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Interior Cell Naming Convention for BM
08-09-2011, 01:26 PM,
#1
Interior Cell Naming Convention for BM
Please remember to use the the standard naming convention, for interior cells of all types:

Blackmarsh prefix (BM) + Type of cell (Dungeon = Dun) + City/Region (Gideon = Gid) + Subname for city cell (Sewer) + Level (01) + your modding initials (AS, PWN, KP, etc)

...so, for a Gideon sewer dungeon level, you should basically write for the sewer's Editor ID...:

BMDunGidSewer01AS = first level of sewers (assuming Asmar mods it = AS)
BMDunGidSewer01AS = second level of the sewers

Lastly, write "Gideon Sewer, Level 1" (without quotes), as the name of the cell that goes beside the Editor ID of the cell.

We use this naming convention, firstly so that Xae's music can be implemented using BetterMusicSystem mod eventually, and secondly, for organization purposes.


Here's the up-to-date naming scheme:

BM + (interior cell type) + (settlement, where applicable) + (abbreviated cell name) + (number of the interior's sub-section, where applicable) + (modder's abbreviation).

Cell Types..............................Cell Type Code

Barsaebic Ruins...........................Bar (+first 3 letters of the name e.g. Xarphyrial = BMBarXar, followed by a 2-digit number to indicate the level of the ruin e.g. first floor = BMBarXar01)

Castles.........................................Cas (+first 3 letters city name e.g. Gideon Castle = BMCasGid followed by a 2-digit number to indicate a separate section e.g. entrance hall = BMCasGid01)

Caves............................................Cav (+first 3 letters of the name e.g. Frograt Barrow = BMCavFro, followed by a 2-digit number to indicate the level of the cave e.g. first floor = BMCavFro01)

Dungeons......................................Dun (+first 3 letters of the name e.g. Stormhold Great Cistern = BMDunCis, followed by a 2-digit number to indicate the level of the dungeon e.g. first floor = BMBarXar01)

Crypts ...........................................Cry (+ first 3 letters of the cell name, followed by a 2-digit number to show level of the crypt)

FortRuins.....................................For (+first 3 letters of the name e.g. Fort Carmine = BMForCar, followed by a 2-digit number to indicate the level of the ruin e.g. first floor = BMForCar01)

Native's Homes...........................Nat (+first 3 letters of the settlement followed by a shortened version of the owner or shop name e.g. Blood-Talker's House in Kangumabog = BMNatKanBlood)

Non-Native's Homes....................Non (+first 3 letters of the settlement followed by a shortened version of the owner or shop name e.g. Sotho Manor in Soulrest = BMNonSouSot)

Inns...............................................Inn (+first 3 letters of the settlement followed by a shortened version of the name e.g. Strangers Inn in Chasepoint = BMInnChaStranger)

Church (Imperialistic)..................Chu (+first 3 letters of the settlement e.g. Stormhold Cathedral = BMChuSto)

Shrine / Shaman Hut (Natives).....Shr (+first 3 letters of the settlement e.g. Pholmolo Shaman Hut = BMShrPho)

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Here's an outdated link on the subject :

CLAIM: BM Cell Naming & Music Preparation

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Koniption

(IG and other core, I posted this here for easier access and visibility.)
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off. Cool
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