Difference between revisions of "Category:Data Files"
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imported>Quetzilla (→Master Files (*.esm) and Plugins (*.esp): making masters) |
imported>Galahaut m (Spelling/grammar fixes.) |
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== Dependencies == | == Dependencies == | ||
Master files, plugins and savegames are usually dependent on other master files or plugins(the exception being the original master file that shipped with the game - that master file has no | Master files, plugins and savegames are usually dependent on other master files or plugins (the exception being the original master file that shipped with the game - that master file has no dependencies, and runs on its own). Typically, a Fallout 3 mod will be dependent on the original Fallout 3 master file. The masters of a given mod or savegame is simply the list of "parent" mods that the mod or savegame depends on. The masters of a mod can be seen in the GECK details view. | ||
Masters lists are important because they help identify where objects in a mod or a savegame come from. I.e. when a savegame remembers an object, it essentially remembers it as something like "the 2,034th object defined in my fourth master". If the master list were somehow to be erased, then the savegame would lose the ability to match the object in the player's inventory with original object defined in the mod. | Masters lists are important because they help identify where objects in a mod or a savegame come from. I.e. when a savegame remembers an object, it essentially remembers it as something like "the 2,034th object defined in my fourth master". If the master list were somehow to be erased, then the savegame would lose the ability to match the object in the player's inventory with original object defined in the mod. | ||
In regular gameplay, it's not really necessary to know about masters, but modders need to understand them, since gameplay debugging often requires working with | In regular gameplay, it's not really necessary to know about masters, but modders need to understand them, since gameplay debugging often requires working with FormIDs, and FormIDs are the way the game encodes information like "the 2,034th object defined by my fourth master". | ||
== Records and Overrides == | == Records and Overrides == |