This is the naming scheme for Tamriel_Data, the unified BSA/ESM that Tamriel Rebuilt and Project Tamriel use. This scheme covers the ID names to be used in the CS. Use these IDs for Tamriel_Data assets only, not for objects created in TR claims. IDs in TR claims use "TR_m...", not "T_Mw...".
Last updated 26/5/2018
General prefixes and suffixes
Com = Not specific to any race
Cr = Created by 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
Glb = Not specific to any province
Sky = Skyrim
Mw = Morrowind
Cyr = Cyrodiil
Ham = Hammerfell
Hr = High Rock
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)
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
HR = High Rock 427
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 to fit into the 23 letters- limit)
Fau = Animals
Und = Undead
Cre = Any other type of creature
Once = Cast once
Const = Constant Effect
Use = Cast when used
Strike = Cast on strike
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.
Dis = Disease
Pow = Power
Ab = Ability
Res = Restoration Spell
Alt = Alteration Spell
Mys = Mysticism Spell
Cnj = Conjuration Spell
Des = Destruction Spell
Ilu = Illusion Spell
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
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 objects can also belong to the generic Set-set.
In most cases they are further subdivided into X (exterior), I (interior) and F (furniture)
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.
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)
Statics - Cavern Objects
Cavern objects are similar to terrain objects, except that cave sets start with Cave.
Statics - Plants
Flora Sets always start with Flora. There is the general flora set and region-specific flora sets.
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.
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.
Activators - Beds
Activators - Others
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.
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 24 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)
Containers - Dead Animals & Nests
T_Glb_Fauna_FishSlRst02 (roasted slaughterfish 02)
Containers - Corpses
Containers - Ores
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.
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 with T_De_SetInd - objects in the statics list)
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_ComEpGlove04_Ha (compare to T_Com_GloveEp_04)
T_C_DeEpShirtNecromOrdinat01_UA (compare to T_De_ShirtNecromOrdinator_01)
T_C_ComCmShirt02_UA (compare to T_Com_ShirtCm_02)
Body Parts - Heads & Hair
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.
Notes and Letters
Naming of Spells
Spells are grouped primarily by the race they are associated with and secondly by their spellschool.
Abilities and powers
Naming of Enchantments
Enchantments are only categorized by their way of usage: Use, Strike (weapon), Once (spellscroll) and Const (constant effect).
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
Static Creature lists
Single (non-levelled) Creature lists
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.
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.
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_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_Sky_Und_LichFr_02 (Frost lich)
Creatures - Dwemer Machines
T_Dwe_Cre_CentArmor_03 (Armor Centurion)
Creatures - Others
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
Alchemy - Potions
Alchemy - Other Substances
Naming of Misc Items & Apparati & Repair & Lockpick & Probe
Misc items are categorized by race, but have no further subcategorization.
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
Clothing - Enchanted
Clothing - Artifacts/Unique
Naming of Armors
Analog with clothing, except that armors have a broad variety of sets.
Armors - Enchanted
Armors - Unique/Artifacts
Naming of Weapons
Analog with armors.
Weapons - Enchanted
Weapons - Artifacts/Unique
Naming of Factions & Classes
Factions and classes are categorized by the province they are used in.
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.
book scripts currently only spellbooks by TR
Naming of Sounds
Sounds are categorized as creature sounds (SndCrea), object sounds (SndObj) and purely environmental sounds (SndEnv).