Difference between revisions of "Category:Creatures"

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Creatures is a type of actor object that cannot engage in dialogue, commit crimes, wear armor or clothing, or be pickpocketed.
Creatures is a type of actor object that cannot engage in dialogue, commit crimes, wear armor or clothing, or be pickpocketed.


==Flags==


*'''ID:''' Form ID of the object
*'''ID:''' Form ID of the object
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*'''Type:'''
*'''Type:'''
{|border="1" cellpadding="5" cellspacing="0"
{|border="1" cellpadding="5" cellspacing="0"
|-
|-
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|-
|-
|Daedra
|Daedra
|Unknown function
|Causes all actors not in the same faction to attack on sight.
|-
|-
|Giant
|Giant
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|-
|-
|Horse
|Horse
|Can be ridden
|Can be ridden. Has special expectations of the .nif and .kf files
|-
|-
|Humanoid
|Humanoid
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|}
|}


*'''Weapon & Shield:''' Creature uses a weapon and/or a shield.


*'''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 its [[Stats_Tab_-_Creatures|stats]] and [[:Category:Leveled_Lists|leveled loot]], as well as its resistance to certain Illusion spells. If PC Level Offset is checked, this becomes the offset (positive or negative) from the player's level.
 
*'''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.
*'''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.
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*'''Combat Style:''' Selects a combat style.
*'''Combat Style:''' Selects a combat style.


*'''Death Item:''' When the creature dies, an item from this leveled list is placed in the creatures inventory.
*'''Death Item:''' When the creature dies, this item (or an item from this leveled list) is added to the creatures inventory.


*'''Nif file:''' The skeleton mesh used by this creature.
*'''Nif file:''' The skeleton mesh used by this creature.
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*'''Miscellaneous Flags:'''
*'''Miscellaneous Flags:'''
{|border="1" cellpadding="5" cellspacing="0"
{|border="1" cellpadding="5" cellspacing="0"
|-
|-
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|-
|-
|Essential
|Essential
|Creature cannot be killed.
|The essential creature in question never dies. No special message appears when interacted with while unconscious, and may still be looted.
|-
|-
|No Left Arm
|No Left Arm
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|-
|-
|}
|}


== Notes ==
== Notes ==
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  (Creatures Personality * .75) + (Other Actor's Personality * .25) + [[:Category:Factions|Interaction Relation]].
  (Creatures Personality * .75) + (Other Actor's Personality * .25) + [[:Category:Factions|Interaction Relation]].


*It appears to be that block animations must be named 'Block/BlockIdle' and 'BlockHit' if the creature does not possess the animations for animations other than the hand-to-hand block animations. If the animations do not follow this naming convention, the creature in question will never block when it is in-game.


*Certain creatures appear to never block under any circumstances, even when their combat style would suggest otherwise, while others do, regardless of weapons equipped or animations present.
::This is only known to hold true for Clannfears, who appear to naturally have improperly named hand-to-hand blocking animations (there are no other types of blocking animations present) - whether or not the reverse would hold true as well is unknown. (That is, it is not known if changing the name of, say, the mudcrab 'block' and 'blockhit' animations to something else would create a mudcrab which is totally incapable of blocking.)
 
The reason behind this is the naming convention that the game requires to be followed; in the case of block animations, the name for block animations must be ''block.kf'' and ''blockhit.kf''. Mudcrabs, Goblins, and Skeletons all have appropriately named block animations, while Clannfears do not, meaning unless one knows how to configure the game's animation system, they will never block.
 
 
*Even if a creature is essential, the game will still give the loot menu, as the game was not designed to support essential creatures. (Does not appear to harmfully change gameplay.)
 


*The only creature in the giant category is Mehrunes Dagon. (This holds true even in Shivering Isles.) The editor ID for it is 'CreatureMehrunesDagon'. There is also an actor in the Daedra category named 'TestMehrunesDagonSkeleton' which appears to be a rough duplicate of Mehrunes Dagon in the Giant category. (With differences, I.E. the Dagon in the Daedra category has only 50 fatigue, spell points, and has 50 personality.)
*The only creature in the giant category is Mehrunes Dagon. (This holds true even in Shivering Isles.) The editor ID for it is 'CreatureMehrunesDagon'. There is also an actor in the Daedra category named 'TestMehrunesDagonSkeleton' which appears to be a rough duplicate of Mehrunes Dagon in the Giant category. (With differences, I.E. the Dagon in the Daedra category has only 50 fatigue, spell points, and has 50 personality.)


