STEP:ModGroup Flowchart: Difference between revisions

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== DynDOLOD 2.0 Installation ==
[[Category:Reference]][[Category:Administration]]{{TOC}}
This document describes the methodology that Step Curators should use to maximize consistency in categorizing mods into ModGroups. Since ModGroups serve a strategic purpose in determining prioritization of changes introduced by mods in addition to serving as a logical tactic for associating like-purposed mods, consistency of grouping mods across games is critically important. Although it is not foolproof, we believe it eliminates much of the subjectivity otherwise introduced. Please ask Staff or another Curator if a second opinion is needed for a given mod.


===Requirements===
== Select Terms & Definitions ==
#Latest version of [http://www.nexusmods.com/skyrim/mods/59721/? DynDOLOD].
The following terms are defined here to provide context needed for consistency in classifying mods into ModGroups. Whenever one of these terms is used in this document, recall these definitions.
#[[TES5Edit|FO4Edit]]
* {{Fc|salmon|'''Assets}}:''' Files, folders, or other digital media for use by or in support of a Game or a '''Mod'''
#[http://www.nexusmods.com/skyrim/mods/58705 PapyrusUtil-Modders Scripting Utility Functions]
* {{Fc|salmon|'''Mod}}:''' New or altered '''Assets''' that: 1) affect a change to OR 2) extend the functionality of ...a Game or another '''Mod'''
#[http://www.nexusmods.com/skyrim/mods/11 STEP Compilation] - This provides the tree billboards to use with STEP. If using different trees than ''SFO Basic Edition v1.87'', then you will need to install those billboards after the STEP Compilation.
* {{Fc|salmon|'''Content}}:''' Rendered Game elements, entities, or constructs observable to the player while playing the Game.
#Setup xEdit with "-o:" argument. Instructions are [[TES5Edit|here]].
* {{Fc|salmon|'''Programmatic Change}}:''' An automated change implemented with code or script interpreted by the game, another application, or another mod (i.e., via plugin, DLL, or potentially other methods) rather than by replacement of an existing non-programmatic '''Asset'''.{{clear}}
# Be sure the following line is in your ''Skyrim.ini'' or DynDOLOD will not fully process:
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa


