Tamriel-Data - Naming Conventions

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worsas
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Tamriel-Data - Naming Conventions

Post by worsas »

Race Prefixes:
Com = Not specific to any race
Cr = Created a animals or beast races (Goblins eg.)
Arg = Argonian
Bre = Breton
De = Dark Elf
He = High Elf
Imp = Imperial
Kha = Khajiit
Nor = Nord
Orc = Orc
Rga = Redguard
We = Wood Elf
Dwe = Dwemer
Dae = Daedric
Aka = Akaviri (summarizing the Akaviri races for simplicity and legibility)
Fal = Falmer
Ayl = Ayleid
Rea = Reachmen
Mao = Maormer

Province Prefixes
Glb = Not specific to any province
Sky = Skyrim
Mw = Morrowind
Cyr = Cyrodiil
Ham = Hammerfell
Hr = Highrock
Bkm = Blackmarsh
Els = Elsweyr
Val = Valenwood
Sum = Summerset Isles

Body Part Prefixes:
A = Armor
B = Body
C = Clothing

Body Part Suffixes:
Ha = Hand
Hd = Head
Hr = Hair
A = Ankle
C = Chest
CF = ChestFemale
Cl = Clavicle
F = Foot
FA = Forearm
G = Groin
K = Knee
N = Neck
T = Tail
UA = Upper Arm
UL = Upper Leg
W = Wrist
(whenever a female version of a body part is created, it is trailed by an additional F)

Book Prefixes:
Bk = Book
BkFaction = Faction Book
Sc = Scroll
EnSc = Enchanted Scroll
Note = Note/Letter

Book Project Suffixes:
TR = Tamriel Rebuilt
PC = Province:Cyrodiil
SHOTN = Skyrim, Home of the Nords

Alchemy Prefixes:
Potion = Potion
Drink = Drink
Subst = Any other type of Substance

Alchemy Potion Suffixes:
B = Bargain
C = Cheap
S = Standard
Q = Quality
E = Exclusive

Clothing Quality Suffixes:
Cm = Common
Ep = Expensive
Et = Extravagant
Ex = Exquisite

Creature Prefixes (these had to be shortened because there is a stricter letter limit for creatures)
Fau = Animals
Und = Undead
Cre = Any other type of creature

Enchantment Prefixes
Once = Cast once
Const = Constant Effect
Use = Cast when used
Strike = Cast on strike

Ingredient Prefixes
IngFood = Food
IngMine = Ores, Gems, Crystals ..
IngFlor = Leaves, flowers, Seeds ..
IngCrea = Creature parts that are not food.

Levelled Creature Prefixes
Lvl = Levelled Creaturelist, with different creatures according to players level.
Stat = Static Creaturelist where all creatures in the list are spawned at level 1.
Cr = A Levelled Creature with only a single creature in it, used to place a specific creature that can respawn.
RLvl = Levelled Region-specific Creaturelist
RStat = Static Region-specific Creaturelist

Levelled Item Prefixes
Random = An Itemlist where all listed items are spawned at Level 1
Lvl = An itemlist with different items, according to players level.

Static Set Suffixes:
X = Exterior
I = Interior
F = Furniture

Static/Container/Door/Activator object types:
Set... = Objects involved in the creation of settlements.
Dng... = Objects involved in the creation of any dungeons.
Cave... = Objects involved in the creation of caves.
Terr... = Objects involved in terrain creation.
Flora... = Plants
Fauna... = Dead animals, animal nests etc.
Furn... = Furniture objects which are unlikely to be used in exterior space.
Var = Various objects not specifically belonging to any of the above categories.

