I'm not sure on how many of the different animations are required so I just copy and pasted the idle several times and renamed them to the following that you can see in the screen below. I'm hoping I can get away with just the idle animation for it to show up IG, but to be safe I made all the one's you can see in the file below for now. Can I get away with just one idle animation file?
Yes, maybe two (c_IADCFTflag01_IDLE.gr2 and c_IADCFTflag01_UNA_IDLE.gr2), along with c_IADCFTflag01_skel.gr2 should be enough (at least, it works for me.)
Anyway, before I get that far I have ran into issues getting it to show up in the game. Ive exported the mesh, skeleton and animation(s) and nothing shows up when I change a creature to the flag appearance.
I'm assuming it's 2da related, but all I did was copy and paste the horse entry, so I assume it should at least show up.
I would confirm, as it looks like you don't have the same structure in your appearance.2da as in mine: I can't see any column titled AnimationSpeed. To make things clearer, here below is what you 2da shows:
LABEL
STRING_REF
BodyType
Segments
NWN2_Scale_X
NWN2_Scale_Y
NWN2_Scale_Z
NWN2_Model_Body
NWN2_Model_Helm
NWN2_Model_Head
NWN2_Model_Hair
NWN2_Head_Skeleton
5001
Blowing_Flag
Blowing_Flag
1
0
1
1
1
c_IADCFTflag01
c_IADCFTflag01
****
****
****
c_IADCFTflag01_skel
and here what I guess it should contain:
LABEL
STRING_REF
BodyType
Segments
NWN2_Scale_X
NWN2_Scale_Y
NWN2_Scale_Z
AnimationSpeed
NWN2_Model_Body
NWN2_Model_Helm
NWN2_Model_Head
NWN2_Model_Hair
NWN2_Head_Skeleton
5001
Blowing_Flag
Blowing_Flag
1
0
1
1
1
1
c_IADCFTflag01
c_IADCFTflag01
****
****
c_IADCFTflag01_skel
If everything else appears correctly, I guess the engine uses default values when it can't find the column. In this case, maybe try changing BASE by ****.
Something else to check first though: what happens if you change (in the properties, in the absolute position line) the Z value from 0 to 2 or 3? Maybe the pivot point has been "reset to 0" in the skel export?