SeaFox wrote: ↑
06 Oct 2018, 13:19
The point is extensibility. To empower mod creators, you need to give them the power to extend the core functionality of the base application. The more power you give them, the more they can create.
Again, your examples do not extend "core functionality". Program provides a framework, which can be used to change its behaviour, keeping its core intact.
You still limited by bounds, which authors of core program consider as reasonable because of program architecture, supported platforms, maintainance issues, security reasons, etc. You can not do everything on target machine just because you want to do it.
The same thing with OpenMW: Lua scripting can be considered as a such framework, and it does not means that this framework should not have its bounds.
Native code execution and direct access to filesystem are out of question because of project architecture and list of supported platforms, not by developers evil will.
The other components can be implemented, but on a low level OpenMW is a completely different program from original Morrowind.
So low level API more likely will be incompatible with MWSE anyway. The only way to keep a compatibility - a high-level API instead of direct access to low-level and/or platform-specific stuff, what we try to explain for months.
Also a high-level approach allows to do not rewrite plugins every time when developers change something on low-level in OpenMW.
The one example of such high-level API - using a virtual filesystem, provided by OpenMW, instead of basic Lua IO stuff.