Spells Prefixes:
Dis = Disease
Pow = Power
Ab = Ability
Res = Restoration Spell
Alt = Alteration Spell
Mys = Mysticism Spell
Cnj = Conjuration Spell
Des = Destruction Spell
Ilu = Illusion Spell

Script Prefixes:
ScNpc = A script attached to an npc
ScCrea = A script attached to a creature
ScObj = A script attached to an object
ScSound = A sound script (good idea to have these grouped, imo)
ScBook = A book script (there are really many of these, so having them grouped should help aswell)
ScGlobal = A global script or a script not attached to any kind of object
ScTest = A test script

Sound Prefixes:
SndCrea = A creature sound
SndObj = A sound attached to an object
SndEnv = An environmental sound




Naming of Statics
Statics are subdivided into two main types:
1. Man-made objects like houses, dungeons or furniture. They are always categorized by race.
2. Natural objects like plants, caves, rocks. They are always categorized by province.

Statics - Houses and Dungeons
House- and Dungeon- sets always start either with Set (settlement) or Dng (dungeon). Generic settlement object can also belong to the generic Set-set.
In most cases they are further subdivided into X (exterior), I (interior) and F (furniture)

T_De_SetInd_X_Stair_03
T_Nor_DngBarrow_X_SideWall_01
T_Imp_SetAnv_X_Window_01
T_Imp_SetGC_I_3Way_01
T_He_DngDirenni_I_Towerstair_01
T_Imp_SetMw_I_RichDoorjamb_01
T_De_SetInd_F_GongStand_01
T_Imp_DngColBarrow_F_JarBrk_01
T_He_DngDirenni_F_Stool_01


Statics - Furniture
Furniture sets start with Furn. There is also FurnP (poor), FurnM (middle class) and FurnR (rich) for furniture sets that have a poverty/wealth - assignment.

T_De_FurnP_Chair_01
T_Nor_FurnM_Bar_01
T_Imp_FurnR_Bath_01
T_Imp_Furn_Coffin_01
T_Nor_Furn_Dreamcatcher_01


Statics - Terrain Objects
Terrain objects, being natural objects, are categorized by province instead of race. Terrain sets always start with Terr followed by the basic texture of the set.

T_Glb_TerrWater_RectFlw256_01 (Glb = global)
T_Cyr_TerrRockGC_Rock_06
T_Sky_TerrRockRE_CaveEntr_03
T_Sky_TerrRockRE_CliffLrg_01a


Statics - Cavern Objects
Cavern objects are similar to terrain objects, except that cave sets start with Cave.

T_Cyr_CaveGC_I_TunnelBig_01
T_Mw_CaveMud_Pool_01
T_Sky_CaveRE_I_RoomSml_03


Statics - Plants
Flora Sets always start with Flora. There is the general flora set and region-specific flora sets.

T_Sky_Flora_TreeLeaf1Log_01
T_Sky_Flora_TreePine1_01
T_Mw_FloraGM_PuffShroom_01
T_Mw_FloraUV_ConespruceSnow_01
T_Cyr_FloraGC_TreePalm_01


Statics - Others
Objects that don't fit into the above categories are put into the Var-set. They can be categorized either by race or province.

T_Glb_Var_CollisionBox_01
T_Glb_Var_SkeletonArmL_01
T_Com_Var_Rope_01
T_Com_Var_BottleBroken_02
T_Nor_Var_Waystone_04




Naming of Activators
Activators are named in the same way as statics except that X, I and F are not used. There is also a Sound-set used for Soundmarkers and a Fauna-set used for animals that are activators.

Activators - Signs
For signs there are province-specific Set-sets (SetMw, SetCyr, SetSky) that are used, if a sign is for a certain province, but it is not assigned to the race of that province, like imperial or com signs in Morrowind. Imperial signs always get the province-specific set to make clear where they can be used, even if they are for Cyrodiil. This is not needed for Dunmer- or Nord-signs.

