Difference between revisions of "Data File"

22 bytes added ,  07:53, 3 December 2018
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[[Category:Editor Reference]]
[[Category:Game Files]]
'''File Extension:''' <code>.esm</code>, <code>.esp</code>, <code>.esl</code>, <code>.fos</code>
'''File Extension:''' <code>.esm</code>, <code>.esp</code>, <code>.esl</code>, <code>.fos</code>


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===Master===  
===Master===  
<code>.esm</code>
<code>.esm</code>


*The Creation Kit will not create master files.
*The [[Creation Kit]] will not create master files.
** NOTE: An exception to this rule is when using the Creation Kit's built in version control system. The merging process takes the interim esp data and merges into a master file to be used by the collaborators. See this page for details [[Version Control and Multiple Contributor Collaboration]]
** NOTE: An exception to this rule is when using the Creation Kit's built in version control system. The merging process takes the interim esp data and merges into a master file to be used by the collaborators. See this page for details [[Version Control and Multiple Contributor Collaboration]]


===Plugin===
===Plugin===
<code>.esp</code>
<code>.esp</code>


*A plugin ESP file created in the Creation Kit may only rely on data from itself and any master ESM files.
*A plugin ESP file created in the [[Creation Kit]] 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 contain any data.
**Plugins are '''not''' required to have a master if they are empty or add '''new''' content.
**Plugins are '''not''' required to have a master if they are empty or add '''new''' content.
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===Light Master===
===Light Master===
<code>.esl</code>
<code>.esl</code>


*Light Master (.esl) files are a new optimized file format, introduced in Fallout 4 v1.10. They behave like a normal plugin, except for the following:
*Light Master (.esl) files are a new optimized file format, introduced in Fallout 4 v1.10. They behave like a normal plugin, except for the following:
**.esl files cannot be edited in the Creation Kit. Active development should be done in an normal .esp file.
**.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), by using more of the Form ID for their load order.
**.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 2,048 forms, with Form IDs <code>0x800</code> to <code>0xFFF</code> available for use.
**.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.
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===Save===
===Save===
<code>.fos</code>
<code>.fos</code>


*A Fallout Save (.fos) is used to restore the games state between sessions.
*A Fallout Save (.fos) is used to restore the games state between sessions.
*The Creation Kit will not create, edit or view save files.
*The [[Creation Kit]] will not create, edit or view save files.


==Tooling==
==Tooling==
*The Creation Kit is the primary tooling for working with data files.
*The [[Creation Kit]] is the primary tooling for working with data files.
*[[FO4Edit]]
*[[FO4Edit]]
*There are other community software projects that provided tooling for working with data files.
*There are other community software projects that provided tooling for working with data files.
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*While not directly supported, a .esl can be converted back to a .esp for editing in one of the following ways.
*While not directly supported, a .esl can be converted back to a .esp for editing in one of the following ways.
*#Rename the file back to .esp. Open it for editing with FO4Edit, and in the Header section edit the flags to trigger a resave. Simply choosing the ESM flag on and off again will suffice. Then save. It will then be binary identical to the original .esp it was created from.
*#Rename the file back to .esp. Open it for editing with FO4Edit, and in the Header section edit the flags to trigger a resave. Simply choosing the ESM flag on and off again will suffice. Then save. It will then be binary identical to the original .esp it was created from.
*#With the current version of the Creation Kit (1.10 at time of writing) you can also simply rename the .esl to .esp and open it. The Creation Kit will identify it as a plugin ignoring the header flag and allow editing. When You are finished you just save like normal. If you save as a normal .esp the header is automatically converted back to that of a standard plugin. You may use the convert to .esl function to publish the file as a .esl master again. This behavior may change in the future.
*#With the current version of the [[Creation Kit]] (1.10 at time of writing) you can also simply rename the .esl to .esp and open it. The Creation Kit will identify it as a plugin ignoring the header flag and allow editing. When You are finished you just save like normal. If you save as a normal .esp the header is automatically converted back to that of a standard plugin. You may use the convert to .esl function to publish the file as a .esl master again. This behavior may change in the future.


== See Also ==
== See Also ==
*[[:Category:Game_Files|Game Files Category]]
*[[:Category:Game_Files|Game Files Category]]
[[Category:Editor Reference]]
[[Category:Game Files]]
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