Modding guidelines

From Project Tamriel Wiki
Jump to navigation Jump to search

Guidelines for modding Project Tamriel and Tamriel Rebuilt.

ID Guidelines

Project Link
Tamriel Data Tamriel_Data CS ID Naming Scheme
Skyrim: Home of the Nords ID & Naming Guidelines
Tamriel Rebuilt TR_Mainland CS ID Guidelines

NPC Guidelines

Things to remember when creating a new NPC.

ID

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.

Script

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 NoLore to filter out most vanilla dialogue.
  • Your script must always include short T_Local_NPC so 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.

Class

All NPCs should use vanilla classes when available. This makes it easier to share 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.

Faction

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.

Corpses Persist

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.

Items

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.

AI

Wander

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 animations
Idle Default Action Variation
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)