Tamriel Data ID Guidelines
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 raceCr
= Created by animals or beast races (e.g., Goblins)Arg
= ArgonianBre
= BretonDe
= Dark ElfHe
= High ElfImp
= ImperialKha
= KhajiitNor
= NordOrc
= OrcRga
= RedguardWe
= Wood ElfRea
= ReachmenRiv
= Bjoulsae RiverfolkMal
= Malahk OrcsImg
= ImgaYne
= YnesaiQy
= Quey (things common for both QyC and QyK)QyC
= Chimeri-QueyQyK
= Keptu-QueyEsr
= EsriDwe
= DwemerDae
= DaedricFal
= FalmerAyl
= AyleidKaf
= KafriTot
= TotkiLzo
= Lan ZoGob
= GoblinsGia
= GiantsGau
= GaurongMur
= MurinBaj
= BaijuAka
= Akaviri (summarizing the Akaviri races for simplicity and legibility)Mao
= MaormerTsa
= TsaesciKpt
= Ka Po TunTmo
= Tang MoKml
= KamalKdh
= Kudhira
Province Prefixes
Glb
= Not specific to any provinceSky
= SkyrimMw
= MorrowindCyr
= CyrodiilHam
= HammerfellHr
= High RockBkm
= BlackmarshEls
= ElsweyrVal
= ValenwoodSum
= Summerset Isles
Body Part Prefixes
A
= ArmorB
= BodyC
= Clothing
Body Part Suffixes
Whenever a female version of a body part is created, it is trailed by an additional F
.
Ha
= HandHd
= HeadHr
= HairA
= AnkleC
= ChestCF
= ChestFemaleCl
= ClavicleF
= FootFA
= ForearmG
= GroinK
= KneeN
= NeckT
= TailUA
= Upper ArmUL
= Upper LegW
= Wrist
Book Prefixes
Bk
= BookBkFaction
= Faction BookSc
= ScrollEnSc
= Enchanted ScrollNote
= Note/Letter
Book Project Suffixes
TR
= Tamriel RebuiltPC
= Province:CyrodiilSHOTN
= Skyrim, Home of the NordsHR
= High Rock 427
Alchemy Prefixes
Potion
= PotionDrink
= DrinkSubst
= Any other type of Substance
Alchemy Potion Suffixes
B
= BargainC
= CheapS
= StandardQ
= QualityE
= Exclusive
Clothing Quality Suffixes
Cm
= CommonEp
= ExpensiveEt
= ExtravagantEx
= Exquisite
Creature Prefixes
These had to be shortened to fit into the 23 letters limit.
Fau
= AnimalsUnd
= UndeadCre
= Any other type of creature
Enchantment Prefixes
Once
= Cast onceConst
= Constant EffectUse
= Cast when usedStrike
= Cast on strike
Ingredient Prefixes
IngFood
= FoodIngMine
= 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
= ExteriorI
= InteriorF
= 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
... = PlantsFauna
... = 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
= DiseasePow
= PowerAb
= AbilityRes
= Restoration SpellAlt
= Alteration SpellMys
= Mysticism SpellCnj
= Conjuration SpellDes
= Destruction SpellIlu
= 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:
- Man-made objects like houses, dungeons or furniture. They are always categorized by race.
- 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:
- 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.
- 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
= BarrelBs
= BasketCl
= ClosetCr
= CrateCb
= CupboardCh
= ChestDs
= DeskDw
= DrawersHt
= HutchSk
= SackSt
= SidetableU
= UrnVs
= VasePos
= Random inexpensive itemsIng
= ingredientsDri
= DrinkClt
= ClothingWpn
= WeaponArm
= ArmorMsc
= MiscLgn
= LegionBand
= BanditSmug
= SmugglerBk
= BookG
= GoldEp
= ExpensiveCm
= CommonEt
= ExtravagantEx
= 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 primarily 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
Other Ingredients
Aside of four main categories, there are also rarer ones, such as spices and dyes, both separated:
T_IngSpice_Cinnamon_01
T_IngDye_Vermilion_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