scarycave Posted June 16, 2012 Share Posted June 16, 2012 (edited) For my mods I've been naming everything aaa*username*whateverthisis.For example I'll name a chair or something like aaascarycavechair.If it has a script it would be named aaascarycavechairscript.A package? aaascarycaveChairWaitpackage, aaascarycaveKillEveryonepackage Is this really a good habit? I want to make sure my object/scripts/spells/etc. don't get mixed up with stuff from other mods. Edited June 16, 2012 by scarycave Link to comment Share on other sites More sharing options...
Nephenee13 Posted June 16, 2012 Share Posted June 16, 2012 That is perfectly fine. Just don't start FormID's with numbers and you can call them whatever you want. Link to comment Share on other sites More sharing options...
Maskar Posted June 16, 2012 Share Posted June 16, 2012 Wouldn't really work well if you would be making more mods. You really should include the mod name in the objects, like BPHCellActivatorBathtubWood for an activator placed in a cell and BPH being short for the mod name. You could go for a longer mod name, but the game doesn't use names anyway, so it doesn't matter. Only for quest names it matters a little, when using ini files and changing variables in the console, etc. However, you'll be using the quest name a lot for scripting, so you should keep it short. The aaa part isn't really necessary either and would only cause more typing imo. Link to comment Share on other sites More sharing options...
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