== Quick Reference ==
{| class="wikitable"
! Mod Group
! Current Description
! class=greentx | Proposed Description
! Current Question
! class=greentx | Proposed Question
|-
| 01-Tools
| {{#show:Category:ModGroup 01-Tools|?ModGroupDescription}}
| class=greentx | N/A
| ''Is the 'mod' really a standalone application that aids in the management of the modding process?''
| class=greentx | N/A
|-
| 02-Extenders
| {{#show:Category:ModGroup 02-Extenders|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod expand on the inherent functionality of the game <u>or another mod</u> without itself affecting content?''
| class=greentx | N/A
|-
| 03-Resources
| {{#show:Category:ModGroup 03-Resources|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod <u>solely</u> provide assets intended specifically for use by another mod(s) without itself affecting content?''
| class=greentx | N/A
|-
| 04-Foundation
| {{#show:Category:ModGroup 04-Foundation|?ModGroupDescription}}
| class=greentx | N/A
| N/A
| class=greentx | N/A
|-
| 05-Animation and Physics
| {{#show:Category:ModGroup 05-Animation and Physics|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod affect <u>any</u> animations (character movement) or physics (graphic effects)?''
| class=greentx | N/A
|-
| 06-Models and Textures
| {{#show:Category:ModGroup 06-Models and Textures|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod <u>solely</u> replace existing models or textures?''
| class=greentx | N/A
|-
| 07-Sounds and Music
| {{#show:Category:ModGroup 07-Sounds and Music|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod <u>only</u> affect game audio (music, sounds, voices, etc.)?''
| class=greentx | N/A
|-
| 08-Character Appearance
| {{#show:Category:ModGroup 08-Character Appearance|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod affect <u>any</u> aspect of the player character or NPCs appearance without <u>solely</u> replacing models or textures?''
| class=greentx | N/A
|-
| 09-Fixes
| {{#show:Category:ModGroup 09-Fixes|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod fix or correct an inconsistency without <u>solely</u> replacing models or textures?''
| class=greentx | N/A
|-
| 10-Gameplay-General
| {{#show:Category:ModGroup 10-Gameplay-General|?ModGroupDescription}}
| class=greentx | N/A
| N/A
| class=greentx | N/A
|-
| 11-Gameplay-AI and Combat
| {{#show:Category:ModGroup 11-Gameplay-AI and Combat|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod alter AI, combat, or NPC behavior?'', or<br>''Does the mod add new armor or weapons?''
| class=greentx | N/A
|-
| 12-Gameplay-Economy
| {{#show:Category:ModGroup 12-Gameplay-Economy|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod alter game currency, rewards, values, rates, or other economy-related mechanics?''
| class=greentx | N/A
|-
| 13-Gameplay-Immersion
| {{#show:Category:ModGroup 13-Gameplay-Immersion|?ModGroupDescription}}
| class=greentx | N/A
| ''Is the mod meant specifically and exclusively to improve immersion or role-playing scenarios?'', or<br>''Does the mod add new accessories or clothing?''
| class=greentx | N/A
|-
| 14-Gameplay-Quests
| {{#show:Category:ModGroup 14-Gameplay-Quests|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod alter aspects of quests and/or quest-related dialog or lore?''
| class=greentx | N/A
|-
| 15-Gameplay-Skills and Perks
| {{#show:Category:ModGroup 15-Gameplay-Skills and Perks|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod alter player or NPC skills and perks or related leveling?''
| class=greentx | N/A
|-
| 16-Interface
| {{#show:Category:ModGroup 16-Interface|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod affect the user interface content in any way?''
| class=greentx | N/A
|-
| 17-Locations
| {{#show:Category:ModGroup 17-Locations|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod add new locations and/or alter vanilla locations without <u>solely</u> replacing models or textures?''
| class=greentx | N/A
|-
| 18-Lighting and Weather
| {{#show:Category:ModGroup 18-Lighting and Weather|?ModGroupDescription}}
| class=greentx | N/A
| N/A
| class=greentx | N/A
|-
| 19-Utilities
| {{#show:Category:ModGroup 19-Utilities|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod generate load-order-specific output that will itself be used as a mod or a game/mod resource?''
| class=greentx | N/A
|-
| 20-Patches
| {{#show:Category:ModGroup 20-Patches|?ModGroupDescription}}
| class=greentx | N/A
| ''Does the mod <u>only</u> resolve incompatibilities between other mods?''
| class=greentx | N/A
|-
| 21-Post-processing
| {{#show:Category:ModGroup 21-Post-Processing|?ModGroupDescription}}
| class=greentx | N/A
| N/A
| class=greentx | N/A
|}


{{GallerySimple|id=Requirements|img=https://copy.com/1nRuAlAkHwUeyUxh|caption=PapyrusUtil}}
== ModGroup Assignment ==
{{GallerySimple|id=Requirements|img=https://copy.com/M3H9df2QFA8PWVQz|caption=STEP Compilation}}
=== Exceptional ModGroups ===
{{GallerySimple|id=Requirements|img=https://copy.com/eP9xUmzUCDqxaBMn|caption=xEdit Executable}}
{{Fc|salmon|'''04-Foundation'''}}
{{GallerySimple|id=Requirements|img=https://copy.com/ta16ONXYjSEEPcOf|caption=Skyrim INI}}
This ModGroup is reserved for mods that should be installed early and overridden by downstream mods or for mods that need to be installed early because of downstream mod requirements. These are mods that typically include large-scale model/texture overhauls OR mods that make broad, sweeping changes that tend to be effectively 'forwarded', adopted, or included in many other more specialized mods; hence, these mods are considered the "foundation" or "baseline" of the mod list. '''For these reasons this ModGroup is not included in the flowchart.''' Placement into this ModGroup is often determined by conflicts discovered during guide development that cannot be easily resolved without patching or via significant asset conflict resolution.
{{clear}}


{{Fc|salmon|'''18-Lighting and Weather'''}}
Because lighting (and often weather by proxy) is highly subjective, {{Fc|yellow|this ModGroup is optional}} for installation by the user. The primary purpose of this ModGroup is to alter aspects of the game's lighting and/or weather systems. Regardless of what other ModGroup(s) may apply, a mod belongs here if it edits these specific systems. This allows lighting of any Step build to remain compatible with user preference.


