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STEP Extended v3 - Seeking Beta Testers


TechAngel85

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Posted

The STEP Extended v3.0.0 Guide is now in a (mostly) complete state. I say mostly because it's complete, but still needs some testing done. This testing would normally be completed by our staff, however, we no longer have the staff surrounding the management of Guide release we once did. Due to this, we'd like open v3 of the Extended Guide up to a few beta testers. If you're interested, please continue reading.

 

 

What will testers do?

Beta testers will simply play the game with the Extended mod set installed and set up as the Guide dictates. During gameplay testers will keep an eye out for any issues they find. These issues, or bugs, may be caused by individual mods or by the STEP installation. Partly tracking down the cause of bugs will be the job of the testers so modding knowledge is required. Testers will then give full feedback about the bugs found so we can address them and have them fixed before release.

 

Requirements
First things first, beta testers must meet the following requirements, no exceptions:

  1. Beta tester systems must meet the recommend requirements for running the Extended Guide (listed here)
  2. Testers must have intermediate level of modding knowledge and skill and be willing to help track down issues
  3. Testers must install the Extended Guide exactly as it is laid out; no deviations, no extra mods
  4. Testers must start a new game for testing
  5. Testers must be willing to put in a few hours into playing the game each week

Why the requirements?
Users must meet the requirements to ensure they have stable systems and can provide useful feedback for us to utilize to fix issues when they are found. Lets break these down a bit so everyone is fully aware of our process in this:

  • User systems meeting the requirements will allow some standardization and eliminate issues caused by users attempting to play the game on sub-par hardware.
  • Intermediate knowledge and skills are required to track down issues. Testers should be comfortable jumping into xEdit to track down plugin related issues, as well as, be able to track down other potential issues. At the very least, testers should be able to describe the issue they've encountered and have a general idea of what is causing the issue.
    • For example, "the weapon sounds are playing twice" is not an acceptable level of feedback. This is feedback a beginner level modder would give.
    • "The weapons are playing twice due to the mod order and plugin combination of ModX and ModZ" is far better. The issue has been, at least partially, tracked down.
    • "The weapons are playing twice due to the mod order and plugin combination of ModX and ModZ on record 01234567" is best. This issue has been fully tracked down.
    • The more details we're given, the faster we can sort out issues.
  • The next two requirements should be obvious. They are listed to ensure users aren't muddying the waters with extra mods not found in the Guide and to ensure our systems are all the same as far as installation and initialization, which makes testing and tracking down bugs easier and streamlined.
  • Finally, testing requires playing. Running randomly around the game is good too and many issues can be found in this manner, but we're also interested in the actual playability of the game. STEP isn't for users wanting to take pretty screenshots and stare at the scenery. It's built for gameplay and gameplay is what testers need to be involved in.

 

Want to be considered for testing?
So you think you want to be a beta tester after fully reading and understanding the requirements asked of you? Good! We'd be glad to have you on board. To be considered, please post below with the following:

  1. Your system statistics
  2. Level of knowledge/skill with the following: xEdit, CK, MO, and general modding knowledge.
  3. Using your own words, please state your understanding of what the standard BSA/Plugin relationship is and why it matters.
  4. Using your own words, please state what the STEP Mandates are, your understanding of them, and why they exist.
  5. Why do you want to be a beta tester?

Answering these things will help us narrow down testers to users who understand STEP and the modding process. This also cuts out annoyances of having to constantly restate why we're doing/using X instead of Y. We want testers who actually understand STEP.

 

Keep in mind we will only be accepting a limited number of testers, therefore, not everyone who posts will be getting a spot. Users who do get an invitation will be contacted via PM with further instruction, will be given access to a private forum for feedback, and will be added to the "Contributors" user group, which will open up access to a few more forums and let everyone know you've helped shape STEP in one way or another. The testers will also have the first opportunity for future beta testing, when we're in need of this.

 

Remember...

  • Use this topic to apply with the information above in your post.
  • We will not be replying to all users here, though we will answer questions.
  • Users will be contacted via PM, if they are being invited into the beta testing.
  • What users see and gain knowledge of during the beta testing is confidential.
    • ​You will be asked to keep all knowledge to yourself until release time or until we official announce the information
Posted

 

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Posted
  On 5/23/2018 at 1:24 AM, edesart said:

I just have one question before I ask to be a beta tester. Are you going to use Vortex?

