The compiler I use breaks all those animations because it probably looks for the misspelled "setfillum" instead of "selfillum".
I believe the problem you're dealing with comes from an error in a model compiler/decompiler which is based off some of Torlack's code. Which means it could be Torlack's original compiler or even the model compiler/decompiler which comes with Acaos' NWN Explorer Reborn 1.63. To remedy this, use the DLA compiler in this archive here. This compiler has the correct "selfillumcolor" spelling in the code, along with several other helpful fixes.
The Bioware internal compiler (also in the pack at the link above) also has the correct spelling but can not decompile models. However, for tile/placeable compiling, I have found it to be superior. It usually does a better job with non-characters than anything. Torlack's model compiler and any of its derivatives (Acaos', DLA's) all work the same way, which is reverse-engineered from the old Bioware model viewer's behavior, for the most part.
The Bioware internal compiler is not a reverse-engineered community tool. It's basically a standalone version of the bit of code which compiles models in the toolset and game. It's not perfect, but it's my first choice before the DLA compiler.
Another reason for not compiling tiles any more is that though they might load faster, the compiled models are so much bigger that haks (not counting textures) have between 160 and 200% the size they had before. The disadvantages of compiling the tiles far outweigh any advantages compiled models may have.
Meh. I've written about the benefits of compiling models a bazillion times so I won't belabor the point, except to say (again) that no model ever hits the screen uncompiled. All models are always compiled by the toolset or the game if they're in ASCII format when they're loaded. Having the same model compiled again and again, on the fly, is only the first of many reasons why pretty much all (finished) models should be distributed in compiled form. Most of the others can probably be gleaned with a Google search of site:bioware.com "oldtimeradio" AND "compiled".
I understand that in some remote sense where people have tiny, tiny hard drives, the enlarged file sizes could be off-putting. But when we're talking about 100k vs 200k for a model, is that really more of a burden than making every single player, ever, wait while that model is compiled on the fly, every time it's loaded? For tilesets, especially, that can be such a timekiller.
Speaking more generally, I know this won't change any minds already made up on the point. It never seems to. But it's such a funny thing for people to reject for whatever reason, I honestly find it confusing.
Cheers to you, though, and I hope if you experiment with the DLA model compiler that you have better experiences with the process and, maybe, a change of heart on the matter.