Skyrim Special Edition

Version 2022.00+

Tags (Common)

 (*) or *Item or (Q): Quest related items. The idea with this tag, is only to assign it items described in 1 below. 
There are actually several types of quest items in the game
1) No-Drop items that get removed permanently, once the quests final stage is complete. These are a permanent items, even if you never complete the quest.
2) Items that are temporarily No-Drop, but lose that status once the quest is complete. After that, the item in question, can be dropped, sold, lost etc.
3) Items that have are not No-Drop in any way, but are required to trigger quest stages. IE, reading a note or letter. These can be sold, lost, dropped w/e and their quest stage never triggered unless you read the document. ASM does not tag these types of documents. 

 {P} Indicates the item is PERSISTENT and PERMANENT. These items will persist indefinitely in the world even if dropped in a reset zone, or unless sold to a vendor.
  Note: Permanency flags are governed by their own sets of rules. In some cases, items with this flag can have it removed by, dropping, or displaying the item. In other cases stacking items will remove the flag for all but the 1st. So while permanency is a thing in Skyrim, this flag can in certain instances be removed or nullified.

 |X| = Explosive. Mainly for bolts. Also used to represent AXES. The use of the two tags will not conflict in any list. 

 {letter} = Crafting component Tag.  See section for more details.

'Xxxx = Special or Named items. ASM' universal tag do denote unique, or semi-unique items. These items, almost always, will sit at, or near the top of their respective lists.

- Xxxx or -Xxxx.  A simple dash(-) can be used to move items or groups of items, UPWARDS in lists.           
{Xxxx}
 Moves items above |Xxxx| - This is a 'middle' type tag. 
|Xxxx| Moves items to the bottom
~(tilde) Universal tag for Clutter\Junk Items. Moves items to very bottom. I haven't found a character that will override a ~ symbol yet.
*Yes, console uses this too, but it does not create any conflicts, or issues, when used in item names.

Keys
Keys will (usually) sort by where the lock they open is located and may, or may not, necessarily the mod or DLC the key originates from. A mod added chest located somewhere in Skyrim, will probably get tagged as (SkyR), and not the mod itself.
Key (Player Home) Xxxx: Player Home Key, vanilla or Mod added, get preferential placement.
Format:  Key (xxx) or |Xxx| Location 
Example: Key (SkyR)| Solitude - Bits and Pieces. Its a key in Skyrim land, in the city of Solitude, for the store Bits and Pieces. 
Other Lands or mods, will have their own distinct code tag to indicate where they are from. Example |FS| = Falskaar mod.

Mod descriptors (Examples of)

 CYR -  Beyond Skyrim Bruma, CYR=Cyrodiil
 DB     - Dragonborn DLC
 DG     - Dawnguard DLC
 DBM  - Dragonborn Museum aka, Legacy of the Dragonborn
 FS      - Falskaar
 HF      - Heathfire DLC
 MPE     - Moonpath (to Elyswer) 
 MLU   - Morrowloot Ultimate
 PM     - Perkus Maximus
 WT     - Wyrmstooth

 Spell Archetypes (Not 100% inclusive)

Spells, Spell Tomes, and Scrolls,  as of v2021+ now sort and are tagged by a common Schools of Magic identifier.  This was added to allow the Favorites menu to sort these tagged spells and shouts, scrolls etc in a consistent and uniform way. It also benefits spells vendors as well as one can easily, and readily identify what type of spells they have to sell. Spells are also feature consistent sub-sorting in addition.

Format 
 [0] Shouts - Shouts use [0] for 'high-value' shouts, and [1] for rest. They are offset one space for SKYUI fav positioning.   
[A] Alteration
[C] Conjuration
[D] Destruction
Illusion
[R] Restoration

Armor - Spells that boost AC, or enhance protection in some manner

Circle - Beneficial AOE type spells. Healing Circle is for AOE heals-see below.  'Circle' may be used for other AOE type effects.

Cloak - Damage shield spells

Conjure - Any kind of summoned pet, or familiar. Not the same as SUMMON
Note: Confure0 tends t
Boundx  - Soul-Bound - Xxxx - Spectral or temporary NO-DROP Weapons or items.

Detect: Xxxx - Any kind of detection or 'reveal' [Whatever] type spells. Ie Dead, Life. Other uses possible as well.

Fear - Spells which cause NPCs to flee combat

Fortitude - Confidence\stat boost for NPCs (aka courage)

Frenzy - Spells which cause NPCs to randomly attack friend or foe, alike.