T_Com_SetCyr_SignWaySkingrad_01
T_Com_SetMw_SignWayKartur_01

T_Imp_SetMw_BannerTownOE_01
T_Imp_SetCyr_BannerTownChrrl_01
T_De_Set_SignTownHlaruhn_01
T_Nor_Set_BannerTownKarthw_01

T_Imp_SetMw_SignShopWeapons_01
T_De_Set_BannerSaintAlma_01

Activators - Beds
T_Nor_FurnR_BedDouble_02
T_Nor_FurnM_Bed_01
T_Orc_Furn_BedNomad_01
T_De_Furn_Bed_01
T_Com_Furn_Bed_02

Activators - Others
T_Mw_Fauna_Riverstrider_01
T_De_SetInd_Gong_01
T_Com_Var_Button_01
T_He_DngDirenni_MagusCons_01
T_Com_Sound_Birdsinging_01
T_Imp_Set_WayshrineAkatosh_01




Naming of Doors
Doors are named like activators or statics. X, I and F are not used. Most of them belong to Set- Dng- or Cave-sets. If a door is to be used in interiors, it is trailed by an In behind the name.

Doors
T_De_SetTelv_DoorLargeIn_01
T_Imp_Set_DoorGrateGarden_01
T_Imp_DngRuin_DoorIn_01
T_Nor_SetPalisade_GateLeft_01
T_Nor_SetBarbarian_DoorIn_01




Naming of Containers
Containers again follow the same basic naming principle used for statics, activators and doors, with a few differences:
1. Race-assignments are always combined with a province assignment, because all provinces have different things in their containers. The race assignment refers to the cultural origin of the container itself, whereas the province refers to the origin of the content. For example, both Morrowind and Cyrodiil have regular sacks that are no different in appearance and origin, but their content is specific to their province.
2. Container-ids must not be longer than 23 letters. Therefore the object-name and the content are collapsed and the categorizations abbreviated, if necessary. Instead of full names, often used container types have standard-abbreviations:

Bl = Barrel
Bs = Basket
Cl = Closet
Cr = Crate
Cb = Cupboard
Ch = Chest
Ds = Desk
Dw = Drawers
Ht = Hutch
Sk = Sack
St = Sidetable
U = Urn
Vs = Vase


Pos = Random pos
Ing = ingredients
Dri = Drink
Clt = Clothing
Wpn = Weapon
Arm = Armor
Msc = Misc
Lgn = Legion

Band = Bandit
Smug = Smuggler
Bk = Book
G = Gold

Ep = Expensive
Cm = Common
Et = Extravagant
Ex = Exquisite


Containers - Generic
T_MwCom_Var_Bl1DriOrc (Barrel 01 with orc drinks)
T_MwCom_Var_CrL1Ing (Long Crate 01 with ingredients)
T_SkyCom_Var_Cr6Empty (Crate 06 empty )
T_SkyCom_Var_Sk2Ing5 ( Sack 02 with ingredients 05 )
T_CyrCom_Var_Sk3Grain (Sack 03 with Grain)

Containers - Race-specific
T_CyrImp_Furn_ColA2G (Colovian Amphora 02 with Gold)
T_CyrImp_DngCryp_U1Gem (Crypt Urn 01 with Gems)
T_SkyHe_DngDir_Ch1Loot1 (Chest 01 with loot 01)
T_SkyNor_Furn_Ch2Empty (Chest 02 empty)
T_SkyOrc_SetNmd_Bs3Msc (basket 03 with misc)
T_MwDe_Furn_Vs1Food (Vase 01 with food)

Containers - with wealth/poverty assignment
T_MwDe_FurnR_Ch1WizEvil (rich chest 01 with evil wizard content)
T_MwDe_FurnP_Cl2Clt (poor closet 02 with clothing)
T_CyrImp_FurnM_Ds1MscGC (middle class Desk 01 with gold coast misc content)
T_CyrImp_FurnP_St1G (poor Sidetable 01 with gold)
T_SkyNor_FurnR_Cl1CltMal (rich closet 01 with male clothing)

