Difference between revisions of "Data File"

1,756 bytes added ,  18:04, 26 September 2017
Updated Light Master file entry with more detailed information.
imported>Qazaaq
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imported>ShadeMe
(Updated Light Master file entry with more detailed information.)
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'''Light Master:''' <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 Master (.esl) files 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 cannot be edited in the Creation Kit. Active development should be done in an normal .esp file.
**.esl files bypass the 8-bit plugin ID limit (255).
**.esl files bypass the 8-bit plugin ID limit (255), by using more of the Form ID for their load order.
**.esl files have a budget of no more than 4,000 forms.
**.esl files have a budget of no more than 2,048 forms, with Form IDs <code>0x800</code> to <code>0xFFF</code> available for use.
**.esl files are treated as unique files from the .esp it was converted from, so saved games will not be compatible between them.
***A maximum of 4096 .esl files can be loaded by the engine at once, but more Form IDs in an .esl file means that less .esl files can be loaded.
*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.
***Using .esl files that each have 2048 Form IDs, the limit drops to about 300 loaded .esl files.
*It is good practice to run Compact Active File Form IDs to optimize your formids within the 4,000 form budget.
**.esl files are merged into plugin slot <code>0xFE</code> at runtime. Their runtime Form ID is <code>0xFE[000](Hex Load Order)[000](Original Form ID)</code>.
**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.
***Form <code>0xFA0</code> from the 10th loaded .esl file would be <code>0xFE00AFA0</code> at runtime. From the 200th .esl file, it would be <code>0xFE0C8FA0</code>.
 
*To convert a normal plugin (.esp) to a light (.esl) master, 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 Form IDs within the 2,048 form budget before converting.
**Compacting Form IDs does also change Form IDs in the .esp file, so be sure do this before converting to .esl, and be sure to save the .esp file afterwards.
**Do not compact Form IDs on an .esp file you have already released and are updating. Because Form IDs change, you essentially create a new plugin when compacting, and this new plugin will not be compatible with saves using the old version.
 
*Updating .esl files has more restrictions than updating .esp files, but not many.
**Because of the 2,048 Form ID limit, it is important to be careful when deleting forms not to reuse Form IDs.
***A saved weapon form could be deleted in your plugin, then have an armor form take the FormID when compacted.
**Again, be sure to save compacted .esp files, because otherwise compacting again with new forms might give different Form IDs for forms already in a game save.
**As long as development is done on compacted .esp files that match released .esl files, forms can be added under the 2,048 form limit, and existing forms can be edited without issue.
 
*.esl Files released by Bethesda Game Studios (Creation Club releases) are loaded automatically by the game.
*.esl Files released by Modders must be activated in the game's load order, like normal plugins. They load after .esm files, but before .esp files.


'''Save:''' <code>.fos</code>
'''Save:''' <code>.fos</code>
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