Difference between revisions of "Data File"
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imported>Qazaaq (Added FO4Edit to data file tooling) |
imported>Google0008 |
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[[Category:Editor Reference]] | [[Category:Editor Reference]] | ||
[[Category:Game Files]] | [[Category:Game Files]] | ||
'''File Extension:''' <code>.esm</code>, <code>.esp</code> | '''File Extension:''' <code>.esm</code>, <code>.esp</code>, <code>.esl</code> | ||
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. | 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== | ==Files== | ||
There are | 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 are largely identical in format, but have some important distinctions in practice. | Master files and plugins (normal and Light) are largely identical in format, but have some important distinctions in practice. | ||
'''Master:''' <code>.esm</code> | '''Master:''' <code>.esm</code> | ||
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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 plug-in indirectly by using scripts. | **Plugins can only refer to information in another plug-in indirectly by using scripts. | ||
'''Plugin:''' <code>.esl</code> | |||
*Light plugin (.esl) file are a new optimized file format. They behave like a normal plugin, except for the following: | |||
**.esl files bypass the 32-bit plugin ID limit (255). | |||
**.esl files have a budget of no more than 4,000 forms. | |||
**.esl files are read-only. Active development should be done in an normal (.esp) plugin. | |||
**.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 (.esl) to a light (.esp) 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== | ==Tooling== |