 

Thanks for all you guys do. :)

No. MO2 is used.
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Posted

[spoiler=Beta Tester Application]

 

1. Your system statistics
Windows 7 64-bit
Intel Core i5 i3330
8 GB RAM
AMD Radeon RX 460 4 GB
1920x1080 Monitor

2. Level of knowledge/skill
xEdit
I use xEdit a lot - to view plugins, edit records, and create patches. I've also started to use Mator zEdit.

CK
I've used the CK to create a simple follower mod. I don't like the CK, and prefer to use xEdit.

MO
I've used MO1 a lot, usually have about 10 profiles that I maintain, and am comfortable using MO. I recently moved to MO2.

General modding knowledge
I am comfortable installing mods, installing patches and viewing and editing patches in xEdit.
I have created my own follower mod, and created patches for mods I use.
I use and am familiar with Mator Merge Plugins and Mator Smash.
I've had a look at scripts in the mods I use, but have not written any of my own scripts yet.


3. BSA/Plugin relationship
Plugins (.esp files) contain gamesetting records that are usually based on and/or override Skyrim.esm and the DLC .esm.

A .bsa file is a custom archive format (like a .zip file) which contains files such as sounds, textures, meshes, and scripts.

A mod typically contains plugin(s), .bsa file(s) and/or loose files. Usually to load a .bsa, a plugin (or dummy plugin) is needed. MO1 has the option "Have MO Manage archives" which bypasses the need for a dummy plugin. MO2 works a bit differently and does not have this option.


4. STEP Mandates
STEP aims to provide an enhanced modded Skyrim, an enhanced vanilla experience.

STEP Core adds bug fixes, HD asset replacements, and other improvements that are strictly consistent with vanilla Skyrim, follow Skyrim lore, are unlikely to conflict with other mods, and have a low impact on performance. STEP Core can be used as a base for other mod collections or "Packs".

STEP Extended builds on STEP Core and adds gameplay mechanics and other mods to yield a more immersive experience to overhaul the vanilla game.


5. Why do you want to be a beta tester?
I would like to be a beta tester to help with STEP development, and to further develop my modding skills.

 

Posted
  On 5/23/2018 at 1:30 PM, TechAngel85 said:

No. MO2 is used.

 

hmm. That surprises me. I figured since Tannin had created Vortex for the Nexus and stopped working on MO that Vortex would end up being the standard since he built MO and MO2 as I understood it was only kind of being supported by others picking up where he left off. Now I'm confused. I've been working with Vortex and there was even an update recently. I'll have to check into where MO2 is I suppose and yet again reinstall everything and switch my mod tool. grr.

 

Posted
  On 5/29/2018 at 1:25 AM, edesart said:

hmm. That surprises me. I figured since Tannin had created Vortex for the Nexus and stopped working on MO that Vortex would end up being the standard since he built MO and MO2 as I understood it was only kind of being supported by others picking up where he left off. Now I'm confused. I've been working with Vortex and there was even an update recently. I'll have to check into where MO2 is I suppose and yet again reinstall everything and switch my mod tool. grr.

MO2's development has come a very long way and it's in a fully usable state. I have installation instructions for the Beta Testers; when I start sending out PMs.

Posted
  On 5/29/2018 at 2:15 AM, TechAngel85 said:

MO2's development has come a very long way and it's in a fully usable state. I have installation instructions for the Beta Testers; when I start sending out PMs.

 

I see. There hasn't been much good information out there that I've been able to find regarding which to use. I've always followed STEP and that's what I've been waiting for to do a new install.

Thanks. :)

E

Posted
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    Your system statistics

 

        OS:

            - Windows 10 Home 64bit

            - Version 10.0.17134 Build 17134

        CPU:

            - AMD FX-8350 Eight-Core Processor, 4014 Mhz, 4 Core(s), 8 Logical Processor(s)

        RAM:

            - 8.00 GB

        GPU:

            - NVIDIA GeForce GTX 1050 Ti 4gb GDDR5

        Monitor Resolution:

            - 4k x 2k, 3840x2160(Native). Current setting 1080p 1920x1080.