Heal  - Heals player only
Heal Other - Single-target heal other
Heal Other (Circle) - AOE Beneficial Healing spells

Invisibility - Any effect that cloaks, or hides the player or NPCs in some manner.

Light - Any illumination effect

Mind - Any spell which takes control on an NPC behavior and modifies their behavior and actions in some way.

Offensive spells
Fire:      Any Fire-based offensive spell
Frost:    Any Frost\Cold-based offensive spell
Shock:  Any Electrical-based offensive spell*.
Other possible
Wind-Gale-Storm*
*Vanilla Storm Atronachs have been changed over to SHOCK as of 20.7. The idea being, besides impressive stormy looking visuals, all 'Storm' Atronachs, deal Shock Damage, and not 'storm'. In fact, akaik, there is really no such thing as an actual 'storm' effect in Skyrim at all. If a player mod adds something like a 'Storm' effect, this term might be re-purposed. Although wind and storm, are functionally the same idea.
The game devs clearly think of 'Storm' as some kind of electrical storm only, which is hardly the case.

Pacify - Spells that prevent NPCs or creatures from attacking (calm line). Not the same as 'mind'

Paralyze - NPC stun 

Plague\Disease - Usually Damage over time effects. Though possibly? could be used to refer to Direct Damage in some instances.

Necromantic Heal - Heals that affect Undead, thralls etc.

Reanimation - Spells which revive dead NPCs

Summon - Spells which summon, or 'call' pre-existing entities to the player. IE Daedra

Rune - Targeted, trap style spells

Teleport: - Any teleportation spell or effect (This type of spell will always appear in the Alteration spells category, even if a mod sets them up otherwise).

Turn Undeadx - Spells that cause undead, take damage, to flee and or have push effects. 

Vampiric Bane - AKA 'Sun Damage' type spells that inflict damage specific to Vampires.

Ward - Concentration defensive barrier spells.

Spells have been given extra right-hand tags for convienience
(T) Single Target, or aimed spells
(AoE) Area of effect
(Circle-type)

Item enchantments (Armors-Rings-Necklaces)


Vanilla > ASM 2021

Carry Weight = Carry Weight

Resist = - Resist:

Health = Health
Health Regen = Regeneration

+Magicka = Magicka (fortify Magicka)
+Magicka Regen = Replenishing

+Stamina = Stamina (fortify stamina)
Stamina Regen = Rejuvenation

1 Handed = of the Armsman
2 Handed = of the Bezerker

Heavy Armor = of the Knight
Light Armor = of the Nimble

Sneak  > Stealth
Muffle > Silence **

** ASM and Sneak vs Muffle vs Silence

The game does a (very) poor job of explaining sneak vs 'muffle' and what they actually mean. The vanilla description, You move more silently, is not entirely accurate, or helpful even.
For example, the muffle spell, has a magnitude of 1.0, which means, the spell version eliminates ALL your armors noise while it is active. You still could be detected via your movement however. There is also a magnitude .5 effect. This effects magnitude is not explained or displayed in-game by any text.

Sneak = Stealth in ASM. That is, reduces the noise you make while moving.
'Muffle' = Silence. This is a game effect that reduces the inherent 'noise' of your worn armor, usually by 50, or 100% depending on the effect or spell. Player mods may adjust this effect to different degrees.

There is a bit more to it than this under the hood, but this keeps things as simple as possible.
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Craft item sorting: Updated for v2021.x

 This puts ALL craft related items, hides, pelts, ores, gems etc, into one coherent sub-group. Broadly speaking the items are arranged by 'soft' craft item, hides and whatnot, at the top, and 'hard' craft items, ores and ingots etc, towards the bottom.

Format {x}
Where 'x' is a letter used to sub-sort the various types of crafting materials in coherent sub-groups. Ie, Ores, or Gems, or items like firewood. v2021 changed the format for efficiency, sortability, and to minimize char spaces to the greatest possible extent, while allowing ASM to do what is does, sort things.
Like most changes made by ASM, craft items, are further Sub-sorted by type, quality etc.

