
This made my day.
It was almost exact image of my kit. (I'll just need to change few variables now and add my own abilities)
It's good that I dont have to spend another hours of modding and simply ninja other work

Well the clab****.2da's file name is actually "ij#dragf.2DA", the AP_IJ#DCA ability/applied spell IJ#dca.spl on the first level that summons the ij#dcn1.cre with the opcode #177 using the effect file "ij#dc3.eff" which is using the opcode #67 to summon the creature. The creature is a renamed "invicre.cre" as "ij#dcin1.cre". I think I stole that invicre.cre from somewhere... or I just remade it, doesn't matter.
I checked this whole process you described and I have but 1 question.
In a part:
the AP_IJ#DCA ability/applied spell IJ#dca.spl on the first level that summons the ij#dcn1.cre with the opcode #177 using the effect file "ij#dc3.eff"
Didnt you meant actually AP_IJ#DC3? For IJ#dca.spl - it use opcode #96 level modifier.
It's the ij#dc3.spl that have reference to the .eff file. (+infravision I think) Or again am I missing something? (I'm just trying to understand it)
Also, the dca.spl cause minor issues for my game by setting lvl to 0. After I lvl up again (to 1) for example my HP is bigger, I start with total of 12 proficiency points instead of 4, (8 at character creation and additional +4 after actual lvl up) etc... however it's not big deal since I can reedit these values in Shadow Keeper.
Anyway this is good modding stuff, thanks for sharing. I would buy you a beer for this one.
