Category:Creatures
Revision as of 20:19, 24 October 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.
- 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 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. |
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.
- Creatures appear to only use the blocking function when they are equipped with a weapon or shield; when fighting hand to hand, they will not 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.)
Pages in category "Creatures"
The following 12 pages are in this category, out of 12 total.