Containers - Plants
T_Sky_Flora_BleakBlH04 (Bleakbell hay 04)
T_Mw_Flora_Nirthfly02
T_Val_Flora_Arrowroot01
T_Cyr_Flora_CairnBol01
T_Glb_Flora_Onion01

Containers - Dead Animals & Nests
T_Glb_Fauna_FishSlRst02 (roasted slaughterfish 02)
T_Mw_Fauna_MolecrEggs01

Containers - Corpses
T_Glb_Var_Skeleton01

Containers - Ores
T_Mw_Mine_OreIron01
T_Cyr_Mine_OreGCAdam03
T_Sky_Mine_OreRESilv01




Naming of lightsources
Lightsources are categorized like statics and activators, but their ids are trailed by the radius of the lightsource (or off) instead of a counter.

Visible lightsources
T_Nor_Furn_Candlestand01_128
T_Rga_Set_LampstreetBrass01_Off
T_De_Set_LampStreetAlma01_Off
T_Imp_Var_ColLanternSmall01_128

Lightbulbs
T_Glb_Light_Plant_128
T_Glb_Light_Wispstalk_64




Naming of Groundtextures
The naming of ground textures should be analog with that of terrain-objects or settlement/dungeon - object to be used with this groundtexture or featuring it.

Groundtextures - Towns & Ruins
T_De_SetInd_TxCobbleStone_01 (compare to T_De_SetInd - objects in the statics list)
T_Ayl_DngRuin_TxFloor_01
T_Imp_Highway_TxRoadDry_01b
T_Imp_DngRuinCyr_TxFloor_02

Groundtextures - Wilderness
T_Sky_TerrGrassRE_01 (compare with T_Sky_TerrGrassRE01_CaveEntr_01 etc.)
T_Sky_TerrLeaves_01 (compare with T_Sky_TerrLeaves01_Pile_01 etc.)
T_Mw_TerrRockAJ_01 (compare with T_Mw_TerrRockAJ_Rock_01 etc.)




Naming of Body parts
Body parts belong to one of three categories: Armor (A), Body (B) and Clothing (C).
Armor and clothing body part ids always contain the cropped (underscore-less) id of the clothing or armor they belong to and end with the letter combination of the body part.
Body bodypart ids are grouped by race and contain the abbreviation of the project they are from. This is because the heads and hairs of the different projects are not consistent with each other in style. The project notation is there to allow projects to stick to their own range of faces and hairs, if they wish so.

Body Parts - Armor
T_A_HeDirenniGreaves01_G (compare to T_He_Direnni_Greaves_01)
T_A_NorGuardGauntl01_Ha.1st (compare to T_Nor_Guard_Gauntlet(R or L)_01)
T_A_DweScavengedCuirass01_C (compare to T_Dwe_Scavenged_Cuirass_01)
T_A_ComIronPauldr02_Fa (compare to T_Com_Iron_Pauldron(R or L)_02)

Body Parts - Clothing
T_C_ComGloveXp04_Ha (compare to T_Com_GloveXp_04)
T_C_DeShirtNecromOrdinator01_UA (compare to T_De_ShirtNecromOrdinator_01)
T_C_ComShirtCm02_UA (compare to T_Com_ShirtCm_02)

Body Parts - Heads & Hair
T_B_Imp_HeadMalePC_03
T_B_Imp_HeadColNorthFemPC_01
T_B_De_HeadMaleTR_09
T_B_De_UNI_HeadTelsarenTR
T_B_Rga_HeadFemTR_01




Naming of Books
"Books" are divided by actual books, scrolls, enchanted scrolls and notes/letters. Books with text contain the abbreviation of the project they are from. This is to show which project added (and possibly wrote) this book.
Books that are split into volumes contain a volume suffix in their id. Enchanted scrolls are additionally categorized the race the associated spell belongs to.

