Hey, first of all, this mod is amazing. It's really immersive for me when everybody has a name, and it works great with the Mantella mod!
However, I have a problem. The other day, I opened MO2, but my computer got unplugged while it was opening. The next time I opened MO2, all of my mods were disabled and no longer in order. I've been dealing with that since, but for this mod, after this happened, now it's giving every NPC a unique name, not just anonymous NPCs. For example, "Sharsheh-dro (M'aiq the Liar)"
Any way I can fix this? I'm at a loss here. Load order for this mod and all requirements is as follows:
Address Library for SKSEVR MergeMapper powerofthree's Tweaks VR SPID VR NPCs Names Distributor NPCs Names Distributor NG Tamrielic Names
Yeah, it looks like you lost the "NPCs Names Distributor_DISTR.ini" file that should appear in Data/ folder. It contains all the exclusion lists for unique NPCs
Not laughing at your problem — that's sorted! 😄 I just meant exactly! This is why I run this mod with Mantella too. Because I'd much rather chat with Bjornvar Hraldsson, proud son of Hrald and wielder of mediocre guard AI, than some nameless rando yelling “No lollygaggin’” like it's his only personality trait. 😆
That's interesting, from what you guys saying it sounds like Mantella integrated with NND 👀 and it's really cool if that's true or.... has it always been working with NND 🤔 anyways, I'm glad it works
Well, NPC Names Distributor has that file in it, but I'll re-download the mod to see if it fixes it. Hell, I'll re-download this one too.
EDIT: Nevermind, I'm seeing now that I already downloaded it yesterday to try and fix the issue. Still have no clue, but I'm gonna download this mod again to see if that works.
Make sure SPID is also active. You can confirm things are working as intended by finding po_SpellPerkItemDistributor.log and NPCsNamesDistributor.log in My Documents/Games/Skyrim Special Edition/SKSE folder. if they both are present and match the last time you launched the game then share contents of those logs here
I'm not sure what actually fixed it, but I re-downloaded NPC Names Distributor and this mod, and it worked. It already had "NPCs Names Distributor_DISTR.ini" when I re-downloaded it, so I dunno what fixed it. But thank you for your help! Also, I like your Strife icon! :)
hmm i'm not getting the name distribution on Bandits but the guards are getting the names just fine. they were getting the keywords when i checked the console. Could it be a conflict with Lawless - A bandit overhaul?
No, probably you have NND's Obscuring names features enabled, which doesn't show you real names of people unless you first talk to them. This should simulate you asking their name, since you can't just know everyone by name. Which makes bandits and other hostile NPCs not eager to tell you their name, hence you can only see them as "Bandits". If you were to befriend a bandit, or pacify and talk to them, you'll get their name Alternatively you can disable obscuring feature and see all the names right away.
I'm now playing Nordic Souls and am trying to add it myself but am hitting a bit of a roadblock with MO2. I understand how staging and all that works, so my question is, do I need to add these `_DISTR.ini` files into the main `NPCs Names Distributor` (like the base `ini` file), or do I just install these as I regularly would with other mods in MO2?
Really cool mod! I ended up loving it because of how creative it is, there’s something oddly fun about seeing all these cool names being generated.I do have a question, though. I’ve always used UESP as a reference when creating Dunmer names, so I got pretty used to their structure and sound. That’s why the surname 'Balavel' caught me off guard, it still kinda has that Indian vibe, but it doesn’t follow the usual family name prefixes. What kind of parameters did you use to generate it? Did you pull from any other sources?Thanks in advance!
It uses Unofficial Elder Scrolls Pages as a source of names that are already present in TES Lore. As a result, all NPCs will have authentic, yet diverse names.
To be more specific, I copied almost all the names (if there is enough variety, I typically used only ESO - as the most "modern" reference for naming, otherwise I copied names from the most modern to the oldest TES game). Where appropriate I've split first/last names and allowed combinations of these parts. So this must be as lore-friendly as it gets
UPD: out of curiosity I downloaded all naming mods and search for Balavel, I don't think there is such name in any of my naming mods. The closest I got it Baladar and Baladas.
Thanks for the quick reply and the explanation! Honestly, that’s a really cool and friendly way to handle the naming tradition. Also, about what I said earlier, I checked again and it’s actually Belavel, not Balavel lol. I’m playing on my phone via streaming, so some things are kinda hard to read XD. And yeah, according to UESP, the last name Belavel does exist and shows up three times in the series. Anyway, thanks again!
Well, technically yes, it doesn't need SPID or SkyPatcher. As long as you assigned corresponding keywords to NPCs yourself. You could even just add these keywords to corresponding races in a plugin and it will work.
With that said, the mod only provides a configuration for SPID to distribute keywords to appropriate NPCs.
could we have a optional file that disables the race and gender naming before you talk to them and instead just states their name's outright because you can't really talk to bandits so bandits will always be bandits instead of being given cool names, at least that's what happens for me
This is NND’s feature. You can disable it in INI or with a hotkey: Right Ctrl + O.
The idea was that you indeed cannot know everyone’s name, especially enemies, which sounds reasonable as why would bandits reek you their name while tomb to kill you however if you were to befriend bandits or forsworns then you would be able to speak to them and get their name. Or even using Pacify on them
Anyways, as I said in the beginning, this is optional feature and can be toggled on/off any time
if i wanted to make an edit to the mod so instead of showing Male Nord when looking at an npc it's either blank or ??? and then shows it when talking to them what would i have to edit and where SSEedit or something else ? because as it is it's slightly un-immersive
The name didn't come from NND, this dog is named You can "un-name" the dog with NND if you want to, but it would be simpler to just edit the plugin from which the dog comes from.