*Of the categories of creatures, the Horse category is arguably the strictest (The Giant and Humanoid category may also have strict demands), as it by default expects certain qualities from the model, meaning when a model that doesn't have the expected qualities is categorized as a horse, an error may occur. (One such being that typically the Body file doesn't appear.)


*Of the categories of creatures, the Horse category is arguably the strictest (The Giant and Humanoid category may also have strict demands), as it by default expects certain qualities from the model, meaning when a model that doesn't have the expected qualities is categorized as a horse, an error may occur. (One such being that typically the Body file doesn't appear.)
*There are only two actors categorized as 'humanoid', the first being actor being a  Spriggan (who, unless is referenced to by a quest script or summon item/spell, never appears in-game), and the second being a zombie.


* If you have a script that does a "kill" on an actor who is already dead, extra Death Items may get added to the corpse.


*There are only two actors categorized as 'humanoid', the first being actor being a  Spriggan (who, unless is referenced to by a quest script or summon item/spell, never appears in-game), and the second being a zombie.
[[Category:Actors]]
[[Category:Actors]]

Latest revision as of 01:21, 2 May 2010

Creatures is a type of actor object that cannot engage in dialogue, commit crimes, wear armor or clothing, or be pickpocketed.

Flags[edit | edit source]

  • 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 Causes all actors not in the same faction to attack on sight.
Giant Special case used for immovable creatures
Horse Can be ridden. Has special expectations of the .nif and .kf files
Humanoid Unknown function
Undead Responds to Turn Undead spells, never loses Fatigue
  • Weapon & Shield: Creature uses a weapon and/or a shield.
  • Level: The level of the creature, used to determine its stats and leveled loot, as well as its resistance to certain Illusion spells. If PC Level Offset is checked, this becomes the offset (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, this item (or an item from this leveled list) is added to 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 The essential creature in question never dies. No special message appears when interacted with while unconscious, and may still be looted.
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 approach and 'examine' (Stand in front of) dead bodies.
No Shadow Does not attempt to display a shadow for the creature.

Notes[edit | edit source]

  • 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:
(Creatures Personality * .75) + (Other Actor's Personality * .25) + Interaction Relation.
  • It appears to be that block animations must be named 'Block/BlockIdle' and 'BlockHit' if the creature does not possess the animations for animations other than the hand-to-hand block animations. If the animations do not follow this naming convention, the creature in question will never block when it is in-game.
This is only known to hold true for Clannfears, who appear to naturally have improperly named hand-to-hand blocking animations (there are no other types of blocking animations present) - whether or not the reverse would hold true as well is unknown. (That is, it is not known if changing the name of, say, the mudcrab 'block' and 'blockhit' animations to something else would create a mudcrab which is totally incapable of blocking.)
  • The only creature in the giant category is Mehrunes Dagon. (This holds true even in Shivering Isles.) The editor ID for it is 'CreatureMehrunesDagon'. There is also an actor in the Daedra category named 'TestMehrunesDagonSkeleton' which appears to be a rough duplicate of Mehrunes Dagon in the Giant category. (With differences, I.E. the Dagon in the Daedra category has only 50 fatigue, spell points, and has 50 personality.)
  • Of the categories of creatures, the Horse category is arguably the strictest (The Giant and Humanoid category may also have strict demands), as it by default expects certain qualities from the model, meaning when a model that doesn't have the expected qualities is categorized as a horse, an error may occur. (One such being that typically the Body file doesn't appear.)
  • There are only two actors categorized as 'humanoid', the first being actor being a Spriggan (who, unless is referenced to by a quest script or summon item/spell, never appears in-game), and the second being a zombie.
  • If you have a script that does a "kill" on an actor who is already dead, extra Death Items may get added to the corpse.

Pages in category "Creatures"

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