Difference between revisions of "TES Files"
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This article is | This article is an introduction to mod files: their uses, differences, and importance both to using and making mods. Understanding how mod files work is fundamentally important to understanding how to mod. | ||
== Esms and Esps == | == Esms and Esps == | ||
Esm and Esp files ("TES files" or "mods" for short) are the core data files of Tes4 (Oblivion). A TES file is basically a database of all of the data for the world, including object data, [[:Category:Dialogue|dialogue]], [[:Category:Gameplay Menu|gameplay settings]], | Esm and Esp files ("TES files" or "mods" for short) are the core data files of Tes4 (Oblivion). A TES file is basically a database of all of the data for the world, including object data, [[:Category:Dialogue|dialogue]], [[:Category:Gameplay Menu|gameplay settings]], object placements, AI settings, landscape, [[:Category:Commands|script commands]], [[:Category:Cells|cells]], etc. Basically everything that goes into the construction set (CS or TESCS) is stored in TES files. | ||
(However, not all game data files are TES files. Textures, meshes, sounds, videos, etc. are all part of the full game. More about these files elsewhere.) | (However, not all game data files are TES files. Textures, meshes, sounds, videos, etc. are all part of the full game. More about these files elsewhere.) | ||
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== Summary == | == Summary == | ||
This has been a fairly complicated introduction, but just remember | This has been a fairly complicated introduction, but just remember that the game engine is effectively playing a game of stacked cards. And when you create a mod, you're simply creating a hand of cards that will be played in that game. From that ending table, with its various stacks of cards, arises the gameworld that the player enters and lives in. | ||
== See Also == | == See Also == |