Besidilo Posted September 15, 2012 Posted September 15, 2012 Expanded Towns and Villages tops the charts. :D Thanks for doing this fri, I really appreciate the effort. It narrows down the list of suitable mods for STEP significantly.
JudgmentJay Posted September 15, 2012 Posted September 15, 2012 Nooo, two of my favorite mods are in the do not use list... Immersive Armors for NPCs and Interesting NPCs :(
Besidilo Posted September 15, 2012 Posted September 15, 2012 Nooo, two of my favorite mods are in the do not use list... Immersive Armors for NPCs and Interesting NPCs :( Umm... Immersive Armours is on the green list. So it's just the additional plugin. And Interesting NPCs has only 19 UDRs (REFR and ACHR), so hopefully those can be cleaned up before long.
JudgmentJay Posted September 15, 2012 Posted September 15, 2012 Umm... Immersive Armours is on the green list. So it's just the additional plugin. And Interesting NPCs has only 19 UDRs (REFR and ACHR), so hopefully those can be cleaned up before long.I was talking about Immersive Armors for NPCs, which is #132 on the do not use list!
Besidilo Posted September 15, 2012 Posted September 15, 2012 Umm... Immersive Armours is on the green list. So it's just the additional plugin. And Interesting NPCs has only 19 UDRs (REFR and ACHR), so hopefully those can be cleaned up before long.I was talking about Immersive Armors for NPCs, which is #132 on the do not use list!That's why I said it's just an additional plugin for the main mod, no?
Kelmych Posted September 15, 2012 Posted September 15, 2012 There are a few mods in the current STEP list that are in categories other than Safe to Use including several in the Do Not Use list. How should these be handled?
frihyland Posted September 16, 2012 Posted September 16, 2012 I'm gonna post the results of the full STEP list separately in the bug thread and make recommendations there.
z929669 Posted September 16, 2012 Posted September 16, 2012 I'm gonna post the results of the full STEP list separately in the bug thread and make recommendations there.Nice work! This is a big help. At the very least, it points to a first-priority mod list to deactivate/uninstall for anyone encountering any mysterious glitches or CTDs. ... I'll add this info to the dev spreadsheet if you recommend.
rpsgc Posted October 21, 2012 Posted October 21, 2012 The creator of Burn Freeze Shock Effects is back. He claims his mod doesn't have corrupted records but, as he admits, he doesn't know what a UDR is... https://forums.nexusmods.com/index.php?/topic/641820-burnified-effects/page__view__findpost__p__6469892 Maybe you can help him clean it up? EDIT: Never mind, it is clean.
frihyland Posted November 7, 2012 Posted November 7, 2012 Created general Outline of the Testing procedure. Specifics to follow.
frihyland Posted November 7, 2012 Posted November 7, 2012 Looks like MadWizard did a good job of setting up the experimental process by reducing all the outside variables, but never really got into development of actual test procedure :P I'll write that up over the next few days, waiting for initial review of the outline and basic profile before jumping into specifics.
z929669 Posted November 8, 2012 Posted November 8, 2012 A lot of great content exists in the guide, but, even more so than the SIG, it needs to be better organized, marked up and condensed in order to be affective as an oft-accessed resource. I added a "Quick Start Guide" tab for the moment ...
TechAngel85 Posted October 23, 2013 Posted October 23, 2013 Talk about reviving old threads! I just wanted to give an update on my progress since spearheading the Mod Testing front, as part of my Release Coordination duties. As you can tell by the revival of this thread (nearly a year without a post), that the Mod Testing Guide went nearly as long without any refinement or updates. I took over and the Guide has significantly changed since. It is now a more step by step approach and filled with current and relevant information. As, I've mentioned from time to time on the forums, I've been creating, updating and revising as I have been diving deeper into mod testing. Thus, the overhaul has been slower than usual. One of the biggest changes for the guide is no more support for Wrye Bash. Why? Well that answer is two fold: One, Mod Organizer has proven itself a far easier and more efficient program to handle mod testing needs with more of the features required, being wrapped up into a single program. With WB, you had to use at least three different programs to efficiently test mods (WB, BSAopt, and SIS). MO replaces all of these and then some. Two, it was (and still is) becoming impractical to create content for two entirely different programs; especially when that content is a guide. It doubles the work for the writer and takes much more time This goes hand in hand with the fact that Wrye Bash as been dead in the water in terms of development for a good while now; only recently releasing a small update to patch a couple bugs. Meanwhile, Mod Organizer has had full development support in correcting bugs, adding new features and adding new enhancements a few times a month. Tannin (the MO developer) has even moved his troubleshooting support off of Nexus and to the STEP forums. There is still a good ways to go on the Guide; however, I have taken up to editing it a few times a week again. It should be completed around the time of the 2.2.8 release. I'd ask that you review the guide; however please continue to refrain from updating or adding content to it until I am able to finish with my work. More to come so stay tuned!
phazer11 Posted October 23, 2013 Posted October 23, 2013 Glad to hear it tech, this should be good to help the newer testers to come to terms with things.
bitdman Posted October 23, 2013 Posted October 23, 2013 This is GREAT news! Way to go techangel85. I've used WB for many years, but you have given me a good reason to switch to MO. I'm looking forward to getting started on setting up for mod testing:dance:
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