Most of the complexity is handled by libloadorder, but it's worth noting that:
- The game path is OpenMW's install path, not Morrowind's
- OpenMW doesn't force master-flagged plugins to load before others
- OpenMW doesn't provide a way to record the load order of inactive plugins
- .omwgame and .omwaddon plugins are equivalent to .esm and .esp respectively, while .omwscripts plugins have a completely different format with none of the metadata that libloot uses.
- OpenMW effectively relies on additional data paths to load Morrowind's (and mods') files, and the last directory listed that contains a given filename is used to load a file with that filename, with the main data path effectively being the first listed.
- I've disabled support for ghosted plugins for OpenMW because it makes the multi-path stuff more confusing and may not provide any benefit.
Make ConditionSyntaxError extend from system_error instead of directly from runtime_error, so that callers can use the exception's code to distinguish between different causes.
Also validate that no non-blueprint masters or non-masters are expected
to load after any blueprint masters.
The addition of a new EdgeType may be considered a breaking change to
the API, since it can result in the caller receiving a value it doesn't
know how to handle, but it doesn't break ABI compatibility. LOOT has
explicit handling for unknown values, so is fine.
Starfield adds a new type of plugin that I'm calling an override plugin,
which does not use up a load order slot when active, and a plugin cannot
be light and override at the same time. It also increases the BA2
version number, though the differences are not relevant to libloot's
usage, and loads BA2s from plugins differently.
The latest libloadorder distinguishes between plugins that are
implicitly active (i.e. they're active despite not being listed in
plugins.txt) and those that are made to load in certain positions by the
game.