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Bestiary

Video Demonstration

Bestiary Demonstration

Bestiary Demonstration

Screenshot

Menu Settings page

Description

  • Bestiary is a mod, that reintroduces the Bestiary as seen in one of Daggerfall's demos, and further builds upon it
  • Pressing "B", or the hotkey of choice, in-game will open the screen

Credits

Liks

Info for modders

You can use SendModMessage API to make changes in the Bestiary book.

API and code examples

In examples "Rat" is a record ID and equals MonsterCareers.[monster].ToString()

OVERRIDE_TITLE

Allow to set monster page Title

ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_TITLE", new object[] { "Rat", "New Title" });

OVERRIDE_SUMMARY

Allow to set monster Summary

ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_SUMMARY", new object[] { "Rat", "New summary text" });

OVERRIDE_ADVICE

Allow to set monster Advice text

ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_ADVICE", new object[] { "Rat", "Always hit first!" });

OVERRIDE_MATERIAL

Allow to set monster Material requirements text

ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_MATERIAL", new object[] { "Rat", "Use only gold weapon" });

OVERRIDE_LANGUAGE

Allow to set monster Language

ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_LANGUAGE", new object[] { "Rat", "Sentinel dialect of Orcish" });

OVERRIDE_ABILITIES

Allow to set monster Abilities list

ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_ABILITIES", new object[] { "Rat", new string[] { "Can swim", "Can jump", "Can run" } });

OVERRIDE_SPELLS_BY_NAME

Allow to set monster Spells using names If spells are overriden by names, then the IDs are ignored

ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_SPELLS_BY_NAME", new object[] { "Rat", new string[] { "Zipper", "Balina's poison", "Frost fist" } });

OVERRIDE_SPELLS_BY_IDS

Allow to set monster Spells using standart IDs (won't do any effect if already overriden by names)

ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_SPELLS_BY_IDS", new object[] { "Rat", new int[] { 11, 23, 13, 8 } });

REGISTER_CUSTOM_ENTITY

Register new monster records. The data will be attempted to read from MonsterName.csv

Your mod have to provide these files like: Wolf.csv, Walrus.csv, Raccoon.csv

See ExampleMonster.csv for details

ModManager.Instance.SendModMessage("Bestiary", "REGISTER_CUSTOM_ENTITY", new object[] { "Wolf", "Walrus", "Raccoon" });

ExampleMonster.csv:

!For button_wolf you have to have button_wolf.png and button_wolf_active.png available!

Key,Value
Title,"Wolf"
ButtonTextureName,"button_wolf"
Summary,"Wolf Summary"
Advice,"Wolf Advice"
Material,"Wolf Material"
Language,"Wolf Language"
Abilities,"Bite
Sleep
Run"
NamedSpells,"Howl
Look cool"
TextureArchive,1612

ADD_ENTITY_TO_EXISTING_PAGE

Add one more record to existing page, up to 9 per page

ModManager.Instance.SendModMessage("Bestiary", "ADD_ENTITY_TO_EXISTING_PAGE", new object[] { "page_animals", "Wolf" });

Page IDs for existing pages: page_animals, page_atronachs, page_daedra, page_lycanthropes, page_monsters1, page_monsters2, page_orcs, page_undead, page_classic

REGISTER_CUSTOM_PAGE

Create and register new page with up to 9 records

ModManager.Instance.SendModMessage("Bestiary", "REGISTER_CUSTOM_PAGE", new object[] { "Page Title", "Page summary", new string[] { "Cockroach", "Walrus", "Raccoon" } });

Changelog

1.0
Initial release

1.1
Rebuilt for DFU 12.2
Added dependencies check for Bestiary - DREAM patch, to ensure it always overrides bestiary data and isn't loaded without it
Fixed some entries showing incorrect spells
Added support for Kab's Unleveled Spells
Mod settings can now be edited mid-game (all except ClassicMode)

1.2
Killcounts are now tracked
Minor entry text change

1.3
Added "Bestiary" item, that spawns in the world
Added options setting to only unlock the Bestiary after finding the "Bestiary" item
Added options setting to only display entries of beasts already slain

1.4
Added more customization options
Added language skill required for pacification
Improved text formatting
Reworked a part of the internal, hopefully increasing stability
Fixed a bunch of bugs

1.5
All credit goes to Jagget
Uplifted interface
Added ACTIVE state to buttons
Smashed some bugs

2.0
All credit goes to Jagget
Reworked text database
Reworked page rendering
Fix humanoid bug
Vampires could also carry the book
The chance of the item spawning is lower now
Makes the mod updateable from other mods. (No need to built-in support for Unleveled Spells)
Fixed the darkened monster textures
Added text color settings (for alternative skins)

2.1
All credit goes to Jagget
Added ability for mods to modify existing pages, and to register extra pages

2.2
All credit goes to Jagget
Performance improvements, better DREAM compatibility