 

    Level of knowledge/skill with the following: xEdit, CK, MO, and general modding knowledge.

        xEdit: Several years experiance and still learning new tricks it has up it's sleeves. I've used it mainly for cleaning plug-ins, conflict resolution & creating patches.

 

        CK: I have mainly used it for converting Skyrim LE files to SSE, and also recently rebuilt Unique Region Names from scratch. I have also done some navmeshing to resolve issues when merging plugins.

 

        MO2: I've been using MO2 on and off since v2.0.8.1b and had used MO1 prior to that for Skyrim LE and I am well versed in all it's current features, setup and how it handles the data folder.

            I switched to it fully when development restarted back in Nov\Dec and provided testing feedback. I am also currently using the Dev build as provided on discord.

        General modding Knowledge:

        - Other tools I have used:

            - Nifscope: Mainly for manually converting meshes using built in batch commands when Nif Optimizer would not fix a mesh.

            - WryeBash: Not as experienced, I mainly use it for esmifying/espifying, switching plug-in masters, creating dummy plug-ins, bash patches.

            - dyndolod: Some basic understanding, as I have mainly followed guides for generating.

            - Smash/merge: Same as above.

            - LOOT: I've used it extensively and I have also submitted masterlist updates for SSE, I have also provided testing feedback for Group Version currently in Dev.

    Using your own words, please state your understanding of what the standard BSA/Plugin relationship is and why it matters.

        A BSA can only be loaded(without Skyrim.ini edit) by using a plugin. This plugin can be empty but it must have the same name(Can include addtional plug-in with - Textures), minus the file extension(.esm,.esl,.esp).

        BSAs load in the same order as their plugins load order. Load order of the BSA will determine which files will be used in cases of conflict.

 

    Using your own words, please state what the STEP Mandates are, your understanding of them, and why they exist.

        To provide a clear guide for enhancing and improving SKyrim that remains true to the vanilla game style and lore, without impacting on performance and stability.

        They exist as a clear guideline so as not to stray too far from the original Game experience. 

    Why do you want to be a beta tester?

        Because I've used S.T.E.P as one of my learning resources for modding and would like to contribute and give something back.

        I also have enough free time to make a commitment to it.


Posted

[spoiler=Beta Tester Application]1. System statistics
Windows 10 Pro 64-bit
Intel Core i7 4790K 4.0GHz Quad-Core 8MB Cache
DDR3 16GB
SSD 500GB
MSI GeForce GTX 970 4GB
24" 1920x1080 monitor
 
2. Level of knowledge
- I already followed guides like STEPSRLE and Skyrim YASHed.
- MO 1.3 is my preferred mod manager for Skyrim and Oblivion. I tried MO2 for Fallout 4 but not so much. I use WB only for bashed patches. Never touched NMM because I love the virtual directories of MO, but I heard the new Vortex is using the same technique now.
- xEdit is great to make my own esp files to correct bugs and improve compatibility between the mods I use.
- Never used CK to make mods, just as requirements for SRLE and YASHed.
- Already used DDSopt to reduce textures weight.
- LOOT of course to organize esp files.
- Merge Plugins is a nice tool to save on the esp count.
- ENB Organizer, great tool to switch between ENB profiles.
 
3. BSA files are libraries containing game assets such as scripts, meshes and textures. ESP/ESM files contain records that modify the game database (items, NPCs, locations, etc). Alas, the way Bethesda designed them is prone to conflicts between mods. Depending on the load order, they can overwrite each over and it's a lot of work to detect and correct the issues. I already spent many hours in xEdit to improve compatibility in my mod installs.
 
4. For me, the STEP mandate is to improve Skyrim mechanics and visuals while keeping a vanilla feeling. STEP provides a consolidated, peer reviewed, compatible and bug-free (as possible) mod install. And it don't go crazy with mods deviating from the game's tone. And that's what I like with this project.
 
5. I want to be a beta tester because I follow the STEP project since several years now and I want to contribute to it. I changed my Skyrim mod install several time, if this time can help the project I will be glad to do it.

 

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