Difference between revisions of "Data File"

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m (Plugin ID is 8bit not 32. 32Bits is 4billion.)
imported>Google0010
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**Plugins can only refer to information in another plug-in indirectly by using scripts.
**Plugins can only refer to information in another plug-in indirectly by using scripts.


'''Light Plugin:''' <code>.esl</code>
'''Light Master:''' <code>.esl</code>
*Light plugin (.esl) file are a new optimized file format, introduced in the 1.10 Update. They behave like a normal plugin, except for the following:
*Light plugin (.esl) file are a new optimized file format, introduced in the 1.10 Update. They behave like a normal plugin, except for the following:
**.esl files are read-only. Active development should be done in an normal (.esp) plugin.
**.esl files are read-only. Active development should be done in an normal (.esp) plugin.

Revision as of 02:26, 12 September 2017

File Extension: .esm, .esp, .esl

A Data File acts as a database of all of the data for the world, including object data, dialogue, gameplay settings, object placements, AI settings, landscape, cells, etc.

Files

There are three types of data files -- Master Files and Plugin Files, and new as of the 1.10 Update, Light Plugin files. Master files and plugins (normal and Light) are largely identical in format, but have some important distinctions in practice.

Master: .esm

  • A master file is autonomous; it relies on no information other than itself.
    • The Creation Kit will not create master files.

Plugin: .esp

  • A plugin ESP file may only rely on data from itself and any master ESM files.
    • Plugins are not required to contain any data.
    • Plugins are not required to have a master if they are empty or add new content.
    • Plugins can only refer directly to data from a master file, though they can refer to multiple master files.
    • Plugins can only refer to information in another plug-in indirectly by using scripts.

Light Master: .esl

  • Light plugin (.esl) file are a new optimized file format, introduced in the 1.10 Update. They behave like a normal plugin, except for the following:
    • .esl files are read-only. Active development should be done in an normal (.esp) plugin.
    • .esl files bypass the 8-bit plugin ID limit (255).
    • .esl files have a budget of no more than 4,000 forms.
    • .esl files are treated as unique files from the .esp it was converted from, so saved games will not be compatible between them.
  • To convert a normal plugin (.esp) to a light (.esl) plugin, load your .esp file, and under File, select Convert Active File to Light Master.
  • It is good practice to run Compact Active File Form IDs to optimize your formids within the 4,000 form budget.
    • NOTE: Compacting form ids does change formids in the plugin, so only do this before converting to .esl, and not on a .esp (plugin) you plan on releasing.

Tooling

  • The Creation Kit is the primary tooling for working with data files.
  • FO4Edit
  • There are other community software projects that provided tooling for working with data files.

Notes

  • By tradition, the file extensions stand for Elder Scrolls Master and Elder Scrolls Plugin.

See Also