Instance Naming Rules
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Type: INNR
Papyrus: InstanceNamingRules
The Instance Naming Rules object is found within the Object Window under the Miscellaneous Category. Instance Naming Rules determine the name of a single naming instance of one of four target types when an Object Mod is applied to that target type.
Editor Dialog[edit | edit source]
- ID: The ID, also referred to as Editor ID, is used by the Creation Kit to uniquely identify this record within a Data File.
- Left Panel: A collection containing instance naming rules. Corresponds to the name of an Object Mod. For example: Braced. Determines the order of crafting recipes listed in the crafting benches if priority is not assigned on the Constructible Object for the Object Mod.
- Target Type: The type of object these instance naming rules may apply to. This corresponds to the target type of the Object Mod the rule is applying to.
- Ruleset Number: The order in which the Left Panel is used by a single instance of an object.
- Index: Assigns priority to the Left Panel rules if there are more than one set rules on a Ruleset Number. DLCs use different indices than vanilla, modders may wish to do the same.
- Move: Allows the user to change the priority of the Left Panel.
- Text: The name of the instance of a single object. For example: VATS Enhanced
- Keywords: A list of Keywords that signal information to other Game Systems. These keywords are used to determine the name of the single instance of an object with associated keywords on an Object Mod.
- Use Property Data: This property is depreciated, obsolete, or does not appear to be used by the game. This includes the Target, Op, and Value fields.
- Target:
- ColorRemappingIndex:
- Enchantments:
- ForcedInventory:
- Keywords:
- MaterialSwaps:
- XPOffsets:
- Op: The comparison operation to perform.
- <: Target is less than Value.
- <=: Target is less than or equal to Value.
- =: Target is equal to Value.
- >: Target is greater than Value.
- >=: Target is greater than or equal to Value.
- Value: The comparison value.
- Target:
Rulesets[edit | edit source]
Target Type: Actor
The game does not have a ruleset for Actors.
Target Type: Armor
dn_CommonArmor | |||
---|---|---|---|
Base naming rules for all types of armor. Excludes power armor, clothing, and vault suits. Compatibility Solutions: Modders should create new Instance Naming Rules form and MergeWith dn_CommonArmor to add new and unique Text and Keywords to avoid compatibility issues and keyword duplication errors. New "skins" keywords from the Creation Club will update this form. | |||
Ruleset | Rule Index | Description of Naming Rule | Keyword Prefix |
Ruleset 0 | 1000 (Legendary) 10000 (Linings) |
Legendary Object Mods Lining Object Mods |
dn_HasLegendary dn_HasLining |
Ruleset 1 | 10000 | Material Object Mods Alphabetized by armor type keyword (dn_armor_Combat, dn_armor_Leather, etc.) |
dn_HasMaterial dn_armor |
Ruleset 2 | Not applicable. | Drawn from name of the Armor record this instance is naming. | Not applicable. |
Ruleset 3-9 | Not applicable. | Unused by the vanilla game. | Not applicable. |
dn_Clothes | |||
---|---|---|---|
Base naming rules for Clothing. Compatibility Solutions: Modders should create new Instance Naming Rules form and MergeWith dn_Clothes to add new and unique Text and Keywords to avoid compatibility issues and keyword duplication errors. | |||
Ruleset | Rule Index | Description of Naming Rule | Keyword Prefix |
Ruleset 0 | 10000 | Railroad Object Mods | dn_HasMod_Railroad |
Ruleset 1-9 | Not applicable. | Unused by the vanilla game. | Not applicable. |
dn_PowerArmor | |||
---|---|---|---|
