Tamriel Data ID Guidelines

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This is the naming scheme for Tamriel Data, the unified .BSA and .ESM file respository that Tamriel Rebuilt and Project Tamriel use. This scheme covers the ID names to be used in the Construction Set.

Use these IDs for Tamriel_Data assets only, not for objects created in Tamriel Rebuilt or Project Tamriel claims.

General Prefixes and Suffixes

Race Prefixes

  • Com = Not specific to any race
  • Cr = Created by animals or beast races (e.g., Goblins)
  • 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 = High Rock
  • Bkm = Blackmarsh
  • Els = Elsweyr
  • Val = Valenwood
  • Sum = Summerset Isles

Body Part Prefixes

  • A = Armor
  • B = Body
  • C = Clothing

Body Part Suffixes

Whenever a female version of a body part is created, it is trailed by an additional F.

  • 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

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
  • HR = High Rock 427

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 to fit into the 23 letters limit.

  • 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 etc.
  • IngFlor = Leaves, flowers, Seeds etc.
  • IngCrea = Creature parts that are not food.

Leveled Creature Prefixes

  • Lvl = Leveled creature list, with different creatures according to the player's level.
  • Stat = Static creature list where all creatures in the list are spawned at level 1.
  • Cr = A Leveled creature with only a single creature in it, used to place a specific creature that can respawn.
  • RLvl = Leveled Region-specific creature list.
  • RStat = Static Region-specific creature list.

Levelled Item Prefixes

  • Random = An Item list where all listed items are spawned at Level 1.
  • Lvl = An item list with different items, according to the player's level.

Static Set Suffixes

  • X = Exterior
  • I = Interior
  • F = Furniture

Static/Container/Door/Activator Object Types Prefixes

  • 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 (to keep these grouped).
  • ScBook = A book script (there are really many of these, so having them grouped should help as well).
  • 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.

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.

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).

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

Static Furniture

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

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

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

Static 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

Other Statics

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

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 sound markers and a Fauna set used for animals that are 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

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

Other Activators

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

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.

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

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 inexpensive items
    • 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

Generic Containers

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)

Race-Specific Containers

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)

Contianer Plants

T_Sky_Flora_BleakBlH04 (Bleakbell hay 04)

T_Mw_Flora_Nirthfly02

T_Val_Flora_Arrowroot01

T_Cyr_Flora_CairnBol01

T_Glb_Flora_Onion01

Dead Animals & Nests

T_Glb_Fauna_FishSlRst02 (roasted slaughterfish 02)

T_Mw_Fauna_MolecrEggs01

Corpses

T_Glb_Var_Skeleton01

Ores

T_Mw_Mine_OreIron01

T_Cyr_Mine_OreGCAdam03

T_Sky_Mine_OreRESilv01

Light Sources

Light sources are categorized like statics and activators, but their IDs are trailed by the radius of the light source (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

Ground Textures

The naming of ground textures should be analogous with that of terrain or settlement/dungeon objects to be used with this ground texture or that feature it.

Towns and Ruins

T_De_SetInd_TxCobbleStone_01 (compare with T_De_SetInd objects in the statics list)

T_Ayl_DngRuin_TxFloor_01

T_Imp_Highway_TxRoadDry_01b

T_Imp_DngRuinCyr_TxFloor_02

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.)

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 "body-part" 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.

Armor Body Parts

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)

Clothing Body Parts

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)

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

Books

"Books" are divided into 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

Spells

Spells are grouped primarily by the race they are associated with and secondly by their spell school.

Spells Proper

T_Com_Alt_DaedraFireEye

T_De_Res_Generosity

T_Com_Des_FearOfTheFlame

T_Com_Ilu_Paralysis

T_Cr_Cnj_SloadSummonSkeleton

T_Nor_Mys_JogvirsSoultheft

Abilities and Powers

T_Cr_Ab_LichGreater

Diseases

T_Dis_RedDeath

Enchantments

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

T_Strike_AugFleetness

T_Const_Cloudwalker

T_Use_FallingFirstBarrier

T_Once_FrostDescTouch21

Leveled Creatures

Leveled 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 leveled 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 leveled creatures are additionally categorized by province.

