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You can define your totally custom format by rewriting values in the _Formats.ini file.

Formats are the rules used to automatically rename things. Think about them as templates.

Format identifiers and tags are case sensitive.

About format identifiers

The first word in each line says on whom the format will be applied to.
Whatever it is after the = sign says what the final name for the record will be.

For example, if a line starts with Spellbook=, whatever lays after it will be used to rename spell teaching books.

You can only have one unique format identifier per file.
If you add two lines starting with Spell=, only one of them will be used to rename things... or maybe both, who knows... just expect things to go wrong.

Invalid format identifiers are just ignored by the script.
This way, you can make interesting things, like having many different formats for things, but invalidating those you don't want to use right now. For example:

Spell=Valid spell format
-Spell=Invalid spell format

-Spell= is invalid, but can be toggled it by doing this:

-Spell=Not valid anymore
Spell=This will now be used

About tags

You can write whatever you want after the = sign, but only valid tags will be replaced in your text.
All tags are enclosed between square brackets [like this] and are predefined by this script.

Tags are asociated to variable values found on the record being processed and you can use them to automatically rename a record based on its actual data.
For example, the [SpellSchool] tag carries which is the magica school of the record currently being renamed.

Some tags are available to all format identifiers, others are available for many, and others are exclusive to only one format identifier.
If you think about it, books don't get classified as Light/Heavy/Clothing, but armors do.

Tags are case sensitive. If some tag isn't getting translated, first thing to check is if it's properly cased.

See examples below to understand all of this.

The _Names.txt file

Here are defined tags that will be replaced by whatever you want.
It's just another layer of customization.

Let's suppose this script has found some spell belongs to the school of Alteration.
By default, the [SpellSchool] tag would output Alt because that's how it was defined in _Names.txt by me.
If you would open that file and change it to:

[SpellSchoolAlteration]=Alteration, motherfucker! Do you speak it!?

Then the [SpellSchool] tag would output Alteration, motherfucker! Do you speak it!? whenever it finds a spell from the Alteration school.

Tags using this functionality are marked as Translated.

List of format identifiers

All examples were made using default values defined in _Names.txt, using this actual script.

Leyends

*All

These tags are available for all format identifiers.

Master ESP tags:

Current ESP tags:

Spell

Available for records of Spell type. Signature SPEL.

Winning ESP tags:

Usage example

Format Original Processed
Spell=[SpellSchool] ([SpellLvlName]) - [OriginalName] Flames Des (Novice) - Flames
Detect Dead Alt (Expert) - Detect Dead
Mayhem Ill (Master) - Mayhem
Spell=[SpellSchool] [SpellLvlNum]: [OriginalName] (min lvl: [SpellLvl]) Flames Des I: Flames (min lvl: 0)
Detect Dead Alt IV: Detect Dead (min lvl: 75)
Mayhem Ill V: Mayhem (min lvl: 100)

Spellbook

Available for records of Book type that teach spells. Signature BOOK.

Spellbook has available to it all tags Spell has access to, plus the following tags.

Master ESP tags:

Current ESP tags:

Winning ESP tags:

Usage example

Format Original Processed
Spellbook=Tome, [Spell] Spell Tome: Firebolt Tome, Des II: Firebolt
Spell Tome: Ash Rune Tome, Alt IV: Ash Rune
Spellbook=[[SpellSchool]] Spellbook ([SpellLvlName]): [SpellOriginalName] Spell Tome: Firebolt [Des] Spellbook (Apprentice): Firebolt
Spell Tome: Ash Rune [Alt] Spellbook (Expert): Ash Rune

Weapon

Master ESP tags:

WeaponShortName

This may need some extra configuration to properly work.

The idea for this tag is to remove the weapon type from the name, but some weapon mods (like Heavy Armory) have new names that aren't vanilla (like "trident") but the weapons themselves are vanilla for all intents and purposes.

In that case, the best way to get the item name without the weapon type is to outright delete it from the name based on a list of known weapon type names.

That list is named _Clean_Weapon.txt and there you can add/delete words (or phrases) you want to get removed from a weapon name.

Names in that list are case sensitive and there by default I added all vanilla names.

As you can notice, there are some variants of the same word I've found while renaming weapons in real life, like:

If you find some inconsistent names like those while renaming your mods, you can add them to _Clean_Weapon.txt so your weapons are properly renamed.

WeaponMagical

Master ESP tags:

Current ESP tags:

Winning ESP tags:

WeaponShortName

Aside from all the behavior this tag has for unenchanted weapons, for enchanted ones it has an extra effect to keep in mind: it removes EVERYTHING after "of...".

For example:

Weapon name [WeaponShortName]
Nordic Battle Axe of Enervation Nordic
Elven Club of the Interstellar Pseudo Philosophical Bullshit Elven Club
Waraxe of Imperial Domination <nothing>

Notice how in the last example [WeaponShortName] returns nothing because "Waraxe" would have been removed in the unenchanted version as well.

Usage example

Format Editor ID Original Processed
WeaponMagical=[WeaponType]: [WeaponShortName] - [EnchantName] [WeaponLvlNum] _SRE_EnchHonedSwordDunmer03 Honed Ancient Nord Sword of Dunmer Bane Sword: Honed Ancient Nord - Dunmer Killer III
WeaponMagical=[WeaponType]: [WeaponShortName] - [EnchantName] [SpellLvlNum] _SRE_EnchHonedSwordDunmer03 Honed Ancient Nord Sword of Dunmer Bane Sword: Honed Ancient Nord - Dunmer Killer I
WeaponMagical=[MagicWeaponUniqueName] [WeaponType] of [SpellSchool] _SRE_EnchForswornSwordAbsorbSoul01 Sword of Lost Souls Lost Souls Sword of Destruction