Naming conventions for generator parts

● ARCHIVED · READ-ONLY
Started by Volimance 3 posts View original ↗
  1. Here's the situation. I'm adding a second round of generator parts to the actor generator. In the first round there were some parts that had only one "sub-part". When I added the second round of generator parts, there some with a similar name as parts in the first add, but were multipart.


    (the following file names are just for example)


    for example: added group 1 has file
    FG_RearHair2_p16_c1_m003


    But added group has
    FG_RearHair2_p16_c1_m003
    FG_RearHair2_p16_c2_m003
    FG_RearHair2_p16_c3_m003


    This means that while I had to rename the "FG_RearHair2_p16_c1_m003" in the second add to FG_RearHair2_p17_c1_m003 to prevent conflicts, the "c2" and "c3" sections of the second add still exist. This left me with a weird part for the generator.


    My question is:
    Does the naming section after the "p" have to be a number?
    Can it include letters?
    So I could break up my added resources like
    FG_RearHair2_pa16_c1_m003
    and
    FG_RearHair2_pa16_c1_m003
    FG_RearHair2_pa16_c1_m003
    FG_RearHair2_pa16_c1_m003


    Thanks for your help!
  2. Stay with the numbers. You can basically see it like this: Every part has an Icon which displays it, the number after the p tells the program what goes with that item. For example:


    If you got Icon_RearHair_p16 in your icon folder, the Generator knows that the 16th icon goes with the other sets that includ p16 like FG_RearHair2_p16 or FG_RearHair2_p16_c1_m003.
    It basically keeps the order of the Generator Parts organized. When adding a new part, best is to just keep the count going. If you have lets say eyes from p1-p13 you wanna name the next parts p14.
  3. You can use longer numbers. The generator will sort them one digit at a time, so p130 will appear right after p13 but other than this using longer numbers works great.

    What I do is use a naming convention where the first few digits refer to the source/grouping of the part and the last two digits represent the actual part. For example, SV_AccB_p12002 is a male adaptation of the female SV_AccB_p02 where the first digit (p1####) represents that it comes from MV's default resources, the second digit (p#2###) indicates that it was originally a female generator part, the middle digit (p##0##) represents that it is an unaltered part, and the last two digits (p###02) represent that it is part number 02.

    Using a longer number ensures that there aren't any conflicts between custom parts and DLC parts. If I were to download custom parts from another user, I would rename them with a variation of this convention before porting them into the Generator folder to ensure maximum comparability (e.g. p01234 would be the 34th part from the second pack of the first modder I downloaded from).

    Another way to do it is to simply add a new digit to the end of the part name. For example, instead of FG_RearHair2_pa16_c1_m003 you could try FG_RearHair2_p161_c1_m003. That gives you the ability to have eleven "p16"s (p16 & p160-p169). This would also group similarly numbered parts together in the generator (p160 would appear immediately after p16 in the list).