Naming objects...help !

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

Moderators: Haplo, Lead Developers

Locked
User avatar
Liliath
Member
Posts: 194
Joined: Thu Aug 21, 2003 11:45 am
Location: France

Naming objects...help !

Post by Liliath »

I just realized some objects I created in my claim weren't named in the proper way we are told to in the FAQs.
So what shall I do ? Rename them (say to "B" ) ? I think doing so creates a new object, and each object I used named say "A", remains A, and no newly created Bs are put into the cells. As I have a lot of "A"s placed in my cells at unregular coordonates, I would really like to avoid deleting the "A"s and replacing them by "B"s, cause it simply is a waste of time. ( hope it wasn't too hard to understand )
If someone knows a means of renaming all the "A"s to "B"s without creating new objects, that is having only the ID changed, the objects being still in place in the cells, could he let me know how ?

Thanks :)
Last edited by Liliath on Thu Dec 11, 2003 9:02 pm, edited 1 time in total.
"Progress is going from failure to failure without ever loosing one's enthousiasm"
Geowulf
Member
Posts: 279
Joined: Thu Aug 21, 2003 11:28 am
Contact:

Post by Geowulf »

Yes, you simply change the ID's name and then a message box will appear, asking you if you want to create a new object or not.
Read the Books of Tamriel @ http://geowulf.tamriel-rebuilt.org

Currently doing:
- Bal Oyra interiors fix
- Bosmora, warehouse and indoor market
OOT status:
BoT (v1.4.)
CoT (v1.0.)
User avatar
Liliath
Member
Posts: 194
Joined: Thu Aug 21, 2003 11:45 am
Location: France

Post by Liliath »

Jesus Am I Stupi.....d

Well thanks, I acually allways pushed the yes button instinctivly...

BTW this wasn't the good section for such a post, sorry for that.
"Progress is going from failure to failure without ever loosing one's enthousiasm"
Eraser
Developer Emeritus
Posts: 1377
Joined: Thu Aug 21, 2003 10:53 am
Location: New York

Post by Eraser »

that explanation was very confusing ?(

Names should be TR_itemname_authorinitials (arcadea ha a thread with each member's initials to use)

In the FAQ it says TR_claim_itemname_author, it shouldn't be this but it was never corrected. There should be no claim number since any item that isn't unique should be added into more claims.
"There is no dark side of the moon really. Matter of fact, it's all dark."
User avatar
Liliath
Member
Posts: 194
Joined: Thu Aug 21, 2003 11:45 am
Location: France

Post by Liliath »

Alright then
"Progress is going from failure to failure without ever loosing one's enthousiasm"
User avatar
Cep
Member
Posts: 103
Joined: Fri Nov 14, 2003 2:28 am
Location: On a boat in the middle of nowhere
Contact:

Post by Cep »

Thought I would help out on this,

it was decided in the end we would have

TR_Modder_Type_Name

The type is a single letter designation to let the modder know what the item is for instance

s=script
n=npc
o=object

I sent Arcadea an updated version of this to edit the FAQ thread we had but I am not sure if thats been done yet would need to check.
User avatar
Hermit
Developer Emeritus
Posts: 2373
Joined: Fri Oct 17, 2003 8:59 pm
Location: The North German plains

Post by Hermit »

Mrrrr grrrr ...
I'll have to rename my Black Rose yet again!

;)
Last edited by Hermit on Fri Dec 12, 2003 10:03 pm, edited 1 time in total.
Elder Mod.

For now, I'm sleeping in my lightless city beneath the waves.

But someday ... I will be back.

Fthagn.
Geowulf
Member
Posts: 279
Joined: Thu Aug 21, 2003 11:28 am
Contact:

Post by Geowulf »

It seems like naming conventions change like the weather. :P The only thing that is really decided is the fact each ID starts with TR_. Well, I'll just do my thing with the books and clothes and make sure they're named in a consistent way.

Books are named:

TR_bk_(name)_(modderinitials if any)

Scrolls:

TR_sc_(name)_(modderinitials if any)

Clothes:

TR_c_(exp/com/exq/ext)_(robe/shirt/pants/...)_(options like hooded or female + number)_(initials)

That's how I do it.


But, people. Lets not focus too much on little details. An ID can easilly be changed afterwards. Just make sure every custom item has "TR" in front of it and if it is unique, put something in the name that indicates this uniqueness.
Last edited by Geowulf on Fri Dec 12, 2003 10:34 pm, edited 1 time in total.
Read the Books of Tamriel @ http://geowulf.tamriel-rebuilt.org

Currently doing:
- Bal Oyra interiors fix
- Bosmora, warehouse and indoor market
OOT status:
BoT (v1.4.)
CoT (v1.0.)
User avatar
Cep
Member
Posts: 103
Joined: Fri Nov 14, 2003 2:28 am
Location: On a boat in the middle of nowhere
Contact:

Post by Cep »

Me too hermie! :D

Well I guess that the standard is there mainly to ensure easy cleaning. So as long as TR appears I guess its ok really hehe.
Eraser
Developer Emeritus
Posts: 1377
Joined: Thu Aug 21, 2003 10:53 am
Location: New York

Post by Eraser »

TESCS limits the number of characters in the id. tr_modder_type_name wouldn't leave much room, and TR_name_modder was decided on a long time ago, i pmed arcadea about it, but apparently it wasn't changed in the thread.
"There is no dark side of the moon really. Matter of fact, it's all dark."
Geowulf
Member
Posts: 279
Joined: Thu Aug 21, 2003 11:28 am
Contact:

Post by Geowulf »

Make sure that whenever you create a new object, you report it to the people of Object of Tamriel so they can put it in their plugin.

Oh, and an advise to modders who build new models: please include an esp file with your new nifs. It doesn't take much time and it avoids not knowing how to name the object afterwards (like with the Black Rose)

EDIT: @Eraser: I agree with you that TR_(name)_(modder) is the easiest way to do it and I would like to strongly suggest this approach. And indeed, for the clothing, I had to shorten filenames because they were too long. So use abr. if you can ;)
Last edited by Geowulf on Fri Dec 12, 2003 11:09 pm, edited 1 time in total.
Read the Books of Tamriel @ http://geowulf.tamriel-rebuilt.org

Currently doing:
- Bal Oyra interiors fix
- Bosmora, warehouse and indoor market
OOT status:
BoT (v1.4.)
CoT (v1.0.)
Mindbasher
Member
Posts: 21
Joined: Thu Dec 18, 2003 2:28 pm
Location: Netherlands
Contact:

...

Post by Mindbasher »

I always have this: os_object name [number]

Everything together, easy to find...

Olle
[img]http://forums.slipknotcpd.com/uploads/avvysmll.JPG[/img]
Ever wondered what's it like to die? Take my life, you'll soon find out, I'm dyin' all the time, all the way, every f*ckin' day...
User avatar
Greybeard
Member
Posts: 431
Joined: Thu Aug 21, 2003 11:07 am
Location: Shanarra
Contact:

Post by Greybeard »

I noticed in the download that I have some duplicates - some with the old naming convention (TR_item_GB) and also with the new (TR_GB_item). No problem with the game, just a little wasted space. But if I rename them all with the type included (TR_GB_s_item), will everything be in triplicate? Or will everything not in the finally agreed upon format be removed? (Hmm, in that case all the work from those who have left will have to be redone.)
Locked