Tags
{a}  = Leather, strips Linens and all the games hides and fur raw components. Also Heart Stone can be found here.
{b} = Gems
{c} = Ingots and Ores
{d}  = Dragon Parts
{m} = MISC crafting items. Aka, the 'everything else' category.
{HF} = Hearthfire. Also for mods that utilize the Hearthfire DLC construction framework.
The technical in-game term, is, BYOH, which means, '
Build Your Own Home.
ASM shortens this to: {HF} for all related materials.
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The 'Unique' tag.
The tag sorts various items that are well, unique ,rare or unusual in some way. There may exist only one or possibly 2? in the entire game.

Do note, 'Unique' items do not necessarily have special properties or powers. The item might not even be particularly valuable. They just have to be.....unique. 

The various creatures in jars for example, are a unique item.
The TG collect quest for The Litany of Larceny are definitely unique. 
Calixtos Curiosities also qualify as this.
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Book Sorting

Broadly speaking books are organized from top-to-bottom, as follows.

- DLC Black Books set
- Elder Scrolls
- Infinium 
-Quest Books
-Journals: Can refer to Diaries, logs, research notes and are (usually), accounts of current events.
-Letters: Usually person to person communication. Tend to be more formal. 
-Note: Usually tends to less formal forms of communication between NPCs, or convey basic information. 
-Treasure Map X
[X] Spell Tomes (Tagged by School of Magic)
Regular books: These listings consist of all regular lore books or stories about the wider TES world. Note: This is where you will also find the Skyrims 
SKILL books are tagged, but not otherwise sorted in any special way.
{Manual} Xxxxx - Basic, DLC, or Mod added.  IE Guides or Manuals for player-made homes Vanilla or mod, turn up here. No active effects or controls. Basically Readmes.
{Config} These books will contain active effects or functions beyond simple readmes or some kind of ingame controls.
|Recipes| Self-explanatory - Bottommost sub-category of book.

Some mods have in-game configurations, accessed as powers or books. Mods also can add books, that function as Readmes, guides, manuals, but do not have any active functions or features beyond providing information. These same mods may also have features of the mod that can be activated as shouts or powers. None of these  are setup in a uniform way across mods of course, and things tend to be a little disorganized once your lists begin to fill with mod-added powers and configuration activator-type features.

ASM has way to organize those too, never fear.

Books + Powers share a common format. The only difference being, where they appear in your SkyUI menus. Otherwise, the same logic and formatting applies. 

This way,  these mod-added books or powers, will go the bottom of the list, separate from regular books and vanilla powers. In some cases, a book may trigger some important ability or some very important function(s), and, depending, it may be moved the top of the book list.
The Dragonborn mods, Curator Book would be a good example of this.
The DLC Black Books get priority placement

*Some documents have location tags often in cases where locations contain multiple documents or books. Mods tend to duplicate very generic titles and use the EXACT same name as vanilla. ASM will either redo the name of the book, or at least tag it on the right side with an code for the mod so you tell at a glance where, and what, the not-very-descripitem item called: NOTE actually belongs to.

Skill books.
Skill books have no special left-hand tag as this would cause major inconsistency in the category due to the way books and skill books are named and organized.
 Title  <Skill #>. Where X = number of the book in question. There are 5 skill books per skillset you can claim in game for 'free'
 Example. (Book name) <Alteration 3> is the 3rd book of 5, in the Alteration line. You can only learn a skill once, so, any other book you obtain with the same tag, provides no benefit to the player. Sell them.
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Weapon Sorting

1. > Quest weapons

2. >
 (AmmoXxx) Arrows-Bolts-Spears. And, possibly mod added items that function as ammo or are thrown.
       Sorting is organized by: Type > Damage, (not name), from weakest, (top) to strongest, (bottom)

       Format:
       AmmoXxx) Where X= type. A=Arrow B=Bolt S=Spear. xx=base damage

3. > Ranged Weapons. Any ranged weapon, vanilla or mod added. 
       Format:
        
(Bow) 'Xxxx  > Named   
        (Bowxx) Bows - regular and echanted
        (Xbowxx) Crossbows
         where xx = base damage of bow or xbow.
         Note: as of 2022.00, bows/Xbows are sorted by base damage. This does not take tempering, or other effects in consideration.

4 > Weapons 
      Format
      1H 'Xxxx and 2H 'Xxxx: Named 1h and 2h weapons
      Regular\Regular Enchanted weapons. Subsort by: 1h or 2h

6 > Staffs or Staves
     Magic staffs, rods, or other (usually) enchanted staffs that are not meelee weapons.

      Format:
      |'| Named staffs
      |X| Staff of Xxxxx - Standard enchanted staffs with generic spell effects. 
      X = Sorted by Schools of magic.