Books
T_Bk_SevenFightsAldudaggaTR_V1
T_Bk_DivadTheSingerTR
T_Bk_BelharzaretaPC_V2
T_Bk_DetachmentOfTheSheathPC
T_Bk_RaidPyandoneaSHOTN_V3
T_Bk_PeoplesOfTheReachSHOTN

Text Scrolls
T_Sc_VisionsOfKallistisPC
T_Sc_ImpCultInvokationSHOTN
T_Sc_AutumnsWelcomeTR
T_Sc_Blank

Notes and Letters
T_Note_WayrestJewelOfTheBayTR
T_Note_BralegelsNoteTR
T_Note_SmugglerKarthgadSHOTN
T_Note_LetterEmpty01PC

Enchanted Scrolls
T_EnSc_Nor_StormWard
T_EnSc_Com_Translucence
T_EnSc_Ayl_DaedricHerald1




Naming of Spells
Spells are separated by the spellschool they belong to and further by the race they are associated with.

Spells
T_Alt_Com_DaedraFireEye
T_Res_De_Generosity
T_Des_Com_FearOfTheFlame
T_Ilu_Com_Paralysis
T_Cnj_Cr_SloadSummonSkeleton
T_Mys_Nor_JogvirsSoultheft

Abilities and powers
T_Ab_Cr_LichGreater

Diseases
T_Dis_RedDeath




Naming of Enchantments
Enchantments are only categorized by their way of usage: Use, Strike (weapon), Once (spellscroll) and Const (constant effect).

Enchantments
T_Strike_AugFleetness
T_Const_Cloudwalker
T_Use_FallingFirstBarrier
T_Once_FrostDescTouch21




Naming of Levelled Creatures
Levelled creatures are divided into actually levelled creature lists and static ones. In a levelled creature list different creatures are spawned dependent from the players level. The id of a levelled creature list is trailed by a level offset from the actual level of the creatures from which on it is spawned.
In a static creature list all listed creature are spawned at level 1. There are also single creature lists with only a single creature spawned at level 1 (to make this particular creature respawn).
All levelled creatures are additionally categorized by province.

Levelled Creature lists
T_Mw_Lvl_Alits+2
T_Mw_RLvl_BoethianMountCave-2

Static Creature lists
T_Sky_Stat_Cows
T_Mw_RStat_RothRorynD05

Single (non-levelled) Creature lists
T_Sky_Cr_Spriggan




Naming of Levelled Items
Levelled items are divided into levelled lists (Lvl) and random lists (Random). In a levelled list items show up dependent from players level. In a random item list all items may show up at level 1.
All levelled items are additionally categorized by province.

Levelled lists
T_Mw_Lvl_MissilesArrowEnchanted
T_Cyr_Lvl_BanditGoodsGC

Random lists
T_Cyr_Random_ArmorOrc
T_Mw_Random_BooksDunmer




Naming of Ingredients
Ingredients are separated into food-, flora-, creature- and mineral-ingredients. If something can be categorized by both food- and flora- or food- and creature-ingredient, it is categorized as food.

Food Ingredients
T_IngFood_Cookie_01
T_IngFood_MeatBeef_01
T_IngFood_AppleSkyrim_01

Flora Ingredients
T_IngFlor_Hamumroot_02
T_IngFlor_Mistletoe_01
T_IngFlor_Nightshade_01

Creature Ingredients
T_IngCrea_ShellParastylus_01
T_IngCrea_Mummyheart_01
T_IngCrea_Trollfat_01

Mineral Ingredients
T_IngMine_Amethyst_01
T_IngMine_OreGold_01
T_IngMine_OreOrichalcum_01




Naming of Creatures
Creatures are divided by Fauna, Undead and other Creatures. They are additionally categorized by province, unless they are daedra or otherwise mechanic creatures like dwemer mechanoids. Due to the 23 letters limit these ids need to be abbreviated much.

