my drop box which is up to date. Also have fixed some other noted issues.
First of all the project is solely related to appearance.2da, this makes it portable, and usable as is. This is how it's defined, not based on it just being a monster. Right now my version of appearance.2da can be used by pretty much every PW or module as is, regardless of setting, and quite often it can just be dropped in with only minor issues if they have conflicting rows in their current 2da. By definition, it is appearance.2da, and the overall model and sef haks and NOTHING else for any reason, especially placeables.2da, that is another entirely different project. I have also provided any blueprints as they are which i use or have found, but they are complete garbage, but should help you figure out how certain creatures are setup, and a pdf on how to set up blueprints. I've asked repeatedly for people to work on blueprints of standard creatures, but it's not really something people are wanting to focus on.
Sizes of creatures are not scaled, even thought they are marked as such. I think they have the size category changed only, which affects AC and damage but does not actually affect the visual size, which is why they are labeled different. This is because they were not scaled in the original contents 2da but in the blueprint, and if i fix it myself, it will break existing content/blueprints, which makes this something i won't ever do. ( There was a familiar and companion project which those are from if memory serves ). My project supports as wide as possible set of projects, with duplicated rows with original values if i have to change something, and any legacy or wonky items marked as hidden in the label.
Misc2.hak, as i use it on my PW has all those models -- or at least i see those models with my appearance viewer in game so i know i have them somewhere. I know i uploaded it to the vault, but i also know the vault is pretty flaky. Since i saw the sicarus model, which you say is not listed, that makes me think the vault version, or your version is out of date. Frankly i despise using the vault, just because it's far too much effort getting what is on there, and to verify it's actually there. I'll have to look and see what the issues is, quite often when i am helping someone setup their content--which is why there is a monster pack to begin with, i just have them log into my PW and download the latest version. I will have to double check what's on the vault, and on my pw, and try to get the correct version in use, or just reupload it all again.
Rakasha is just a clothing and head, the other things you are pointing out i'd have to look at more closely, but p_ee, p_dd and p_hh are elf, dwarf and human models respectively. The rakasha is just a clothing and head, just like how ree did the original yuan ti prior to SOZ coming out. Think its the following files.
P_HZM_CL_Body38.tga
P_HHM_CL_Body38.mdb
P_EEM_CL_Body38.mdb
P_GGM_CL_Body38.mdb
P_HZM_CL_Body38_N.tga
P_OOM_CL_Body38.mdb
P_HZM_CL_Body38_t.tga
P_DDM_CL_Body38.mdb
Probably could document things a 1000 times better, but if i have time to do that, I'd probably spend that improving my CSL documentation which i still have to finish, and the
model naming conventions which actually were originally my notes, it likely would help you figure out how things work. Select the human blueprint in toolset, and flip thru the clothing and heads, the model is related to the number shown deviated by 1, with that you will see the rakasha and ree's yuan ti.
The eyes are vfx applied to blueprints, all vfx related to creatures is provided.
Horn test is part of the unicorn content. Not really keeping track of every file to that level of detail, much of this i did more than a year ago, and it's not really something you can keep track of in excel.
Purgatory stuff is a bit wonky, it was never totally finished and it's mostly what i could get working out of their demo version. The trolloc content is largely where they got theirs from, and without me redoing the models, how you see it working is about as good as i could get it. If you have fixes, or new files, please post them, or just volunteer to help them in their project. I'd really like a working slaadi and vrock just to get some class spells working, and parity with content from NWN1.
If you have additions, changes and the like, and those things add options for all users without limiting existing options, just post them or forward them to me and i'll put them in. I'm not really focused on it at the moment, and will likely do my next real update when i hear hellfire has released all his creatures ( or just releases the models as i can do the appearance stuff he seems to not like so much ). Basically when he releases is when my pack gets completely out of date, so i try to stay coordinated. My current projects are related to overall NWN2 content management, how to list worlds on gamespy, merging 2da content, and getting some of sort of ADL working in single player, basically moving from scripting into higher level programming. ( and trying to figure out how skywing does some of what he does )
My goal is to make a real system to syncing all official ADL content, in a way that works for SP and MP. This would mean you'd have to run a program to download the correct ADL files, using check boxes to select which ones you'd like, and a tool to attach the multitude of haks to modules, and merge any 2da or tlk entries. For those with a single massive hak, it would do CRC type checks and remove content already available in ADL and attach those haks. This would cater to diversity, in that anyone can nominate a piece of content to be ADL, and you could host it on the vault, on drop box, or whereever, and it would get CRC type checks. Then SP folks could use this tool to install a module, and MP folks could choose to use it or the current ADL which will work the same way.
Note my latest version of neverworker happens to have an appearance.2da editor, which should make what i've done so far, much easier for others to do who have just started learning how to set things up.