7 > |X|  Special Axes and utility digging tools. Note: Not Battle Axes. Utility axes, special or common, can still be wielded like a regular weapon, though this is               secondary to their main purposes.
      -Unique Axes: |X| 'Xxxxx  
      -Utility Axes: |X| Xxxxx. For items like regular pickaxes and wood axes that are used in mining and woodcutting or similar purposes.
       Some of the 'unique' axes also function as regular axes in addition to any other special attributes they may possess.

Marksman vs 'Archery'

Version 21+ changes the games referring to all ranged attacks and effects, as Bow or Archery. This wording was fine when game was first released and bows were the only ranged weapons in the game. However, this has long not be case for a long time now. ASM changes many of the games texts to the broader and more accurate terms, MARKSMAN and RANGED, to refer to projectile weapons and effects.   

So, magic effect text will no longer read as 'Bow Damage +X', they will read as > Ranged Damage +X, which describes ALL projectile weaponry and will no longer refer to it as 'bow'. Any mods that add ranged weapons that are not bows or xbows, and use vanilla archery keywords, will display its text effects as ranged.
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Armor - Clothing - Robes - Jewelry Sorting  
All jewelry are subsorted by type.
Order

(*) Quest armors\items
(0) 
Circlets: Head items, Jewelry, headbands, Dragon Masks (armored or not), etc. Earring or EaringS: (Mod added only)
(0) Dragon Mask - Xxxx
or
(0) Mask - Xxxx
(1) Necklaces, amulets, talismans etc Note: Chokers and similar items that use the Necklace slot, are tagged this way.
(2) Rings
(3)
Misc. Jewelry items (mod added), that are dont fit elsewhere
(9) Craft enchanted jewelry

Notes: All (#) sort and subsort
'xxxx names
Circlet_Xxxxx Mod added 'special, but not enchanted. IoW, not cash type items
Ring~xxxx = Cash or craft items

Regular 'Hard' Armors 
No special tags. Use their regular racial or material name
Subsorted by slot. 
#'s are used for LIGHT armor   
0=head
1=Torso *includes Mod added bags, straps, pauldrons etc.
2=Arms\Hands *Not rings
3=Shield
4=Pants (mod only) Underwear, leg straps, shorts etc.
5=Footwear
Letters, are used for HEAVY armors
a=head
b=Torso
c=arms\hands
d=Shield
e=Pants (mod only)
f=Footwear

Sorting order Bracket sort in a specific way in ASC.
(X) - Used for Named Sets
[X] 
{X}
|X|

Enchanted Robes 
Sorted universally by SLOT.

Head-to-Toe Armor sorting

v16 Introduced a new format change. All armors have a SLOT tag in their name.  Slot tags, arranges items to mirror the order they appear on the characters in a Head-to-Toe format. (6 'slots' in total) This is type of formatting is particularly helpful with mods, where armor set listings can get messy at times. All armos, vanilla or mod added wear, will be completely sorted by:
Primary sort is by: Material. IE Iron, Steel, etc
Secondary Sort: Light\Heavy (only if both exist)
'Slot' tag - See below

Format: Head-to-Toe" sorting
Slot |a| Head items. Masks, hats, helmets etc.
Slot |b| Chest (including bags) 
Slot |c| Arms-Hands. Not rings see below.
Slot |d| Shields
Slot |e| Pants, waist, belts, stockings, underwear etc. Vanilla does not use this 'slot'. Mods can add distinct below the waist items separate from foot slot.
Slot |f| Feet

Dark Brotherhood Armor sets and ASM

V20 revamps the 'Shrouded' armor and changes it to the more accurate > Dark Brotherhood Xxxx. However, there are 5 separate sets of this line in the game.

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Potion Sorting

They will sort in this order

1 > Utility, rare or unique type potion with desirable, or specific utility functions that are not poisons, restore or offensive spells.
The White Phial potions
Invisibility
Water Walking
Water breathing
etc
The topmost potions, are either special in some way, or utility type potions of various types.

Note: Player made potions will sort near the very top and are identified as: (Crafted)

2 > Poisons
      Format
      - Poison (Crafted) Xxxxx
      - Potion: (Crafted) Xxxxx
      - Poison: Xxxxx
      - Potion: Xxxxx
3 > The Restore potions, health, magicka and Stamina. These appear just below poisons, but above all fortify potions. The idea being, these are staple potions and should be readily accessible as opposed to general purpose fortify potions.

