... The .Erf has the .Utp blueprints. The .Hak has the .Mdb models plus Placeables.2da ...
An .Erf is just a package like a zip without compression. You don't need them it's just an easy way to keep things together but it's what's inside that is important. Ie, the .Utp blueprints: at minimum these need their Appearance property set to whatever line #'s in Placeables.2da that their .Mdb's are referenced on. I think Zarathustra's defaults are lines #3001-3004.
The bears & totems you're seeing are up on lines #2000+, and the NwN2 default helpers are on lines #1999-2000.
I suggest starting with an up-to-date Placeables.2da, like this one perhaps (
Master Placeables 2da by Kanbyen) -- although that's getting old it could be a good one to start with. I think most designers end up manufacturing their own, preferably in some sort of accord with the
Reserved Lines reference @ nwn2.wikia.com
then overwrite the lines #3001-3004 in the new .2da from the same lines in Zarathustra's .2da (making sure the line numbers do not get screwed up, and remain sequential from start to finish).
OKAY, found it.
plc_walkmeshhelper.utp has its Appearance as #3001 -> check.
plc_walkmeshhelper_w.utp has its Appearance as #2001 -> "Column_Bear", nope; should be #3002
plc_walkmeshhelperramp.utp has its Appearance as #3003 -> check.
plc_walkmeshhelperramp_w.utp has its Appearance as #2002 -> "Column_Runed", nope; should be #3004
Appearance is found under Properties when the blueprint (.Utp) is selected in the toolset ... should make the above changes and resave them, making sure you don't end up with duplicates kicking around throughout your override, modules, & haks natch,
oh, and welcome to the heavy-metal world of NwN2 modding