===Installation===
{{Fc|salmon|'''21-Post-Processing'''}}
#In Mod Organizer, click on {{ui|archive}} [[Image:Archive_MO.png]], and select the archive downloaded, and click {{ui|Open}}.
Similar to Lighting and Weather, {{Fc|yellow|this ModGroup is optional}}. Unlike Lighting and Weather, mods that relate to post processing should not necessarily be placed into this ModGroup. Only mods that ''require post-processing to work properly'' should be grouped here. Mods that work without post-processing but have post-processing options, like Realistic Water Two, should be sorted using the flowchart below.
#Drag the ''Docs'' and ''DynDOLOD'' directories into the ''Data'' directory (this allows DynDOLOD documentation to be seen from within MO and helps to set up the executables).
#Right-click the ''Data'' directory, select {{ui|Set data directory}}, and click {{ui|OK}}.
#Activate DynDOLOD by ticking it in the left pane.
#Click the Data tab on the right-pane area in MO.
#Scroll down until you find the ''DynDOLOD'' folder. Click the arrow to expand it.
#Right-click on ''DynDOLOD.exe'' and click {{ui|Add as Executable}}. Accept the name it suggests.
#Right-click on ''TexGen.exe'' and click {{ui|Add as Executable}}. Change the name to "DynDOLOD TexGen".
#Click back to the Plugins tab in MO.
#In MO's left-pane, right-click on the DynDOLOD mod installed from step 3 above. Click {{ui|Open in explorer}}.
#Navigate up one level to the "''mods''" folder.
#Right-click in a blank space. Go to "New", and click {{ui|Folder}}.
#Name the new folder "''STEP LOD Textures''" or a similar name.
#Repeat steps 12 and 13 to create another new folder. Name it ''STEP DynDOLOD Output'' or a similar name and close the window.
#Right-click in a blank around of the left pane in MO and click {{ui|Refresh}}. (You should see the new mods appear at the bottom of the pane.)


#Place them in the order ''DynDOLOD'', followed by ''STEP LOD Textures'', and follow that with ''STEP DynDOLOD Output''.
{{Fc|salmon|'''Gameplay ModGroups'''}}
'Gameplay' alterations can take a great many forms and mods that impact gameplay and can make content changes that overlap significantly with content changes made by other ModGroups. These mods often include scripts or other programmatic game assets (e.g., plugins) and often rely on mods installed/loaded upstream. For our purposes, "Gameplay" mods are mods that programmatically alter content in terms of affecting specific vanilla gameplay 'mechanics' (e.g., a quest line) or gameplay mechanics of a specific gameplay regime (e.g., crafting, economy, etc.). Another use case are mods that solely add ''new content''. For these reasons, mods that affect gameplay should be sorted independently using the Gameplay Flowchart.


=== Sorting Rules ===
* {{Fc|salmon|'''Alphabetization Rule'''}} Unless another rule applies, mods ''within a given ModGroup'' are sorted alphabetically (0-9, A-Z).
* {{Fc|salmon|'''New Content Rule'''}} Mods that ''solely'' add new content not present in the vanilla game, should be placed within the applicable ''Gameplay'' ModGroup.
* {{Fc|salmon|'''"Yes" Rule'''}} Using the flowchart, sort the mod into the first ModGroup where "yes" is the answer.


