2/15/2023 0 Comments Skyrim se mod creation kitThis first part is intended to be read "as is", without prior knowledge or third-party visualization tool that could alter the understanding of the following. If you're looking for more technical information, refer to the UESP Wiki ![]() This part will cover some of the basic concept of plugins files. This is the case of INI files and localization files. Plugin-linked files, those are used when the relevant plugin is loaded without being pointed directly.Non-relevant files, either put there by user-mistake, or here to serve development purpose (such as source files, used to create scripts).This is the case of the intro video (the Bethesda logo). Hard-coded resource files, read directly by the executable without being pointed to by plugins.There would be a lot to say about all of this, but this is out of this guide's scope. (Or used by an other resource, which is in turn pointed by a plugin). Resources files aren't accessed/read first-hand by the executable, instead they're "pointed to" by plugins. Resource files, which can be either "loose", or packed in a Bethesda-specific archive format named BSA, with the.esm file extension, and are the files read by the executable. Plugins Files, the object of this guide.The Data folder is where the original Skyrim content is defined, and where mods are usually installed to add their own content.įiles found under the data folder can be sorted into 5 categories : Most of what will actually be seen and used in game isn't included in the executable itself, but in the Data folder placed under it. It is located in the installation folder, and goes by the name of TESV.exe ![]() Skyrim is firstly its executable, the actual program that run the game. ![]()
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