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
Com= Not specific to any race
Cr= Created by animals or beast races (e.g., Goblins)
De= Dark Elf
He= High Elf
We= Wood Elf
Aka= Akaviri (summarizing the Akaviri races for simplicity and legibility)
Glb= Not specific to any province
Hr= High Rock
Sum= Summerset Isles
Body Part Prefixes
Body Part Suffixes
Whenever a female version of a body part is created, it is trailed by an additional
UA= Upper Arm
UL= Upper Leg
BkFaction= Faction Book
EnSc= Enchanted Scroll
Book Project Suffixes
TR= Tamriel Rebuilt
SHOTN= Skyrim, Home of the Nords
HR= High Rock 427
Subst= Any other type of Substance
Alchemy Potion Suffixes
Clothing Quality Suffixes
These had to be shortened to fit into the 23 letters limit.
Cre= Any other type of creature
Once= Cast once
Const= Constant Effect
Use= Cast when used
Strike= Cast on strike
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
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.
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 (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.
SndCrea= A creature sound.
SndObj= A sound attached to an object.
SndEnv= An environmental sound.
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
In most cases, they are further subdivided into
I (interior) and
Furniture sets start with
Furn. There is also
FurnM (middle class) and
FurnR (rich) for furniture sets that have a poverty or wealth assignment.
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.
Glb = global)
Cavern objects are similar to terrain objects, except that cave sets start with
Flora Sets always start with
Flora. There is the general flora set and region-specific flora sets.
Objects that don't fit into the above categories are put into the Var-set. They can be categorized either by race or province.
Activators are named in the same way as statics except that
F are not used. There is also a
Sound set used for sound markers and a
Fauna set used for animals that are activators.
For signs there are province-specific
Set sets (
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.
Doors are named like activators or statics.
F are not used. Most of them belong to
Cave sets. If a door is to be used in interiors, it is trailed by an
In behind the name.
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:
Pos= Random inexpensive items
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)
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)
T_Sky_Flora_BleakBlH04 (Bleakbell hay 04)
Dead Animals & Nests
T_Glb_Fauna_FishSlRst02 (roasted slaughterfish 02)
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.
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_Sky_TerrGrassRE_01 (compare with
T_Sky_TerrLeaves_01 (compare with
T_Mw_TerrRockAJ_01 (compare with
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_A_NorGuardGauntl01_Ha.1st (compare to
T_Nor_Guard_Gauntlet(R or L)_01)
T_A_DweScavengedCuirass01_C (compare to
T_A_ComIronPauldr02_Fa (compare to
T_Com_Iron_Pauldron(R or L)_02)
Clothing Body Parts
T_C_ComEpGlove04_Ha (compare to
T_C_DeEpShirtNecromOrdinat01_UA (compare to
T_C_ComCmShirt02_UA (compare to
Heads & Hair
"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.
Notes and Letters
Spells are grouped primarily by the race they are associated with and secondly by their spell school.
Abilities and Powers
Enchantments are only categorized by their way of usage:
Once (spell scroll) and
Const (constant effect).
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
Static Creature Lists
Single (Non-Leveled) Creature Lists
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
Random Item Lists
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.
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.
T_Mw_Fau_BeetleBr_01 (brown beetle)
T_Mw_Fau_MolecDs_01 (diseased molecrab)
T_Sky_Fau_CatlCowP_01 (painted cow)
T_Dae_Cre_DremCait_01 (Dremora Caitiff)
T_Dae_Cre_DridLs_01 (lesser dridrea)
T_Glb_Und_LichGr_01 (Greater lich)
T_Sky_Und_LichFr_02 (Frost lich)
T_Dwe_Cre_CentArmor_03 (Armor Centurion)
Alchemy objects are separated into potions, beverages and other substances. They are additionally categorized by race. Potion IDs are trailed by a quality letter.
Miscellaneous Items, Apparati, Repair Items, Lockpicks, and Probes
Miscellaneous items are categorized by race, but have no further subcategorization.
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.
Unique Clothing and Artifacts
Analogous with clothing, except that armors have a broad variety of sets.
Unique Armor and Artifacts
Analogous with armors.
Unique Weapons and Artifacts
Factions and Classes
Factions and classes are categorized by the province they are used in.
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.
Currently this is only used by spellbooks in Tamriel Rebuilt.
Sounds are categorized as creature sounds (
SndCrea), object sounds (
SndObj), or purely environmental sounds (