{{GallerySimple|id=Installation|img=https://copy.com/6YhUEkGcFzUoukqw|caption=#1 Install the archive}}
=== Sorting-Rule Deviation ===
{{GallerySimple|id=Installation|img=https://copy.com/Nkr2slqvWIqC9g74|caption=#2 Drag and drop Docs folder into Data folder}}
Sorting deviations are desirable ONLY to maximize efficiency for Curators or users without compromising efficiency for either. The following deviations are acceptable:
{{GallerySimple|id=Installation|img=https://copy.com/cFN87L3qzY7WdSzK|caption=#3 Set Data Directory}}
* Deviate from the Alphabetization Rule to minimize conflict resolution and support a desired outcome.
{{GallerySimple|id=Installation|img=https://copy.com/QZOf1GLnUBHCVOL9|caption=#4 Activate DynDOLOD}}
* Deviate from the "Yes" Rule to support downstream mod requirements when default sorting 'breaks' one or more requirements:
{{GallerySimple|id=Installation|img=https://copy.com/MJgBVVHYwBTbJP0P|caption=#5 and #6 On Data tab find DynDOLOD}}
*# Sort the mod into the ''second'' ModGroup where "Yes" is the answer. Never go beyond this to a third "Yes".
{{GallerySimple|id=Installation|img=https://copy.com/cEZN2I0VlpAHCK3N|caption=#7 Add DynDOLOD}}
*# As a last resort add the mod to 04-Foundation.
{{clear}}


{{GallerySimple|id=GenLOD|img=https://copy.com/PlrCjT1cPqOQYMBh|caption=#8 Add TexGen}}
<hr>
{{GallerySimple|id=GenLOD|img=https://copy.com/qkcudp8KoKYxqZra|caption=#9 and #10 Open DynLOD in Explorer}}
{{GallerySimple|id=GenLOD|img=https://copy.com/QIC8ywD9DoU6sKKk|caption=#11 and #12 Create new folder in mods folder}}
{{GallerySimple|id=GenLOD|img=https://copy.com/okCEhdhaZmSoqQLE|caption=#13 Named folder is in complete}}
{{GallerySimple|id=GenLOD|img=https://copy.com/o67zMvUl8JElFIV7|caption=#14 Second folder is complete}}
{{GallerySimple|id=GenLOD|img=https://copy.com/gcrXKgxXoJ11cOli|caption=#15 and #16 Refresh the pane to see new mods, order them}}
{{clear}}


=== Non-Gameplay Mod Flowchart ===
Only mods that don't impact gameplay should be considered in this sorting process. For gameplay mod sorting, see the next flowchart. Starting from the top of the flowchart, read each question and think carefully about the mod being sorted.


===Generate LODs===
<div class="text-center">
{{fs|1.4em|'''Gameplay mod filter'''}}<br>
''Does the mod <u>solely</u> add new content not present in the vanilla game?'', or<br>
''Is the mod's primary purpose to change some aspect of the way the game is played or how content is interpreted?<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  {{Fc|red|'''STOP''' use the [[STEP:ModGroup_Flowchart#Gameplay_Mod_Flowchart|Gameplay Flowchart]].}}<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


