- A mod for Daggerfall Unity
- Bestiary is a mod, that reintroduces the Bestiary as seen in one of Daggerfall's demos, and further builds upon it
- 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
- King of Worms - D.R.E.A.M. Compactibility and UI partial design
- Jagget - Author of patch 1.5 and 2.0
- Ninelan - Bestiary item art
- UESP - Most texts are copied (with minor editing) from here from here, or the Daggerfall User's Guide.
You can use SendModMessage
API to make changes in the Bestiary book.
In examples
"Rat"
is a record ID and equalsMonsterCareers.[monster].ToString()
Allow to set monster page Title
ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_TITLE", new object[] { "Rat", "New Title" });
Allow to set monster Summary
ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_SUMMARY", new object[] { "Rat", "New summary text" });
Allow to set monster Advice text
ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_ADVICE", new object[] { "Rat", "Always hit first!" });
Allow to set monster Material requirements text
ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_MATERIAL", new object[] { "Rat", "Use only gold weapon" });
Allow to set monster Language
ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_LANGUAGE", new object[] { "Rat", "Sentinel dialect of Orcish" });
Allow to set monster Abilities list
ModManager.Instance.SendModMessage("Bestiary", "OVERRIDE_ABILITIES", new object[] { "Rat", new string[] { "Can swim", "Can jump", "Can run" } });
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" } });
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 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 havebutton_wolf.png
andbutton_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 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
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" } });
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