Difference between revisions of "Data file"

1 byte removed ,  17:31, 29 March 2012
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As mentioned before, a mod file (master file or plugin) is basically a database of all the objects in the gameworld. To be more specific, the mod file is a collection of '''records'''. The records in a given mod are mixture of 1) new records, and 2) modifications of existing records (i.e. of records defined by the mod's masters). E.g. "Cool Swords.esp" might introduce three new swords, as well as modify two existing swords defined by Skyrim.esm. Each of these swords is represented by a single weapon record (so 3+2 = 5 records in total).  
As mentioned before, a mod file (master file or plugin) is basically a database of all the objects in the gameworld. To be more specific, the mod file is a collection of '''records'''. The records in a given mod are mixture of 1) new records, and 2) modifications of existing records (i.e. of records defined by the mod's masters). E.g. "Cool Swords.esp" might introduce three new swords, as well as modify two existing swords defined by Skyrim.esm. Each of these swords is represented by a single weapon record (so 3+2 = 5 records in total).  


The important thing about records is that each record is a single indivisible object as far as Creation Kit and the game engine are concerned. Thinks of the game world as a table with stacks of playing cards. You can add a ''new'' card, or you can ''override an existing card'' by putting a new card on top of it. So, in the example above, the three new swords form three new stacks, and the two modified swords go on top of existing stacks overriding the original cards/swords/records.
The important thing about records is that each record is a single indivisible object as far as Creation Kit and the game engine are concerned. Think of the game world as a table with stacks of playing cards. You can add a ''new'' card, or you can ''override an existing card'' by putting a new card on top of it. So, in the example above, the three new swords form three new stacks, and the two modified swords go on top of existing stacks overriding the original cards/swords/records.


Now, suppose that there's a second mod "Heavy Swords" which adds two new swords and redefines four swords from Skyrim to be more "heavy". Suppose that of these four overridden swords, one conflicts with an override done by "Cool Swords" -- i.e. they both try to change the same sword.
Now, suppose that there's a second mod "Heavy Swords" which adds two new swords and redefines four swords from Skyrim to be more "heavy". Suppose that of these four overridden swords, one conflicts with an override done by "Cool Swords" -- i.e. they both try to change the same sword.
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