{{Notice|text=TexGen requires both Dawnguard and Dragonborn DLC. If you do not have both these DLCs, skip to ''Generate DynDOLOD'' below. These instructions assume that the user has properly configured all mods to this point and is ready to generate custom LODs.}}
{{fs|1.4em|'''Tools'''}}<br>
''Is the 'mod' really a standalone application that aids in the management of the modding process?''<br>
(e.g., Mod Organizer, LOOT, BethINI, etc.)<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''01-Tools'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:1. Ensure DynDOLOD.esp is the last plugin in your load order.
{{fs|1.4em|'''Utilities'''}}<br>
''Does the mod generate load-order-specific output that will itself be used as a mod or a game/mod resource?''<br>
(e.g., FNIS, Nemesis, No Grass In Objects, etc.)<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''19-Utilities'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:2. Run ''DynDOLOD TexGen'' through MO from the drop-down menu.
{{fs|1.4em|'''Extenders'''}}<br>
''Does the mod expand on the inherent functionality of the game <u>or another mod</u> without itself affecting content?''<br>
(e.g., SKSE, .NET Framework, Papyrus, etc.)<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''02-Extenders'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:3. Click {{ui|OK}} on the ''Master/Plugin Selection'' window.
{{fs|1.4em|'''Resources'''}}<br>
''Does the mod <u>solely</u> provide assets intended specifically for use by another mod(s) without itself affecting content?''<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''03-Resources'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:4. When a box appears, navigate to the folder created in step 13 of the installation phase above (e.g., "D:\Steam\steamapps\common\Skyrim\Mod Organizer\mods\STEP LOD Textures") and click {{ui|OK}}. (The files from TexGen will be installed here.)
{{fs|1.4em|'''Animations & Physics'''}}<br>
''Does the mod affect <u>any</u> animations (character movement) or physics (graphic effects)?''<br>
{{fc|salmon|Models and textures do not apply to this ModGroup UNLESS animations are also present.}}<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''05-Animations & Physics'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:5. When you receive the message, "''You can close this application now.''", close TexGen.
{{fs|1.4em|'''Locations'''}}<br>
''Does the mod add new locations and/or alter vanilla locations without <u>solely</u> replacing models or textures?''<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''17-Locations'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:6. On MO's left-pane, open the ''Overwrite'' folder at the bottom by double-clicking it and delete the contents.
{{fs|1.4em|'''Sounds and Music'''}}<br>
''Does the mod <u>only</u> affect game audio (music, sounds, voices, etc.)?''<br>
'''Yes''' <i class="fas fa-long-arrow-alt-right"></i>  add to '''07-Sounds and Music'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:7. Activate the new ''STEP LOD Textures'' mod. (Nothing should overwrite it.)
{{fs|1.4em|'''Character Appearance'''}}<br>
''Does the mod affect <u>any</u> aspect of the player character or NPCs appearance without <u>solely</u> replacing models or textures?''<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''08-Character Appearance'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


{{fs|1.4em|'''Fixes'''}}<br>
''Does the mod fix or correct an inconsistency without <u>solely</u> replacing models or textures?''<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''09-Fixes'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


{{GallerySimple|id=GenLOD|img=https://copy.com/PlrCjT1cPqOQYMBh|caption=#1 It's the last plugin}}
{{fs|1.4em|'''Interface'''}}<br>
{{GallerySimple|id=GenLOD|img=https://copy.com/qkcudp8KoKYxqZra|caption=#2 Run DynDOLOD TexGen}}
''Does the mod affect the user interface content in any way?''<br>
{{GallerySimple|id=GenLOD|img=https://copy.com/QIC8ywD9DoU6sKKk|caption=#3 Click Okay}}
(HUD mods, minigames, maps, etc.)?<br>
{{GallerySimple|id=GenLOD|img=https://copy.com/okCEhdhaZmSoqQLE|caption=#4 Navigate to the folder created}}
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''16-Interface'''<br>
{{GallerySimple|id=GenLOD|img=https://copy.com/o67zMvUl8JElFIV7|caption=#5 Close TexGen}}
'''No'''<br>
{{GallerySimple|id=GenLOD|img=https://copy.com/gcrXKgxXoJ11cOli|caption=#6 Clear out Overwrite}}
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}
{{GallerySimple|id=GenLOD|img=https://copy.com/gcrXKgxXoJ11cOli|caption=#7 Activate STEP LOD Textures}}
{{clear}}


{{fs|1.4em|'''Patches'''}}<br>
''Does the mod <u>only</u> resolve incompatibilities between other mods?''<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''20-Patches'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


{{fs|1.4em|'''Models and Textures'''}}<br>
''Does the mod <u>solely</u> replace existing models or textures?''<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''06-Models and Textures'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}
</div>


===Generate DynDOLOD===
=== Gameplay Mod Flowchart ===
Only gameplay mods should be entered into the following sorting process. Starting from the top of the flowchart, read each question and think carefully about the mod being sorted. Observe the following rules for this flowchart:
* Mod that add ''new content'' should always follow the "Yes" Rule ''with respect to the new content ONLY''.
* If a mod is known to associate with > 1 of the gameplay ModGroups and ''does NOT'' add new content, place it into ''10-Gamplay-General''.
<br>


