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NCF – Extended list of Neutral creatures.

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#1875
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psatkha
In theory, it's possible... but you need to be a GURU in reverse engineering, because without the source code, it's very difficult to add extra features!

For example, if you find the closed and open beta versions of the 5th installment (not to be confused with the alpha), you'll see that all skills and perks were defined by explicitly referencing the .xdb file. For instance, now the "Plague" spell is essentially defined through an alias like "SPELL_PLAGUE," but before, it was something like "\GameMechanics\spell_plague.xdb."

My point is, if you find a reverse engineering guru or learn how to do it yourself, there's a chance you can find the original function addresses and then find them in version 3.1. Then, you can add an extra library to the .exe file; I forgot what it's called!
Well, I won't live long enough to become a GURU. I figured it would be easier to create a new game from scratch than to modify what already exists. So, I guess I'll have to abandon my idea.

Added 5 minutes later
Another question for those who create models. I've noticed that, despite your high level of proficiency with the editors and the ability to import external models into the game, you still use the "primitive" method of attaching pieces through effects. Wouldn't it be easier to do this:
1) Take a model from the game that should be the "base" and extract it into a 3D editor (even with the help of 3D Ripper DX).
2) In Maya, attach everything you need to this model to achieve 100% similarity with the character.
3) Import the entire model into the game, bind it to the skeleton of the "base" model, and then you won't have to struggle with effects – everything will work automatically.
Is this possible?