All of the races playable in later titles, minus Orcs and Imperials, are playable races in Arena and Daggerfall. And the vanilla game has automated name generation for those races based on a system of prefixes and suffixes (for more details see the UESP). Their representation as NPC's though is indeed limited to specific named characters - so as far as generic NPC's that you encounter in vanilla locations, yes these are generally restricted to human races. But if you make a mod for example, like DIEP or VIO, you can create your own NPC's with Elf and Beastrace NameGen assigned to them.
Smallest bit of feedback, if you could drop the .txt file into a folder called "Text" and zip that, it would allow Vortex users to install this mod as it would then put the file into the correct folder right away without needing manual intervention. Anyone who tries to install this right now via the Mod Manager Download button will have it deployed into the incorrect folder.
Not as far as I know. I just downloaded a fresh build of DfU to test and it activated just fine after dropping NameGen.txt into StreamingAssets/Text. So I'm not sure what else you could try aside from de-activating your mods and seeing if the issue persists. You can join the Daggerfall Unity modding discord server, Lysandus' Tomb if you can't fix it and someone should be able to help you there.
thanks so much for this mod!! I am so happy this exists, the original names get so hard to read sometimes haha! out of curiosity, is it possible to add more prefixes and suffixes, or is there an engine limitation that limits it to only the existing 13 (or 7)? :o
Well it's more a code limitation than an engine limitation per se but yesh as far as modders are concerned this behavior is unchangeable for the names of the player and of vanilla NPC's in DfU >-< You would have to either ask the DfU team to modify the code to allow for more or else just code your own class of NPC's that would use your own logic ;P
One thing to note is that if you play with SDF Font Rendering disabled (as I do), accented letters show up as question marks. You may want to consider offering an optional version that omits those characters.
[Edit: I'm no longer playing with SDF Font Rendering disabled because I found the Alkhemikal Font mod, which preserves a retro look in SDF; this might be helpful to anyone else with this dilemma.]
Also, after installing this I did notice that there were some discrepancies between what characters were named in my quest log and their actual names in world. But I think that may have been because those log entries were created before I had installed the mod. I'll have to play more to see if that issue continues to arise.
No nothing will happen at all if you put it in LocalizationCSV, that was the problem hahaha xD
the vanilla file in that location doesn't do anything, in fact nothing in LocalizationCSV does anything unless you move it into \Text. the files are there so that modders can create localizations for the game's strings, and they only activate once they are moved to \Text (in other words the game doesn't use the LocalizationCSV folder at runtime at all)
to find the directory it's the same location your .exe is at, then DaggerfallUnity_Data\StreamingAssets\Text
Thank you. I kinda wondered for a bit there if I was just nuts, because I could swear the names weren't changing- but operating with severe ADHD always leaves one second guessing. Makes sense now!
Thank you for your mod, it seems an absolute must for me !
Though I can't manage to make it work, which is weird as your instruction are the simplest, and I indeed replaced the NameGen in StreamingAssets\Text\Master Localization CSV Files, but still nothing changes.
Wow I cannot believe I missed that!!! Sorry, I usually play on the debug build of DfU where replacement is a little different.
For users, the CORRECT directory is simply StreamingAssets\Text. Not Localization CSV, just drop it in \Text (yes, even though there isn't a NameGen in there lol it's complicated) Again I'm very very sorry about that! Hopefully you can enjoy it now lol
I don't think it would affect SaveData in anyway, no. There is no scripting or container/location modding involved in this, it's just an asset replacer meaning you can add and remove it whenever you'd like (just back up the vanilla one first)
Oh well simply put Jel is the native language of the Argonians. It's actually really unique bc it's the only language on Tamriel that isn't descended from the tongues of the Ehlnofey since it comes from the Hist. Some examples of Jel names would be Brand-Shei, Gin-Wulm or Jee-tah. I kept them all unisex since as far as I can tell male and female argonian names work the same.
There are some examples of my Tamrielic names at the end of my image, they usually refer to some kind of activity that that particular Argonian might have become known for amongst their kin. Like "Hides-his-Eyes" or "Seeks-Still-Waters". Usually in-lore these are just translations of whatever that Argonian's original Jel name is, though sometimes they can get new nicknames as well
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Smallest bit of feedback, if you could drop the .txt file into a folder called "Text" and zip that, it would allow Vortex users to install this mod as it would then put the file into the correct folder right away without needing manual intervention. Anyone who tries to install this right now via the Mod Manager Download button will have it deployed into the incorrect folder.
[Edit: I'm no longer playing with SDF Font Rendering disabled because I found the Alkhemikal Font mod, which preserves a retro look in SDF; this might be helpful to anyone else with this dilemma.]
Also, after installing this I did notice that there were some discrepancies between what characters were named in my quest log and their actual names in world. But I think that may have been because those log entries were created before I had installed the mod. I'll have to play more to see if that issue continues to arise.
So, should we replace (as in put it back) the vanilla file? Is it causing any issues if we did that? Just curious.
Cuz uh... I have forgotten how to find that folder...
the vanilla file in that location doesn't do anything, in fact nothing in LocalizationCSV does anything unless you move it into \Text.
the files are there so that modders can create localizations for the game's strings, and they only activate once they are moved to \Text (in other words the game doesn't use the LocalizationCSV folder at runtime at all)
to find the directory it's the same location your .exe is at, then DaggerfallUnity_Data\StreamingAssets\Text
Thank you. I kinda wondered for a bit there if I was just nuts, because I could swear the names weren't changing- but operating with severe ADHD always leaves one second guessing. Makes sense now!
Holy
mangaMara, is this aJoJosCliffworms reference?Lovely mod. It wasn't fair that Redguards were the only ones with a cool-ass namegen.
Though I can't manage to make it work, which is weird as your instruction are the simplest, and I indeed replaced the NameGen in StreamingAssets\Text\Master Localization CSV Files, but still nothing changes.
For users, the CORRECT directory is simply StreamingAssets\Text. Not Localization CSV, just drop it in \Text (yes, even though there isn't a NameGen in there lol it's complicated) Again I'm very very sorry about that! Hopefully you can enjoy it now lol
There are some examples of my Tamrielic names at the end of my image, they usually refer to some kind of activity that that particular Argonian might have become known for amongst their kin. Like "Hides-his-Eyes" or "Seeks-Still-Waters". Usually in-lore these are just translations of whatever that Argonian's original Jel name is, though sometimes they can get new nicknames as well