4 > Potions:  The games 'regular' potions. These are further sub-sorted

1 Offensive
2 Defensive
3 Schools of Magic
4 All Other effects
5 Crafting (>Xxxxx)

5> Skooma - Skyrims deadliest drug, whose effects are nothing worse than boosting stamina. Know what that sounds like to me? Coffee. A highly addictive, but basically harmless stimulant. Still not sure why a burst of energy is considered such a big deal, or even why the authorities in Tamriel would ever expend actual resources enforcing an un-enforceable ban on a drug like skooma in the first place.  /shrug. 
Drug prohibition, 'wars and drugs'  and complex legal codes and enforcement is a distinctly 'modern'  thing and is seldom, if ever, a feature of non or pre-industrial cultures like Tamriel.

6> |TG| The specialized Thieves Guild potions.

~Other potions.

Potion Definitions and tags.

Poison Potions

Cripple [X] Potions which effect a targets normal recovery rates in some way. IE slows healing or stamina, or magic regeneration. 

Drain [X] Damage over time (DOT) effects. 

Damage [X] Potions which inflict direct damage (DD), and apply their damage immediately.

Weakness to [X] Potions that lower resistances to [x]

Regular Potions

Fortify [X] Any potion that buffs any stat or attribute, or ability.  This is the most common tag.

Restore [X] Any potion that restores [stat]. Health-Stamina-Magicka or any other. 

Resist [X] Any Potion that increase resistances

In addition, potions which deal HOT effects (Heal over time), are further distinguished in ASM.
In the ASM system you:
Regenerate HEALTH (hit points)
Rejuvenate STAMINA (endurance)
Replenish MAGICKA  (spell points)
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Design notes and random thoughts.

What constitutes 'best practices' when it comes to organizing items?  Im sure opinions will vary, but, based on looking at countless mods, and bethesdas own work, I can offer a few insights.
This is not so much things to do, but things NOT to do, when creating items and giving them names.

It is unfortunate, that the games engine, does not support the use of customized symbols and special characters beyond what you find on an ordinary keyboard. It is possible to change fonts globally of course, and it is likely possible to add special characters via a SKYUI type framework or possibly? SKSE functions, but ASM is limited to what ordinary 101 keyboard characters, as is the creation engine itself.

ASM's general idea is to try to sort items primarily by Material or Class of item, as much as possible. IE Iron Weapons or Armor. Or Recipe as a discrete sub-class of book, and so on. Items can then be sub-sorted by other criteria such as, slot color, state, condition, enchanted vs non, or other critera. 
Examples. Arrow:Xx  |Bow|  |Staff| |Recipe| Dragon Mask, Dragon Claw, Alcohol Xxxx, Soul Gem etc.

To use a simple example, the vanilla item Diadem of the Savant, gets changed to - Circlet *Diadem of the Savant. Now it sorts with the named\unique circlets.

1) Keep sets together. No matter how you name your set of [xxx], dont break them up by calling them completely different things. A good example of this, is the way Bethesda breaks up the Armor of the Old Gods set with its naming conventions.
Nouns are best used to describe any item.

Adjectives and verbs tend to be very poor choices to describe items.
Indefinite articles, like the ever-popular 'The', are not so good either.

2) Never name (as the first word) something, anything by the following:
>Color. Sub-sorting by colors is ok, using a color as the leading word? Terrible. IE Black Steel Plate Helm of Alchemy
>If you create heavy light and or cloth variants of your item, incorporate the full word Heavy, Light Cloth into the name. It really helps, trust me. Do not just create an identically named ID, and change the flag from heavy to light and leave it at that.
>Related to point about, Do not use the word Heavy Light or Cloth as the first word in the name either. This creates all sorts of problem of its own if you do.
>Ancient. Dont use this either. If your item is say, Ancient Nord Axe, call it a Nord Ancient Axe, or Nordic Ancient Axe.  'Ancient' is something that crops up in Skyrim lore, a fair bit in weapons and armor, but the word has no real meaning, as it is an adjective. Name the object by what it IS, an ancient variant OF. Terms like HONED also crop up a fair bit in Skyrim as well. That is another bad practice as Honed is merely describing an items condition or state.

