As for maurezhi, the vast majority that I saw used the "lichblack" animation, which I thought was ok because most liches actually use the "lich" animation and although they're supposed to be "ghoulish" the lichblack animation actually looks more ghoulish (or perhaps death-knighty) than lichlike.
That animation looks more like a Death Knight to me, which isn't very fitting for a demon that is described as "strongly resembles an ordinary ghoul" by the source books.
Should it really be green though? Maybe a darker grey or even a dull red (abyssal) colour, if you can get a shade that doesn't glow or fade too much.
Nope, they are not really green, but unfortunately, I couldn't get the other colors to work properly as it always ended up looking too much like the ghast.
Still, I think you should just repalette these properly since those opcodes can be really annoying. But if you are adding more, can you just let me know which opcode you're using so I can unpatch it if we need to. Cheers.
Will try, but I'm too focused on developing the Fiends' AI right now. Possibly in a later release. As requested, here's the code I used:
// Maurezhi
ACTION_FOR_EACH ~file~ IN // for each of the fllowing files
~DEMMAU01~ // Maurezhi
~GORTAN6~ // Maurezhi
~OBSDEM04~ // Maurezhi
BEGIN // execute the following
ACTION_IF FILE_EXISTS_IN_GAME ~%file%.cre~ BEGIN // if the file exists
COPY_EXISTING ~%file%.cre~ ~override~
PATCH_INCLUDE ~aTweaks/lib/fj_cre_validity.tpp~ // Nythrun's CRE validity macro (detects corrupt and invalid CREs)
PATCH_IF valid BEGIN
PATCH_INCLUDE ~aTweaks/lib/fj_cre_reindex.tpp~ // Nythrun's CRE reindex macro (this also calls the EFF macro if needed)
// =============================================================================== // the actual work starts from here
LAUNCH_PATCH_FUNCTION ~DELETE_CRE_EFFECT~ // delete the EFF with the designated opcode (remove any existent tint)
INT_VAR opcode_to_delete = "51" END // mark opcode #51 (Colour: Strong/Dark by RGB) for deletion
LAUNCH_PATCH_FUNCTION ~DELETE_CRE_EFFECT~ // delete the EFF with the designated opcode (remove any existent tint)
INT_VAR opcode_to_delete = "52" END // mark opcode #52 (Colour: Very Bright by RGB) for deletion
LAUNCH_PATCH_FUNCTION ~ADD_CRE_EFFECT~ // Starts FUNCTION call (add new creature effect built-in function)
INT_VAR // initialize numeric variables
"opcode" = "51" // effect: #51 (Colour: Strong/Dark by RGB)
"target" = "1" // target: 1 (self)
"timing" = "9" // timing mode: 9 (permanent after death)
"parameter1" = "-1765239296" // param1: (color designation)
"parameter2" = "2" // param2: 2 (location - major color)
"probability1" = "100" // probability1: 100%
STR_VAR // initialize string variables
"effsource" = "" // effsource: none
END // ends FUNCTION call
// =============================================================================== // the actual work ends here
END // ends file validity check
BUT_ONLY_IF_IT_CHANGES
END // ends ACTION_IF FILE_EXISTS_IN_GAME block
END // ends ACTION_FOR_EACH block
// Bone Fiend
ACTION_FOR_EACH ~file~ IN // for each of the fllowing files
~DBONEF01~ // Bone Fiend
~GORBAT5~ // Bone Fiend
~MELSUM02~ // Bone Fiend
BEGIN // execute the following
ACTION_IF FILE_EXISTS_IN_GAME ~%file%.cre~ BEGIN // if the file exists
COPY_EXISTING ~%file%.cre~ ~override~
PATCH_INCLUDE ~aTweaks/lib/fj_cre_validity.tpp~ // Nythrun's CRE validity macro (detects corrupt and invalid CREs)
PATCH_IF valid BEGIN
PATCH_INCLUDE ~aTweaks/lib/fj_cre_reindex.tpp~ // Nythrun's CRE reindex macro (this also calls the EFF macro if needed)
// =============================================================================== // the actual work starts from here
LAUNCH_PATCH_FUNCTION ~DELETE_CRE_EFFECT~ // delete the EFF with the designated opcode (remove any existent tint)
INT_VAR opcode_to_delete = "51" END // mark opcode #51 (Colour: Strong/Dark by RGB) for deletion
LAUNCH_PATCH_FUNCTION ~DELETE_CRE_EFFECT~ // delete the EFF with the designated opcode (remove any existent tint)
INT_VAR opcode_to_delete = "52" END // mark opcode #52 (Colour: Very Bright by RGB) for deletion
LAUNCH_PATCH_FUNCTION ~ADD_CRE_EFFECT~ // Starts FUNCTION call (add new creature effect built-in function)
INT_VAR // initialize numeric variables
"opcode" = "51" // effect: #51 (Colour: Strong/Dark by RGB)
"target" = "1" // target: 1 (self)
"timing" = "9" // timing mode: 9 (permanent after death)
"parameter1" = "2112284160" // param1: (color designation)
"parameter2" = "2" // param2: 2 (location - major color)
"probability1" = "100" // probability1: 100%
STR_VAR // initialize string variables
"effsource" = "" // effsource: none
END // ends FUNCTION call
// =============================================================================== // the actual work ends here
END // ends file validity check
BUT_ONLY_IF_IT_CHANGES
END // ends ACTION_IF FILE_EXISTS_IN_GAME block
END // ends ACTION_FOR_EACH block