Creatures - Animals
T_Mw_Fau_BeetleBr_01 (brown beetle)
T_Mw_Fau_MolecDs_01 (diseased molecrab)
T_Cyr_Fau_FrogBul_01 (bullfrog)
T_Sky_Fau_CatlCowP_01 (painted cow)

Creatures - Daedra
T_Dae_Cre_DremCait_01 (Dremora Caitiff)
T_Dae_Cre_DridLs_01 (lesser dridrea)

Creatures - Undead
T_Glb_Und_LichGr_01 (Greater lich)
T_Mw_Und_Mum_01 (mummy)
T_Sky_Und_LichFr_02 (Frost lich)

Creatures - Dwemer Machines
T_Dwe_Cre_CentArmor_03 (Armor Centurion)

Creatures - Others
T_Glb_Cre_Dreu_01 (dreugh)
T_Sky_Cre_TrllCv_01 (cavetroll)
T_Cyr_Cre_Mino_01 (minotaur)




Naming of Alchemy objects
Alchemy objects are separated into potions, beverages and other substances. They are additionally categorized by race. Potion-ids are trailed by a quality letter.

Alchemy - Beverages
T_Imp_Drink_RicebeerMori_01
T_Rga_Drink_WineSutchGoNogro_01
T_We_Drink_PigmilkbeerJagga_01

Alchemy - Potions
T_Com_Potion_ResistParalysis_Q
T_Nor_Potion_ShieldLightning_C

Alchemy - Other Substances
T_Imp_Subst_SloadOil_01




Naming of Misc Items & Apparati & Repair & lockpick & probe
Misc items are categorized by race, but have no further subcategorization.

T_Ayl_CoinSquare_01
T_Com_CandleStickIron_01
T_Imp_PillowSatinBlack_01




Naming of Clothing
Clothes are divided into common (cm), expensive (ep), extravagant (et) and exquisite (ex) clothing. They are also categorized by race.
Enchanted clothing is trailed by the name of the enchantment instead of the counter.
Artifacts have no counter at all.

Clothing - Regular
T_De_Cm_Robe_02
T_De_Cm_SkirtInd_01
T_Com_Ep_GloveL_03
T_Com_Ep_GloveR_03
T_De_Ex_RobeNecrom_01
T_Nor_Et_Shirt_01
T_Imp_Et_ShirtColWest_02

Clothing - Enchanted
T_Com_Cm_Belt_ResistParalysis
T_Com_Ep_Ring_FallingSecondBarr
T_Nor_Cm_Ring_InvigoratedLungs

Clothing - Artifacts/Unique
T_Nor_UNI_Dragontorc
T_Rea_UNI_AmuletTengilsWrath




Naming of Armors
Analog with clothing, except that armors have a broad variety of sets.

Armors
T_De_Molecrab_PauldronR_01
T_Com_Iron_BracerL_01
T_De_Netch_Cuirass_02
T_De_RedMastBonemold_Cuirass_01
T_Imp_StuddedLeather_Boots_01
T_Imp_Newtscale_Helm_01
T_Nor_Guard_Greaves_01

Armors - Enchanted
T_De_Dreugh_PauldronL_Swim
T_Arg_Hist_Cuirass_Visitor
T_Nor_Iron_Cuirass_Wintery

Armors - Unique/Artifacts
T_Imp_UNI_BlacksmithsHandR
T_Imp_UNI_KatariahsDeathMask
T_Dwe_UNI_MaskOfPurity




Naming of Weapons
Analog with armors.

Weapons
T_He_Direnni_Staff_01
T_Com_Farm_Scythe_01
T_De_Ebony_DaiKatana_01
T_Imp_Legion_Arrow_01

Weapons - Enchanted
T_Com_Steel_Arrow_CruelFirestrm
T_Com_Silver_Spear_Paralysis
T_Rea_Regular_WarAxe_Harrier

Weapons - Artifacts/Unique
T_Rea_UNI_Voidknife
T_Dae_UNI_BoethiahAxe




Naming of Factions & Classes
Factions and classes are categorized by the province they are used in.

