Difference between revisions of "Data File"
→Light Plugin
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imported>Braydoge |
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==== Light Master Budgets ==== | ==== Light Master Budgets ==== | ||
A ''Light Master'' file has a budget of no more than | A ''Light Master'' file has a budget of no more than 4096 forms (prior to version 1.34: 2048 forms), with Form IDs <code>0x000</code> to <code>0xFFF</code> available for use. | ||
A absolute maximum of 4096 ESL files can be loaded by the engine at once, but in practice this is difficult to achieve. | A absolute maximum of 4096 ESL files can be loaded by the engine at once, but in practice this is difficult to achieve. | ||
331 plugins can be loaded that each contain 2048 [[ALCH]] records, but 970+ plugins can be loaded that each contain one [[CELL]] record and 2047 [[REFR]] records. | 331 plugins can be loaded that each contain 2048 [[ALCH]] records, but 970+ plugins can be loaded that each contain one [[CELL]] record and 2047 [[REFR]] records. | ||
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* Plugins can only refer directly to data from a master file, though they can refer to multiple master files. | * 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 plugin indirectly by using scripts. | * Plugins can only refer to information in another plugin indirectly by using scripts. | ||
=== Light Plugin === | |||
Also known as "ESL-Flagged ESP" or "ESPFE", this is a combination of a light master and a plugin. It's a file with the <code>.esp</code> file extension, but the '''ESL''' header flag. | |||
* Like light masters, light plugins have a budget of at most 4096 forms, between <code>0x000</code> and <code>0xFFF</code>, and are merged at runtime into the <code>0xFE</code> slot. | |||
* Light plugins are loaded together with regular plugins. This means, they can both override other plugins, and be made to require plugins as masters without negatively affecting the load order. | |||
* In certain circumstances, regular plugins can be made light without breaking compatibility to existing saves. | |||
A light plugin can be created using various means: | |||
* Use the [[Creation Kit]] to create a light master as described above. Then, change the resulting ESL file's extension to <code>.esp</code> | |||
* Load the plugin in question in [[xEdit]] | |||
** Once loaded, right-click the file, select "Compact FormIDs for ESL". | |||
** In the '''Header''' section, add the '''ESL''' flag. | |||
** Save the file. | |||
* [[Vortex]] is capable of making plugins "light" from it's Plugins tab. | |||
== Game Save == | == Game Save == | ||
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With the renamed file extension, the [[Creation Kit]] will load the ESL as a standard ESP plugin. | With the renamed file extension, the [[Creation Kit]] will load the ESL as a standard ESP plugin. | ||
When ''Active Plugin'' is saved, the [[Creation Kit]] will complete the conversion by removing the master header flag. | When ''Active Plugin'' is saved, the [[Creation Kit]] will complete the conversion by removing the master header flag. | ||
The | The ESL is now converted into an ESP plugin file. | ||
The ''Convert Active File to Light Master'' command may be used to publish the file as an ESL light master again. | The ''Convert Active File to Light Master'' command may be used to publish the file as an ESL light master again. |