Cell/Object Naming Schemes |
Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Cell/Object Naming Schemes |
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I was kinda thinking our current method of naming cells is really
inadequate. The current 1SKxxAA system ends up sorting cells by modders
name, rather than location, which would be more useful. I ended up with
the scheme I have described below. It should enable modders to find
cells easier, and it will be a big help when scripting, due of the
nature of the GetInCell command. I also took this as an opportunity to
clarify several unclear naming issues, such as books, regions, and
exterior cells. If you agree with all this stuff, I will post it in the
main forum. Note that I don't plan on changing existing cells, but it
should be applied to any newly created cells.
### Interior Cell naming ###
The names for interior cells are constructed as follows:
1SK - the prefix for any Skyrim interior cell
x - used as a separator character
XYZ - a location code, see below for details
AB12 - Claim ID. For example, ER12 is East Riften 12.
x - a separator character
AA - Modders Initials, used to identify the modder who made the cell.
x - another separator character
TestCell - a descriptive cell name (testcell is not a very good name)
Combining all that together would give use a cell name of:
1SKxXYZAB12xAAxTestCell
A few more examples:
1SKxWLDR5xAAxScaryCave
1SKxWLDE12xAAxIcyGrotto
1SKxRFTER12xAAxTheSwollenGoatTavern
Looks complicated? It isn't really, Take the ID 1SKxWLDR5xAAxScaryCave
for example. We know the cell is part of the Skyrim Mod, it is in the
wilderness (WLD, see below) and in Rift area 5 (R5). We can also tell
that it is made by me as it uses my modders initials (AA), and it
should hopefully be a very scary cave. How many times have you looked
down the Oblivion interior cell list and wondered where on Nirn 'Belda'
or 'Atatar' is? By using these codes we can easily find cells for a
certain location easily and quickly in the CS.
# Location Codes (more may be added as necessary)
WLD - Wilderness (not in any town - caves, forts etc)
The claim ID for wilderness cells is an R for the Rift, or an E for
Eastmarch followed by the exterior claim number the cell exterior would
be located within.
RFT - Riften
SUN - Sunguard
REI - Reich Corrigate
PAG - Pagran Village
GRN - Greenwood
RLF - Riften Legion Fort
WLF - Windhelm Legion Fort
WND - Windhelm
DRA - Dragon Wood
PAG - Pagran Village
### Exterior Cell and Region naming ###
Exterior cell names are simpler, they are constructed as follows:
- 'Rift' for a cell in a Rift area or 'Eastm' for a cell in an Eastmarch claim area.
- 'AreaXX' the word area followed by the claim number for that area
- 'Testcell' A descriptive name for the cell, or the region contents
# Examples #
RiftArea10FrozenLake
EastmArea5LightHouse
RiftArea7DenseForest < Region editor name
### Object and NPC Naming ###
The rules for naming objects are less strict, they must start with 1SK,
but then can be followed by Either your modders initials and an Object
Name, or just the name of the Object. You can use 'x' characters to
separate parts of the name if you want.
# Examples #
1SKNordicSilverArrow
1SKxxRIvernimLaari
1SKxAAxTheBestObjectEver
### Spell Names ###
Should just be 1SK*name of spell*
e.g: 1SKGhostSword1
### Books ###
Book names are formatted as follows:
1SKBook - Same for all books
*Value* - Cheap, Common, Rare etc
Name - The name of the book.
Note ID's should just be formatted like 1SK*name*
# Examples #
1SKBookCommonThagadinReed
1SKUntidySuicideNote
### City interior worldspace names ###
These should be formatted as follows
*Worldspace Name**City Name*World
e.g: SkyrimWindhelmWorld
### Reference Editor ID's ###
These should just be simple and descriptive, for use in scripts. e.g:
WindhelmDrawbridge01. Remember that you CANNOT use a numeral as the
leading character of a Reference Editor ID, so don't use the standard
1SK prefix. Other things can use the 1SK prefix without any trouble, so
you shouldn't worry about it.
### Files ###
Many mods place their files in a separate directory directly under
either the Meshes or the Textures directory, for example a mod called
'UberMod' may place all new mesh and texture content in Meshes/UberMod
and Textures/UberMod. For Skyrim we do things slightly differently,
Meshes and textures are not all placed in new file directly within the
Meshes and Textures folders, they are instead placed one level lower in
a file often called '1SK' within the default game subdirectory for each
type of model or texture. For example, rather than new rocks being put
in meshes/1SK/rocks, they are put in meshes/rocks/1SK. Architicture is
placed within meshes/architecture/1SK rather than
meshes/1SK/architecture. This rule is not by any means 'the law' and it
is broken more times than I can count in our master file, but it should
serve as a good general rule to follow when you are unsure. This post has been edited 1 time(s), it was last edited by Alasdair: 19.12.2007 23:14.
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19.12.2007 22:39 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Not all our filenames start with 1SK, so a search for 1SK wouldn't
work. If they want to uninstall, they should use OBMM. The idea is just
to clarify what we have (sort of) been doing since long before I even
joined, to make sure our master file doesn't get even more disorganized
than it already is.
VWD sounds okay for vernim wood, although I'm not 100% sure how changing cell names would affect AI packages.
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23.12.2007 02:59 |
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