Factions
T_Mw_FightersGuild
T_Mw_HouseTelvanni
T_Cyr_ThievesGuild
T_Sky_ImperialCult

Classes
T_Sky_Publican
T_Sky_Merchant
T_Cyr_SavantService
T_Cyr_Fisherman
T_Mw_OreMiner




Naming of Scripts
Scripts are divided into scripts that are attached to npcs (ScNpc) or creatures (ScCrea) and ones that are attached to other objects (ScObj). Moreover there are bookscripts (ScBook), soundscripts (ScSound), globald scripts (ScGlobal) and test scripts (ScTest). In some cases the province abbreviation is added to the id, if a script is potentially limited to the context of one project.

Npc scripts
T_ScNpc_Cyr_Bruma
T_ScNpc_Mw_Map4
T_ScNpc_Mw_Companion
T_ScNpc_Sky_TheReachNolore

Creature scripts
T_ScCrea_Seagull
T_ScCrea_WormmouthDisease
T_ScCrea_KagoutiRandomScale

Object scripts
T_ScObj_DwemerDoorReverse
T_ScObj_ShrineAlmalexiaMercy
T_ScObj_MGuildSupplyChestTR
T_ScObj_HiddenDoorSHOTN
T_ScObj_NonEquippable

book scripts currently only spellbooks by TR
T_ScBook_SpRallyHumanoid
T_ScBook_SpFortifyFatigue

sound scripts
T_ScSound_Water
T_ScSound_Bees
T_ScSound_AmbientInsects

global scripts
T_ScGlobal_LoopTR
T_ScGlobal_AddAnimalProdTopsTR

test scripts
T_ScTest_ManageCharTR
T_ScTest_BuffTR
T_ScTest_TopicsMap1TR




Naming of Sounds
Sounds are categorized as creature sounds (SndCrea), object sounds (SndObj) and purely environmental sounds (SndEnv).

Creature Sounds
T_SndCrea_DaedricBatMoan
T_SndCrea_MouseScream

Object Sounds
T_SndObj_IndorilBell3
T_SndObj_BiggatesOpen

Environmental Sounds
T_SndEnv_Birds1
T_SndEnv_InsectsNight

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worsas
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Post by worsas »

It is probably overwhelming to read through and might seem a bit confusing at the first glance but it should perfectly make sense after a while. If not, let me know. Also, feel invited to post any thoughts you have.

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worsas
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Post by worsas »

I updated the OP with a few tweaks to the naming scheme, after some feedback and discussion with TR-people:

For furniture with wealth-level-assignment, the middle class is no longer abbreviated with 'RM' but with 'M'.
Also, settlement architecture sets no longer uses 'House' or 'Fort' in their name but 'Set', instead.
I completely changed the Prefixes for the different types of levelled creatures to be more self-explaining.
And took the liberty of renaming rock04 into rockRE to avoid having too many of these secondary counters within the ids.

What remains a bit inconsistent is the current counter system that is used in some object lists and isn't in others without an apparent reason. I've been meaning to change that, by leaving it to the name of the object to include a number at need and not forcedly adding it as suffix to all objects of a certain type. But I'm hesitating with that. Although not all object lists can afford using the counter-suffix, the ones that do, look considerably neater. Also, if an item, for which we didn't initially see the need of further variants, gets siblings, they can continue its counter neatly. Removing the counter would also force me to change the current structure of the clothing ids, which I'd not like to do very much.

But the thing I'd like to do the least is establishing an id-system all people will complain about later for its inconsistency or other downsides. So I'd appreciate hearing your opinion on how the counter is handled in this system.

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Infragris
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Post by Infragris »

A counter system is definitely the way to go. It only takes only a little while to remember which object has which number, and suffixes quickly become ungainly and incomprehensible clutter. This is some very remarkable work.

