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.
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
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.
_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.
All examples were made using default values defined in _Names.txt, using this actual script.
These tags are available for all format identifiers.
Master ESP tags:
Current ESP tags:
Available for records of Spell type. Signature SPEL
.
Winning ESP tags:
0
, 25
, 50
, 75
or 100
.Novice
, Apprentice
, Adept
, Expert
, Master
. Translated.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) |
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:
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 |
Master ESP tags:
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.
Master ESP tags:
of
".Current ESP tags:
01
in EnchShSteelTridentSpearSoulTrap01
.Winning ESP tags:
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.
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 |