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About This File

Dynamic Naming
by
Wafflesalot

 

Version 0.52 Beta

 

Main Changes:
- Reworked the way naming works for the final time, Names are no longer directly changed instead Display Names are used.
Currently 50 Display names are available for use at any one time. Once the maximum is reached Actors will stop receiving names.
- Names will now stick with the assigned Actor until one of two things happen:
#The Player has left the cell for a set amount of time (Default is 10 hours Game Time), however if the player returns to the cell the Countdown is stopped and will restart from it's original duration when the player leaves again.
#The NPC has died for a set amount of time (Default of 2 Hours GameTime)

 

- Added Format Randomisation Each race has a pool of 4 formats 2 used for everyday NPCs and 2 for Guard NPCs
When a NPC is assigned a name one of the 2 formats will be taken and used. This is temporary and will be improved in the future.

 

- Added new keywords for use in formats, \\n, lvl and <BaseName>:
# \\n makes everything after it move to the next line instead allowing for multiline names.
# lvl will show the current level of the actor.
# <BaseName> will show the original name of the actor.

 

-Re-Added the MCM it currently includes the following options:
#NPC Finder - Allows the player to turn off the Naming Cloak (Useful in case of a brawl bug)
#Lore Names for NPCs - While Enabled NPCs will recieve lore names when this is disabled all naming for Playable races is stopped
#Lore Names for Dragons - While Enabled Dragons will recieve Lore Names. Note: Lore Names for NPCs must be enabled for this to work.
#Purge All Given Names - Clicking this option will Restart the Lore Name quest causing all assigned names to be reset and all NPCs to be removed from the quest.
#Name Fade Time - Allows for changing of the time it takes for a NPC to lose their name after the player has left their cell
#Corpse Name Fade Time - Allows for the changing of the time it takes for a Deceased NPC to lose their name.
#Select Race - This Menu is used for the Format Options. Has all Playable races + an ALL option which will apply changes to all Races.
#Format - The two Format options allow for customisation of the naming formats everyday NPCs use the mod will randomly select one of the two each time a name is assigned.
#Guard Format - This performs the Same function as Format except for Guards.
#Current Formats-
"Given"
"Given Affix"
"Affix"
"AffixGiven"
"Guard Given"
"Guard Given Affix"
"Guard AffixGiven"
"Guard Affix"
"<BaseName>, Given"
"<BaseName>, Given Affix"
"<BaseName>, AffixGiven"
"Given Affix \\n Level lvl <BaseName>"
"Given \\n Level lvl <BaseName>"
"Level lvl <BaseName>"
"<BaseName>"
"<BaseName> \\n Level lvl"
"Given Affix the <BaseName>"
"Given the <BaseName>"
"AffixGiven the <BaseName>"

 

- Added Lore Naming for Dragons. Dragons will be assigned a Randomised Name while Lore Naming Is enabled Currently they are not effected by formats.
The Dragon name pool consists of 120 Words spread over 3 Seperate Pools, A Pre, Mid and Suffix pool. random words are taken from these pools and added together to create a name.
The used words are then removed from the pool. When a pool is low it will be refreshed.

 

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- Requirements -

 

Skyrim Script Extender (http://skse.silverlock.org)

 

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- Optional -

 

SkyUi 3.4+ - While this is not needed to run the mod you will be unable to customise Names, Formats or what the mod effects.

 

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- Overview -

 

Randomised Naming:
- NPCs of Playable Races* can recieve Lore Names, Like Gavus Severa for a Imperial or S'Barri for a Khajiit.
All names assigned as a Lore Name will be based upon the Race and Gender of the NPC, you won't see a Nord with an Imperial name or a Imperial with a Nord Name.
Though the naming is randomised you won't see repeats for a long while(if ever!), Between the 10 Races there are over 1200 Names and 800 Affixes.
With names that are used being removed and only refreshed when the pool is low.

 

- Dragons can now also recieve Lore Names, their names are constructed randomly from 3 words of the Dragon Language.

