Tes4Mod:Mod File Format/CREA

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CREA records hold information on a creature.

  • All repeating subrecords are optional.
  • Directories for meshes are based upon meshes\


  • In Progress. May contain incomplete/inaccurate data.
C SubRecord Name Type/Size Info
+ EDID editorId zstring Editor id
- FULL fullName zstring Full name
- MODL model zstring Skeletal NIF-filename with directory
 ? MODB ?? float ?Follows a MODL?
 ? MODT ?? float ?Sometimes follows a MODB?
- NIFZ ModelList struct[~] NIF-files used by the creature
filename
zstring Just the filenames. Folder seem to be given by MODL
eol
byte has to be 0x00
+ ACBS config struct[16] Configuration
flags
ulong
Flag Meaning
0x000002 Essential
0x000004 Weapon & Shield
0x000008 Respawn
0x000080 PC Level Offset
0x000200 No Low Level Processing
0x008000 No Head
0x010000 No Right Arm
0x020000 No Left Arm
0x040000 No Combat in Water
0x080000 No Shadow
0x100000 NO Corpse Check (For NPCs it is the other way round. Maybe just a bug in the CS?)
baseSpell
ushort Base spell points
fatigue
ushort Fatigue
barterGold
ushort Barter gold
level
short Level/Offset level
calcMin
ushort Calc Min
calcMax
ushort Calc Max
* SNAM faction struct[10] Faction
id
formid points to a FACT record
rank
ubyte Rank
flag
ubyte[3] ?Some sort of faction flag?
- INAM Death Item formid points to a LVLI record
+ RNAM Attack reach ubyte
* SPLO spell formid points to a SPEL or LVSP record
- SCRI script formid points to a SCPT record
* CNTO items struct[8] Inventory items
id
formid Item
count
ulong Count
+ AIDT AI Data struct[12] AI Data
aggression
ubyte Aggression
confidence
ubyte Confidence
energyLevel
ubyte Energy Level
responsibility
ubyte Responsibility
aiFlags
ulong
Flag Meaning
0x000001 Weapons
0x000002 Armor
0x000004 Clothing
0x000008 Books
0x000010 Ingredients
0x000080 Lights
0x000100 Apparatus
0x000400 Miscellaneous
0x000800 Spells
0x001000 Magic Items
0x002000 Potions
0x004000 Training
0x010000 Recharge
0x020000 Repair
trainSkill
ubyte
Hex Value
0x00 Armorer
0x01 Athletics
0x02 Blade
0x03 Block
0x04 Blunt
0x05 Hand to Hand
0x06 Heavy Armor
0x07 Alchemy
0x08 Alteration
0x09 Conjuration
0x0A Destruction
0x0B Illusion
0x0C Mysticism
0x0D Restoration
0x0E Acrobatics
0x0F Light Armor
0x10 Marskman
0x11 Mercantile
0x12 Security
0x13 Sneak
0x14 Speechcraft
trainLevel
ubyte Training level
aiUnknown
ushort Unused?


* PKID AI Packages formid points to a PACK record
+ DATA creaturedata struct[20] Stats
 ??
byte ?has to be 0x00?
combat
ubyte Combat Skill
magic
ubyte Magic Skill
stealth
ubyte Stealth Skill
Soul
ushort 0x0000 NONE, 0x0100 Petty ... 0x0500 Grand - yes 2 byte
health
ushort Health Points
 ??
2 byte ?unused?
damage
ushort Attack Damage
Str
ubyte Strength
Int
ubyte Intelligence
Wil
ubyte Willpower
Agi
ubyte Agility
Spd
ubyte Speed
End
ubyte Endurance
Personality
ubyte Personality
Luc
ubyte Luck
- ZNAM Combat Style formid points to a CSTY record
- CSCR Inherits Sounds from formid points to a CREA record
* CSDT Soundtype ulong
Index Value
0x00 Left Foot
0x01 Right Foot
0x02 Left Back Foot
0x03 Right Back Foot
0x04 Idle
0x05 Aware
0x06 Attack
0x07 Hit
0x08 Death
0x09 Weapon
CSDI
TESSound formid points to a SOUN record
CSDC
Chance ubyte Chance to play sound <= 100
+ BNAM Base Scale float Base Scale
+ TNAM Turning Speed float Turning Speed
+ WNAM Foot Weight float Foot Weight
- NAM0 Blood Spray zstring NIF-filename with directory
- NAM1 Blood Decal zstring NIF-filename with directory
- KFFZ Optional Animation List struct[~] If optional Animations are used, they are saved here.
filename
zstring Just the filenames. Animations depend on the Skeletal NIF-File
eol
byte has to be 0x00