Yes, I'm talking about that.
By the way, I didn't know, but I suspected that the paths to these files could also be changed in some large root file.
But this is not important because it is potentially conflicting; with each new creature, you need to edit a large file, and two mods that have it corrected will conflict with each other.
The structure, as with the developers, is inconvenient for manual copying; you need to go into each of these folders (and there is a very long path to each) and copy each file.
As I suggest, all important files are in one folder and reference each other.
You just take and copy, and most of the structural files are already ready.
A simple example.
If, for example, the same file with visuals was in the original folder as with the developers, then for the mod, you would need to find it, copy it, and edit the paths inside that reference the icon, the character, the name and description of the creature, and the projectile. And this is just one file.
In my version, you just copy the folder with the creature's files entirely, and that's it; the file with the visuals is already ready inside, and no paths need to be changed because they reference locally within the folder, and it doesn't matter what this folder is called.
In short, the idea was to make not a "beautiful" structure, but a neat and convenient one for quickly creating modifications.
I really wanted to convey this idea because it literally saved me hours of tedious, painstaking work on entering and checking the correct paths and copying the correct files.
Just try to quickly create a mod using my scheme. The basic files will be ready in a minute. Can you prepare the basic files in the same amount of time in the structure that the developers use?
It would take me from half an hour to an hour and a half. While you find everything, while you copy, while you change the paths. Then you will definitely make a mistake somewhere, and then you will find where, etc. Why waste time on this if you can do the same thing in a minute?
Well, for example, if you use an editor to create or edit resources, then first of all, the type of resource is specified, so I think that distributing resources in a mod precisely by type is better, at least in terms of clarity. When editing manually, of course, there are inconveniences, but this is due to the lack of a common structure in the resources used by the developers. If all the creature resources were arranged in the form of: "resource_name/..path../creature_name.xdb#xpointer(/resource_name)", then there would be no problem as such