DioKyrie / TESkyrimGodot

An Open Source Recreation of The Elder Scrolls: Skyrim in the Godot Engine
MIT License
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File usage #3

Open DioKyrie opened 2 days ago

DioKyrie commented 2 days ago

As this project requires original game, I should implement a way to translate file formats of Skyrim to Godot Engine. TESG should not use the same file format, but is supposed to understand original.

Therefore: .ini - settings should be transferred to a single file .txt - any thing? .ccc - list of creation content .vdf - windows installer .log - logs .tlx - translation files? .bsa - archive .esm - master file .esp - plugin .esl - light plugin .bik - Logo video .xml - dialogues

What I can do is: .bsa - it would be great to support use of this format of archive as to not double the size on disk by unpacking it. .esm/esp/esl - the best option is to translate them to Godot Engine but not to use the format as it is bad for modding. .ini - I can as well use this format for settings but I should use only one single file, to simplify it for modders. .log - A good practice, why not to use it.

As for now it is all.

DioKyrie commented 2 days ago

As for Mods support. There are numbers of mods players are using. And i don't think that they will reject their favorite mods.

But I can go for mods backward compatibility, yet I better make most of mods useless by fixing the engine problems, and providing users with tools to make patches for mods that are adding new content.

Mods right now should be supported but actually only from 1.0.0 version I should start to work on this direction.