Upon seeing the ADD_AREA_CREATURE command, weidu reads the actors offset and the number of actors in that .are file, multiplies the number of actors by 218 (for v1.0 .are files) and then Inserts 218 bytes at that point, adjusting the other offsets in the header by +218. Then we can toss in the creature name, the location, the facing, any scripts, and the .cre resref. So the commands could look something like:
And if Wes want's to go all out with that sort of stuff, weidu could also adjust the Visibility Schedule, the animate.ids reference, an override dialog file, etc.Copy_Existing ~AR0400.ARE~ ~override/AR0400.ARE~
ADD_AREA_CREATURE ~AR0400.ARE~ %Gaelan Bayle% x1200 y345 z12 $ ~WEIDUGB.DLG~ #0 ~None~ #1 ~None~ #2 ~None~ #3 ~None~ #4 ~WTASIGHT.BCS~ #5 ~None~ ~WEIDUGB.CRE~
COPY ~somefolder/WEIDUGB.CRE~ ~override/WEIDUGB.CRE~
Of course, the same idea could be used for triggers and containers (though that may be a bit harder depending on vertices), exit points, ambiants, etc.
So, how about it?
(CB waits patiently here.)