Base naming rules for all types of power armor. Each new power armor added by DLCs uses its own set of rules by duplicating this form. Compatibility Solutions: Modders wishing to add to this form via scripting should not duplicate it. Create new Instance Naming Rules form and MergeWith dn_PowerArmor to add new and unique Text and Keywords to avoid compatibility issues and keyword duplication errors. New "skins" keywords from the Creation Club will update this form. | |||
Ruleset | Rule Index | Description of Naming Rule | Keyword Prefix |
Ruleset 0 | 10000 | Miscellaneous Object Mods | dn_HasMisc |
Ruleset 1 | 10000 | Material Object Mods | dn_HasMaterial |
Ruleset 2 | 10000 | Lining Object Mods for each power armor classification (T-60, X-01, Raider). | dn_PowerArmor_Lining dn_PowerArmor |
Ruleset 3 | 10000 | Text and Keyword of each Armor piece (Helmet, Left Arm, etc.) | dn_PowerArmor |
Ruleset 4-9 | Not applicable. | Unused by the vanilla game. | Not applicable. |
dn_VaultSuit | |||
---|---|---|---|
Base naming rules for Vault Suits. Compatibility Solutions: Modders should create new Instance Naming Rules form and MergeWith dn_Clothes to add new and unique Text and Keywords to avoid compatibility issues and keyword duplication errors. New "skins" keywords from the Creation Club will update this form. | |||
Ruleset | Rule Index | Description of Naming Rule | Keyword Prefix |
Ruleset 0 | 10000 | Lining Object Mods | dn_HasVaultSuitLining |
Ruleset 1 | 10000 | Fabric Colors | ccACXFO4001_dn_VaultColor |
Ruleset 2 | 10000 | Ten 'condition' rules that are not used by the game. | ccACXFO4001_dn_VaultCondition |
Ruleset 3 | 10000 | Vault Numbers | ccACXFO4001_dn_VaultNumber |
Ruleset 4-9 | Not applicable. | Unused by the vanilla game. | Not applicable. |
DLC01dn_PowerArmor | |||
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Base naming rules for power armor included in Automatron. New power armor added by DLCs uses its own set of rules on the new Armor record. Compatibility Solutions: Modders should create new Instance Naming Rules form and MergeWith DLC01dn_PowerArmor to add new and unique Text and Keywords to avoid compatibility issues and keyword duplication errors. | |||
Ruleset | Rule Index | Description of Naming Rule | Keyword Prefix |
Ruleset 0 | 0 | Miscellaneous Object Mods Duplication of vanilla Ruleset 0. |
dn_HasMisc |
Ruleset 1 | 0 | Material Object Mods Duplication of vanilla Ruleset 1 prior to Creation Club. |
dn_HasMaterial |
Ruleset 2 | 0 | Lining Object Mods for each power armor classification (T-60, X-01, Raider). Includes Automatron's Tesla Naming Rules. |
dn_PowerArmor_Lining dn_PowerArmor |
Ruleset 3 | 0 | Text and Keyword of each Armor piece (Helmet, Left Arm, etc.) Duplication of vanilla. |
dn_PowerArmor |
Ruleset 4-9 | Not applicable. | Unused by Automatron. | Not applicable. |
DLC03_dn_CommonArmor | |||
---|---|---|---|
Armor naming rules update for Far Harbor DLC. New ruleset merges with dn_CommonArmor via MergeWith upon starting new game with DLC enabled.
| |||
Ruleset | Rule Index | Description of Naming Rule | Keyword Prefix |
Ruleset 0 | Not applicable. | Blank. Far Harbor uses base game Lining Object Mod names and keywords and did not use this form to add new Legendary Object Mod names and keywords. | Not applicable. |
Ruleset 1 | 3000 | New Material Object Mods | DLC03_dn_armor dn_HasMaterial |
Ruleset 2-9 | Not applicable. | Blank and/or unused by Far Harbor DLC. | Not applicable. |
DLC03_dn_LegendaryArmor | |||
---|---|---|---|
Legendary Armor naming rules update for Far Harbor DLC. New ruleset merges with dn_CommonArmor via MergeWith upon starting new game with DLC enabled.
| |||
Ruleset | Rule Index | Description of Naming Rule | Keyword Prefix |
Ruleset 0 | 700 | Legendary Object Mods | DLC03_HasLegendary |
Ruleset 1-9 | Not applicable. | Unused by Far Harbor DLC. | Not applicable. |
DLC04_dn_CommonArmorUpdate | |||
---|---|---|---|
Armor naming rules update for Nuka World DLC. New ruleset merges with dn_CommonArmor via MergeWith upon starting new game with DLC enabled.
