BG2 allows you to specify really high color values for things like skin and hair and have the game pick "something good" when the CRE is created. IWD2 does not. To simulate this I used to just pick any valid random number. This resulted in some outlandish looking peasants. Starting in v14 we use the "human skin" and "human hair" tables for possible random values. This results in a more uniform and less garish assortment.
After successfully squeezing blood from a turnip I was able to convert about a dozen BG2 animations over to IWD2 automatically. These include the other dragons, Drizzt, kobolds, ogres, Sarevok, etc. Even the Marililith works, actually.
The crowning jewels here are the Sahuagin and the Kuo-Toa. They cannot reasonably be simulated by anything native to IWD2 (nothing looks Fishy).
Unless someone official descends from on high and reveals the secrets of IE CRE animations to me, this is probably about everything that will get converted. If there is a great hue and cry for something like the Githyanki or Bodhi I could do it ... but it would involve eating up one of the normal IWD2 animations. There are a few that are "unused" in IWD2 proper but it would still involve the CHITIN.KEY equivalent of STRING_SET.