:1. Find [[Birds and Flocks]] in your mod list and uncheck it if it is installed and active. Skipping this will cause the script to stop running. (STEP:Extended users only)
<div class="text-center">
{{fs|1.4em|'''Gameplay-Skills and Perks'''}}<br>
''Does the mod alter player or NPC skills and perks or related leveling?''<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''15-Gameplay-Skills and Perks'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:2. Run ''DynDOLOD'' through Mod Organizer from the drop-down menu.
{{fs|1.4em|'''Gameplay-AI and Combat'''}}<br>
''Does the mod alter AI, combat, or NPC behavior?'', or<br>
''Does the mod add new armor or weapons?''<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''11-Gameplay-AI and Combat'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:3. Hold down the Shift key, and Click {{ui|OK}} on the ''Master/Plugin Selection'' window. The script will run automatically.
{{fs|1.4em|'''Gameplay-Economy'''}}<br>
''Does the mod alter game currency, rewards, values, rates, or other economy-related mechanics?''<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''12-Gameplay-Economy'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:4. Click {{ui|OK}} on the information window to get to the DynDOLOD Worlds window.
{{fs|1.4em|'''Gameplay-Quests'''}}<br>
''Does the mod alter aspects of quests and/or quest-related dialog or lore?''<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''14-Gameplay-Quests'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:5. In the ''Select Worlds'' box, right click and choose {{ui|Select all}}.
{{fs|1.4em|'''Gameplay-Immersion'''}}<br>
''Is the mod meant specifically and exclusively to improve immersion or role-playing scenarios?'', or<br>
''Does the mod add new accessories or clothing?''<br>
'''Yes''' <i class="fas fa-long-arrow-alt-right"></i>  add to '''13-Gameplay-Immersion'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}


:6. In ''Select Output Path'' box, click the {{ui|...}} button and navigate to the folder created in step 14 of the installation phase above (e.g., "D:\Steam\steamapps\common\Skyrim\Mod Organizer\mods\STEP DynDOLOD Output").
{{fs|1.4em|'''Gameplay-General'''}}<br>
''Reserved for game-play mods that don't fit well into any (or too many) of the preceding Gameplay ModGroups. Verify that is the case for the mod(s) in question before adding to this ModGroup!
</div>


:7. Click {{ui|Medium}} (or your preferred preset).
== Resources ==
 
* [[Property:ModGroup|Step's ModGroups]]
:8. Wait a really long time (generally between 20 minutes and 1 hour). Users with SSDs will have much less wait time.
* [https://stepmodifications.org/forum/topic/15419-guide-for-creation-of-modding-guides Previous Mod Group discussion]
 
* [https://gist.github.com/matortheeternal/7f6c799af424176d510cfa0b6b100f9f Mod Picker Descriptions]
{{Notice Small|text=When completed the output for STEP:Core and STEP:Extended will be ~1GB.}}
* [https://gist.github.com/matortheeternal/8007b9b5e492eef3da4699e5b34028fb Nexus to Mod Picker Category Conversion]
 
:9. When you receive the message, "''You can close this application now.''", close DynDOLOD. (If there were errors, seek help on the forums. A link is provided at the top of the page.)
 
:10. At the prompt, make certain only ''DynDOLOD.esp'' is ticked and click {{ui|OK}}.
 
:11. Re-active [[Birds and Flocks]] by clicking it in the left pane. (STEP:Extended users only)
 
:12. Activate the new ''STEP DynDOLOD Output'' mod. (Nothing should overwrite it.)
 
:13. Make sure ''DynDOLOD.esp'' is enabled in the Plugins tab and run LOOT. Let LOOT sort the ''DynDOLOD.esp''.
 