Leveled 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-Leveled) Creature Lists

T_Sky_Cr_Spriggan

Naming of Leveled Items

Leveled items are divided into levelled lists (Lvl) and random lists (Random). In a levelld list items show up dependent from players level. In a random item list all items may show up at level 1.

All leveled items are additionally categorized by province.

Leveled Item Lists

T_Mw_Lvl_MissilesArrowEnchanted

T_Cyr_Lvl_BanditGoodsGC

Random Item Lists

T_Cyr_Random_ArmorOrc

T_Mw_Random_BooksDunmer

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

Creatures

Creatures are divided into 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 much-abbreviated.

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)

Daedra

T_Dae_Cre_DremCait_01 (Dremora Caitiff)

T_Dae_Cre_DridLs_01 (lesser dridrea)

Undead

T_Glb_Und_LichGr_01 (Greater lich)

T_Mw_Und_Mum_01 (mummy)

T_Sky_Und_LichFr_02 (Frost lich)

Dwemer Machines

T_Dwe_Cre_CentArmor_03 (Armor Centurion)

Other Creatures

T_Glb_Cre_Dreu_01 (dreugh)

T_Sky_Cre_TrllCv_01 (cavetroll)

T_Cyr_Cre_Mino_01 (minotaur)

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.

Beverages

T_Imp_Drink_RicebeerMori_01

T_Rga_Drink_WineSutchGoNogro_01

T_We_Drink_PigmilkbeerJagga_01

Potions

T_Com_Potion_ResistParalysis_Q

T_Nor_Potion_ShieldLightning_C

Other Substances

T_Imp_Subst_SloadOil_01

Miscellaneous Items, Apparati, Repair Items, Lockpicks, and Probes

Miscellaneous items are categorized by race, but have no further subcategorization. T_Ayl_CoinSquare_01

T_Com_CandleStickIron_01

T_Imp_PillowSatinBlack_01

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.

Regular Clothing

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

Enchanted Clothing

T_Com_Cm_Belt_ResistParalysis

T_Com_Ep_Ring_FallingSecondBarr

T_Nor_Cm_Ring_InvigoratedLungs

Unique Clothing and Artifacts

T_Nor_UNI_Dragontorc

T_Rea_UNI_AmuletTengilsWrath

Armor

Analogous with clothing, except that armors have a broad variety of sets.

Generic Armor

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

Enchanted Armor

T_De_Dreugh_PauldronL_Swim

T_Arg_Hist_Cuirass_Visitor

T_Nor_Iron_Cuirass_Wintery

Unique Armor and Artifacts

T_Imp_UNI_BlacksmithsHandR

T_Imp_UNI_KatariahsDeathMask

T_Dwe_UNI_MaskOfPurity

Weapons

Analogous with armors.

Generic Weapons

T_He_Direnni_Staff_01

T_Com_Farm_Scythe_01

T_De_Ebony_DaiKatana_01

T_Imp_Legion_Arrow_01

Enchanted Weapons

T_Com_Steel_Arrow_CruelFirestrm

T_Com_Silver_Spear_Paralysis

T_Rea_Regular_WarAxe_Harrier

Unique Weapons and Artifacts

T_Rea_UNI_Voidknife

T_Dae_UNI_BoethiahAxe

Factions and 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

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 book scripts (ScBook), sound scripts (ScSound), global 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. Script names should take up to 31 characters only, and the Construction Set does not verify that this limit is respected when compiling a script.

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 this is only used by spellbooks in Tamriel Rebuilt.

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

Global Variables

T_Glob_PorphyricInfected

Sounds

Sounds are categorized as creature sounds (SndCrea), object sounds (SndObj), or 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_InsectsNightRebuilt