Difference between revisions of "Category:Creatures"

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From what I can see, a creature's disposition towards another actor is calculated as (Creatures Personality * .75) + (Other Actor's Personality * .25) + Faction Modifier.
From what I can see, a creature's disposition towards another actor is calculated as (Creatures Personality * .75) + (Other Actor's Personality * .25) + Faction Modifier.
--[[User:RichOfBalmora|RichOfBalmora]] 07:48, 12 January 2008 (EST)




[[Category:Actors]]
[[Category:Actors]]

Revision as of 09:09, 12 January 2008

Creatures is a type of actor object that cannot engage in dialogue, commit crimes, wear armor or clothing, or be pickpocketed. Basically they exist only for combat.


  • ID: Form ID of the object
  • Name: Display name for the object
  • Script: Active script for all references of this object. Select the elipses marks (...) to edit or view the script.
  • Type:


Type Description
Creature Default setting with no special properties
Daedra Not used
Giant Special case used for immovable creatures
Horse Can be activated and ridden
Humanoid Not used
Undead Responds to Turn Undead spells, never loses Fatigue


  • Weapon & Shield: Checkbox for whether or not the creature uses a weapon and/or a shield
  • Level: The level of the creature, used to determine it's resistance to certain Illusion spells. If PC Level Offset is checked, this becomes the offest (positive or negative) from the player's level.
  • PC Level Offset: Checkbox for making the creature leveled. Activates the Calc Min and Calc Max boxes. Changes the Health, Spell points, Fatigue, Combat, Magic, Stealth, and Attack Damage into level based multipliers.
  • Calc Min: The minimum level the creature is allowed to be if PC Level Offset is checked. Values of less than one are presumed to be one.
  • Calc Max: The maximum level the creature is allowed to be if PC Level Offset is checked. Zero is defined as unlimited.
  • Combat Style: Selects a combat style.
  • Death Item: When the creature dies, an item from this leveled list is placed in the creatures inventory.
  • Nif file: The skeleton mesh used by this creature.
  • Movement: Checkboxes for all the varieties of movement the model can perform. There must be a corresponding animation for the movement type.
  • Miscellaneous Flags:


Flag Function
Quest Item Creature updates more frequently. Dead body isn't removed when the cell regenerates.
No Head Prevents head tracking issues for Headless Zombies.
No Low Level Processing The creature does not update its AI unless the player is in the same cell as it.
Essential Creature cannot be killed. This should never be set for creatures.
No Left Arm Prevents combat animation problems for one armed zombies.
No Combat in Water Prevents water combat for creatures with swim animations but no water combat animations.
Respawn References of this creature in the world will be recreated after three days.
No Right Arm Prevents combat animation problems for one armed zombies.
Can Corpse Check Allows the creature to pause over dead bodies.
No Shadow Does not attempt to display a shadow for the creature.


Notes

  • Disposition and creatures: The disposition formula for NPCs includes things like the player's fame or bounty. Those aspects do not apply to creatures. They use a pure personality and faction calculation to determine dispostion.

From what I can see, a creature's disposition towards another actor is calculated as (Creatures Personality * .75) + (Other Actor's Personality * .25) + Faction Modifier.

Pages in category "Creatures"

The following 12 pages are in this category, out of 12 total.