Category:Creatures
Revision as of 17:33, 18 November 2008 by imported>Relax and Play
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
- 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 | Unknown function |
Giant | Special case used for immovable creatures |
Horse | Can be ridden |
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 | No effect (creature can still be killed and body can 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
- 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.
- To be able to block, creatures must have specifically named block-animations, even if the Construction Set categorizes them as block animations. (Block is the required prefix for playing the block idle animation, and Blockhit is the required prefix for the animation's namesake.)
- Some creatures, however, do not have appropriately named block animations, and so, will never block in-game, regardless of what their combat style says or what the block animations are categorized as.
- Clannfears are one example of creatures with non-functional blocking animations, as their animations begin with the prefix handtohand. Because of this prefix, the game itself doesn't recognize the presence of block animations, even though the defaultclannfear combat style has a 65% chance to block.
- When viewed in the Construction Set, their block animations are still categorized in the AnimGroup 'block' when viewed in the Construction Set, strangely enough, though allows turnleft to have the handtohand prefix in the name. Why exactly this strict naming convention only seems to hold true for blocking is unknown.
- 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.