 

Naming Formats:
- All Non-Unique NPCs can have different naming formats(Locked to race) don't want a Lore name? You could instead use a Base Format instead or Base and Level (Would show Level 1 Bandit for example.)

 

MCM:
- The MCM allows you to customise different features of the mod, formats, Name fade times, Allowing Lore Names, Purging all given names are all options which can be turned on/off, modified or swapped.

 

*Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Ord, Redguard, Wood Elf
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- Compatibility -

 

Dynamic Naming will be compatible with any added NPCs from mods as long as the following conditions are met:

 

- The NPC is of a playable race (Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Redguard, Orc, Wood Elf)
- The NPC is not Unique.

 

As long as those two conditions are satisfied added NPCs will be named.

 

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- Installation/Uninstallation

 

NOTE: AS OF VERSION 0.50 BETA, THE MOD USES A .BSA INSTEAD OF LOOSE FILES WHEN REMOVING 0.45 MAKE SURE TO CHECK ALL
_DNAM SCRIPTS ARE REMOVED FROM THE SCRIPT FOLDER AS ANY REMAINING SCRIPTS COULD INTERFERE WITH THE RUNNING OF 0.50.

 

Install:
Nexus Mod Manager:
Simply Download via Nexus Mod Manager and install.

 

Loose Files:
Extract DynamicNaming.esp and DynamicNaming.bsa into your Skyrim Data Folder

 

Updating:
When updating from 0.45 move into an area where no NPCs are and then save and uninstall the mod be sure to remove ALL _DNAM labeled scripts from your Scripts Folder.
After follow the Installation Instructions

 

UnInstall:

 

Prep:

 

With MCM-
With MCM Disable the NPC Finder and Lore Names for NPCs options in the MCM, move to a new cell or interior, then save and uninstall the mod.

 

Without MCM-
Without MCM Move to a cleared out location (Has No Nearby NPCs) then wait for 12 Hours. Save then uninstall the mod.

 

Uninstall:

 

Nexus Mod Manager-
Uninstall the mod via Nexus Mod Manager.

 

Loose Files
Remove DynamicNaming.esp and DynamicNaming.bsa from your Skyrim Data Folder.

 

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- History -

 

0.45 -Dynamic naming will now NEVER rename a Base Object (This is added as sometimes it would rename a
baseobject of an Actor naming all the following actors the same.)

 

-Affixes for some Races will now only appear around 50% of the time.

 

-A number of Script optimisations.

 

-Prepped the Formatting script for MCM and Also for the Alternative which will be added in a future
version.

 

0.42 - is a complete overhaul of the Mod the following has changed (Also the entire underlying scripts were rebuilt
from scratch.)
-All Races are now supported (Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Redguard, Orc,
Wood Elf)
-Between the 10 Races there is over 1200 First names and 800 affixes.
-Area detection now works properly, Look to assign was removed
-MCM has been removed and will be reintroduced in a later version.

 

0.30 - Main Changes:
- 195 New First Names for Imperials and Nords of both genders (Approx 65 New male Names and 130 Female).
- 161 New Suffixes for Imperials and Nords of both genders (60 Nord, 101 Imperial).
- You can now enable or Disable Suffix Naming for NPCs via the MCM Menu.
- You can now enable an area based detection instead of looking at the NPCs via the MCM Menu.
- The Mod no longer needs to be started via the Menu first time it will automatically start.
- Added Code for to allow for updates without having to reinstall each time.
- Fixed Issues with names not being shown due to a incorrect call.

 

0.26b - Initial Release

 

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- Credits -

 

Bethseda's The Elder Scroll series (Morrowind, Oblivion and Skyrim)

 

SoulofChrysamere - For being a human name generation on demand, brilliant work.

 

Tamerial Rebuilt's Name Generator - http://tamriel-rebuilt.org/?p=modding_data/ngen

 

UESP's Lore Section - http://www.uesp.net/wiki/Lore:Names

 

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