unreal work saidenstorm i can remember alot of your work for oblivion was pritty amazing stuff probably the first to get custom creatures into game if i remember correctly..
as your testing the ck is it an easier to get custom creatures and anims in game this time if u have even tryed that is?
Easier is not the word I would use -> its actually quite a bit more difficult:
1) You need more files (At least Skeleton.hkx, Skeleton.nif, Mesh.nif and every single animation.hkx required) and there are required files that we can not even create (we have to copy/paste these from Beth's Actors), also some can only be created with the Havok Content Tools Plugins for Max/Maya/XSI -> Blender users need not apply as you will get no love from Havok.
2) The animations have to be named exactly the same as the base actors who Behavior Files you Copied/Pasted and you have to have every single one included in the Behavior Files or the game crashes.
3) The Skeleton.nif and Skeleton.hkx need to be basically identical to function in the game or Havok will not work and/or the game crashes from inconsistent data.
4) The profiles (MainProfile and CharacterFile -> the Behavior Files can not be converted) have to be converted using the HCT Stand Alone Manager from binary.hkx to XML -> Edit them to make them accept your actors setup -> Bone Pairs, Character Name and linking to secondary files -> then convert that back to Binary.hkx.
You could Add new animations to the Character File at this point but it would not help as we can not edit the behavior files and that is where animations get assigned states, transitions and events -> so thats not going to happen anytime soon.
there are other things involved....but its more for information for a general tutorial at a later date.
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I have had Custom Creatures running as replacers in the game before the Beta started I have 3 of them in game right now -> that I have spent the most of my time setting up as separate entities so they are no longer replacers but are their own Actor now.