4nk8r Posted February 7, 2016 Posted February 7, 2016 I've done zero research on the availability of any tools to accomplish the creation of what I'm about to describe (mainly export to ESM/ESP to XML/JSON), but I wanted to throw this out for discussion while it was fresh in my mind. I'm at that 255+ mod point and creating merged patches, etc., and wondered if an inclusion-based system for mod expansions beyond 255 would be a better approach to making mods. A system that used exported JSON or XML descriptions of the schema and data that would be present in an ESM/ESP file. You have a parent ESM and ESP (one for each type to control load order injection) that reads the inclusion folder for each type and imports the XML/JSON data into itself. Essentially making a mod-on-the-fly during startup. Similar to the way PHP and other scripting languages and frameworks include external functions and data on the fly. Outside of mod-size limitations and such, assuming that constraints can be achieved if necessary, would something like this be feasible?
Guest Posted February 7, 2016 Posted February 7, 2016 Mh. interesting. But not possible. You have only 8 bits to have the mod part of the mod identifier that is used to give unique IDs to all the objects to make them possible to exists. (If you wanna know, the 128 limit was because the byte was the most significative one in the ID, and it was considered signed. But SKSE and the latest patches removed this problem.) Just write some scripts to merge more, and learn CK to do merging of mods that include code. And be ready to merge them again at every release.
4nk8r Posted February 7, 2016 Author Posted February 7, 2016 Mh. interesting. But not possible. You have only 8 bits to have the mod part of the mod identifier that is used to give unique IDs to all the objects to make them possible to exists. (If you wanna know, the 128 limit was because the byte was the most significative one in the ID, and it was considered signed. But SKSE and the latest patches removed this problem.) Just write some scripts to merge more, and learn CK to do merging of mods that include code. And be ready to merge them again at every release. Damn. Thought I was onto something I was just wondering if there was some way to create a merged patch on the fly, somewhat in the same way that can be accomplished with TES5Edit and the merge script. Unless I'm misunderstanding what it does, it seems to handle some level of unique identifier conflict resolution? Or am I assuming too much there? Maybe some system similar to the way FNIS processes animations for inclusion into the game?
Guest Posted February 7, 2016 Posted February 7, 2016 The TES5Edit script to merge mods and the Batch Patcher both use the same technique. If an ID is duplicated then it is changed in the final ESP. But doing it "on the fly"? I don't think it is possible. FNIS is a complete different storry. Nothing related to this. FNIS just read some files that define some animations (actually Animation Events), and re-construct the "Behavior file" (that is where all anims are "stored"), in a way that many mods can add many animations whiteout conflicting. Just my personal, really personal, point of view: why you need more than 200 mods? Why more than 100? Why more than 50? Chose what you want and what you like, and live happy with a few mods.
4nk8r Posted February 7, 2016 Author Posted February 7, 2016 I guess I'm just too greedy. Thanks for the information. I'm off to think up more insane ways to expand my load order. Just one more mod...
Guest Posted February 7, 2016 Posted February 7, 2016 Merge them, then. Some are difficult to merge, but many are not.
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