| |||
Ruleset | Rule Index | Description of Naming Rule | Keyword Prefix |
Ruleset 0 | Not applicable. | Blank. Nuka World uses base game Lining Object Mod names and keywords and did not use this form to add new Legendary Object Mod names and keywords. | Not applicable. |
Ruleset 1 | 9600 | New Material Object Mods | DLC04_dn_armor dn_HasMaterial |
Ruleset 2 | Not applicable. | Drawn from name of the Armor record this instance is naming. | Not applicable. |
Ruleset 3-9 | Not applicable. | Blank and/or unused by Nuka World DLC. | Not applicable. |
DLC04_dn_PowerArmor_NukaCola | |||
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Base naming rules for power armor included in Nuka World. New power armor added by DLCs uses its own set of rules on the new Armor record. Compatibility Solutions: Modders should create new Instance Naming Rules form and MergeWith DLC04_dn_PowerArmor_NukaCola to add new and unique Text and Keywords to avoid compatibility issues and keyword duplication errors. | |||
Ruleset | Rule Index | Description of Naming Rule | Keyword Prefix |
Ruleset 0 | 10000 | Miscellaneous Object Mods Duplication of vanilla Ruleset 0. |
dn_HasMisc |
Ruleset 1 | 10000 | Material Object Mods Duplication of vanilla Ruleset 1 prior to Creation Club. |
dn_HasMaterial dn_DLC04_HasMaterial |
Ruleset 2 | 10000 | Lining Object Mods for each power armor classification (T-60, X-01, Raider). Duplication of vanilla. |
dn_PowerArmor_Lining dn_PowerArmor |
Ruleset 3 | 10000 | Text and Keyword of each Armor piece (Helmet, Left Arm, etc.) Duplication of vanilla. |
dn_PowerArmor |
Ruleset 4-9 | Not applicable. | Unused by Nuka World. | Not applicable. |
DLC04_dn_PowerArmor_Overboss | |||
---|---|---|---|
Base naming rules for power armor included in Nuka World. New power armor added by DLCs uses its own set of rules on the new Armor record. Compatibility Solutions: Modders should create new Instance Naming Rules form and MergeWith DLC04_dn_PowerArmor_Overboss to add new and unique Text and Keywords to avoid compatibility issues and keyword duplication errors. | |||
Ruleset | Rule Index | Description of Naming Rule | Keyword Prefix |
Ruleset 0 | 10000 | Miscellaneous Object Mods Duplication of vanilla Ruleset 0. |
dn_HasMisc |
Ruleset 1 | 10000 | Material Object Mods Duplication of vanilla Ruleset 1 prior to Creation Club. |
dn_HasMaterial dn_DLC04_HasMaterial |
Ruleset 2 | 10000 | Lining Object Mods for each power armor classification (T-60, X-01, Raider). | dn_PowerArmor_Lining dn_PowerArmor |
Ruleset 3 | 10000 | Text and Keyword of each Armor piece (Helmet, Left Arm, etc.) Duplication of vanilla. |
dn_PowerArmor |
Ruleset 4-9 | Not applicable. | Unused by Nuka World. | Not applicable. |
DLC04_dn_PowerArmor_Quantum | |||
---|---|---|---|
Base naming rules for power armor included in Nuka World. New power armor added by DLCs uses its own set of rules on the new Armor record. Compatibility Solutions: Modders should create new Instance Naming Rules form and MergeWith DLC04_dn_PowerArmor_Quantum to add new and unique Text and Keywords to avoid compatibility issues and keyword duplication errors. | |||
Ruleset | Rule Index | Description of Naming Rule | Keyword Prefix |
Ruleset 0 | 10000 | Miscellaneous Object Mods Duplication of vanilla Ruleset 0. |
dn_HasMisc |
Ruleset 1 | 10000 | Material Object Mods Duplication of vanilla Ruleset 1 prior to Creation Club. |
dn_HasMaterial dn_DLC04_HasMaterial |
Ruleset 2 | 10000 | Lining Object Mods for each power armor classification (T-60, X-01, Raider). | dn_PowerArmor_Lining dn_PowerArmor |
Ruleset 3 | 10000 | Text and Keyword of each Armor piece (Helmet, Left Arm, etc.) Duplication of vanilla. |
dn_PowerArmor |
Ruleset 4-9 | Not applicable. | Unused by Nuka World. | Not applicable. |
Target Type: Furniture
The game does not have a ruleset for Furniture.
Target Type: Weapon