Guidelines for modding Project Tamriel and Tamriel Rebuilt.
|Tamriel Data||Tamriel_Data CS ID Naming Scheme|
|Skyrim: Home of the Nords||ID & Naming Guidelines|
|Tamriel Rebuilt||TR_Mainland CS ID Guidelines|
Things to remember when creating a new NPC.
Every project has its own guidelines on how to ID objects in the Construction Set. Your NPC's ID should start with PC_, Sky_, or TR_ if you are working on Cyrodiil, Skyrim, or Morrowind, respectively. NPCs added to Tamriel Data for use across multiple provinces should have an ID starting with T_. Refer to the links in the ID Guidelines section for more information.
All NPCs added are required to have a script for dialogue purposes. Without an appropriate script, NPCs will talk as if they are on Vvardenfell. Most NPCs should be given one of the scripts from Tamriel Data starting with T_ScNpc_, if you need to write a custom script for a quest keep the following in mind:
- Your script must always include
short NoLoreto filter out most vanilla dialogue.
- Your script must always include
short T_Local_NPCso your NPC will have generic, cross provincial dialogue. This includes voice lines.
- Your script must always include the province specific variable that marks the NPC as living in a specific place. You should make sure it is set to the appropriate (project specific) value as well.
- If you script is to be attached to a Khajiit (either the vanilla race or one of the races added by Tamriel Data), your script must include
short T_Local_Khajiit. This variable must be set to 1 if the NPC is a Khajiit. If you wish to use the same script for multiple NPCs, not all of whom are Khajiit, copy the appropriate lines from one of the Tamriel Data scripts so the variable gets set to -1 for non-Khajiit and 1 for Khajiit. This variable exists to make it possible to share dialogue between the various Khajiit races (or exclude them from it) without needing to duplicate the same line for every subspecies.
- If you do not want your NPC to have generic dialogue, include
short T_Local_NoLore. This variable is analogous to the vanilla NoLore variable and is shared between the different projects.
NPCs should only use global classes or classes specific to the province they appear in. Global classes are either vanilla classes, or classes whose ID starts with T_Glb_. Provincial classes start with T_ followed by that province's abbreviation.
We use vanilla classes to ease the sharing of dialogue between vanilla, provinces, and third part mods. If your NPC is not located in Morrowind and a Tamriel Data version of the class (starting with T_Glb_) exists, the Tamriel Data version of the class must be used to exclude poorly filtered vanilla dialogue.
Nota bene: the vanilla Miner class denotes egg miners. All (ore) miners should use the T_Glb version instead.
Some factions have province specific versions defined in Tamriel Data. The Fighters Guild, for example, exists as the vanilla "Fighters Guild" faction (for use in Morrowind) and T_Cyr_FightersGuild for use in Cyrodiil. Make sure to use the right version of the faction.
Head & Hair
Tamriel Data adds a lot of new heads and hairstyles. Some of these are meant to be used by specific NPCs (such as kings.) These are marked with "UNI" and you should not use them for other NPCs.
If your NPC is actually a corpse instead of a character, this should be checked. Not doing so will cause a death sound to be played when the NPC is first encountered.
Auto Calculate Stats
While this checkbox can be used to recalculate your NPC's stats after a change in level or class, it should not remain checked for NPCs outside Morrowind. This is because auto calculated NPCs also automatically receive vanilla spells -- which are often culturally inappropriate for use outside of Morrowind. Tamriel Data adds more appropriate versions of these spells (they have different names) for use in other provinces.
Be aware that clothing and armor are often tied to specific factions and should not be used by NPCs unrelated to that faction. Some vanilla clothing is not marked in the Construction Set as belonging to a faction, despite that faction's emblem being visible on the model. Please consult this table when dressing your NPC.
An NPC's name should match the culture they belong to. For NPCs far away from their ancestral homes, culture usually dilutes to race or province.
There are two types of Argonian names. Some have pure Argonian names from their native language, while others have the translated Imperial versions of these. (e.g. Jeelus-Tei, Skink-in-Tree's-Shade) See also The Drunken Bounty Hunter.
Bosmer generally do not have surnames. Instead, they have tribe names. Due to many Bosmer not carrying over traditions when they move out of the province, or being born tribeless, you're less likely to see Bosmer with tribe names outside of Valenwood.
Dunmer culture is largely divided into Great House culture and Ashlander culture. Ashlander and ex-Ashlander names are very different from the names used by house Dunmer, more closely resembling the names of Daedric ruins. The naming scheme for House Dunmer is Housename Firstname Surname, where Housename and/or Surname may be omitted although omitting both is rare.
The Interview with three Booksellers provides information on Khajiit names.
Nords often have kennings. These should not be mistaken for surnames, although it is possible for a kenning to be adopted as a surname by the original bearer's descendants.
Orcs generally have a name followed by a patronymic/matronymic. For men this takes the form Firstname gro-Parentname, and for women it's Firstname gra-Parentname.
An NPC's services are determined by their class unless the NPC is not auto calculated. If you want your NPC to offer services, prefer assigning a class that enables the services you want to checking them manually on a different class. Service classes often enable certain voice line and dialogue that you would miss out on by manually adding services to an unrelated class. Because of this it is also inadvisable to manually uncheck specific services on an NPC assigned a service class.
Always remember to add barter gold to NPCs with services that enable the barter menu. Also be aware that checking "Magic Items" does not enable the barter menu by itself; at least one other barter option must be selected.
Idle animations are a subtle way of adding character to NPCs. The following table lists the descriptions of the various idle animations as described in the Construction Set's help file.
|Idle 2||Looking around|
|Idle 3||Looking behind|
|Idle 4||Scratching head|
|Idle 5||Shifting clothing or armor on shoulder||Hand on hip (human female)|
|Idle 6||Rubbing hands together and showing wares|
|Idle 7||Looking at fingers and looking around furtively|
|Idle 8||Deep thought|
|Idle 9||Reaching for weapon||Scratching and shaking head (Khajiit female)|