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roerich
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Post by roerich »

Sorry I'm a bit AFK these days, this is looking interesting so far worsas! I had some questions but I think I'll to have to look through them again first.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
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worsas
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Post by worsas »

A small update to the naming scheme:
- Clothing- and Armor- bodyparts now contain the id of the referenced clothing/armor without any underscores in it. This is to allow certain body parts to carry '.1st' for the first person view without exceeding the letter limit. It is also more legible, I believe.
- A naming pattern for head- and hair- body parts has been added.

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worsas
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Post by worsas »

After some browsing around the modsites, I found that Wrye Mash allows one to define a replacer file for mass-replacement of references in an esp-file. This will allow us to patch our working files for the new data somewhat painlessly, and it can even be used to patch outside-mods to use the new ids.

A replacer file is a text-file that looks roughly like this:

Code: Select all

# [Filetype: Wrye Mash Replacer]
@ srcmod
Tamriel_Data.esm

@ replace
TR_potion_orc_liquor.nif: T_Orc_Drink_LiquorUngorth_01
PC_Potion_Ungorth: T_Orc_Drink_LiquorUngorth_02
Sky_Potion_Ungorth_01: T_Orc_Drink_LiquorUngorth_02
Sky_Potion_Gyrgg_01: T_Bre_Rea_Drink_TeaGyrrg_01
PC_Misc_Rice_Beer: T_Imp_Nib_Drink_RicebeerMori_01
PC_Misc_Wine_01: T_Imp_Col_Drink_WineTwinMoons_01
PC_Misc_Wine_Sutch_01: T_Rga_Drink_WineTalansHerit_01
TR_potion_wayrest_wine: T_Bre_Drink_WineWayrest_01
... and so on
So it's very simple, all in all. I've been wanting to create this list anyway.

One thing, though. Wrye Mash only replaces references, but doesn't auto-rename the objects in the data files themselves. Those will either have to get set up manually or a custom solution is found. I'm not sure, but tes3cmd might be perfectly able to patch the object ids in the Data.esm aswell. Apart from that, there will be a bunch of removals in our data files anyway, eg. of objects that are replicates across the data files, so they will only be found once in the new data.

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berry
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Post by berry »

All of this sounds good. I tried some mental experiments with our assets to see how they could be named after the merge and I think it would turn out quite intuitional indeed if we follow these patterns. You got me a little lost here, though:
Books - Non-Skillbooks
TR_bk_KingEdwardI - T_Bk_KingEdward_TR_V1
PC_bk_thecompletekingedwardv2 - T_Bk_KingEdward_PC_V2 (using a different bookmodel and separation of volumes)
Isn't one of the main ideas behind this merge to make duplicate objects across the provice mods use the same IDs? Where it comes to the books I imagined that would mean deciding on the one IDs (probably TR's ones, I bet they have been used in more cells than ours), unless there are some editorial changes in the content, depending on the province, like a Tribunal temple/Imperial curia censorship.

By the way, I was wondering wouldn't it be a good idea while you are browsing through the assets to get the doc file done, stating who's the author of each mesh and what are the terms of using it as a resource, if it's possible at all. The queries about this have been popping up for this year I've been with the project and I believe the community would appreciate something like this.

I hope you don't take it as I'm lightheartedly throwing more work upon your shoulders. :oops: Just tossing in the ideas.

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worsas
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Post by worsas »

For the stuff in the Skyrim-data files, I'll try to collect the names of the modders, whose assets have been used. For PC_Data I'll try it, but it's going to be more difficult. Yes, I have indeed been planning to create a readme with the author names for the data merge.

The books from the different projects will retain different ids. Its going to be duplicates with basically the same content, but there are other deviations like the book model or the separation of volumes that justify this duplication. However, TR will govern most water- and ice objects aswell as such things like human bones and broken bottles, or all of the armory originally taken from TR_Data.

Edit: Btw. The naming scheme has been modified in some places, while making the translation list. I'll just let you see it, once the translation is finished.

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