Difference between revisions of "Data File"

378 bytes added ,  20:23, 3 October 2017
→‎Files: Udpated info about how the game handles ESL files.
imported>Google0011
(→‎Files: Corrected the handling of .esl files since CC content does not auto-activate even if purchased and downloaded.)
imported>Google0011
(→‎Files: Udpated info about how the game handles ESL files.)
Line 42: Line 42:
**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.
*.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 before any .esm based mods made by modders.
*.esl Files released by Modders are flagged the same as .esp files and will load with other .esp files.
*.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 must be activated in the load order before the game will load them. They can be ordered in any position the UI will allow.
*.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.


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