Difference between revisions of "Data File"

159 bytes added ,  02:59, 15 October 2017
→‎Files: Improve formatting, consistently call .esl files light masters, and update load order info
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m (→‎Files: Creation Club ESLs load after ESMs)
imported>Google0012
(→‎Files: Improve formatting, consistently call .esl files light masters, and update load order info)
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==Files==
==Files==
There are three types of data files -- Master Files and Plugin Files, and new as of the 1.10 Update, Light Plugin files.
There are three types of data files -- Master Files and Plugin Files, and new as of the 1.10 Update, Light Master files.
Master files and plugins (normal and Light) are largely identical in format, but have some important distinctions in practice.
Master files (normal and Light) and plugins are largely identical in format, but have some important distinctions in practice.


'''Master:''' <code>.esm</code>
===Master===
*A master file is autonomous; it relies on no information other than itself.
**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]]


'''Plugin:''' <code>.esp</code>
<code>.esm</code>
*A plugin ESP file may only rely on data from itself and any master ESM 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]]
 
===Plugin===
 
<code>.esp</code>
 
*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.
**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 plugin indirectly by using scripts.
*It's also possible to create plugins that depend on other plugins using third-party tools.
 
===Light Master===
 
<code>.esl</code>


'''Light Master:''' <code>.esl</code>
*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:
*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 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.
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**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.
**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 flagged as master files and will load with the .esm files. Creation Club releases will automatically load into the game whether they are activated or not, and load after any .esm based mods made by modders.
*.esl Files released by Bethesda Game Studios (Creation Club releases) are flagged as master files and always load immediately after the official Bethesda masters, in lexicographical order. These .esl files cannot be deactivated.
*.esl Files released by Modders are flagged the same as .esp files, but these ALSO load with the master files, but they will load in the order specified in plugins.txt. These .esl files will need to be activated before the game will load them.
*.esl Files released by modders are flagged the same as .esp files, but these '''also''' load with the master files, in the order specified in plugins.txt. These .esl files will need to be activated before the game will load them.
*.esl Files created by modders cannot use standard .esp files as masters or this will cause the .esp file to also load before the .esl in the master files section. This is new behavior for the game engine as of Patch 1.5.3.
*.esl Files created by modders cannot use standard .esp files as masters or this will cause the .esp file to also load before the .esl in the master files section. This is new behavior for the game engine as of Patch 1.5.3.
** Any dependencies of the normal plugin a light master depends on are '''not''' loaded early.
** Creating light masters that are dependent on normal plugins is highly discouraged.
===Save===
<code>.fos</code>


'''Save:''' <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==
Anonymous user