Dang so sometimes it gives names to my modded followers that already have names my last question is how would I only make it affect non unique npc's? or its not that simple lol
It's simple, and NND does that already, the problem is that these followers are most likely not actually marked as unique, so you'll need to manually give them NNDUnique keyword through SPID.
oh alright thanks man I was so tired these past days lol I couldn't process information I've been up until 5am like 3 days straight to fix my skyrim collection
Aren’t those by any chance Veterans? something is weird with Populated Skyrim NPCs, sometimes they somehow bypass SPID, which will break the whole thing. I never figured out what’s wrong with those
I really enjoy this mod series! The player name randomizer is super nice for creating characters. I have one question regarding this mod. I want to change unmet NPCs like the Greybeards from being labeled "male old people race." This strikes me as an unusual and unimmersive title. Does that originate from this mod and how can I edit that? Thanks a lot 👍
This is a fallback obscuring name option. It's not related to Tamrielic Names, but rather to the base NPCs Names Distributor. Obscuring Names feature look for an appropriate name in this order:
Custom Obscuring Name that is provided with a Name Definition (json file). Similarly to how mods like Tamrielic Names work, but using different scope.
Original name If no suitable Name Definition is found and it is allowed. This is where NPCs like "Whiterun Guard" get their obscuring names, it's their original name and it's not personal, so it works.
Lastly, Obscurity:sDefaultName, when NPC already has a name, we can't use their original name, because it's personal, in this case NND will use whatever default fallback option is specified in NND's INI file.
With this info in mind, you have two options
If you don't mind changing default fallback obscuring name for ALL unique NPCs you can just edit Obscurity:sDefaultName and set any text there to be shown to hide unknown NPCs names.
If you want to specifically target Greybeards and give them a unique obscuring name, you can create your custom Name Definition and distribute it specifically to Greybeards. For that you can refer to NND 2 Dev Guide and the example Name Definition found in misc section of NND. Feel free to reach out in DM or Discord if you'll have questions on that. Or leave questions under the Guide.
Now after I'm reading it again... I think you've been mostly concerned about Old People Race There was a mod that someone did to simply change Old People Race name. This is probably what you want.
203 comments
However, I have a problem. The other day, I opened MO2, but my computer got unplugged while it was opening. The next time I opened MO2, all of my mods were disabled and no longer in order. I've been dealing with that since, but for this mod, after this happened, now it's giving every NPC a unique name, not just anonymous NPCs. For example, "Sharsheh-dro (M'aiq the Liar)"
Any way I can fix this? I'm at a loss here. Load order for this mod and all requirements is as follows:
Address Library for SKSEVR
MergeMapper
powerofthree's Tweaks VR
SPID VR
NPCs Names Distributor
NPCs Names Distributor NG
Tamrielic Names
I just meant exactly! This is why I run this mod with Mantella too.
Because I'd much rather chat with Bjornvar Hraldsson, proud son of Hrald and wielder of mediocre guard AI,
than some nameless rando yelling “No lollygaggin’” like it's his only personality trait. 😆
EDIT: Nevermind, I'm seeing now that I already downloaded it yesterday to try and fix the issue. Still have no clue, but I'm gonna download this mod again to see if that works.
Also, I like your Strife icon! :)
Glad the problem is fixed for you. I believe somehow the DISTR file wasn't being registered by the SPID. So glad it worked out!
I'm now playing Nordic Souls and am trying to add it myself but am hitting a bit of a roadblock with MO2. I understand how staging and all that works, so my question is, do I need to add these `_DISTR.ini` files into the main `NPCs Names Distributor` (like the base `ini` file), or do I just install these as I regularly would with other mods in MO2?
Funny that you mentioned UESP:
To be more specific, I copied almost all the names (if there is enough variety, I typically used only ESO - as the most "modern" reference for naming, otherwise I copied names from the most modern to the oldest TES game). Where appropriate I've split first/last names and allowed combinations of these parts. So this must be as lore-friendly as it gets
UPD: out of curiosity I downloaded all naming mods and search for Balavel, I don't think there is such name in any of my naming mods. The closest I got it Baladar and Baladas.
With that said, the mod only provides a configuration for SPID to distribute keywords to appropriate NPCs.
The idea was that you indeed cannot know everyone’s name, especially enemies, which sounds reasonable as why would bandits reek you their name while tomb to kill you
Anyways, as I said in the beginning, this is optional feature and can be toggled on/off any time
Find section
[Obscurity]
and the setting:
sDefaultName = [sex] [race]
change it to be whatever line you want instead, except blank line, blank names will break the game so you won't be able to interact with NPCs.
If there is no INI file - create it there
if there is no such section or setting add it manually:
[Obscurity]
sDefaultName = ?
Not sure if this is the name distributor or this mod but dogs has names and no titles
ah it might be the distributor
Keyword = NNDUnique|YourFollowerNameOrEditorID
you linked to populated skyrim reborn so I figured it would work, it doesnt
reached out to that mod author and he did say he wont be making a compatibility patch, surely someone will though eventually
With this info in mind, you have two options