Honed Silver Sword
 is no good. 
Silver Honed Sword otoh is much better and sets this item as a sub-type of Silver weapon, which is what you want.  
If both one and two handed variants of Silver sword exist, you can further refine it as:
Example
Silver 1h Honed Sword
Silver 2h Honed Greatsword


3) Dont open with terms like:
Armor of.....[w/e]
Helm
Gauntlets 
Axe 
Sword*
Colors
Adjectives
Verbs.
Definite and indefinite articles.
Short, Long, Splendid, Ancient, Honed, Perfect, Super-duper etc.
 
See a pattern here? Dont open an objects name with adjectives. Verbs are worse, but you dont see those often, thankfully.


* You might think Sword would be ok, but it really isnt. Iron Sword works but that is because Iron is a defined material category.  Sword of Iron does not, unless every single sword is formatted this way, it would still be a rather poor choice. Sorting weapons broadly by 1h or 2h is useful, but, beyond that, not much more is needed.
SkyUI can be used to sort weapons by type better than ASM can for identifying items quickly by type.


4) The. Yes, really. The [xxxx] of [whatever] Is a bad way to name any item. You could end up with 100s of items that all start with the word - 'The',  but with wildly differing functions or purpose.

Exception, It is acceptable for a book title, but that is about it. Even there, items with the word 'The' in them as first word, are, less than ideal from an organizational standpoint.  IoW, even for books, 'The' should be used sparingly.

How to make Magic effects text more streamlined-the ASM way.

In vanilla, a lot of the magic effect texts is either not well structured, ie, can be very kludgy and uses too many words to say what it needs to say. It can sometimes omit helpful data, or on occasion,  can just be plain wrong.

Vanilla.
For <dur> seconds, opponents in melee range take <8> points fire damage per second. Targets on fire take extra damage.  - 118 characters.
ASM
For <dur> sec. opponents in melee range take <8> fire dmg/sec. Targets on fire take extra damage. - 96 characters.

ASM uses ~19% less text to convey the same information.

Vanilla
Improves the caster's armor rating by <mag> points for <dur> seconds. -69 characters.
ASM
Armor rating +<mag> points for <dur> seconds. -45 characters

ASM uses 35% less text in this instance.

Vanilla
Fires a Spectral Arrow at the target doing <mag>points of damage and staggering the target. (92 characters)
 ASM
Fires a Spectral Arrow that inflicts <mag> dmg and staggers the target. (70 characters)

ASM uses 23% less text.

-In some cases, the character counts may be roughly the same. But, the ASM text, (hopefully), is structured better, is clearer, or more precise in its wording.
-Sometimes, instead of using vague terms, ASM will insert actual numbers so you know what the effect is actually doing in damage or effects. Bethesda does this a lot. It is especially prevalent on weapons effects in Fallout IV where the descriptions are (often) so vague as to be useless.

For example, Bethesda loves to use terms like. 

-Does Fire Damage
-Improved Range
-Swings faster.

Sure, how much more damage?, how much more range or how much faster? Bethesda's devs often times, seem to be averse to providing hard data in desc.s no matter the game.
In some cases, information given may be partially correct, missing entirely, or just not very helpful.
A good example, is MUFFLE (Skyrim), which actually refers to Armors inherent noise.  Problem? You ill never find that anywhere in game, or even hinted at.
The game simply says, you move silently. Mmm ok....
Keep in mind, there is a second type of noise as well - Movement noise. Not the same thing. The game calls this, 'sneak' (Stealth) in ASM terms.

The Dwemer (Dwarven) aka 'Snow Elves?' ......


  Skyrim, and the TES series, has the adapted the convention of referring to 'Dwemer' artifacts, locations and so, as 'Dwarven', and vice-versa. The terms are used interchangeably, and not entirely consistently either. Its not clear why this is the case. Maybe it's a case of Lore Failure[i], or naming convention failure. The only real pattern we can see, is non-weapon items seem to favor 'Dwemer' in most cases, while weapons and armor, are all prefaced as 'Dwarven'. Why this should be, is anyone's guess. In any event, ASM-2019 has completely changed over all text instances (items), from Dwarven to DWEMER, including armors and weapons.

[i]As it turns out, Skyrims 'Dwarves' are not really dwaves as we think of them. Its really not that clear what BGS was thinking on this one.

[i][i][i][i]Actors dialogue will likely use  'Dwarven' in dialogues, which may create some minor inconsistencies that are defiantly not critical in any way. No more than calling someone from the United Kingdom,  British, or English, or a 'Brit' would be. For all intents, they all refer to the same thing.

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