Kalshane, trust me that the Hit Dices are the only parameter that MAY be influenced by constitution bonus (still not sure). 80% of the other variabiles were "right", with the ability score bonuses already calclulated. This includes attack bonus, damage, saving throws, skill points, end everything else. The question that still doesn't find an answer in my mind is why some monster had the right ammount of hit points before my modifications and other didn't.
I don't know how you are doing your tests, but I think you are doing them incorrectly. Every test I have ever done shows me that Con is added in correctly. In my opinion, your test environment is simply wrong. I suspect that you are using pre-existing creatures to do your tests, which is a massive mistake. Every time you want to test something you need to create a new creature from scratch. Pre-existing creatures can not always be changed. Sometimes they have blocks on their protos.file access (this is why no one could remove the DR from the Gnolls) and with regards to monster hit dice these are SET when you enter a new map and can NOT be changed later. You need to create a new creature each and every time you want to test something. Anyway, I have spent several hours testing this and I am convinced from my actual tests that Constitution is added correctly. The ONLY way I will ever change my mind about this is if MY tests indicate I am wrong. Enough said on this topic in my opinion. - Livonya
Also, do you know what column 25 does? If you don't I suggest you take the time to learn about it. If you don't know what it does then that could very well be your problem. - Livonya
One more thing.... If you really want to go "what the fu*k??" then try doing your tests with the attack dog. Have fun with that one. A lot of creatures have special things going on that you simply don't realize or don't have access to. We know so little about how TOEE works. I will give you some crazy examples. 1) the attack dog (try modifying it and see what happens) 2) 2 of the 3 different types of Gnolls already in the game do NOT have access to heartbeat functions. New ones you create do. This can cause massive hair pulling frustration... I spent hours trying to figure out what was wrong with my script... in the end my script was perfect but the problem was the creatures never get heartbeats... why? I have no idea. 3) You can often deleate a creature with a script and then come back a few hours later only to discover it has returned.... (I have seen this happen many times and it was the cause of multiple Juggernauts). I know of at least 5 different creatures in game where this can happen. 4) A lot of NPC/Monster stats are set internally and can not be changed via the protos.tab or scripting.... when you run into one of these you will have a headache trying to figure out why none of your changes are working as you intended. 5) Almost any line in the protos tab can be different in game for an actual item/creature. Just because you see something labeled in the protos.tab does NOT mean it is this way in the actual game. (This is a serious problem as it also means sometimes changing the protos.tab may be doing other things that you have no idea about). Ultimately, you have to test every single change you make. Every single one. Otherwise you will never know if you actually did anything. - Livonya
Liv, no doubt that your considerations are true. The point is, then, that there is no way to fix some things that I belive are a huge mistake. The reason for wich I wished to make changes is that I hate when AI (or programmers) cheats. For example, Ogre leader (or chieftan) have +50 HPs from nothing. For me it is cheating with no reason. I say: "If you want to make the monster thougher, don't add random HPs! Instead use elite scores (15,14,13,12,10,10) to improve the monster ability scores and then HP, and/or add some barbarian or fighter level and/or the feat thoughness more than once" then the same goal is reached but the monster is more balanced, more challengening than the basic counterpart and there is no cheating. As well, I don't like choises that drastically change monsters like Hidra (no regeneration 15 but poison instead), or weaken so much other ones, like celestial animals (all stats lowered and missing essential elements) or archorn lanter, that simply sucked because it missed some essential abilities like the ranged lightning touch attack, just to name few of them. Call me a mind-closed person, but I belive that, if D&D has rules, they must be followed as strictly as possible, otherwise the equlibrium will be altered. In the Monster Manual there is a whole chapter about how to improve monsters and not-following it drived me and other DMs to very bad results. Ok, maybe I gave for granted too many things, especially about HDs,since, looking at the protos, Hit Dice column looked to work as the other parameters, since at least 70% of monsters had CON bonus already calculated in the HD column, but I hope that you relaized my intent. Anyway, actually I don't mind to give up but I'm very sad to know that it is not possible to fix monsters' HPs after that they have been created and saved, regardles about who's right and who's not. It is not important anymore. About column 25, I see that it is linked to NPCs, when I only wished to modify monsters: should I care about that? Please, spoil everything: I guess that other people that will approach modding may learn more from my mistakes.