

If they are not, game will crash upon launch as it cannot find them. Previous change created links, now the creature camera files have to be created. Create a file Creature_XXX.xdb for each creature in the 180-999 range with the dummy template below.Īdd connections between creature ID and the creature camera file:Ĭameras\Interface\HireCreatures\Creature_XXX.(Camera).xdb.Later when NCF creatures are installed dummy files will be overwritten. It does not matter which one as this is required only for the game engine to function. All creature dummy files will point to a visual file. Previous change created links, now create the creature dummy data files otherwise game crash upon launch as it cannot find them. GameMechanics\Creature\Creatures\Neutrals\Creature_XXX.xdb Go to last item CREATURE_CYCLOP_BLOODEYED.Īdd connections between creature ID and the creature base file.Replace XXX with creature ID.Įnumerate the new unique creature identifier by mapping it to numerical value: Add new items below for each creature from 180 to 999 while keeping the same format.Go to last item - CREATURE_CYCLOP_BLOODEYED.
#Skyrim creature framework Patch
Patch for exes is called NewCreatureFramework.yml and can be found on github.Ĭreate global unique creature identifier (creature ID): This change makes the exes capable of using 999 but now creature dummy files and IDs have to be created for the game not to crash at start. Hex edit change increases exe creature count capability from 180 to 999 and also makes the game skip rotation of NCF creatures without Map Object Visuals (MapAdvSharedObject) so when random map generation begins, only existing creatures are placed on the map. Technical implementation H5_Game.exe and H5_MapEditor.exe LUA engine configuration loaded during adventure map runtime (start of the game). exe runtime.Īnother one that includes Random blocks relations White background - optional or no changesĬonfiguration loaded during.3.11 (Optional) Scripts/creature_XXX.luaĬurrent state of NCF increase creature count from 180 to 999 and enables their inclusion in random generated maps (RMG/ARMG).īringing NCF into existence is possible through EXE edits and technical implementations in the data.pak files shown below.3.9 (Optional) MapObjects\*\*.(AdvMapMonsterShared).xdb.3.8 MapObjects\_(AdvMapObjectLink)\Monsters\*\*.xdb.3.6 Cameras\Interface\HireCreatures\Creature_XXX.(Camera).xdb.3.4 GameMechanics\Creature\Creatures\Neutrals\Creature_XXX.xdb.3.3 GameMechanics\RefTables\Creatures.xdb.