{{Notice|text=Make sure that the '''DynDOLOD Output Meshes/Textures/SKSE (Json files)''' are not overwritten by other mods, especially not by mods that come with their own tree LOD.}}
 
 
{{GallerySimple|id=GenDyn|img=https://copy.com/KUWrVJhZAY3tcb1f|caption=#1 Deactivate Birds and Flocks}}
{{GallerySimple|id=GenDyn|img=https://copy.com/qkcudp8KoKYxqZra|caption=#2 Run DynDOLOD}}
{{GallerySimple|id=GenDyn|img=https://copy.com/QIC8ywD9DoU6sKKk|caption=#3 Plugin window}}
{{GallerySimple|id=GenDyn|img=https://copy.com/okCEhdhaZmSoqQLE|caption=#4 Click past the information window}}
{{GallerySimple|id=GenDyn|img=https://copy.com/lsTvhpImXIf1YyZj|caption=#5 Select all Worlds}}
{{GallerySimple|id=GenDyn|img=https://copy.com/a6IvjEVu7BRol8gv|caption=#6 Navigate to output folder}}
{{GallerySimple|id=GenDyn|img=https://copy.com/6pfpFKoZPfftq2OQ|caption=#7 Select your preferred setting}}
{{clear}}
 
 
{{GallerySimple|id=GenDyn|img=https://copy.com/ij3fUmQVPZCAQGg0|caption=#9 Completed and close DynDOLOD}}
{{GallerySimple|id=GenDyn|img=https://copy.com/MCG0B8gmtDuZxCgA|caption=#10 DynDOLOD Prompt}}
{{GallerySimple|id=GenDyn|img=https://copy.com/DgbyOvgpTPSeVU38|caption=#11 Active Birds and Flocks}}
{{GallerySimple|id=GenDyn|img=https://copy.com/jwLilNZzKCRZYMsb|caption=#12 Active STEP DynDOLOD Output}}
{{GallerySimple|id=GenDyn|img=https://copy.com/UrB191qz6MHAEYkj|caption=#13 Plugin active and sort with LOOT}}
{{clear}}
 
 
{{RelatedVideos|
*{{Video|AX4SGqyzjTs|TexGen (by sheson)|sheson demonstrates TexGen}}
*{{Video|c3zVK8PD3Vg|DynDOLOD : Dynamic Distant Object LOD (by GamerPoets)|GamerPoets demonstrates DynDOLOD installation}}
}}

Latest revision as of 16:02, March 30, 2023

This document describes the methodology that Step Curators should use to maximize consistency in categorizing mods into ModGroups. Since ModGroups serve a strategic purpose in determining prioritization of changes introduced by mods in addition to serving as a logical tactic for associating like-purposed mods, consistency of grouping mods across games is critically important. Although it is not foolproof, we believe it eliminates much of the subjectivity otherwise introduced. Please ask Staff or another Curator if a second opinion is needed for a given mod.

Select Terms & Definitions

The following terms are defined here to provide context needed for consistency in classifying mods into ModGroups. Whenever one of these terms is used in this document, recall these definitions.

  • Assets: Files, folders, or other digital media for use by or in support of a Game or a Mod
  • Mod: New or altered Assets that: 1) affect a change to OR 2) extend the functionality of ...a Game or another Mod
  • Content: Rendered Game elements, entities, or constructs observable to the player while playing the Game.
  • Programmatic Change: An automated change implemented with code or script interpreted by the game, another application, or another mod (i.e., via plugin, DLL, or potentially other methods) rather than by replacement of an existing non-programmatic Asset.

Quick Reference

Mod Group Current Description Proposed Description Current Question Proposed Question
01-Tools Standalone applications that aid in the management of the modding process N/A Is the 'mod' really a standalone application that aids in the management of the modding process? N/A
02-Extenders Mods that expand on the inherent functionality of a game or another mod without themselves affecting content N/A Does the mod expand on the inherent functionality of the game or another mod without itself affecting content? N/A
03-Resources Mods solely providing assets intended specifically for use by other mods without themselves affecting content N/A Does the mod solely provide assets intended specifically for use by another mod(s) without itself affecting content? N/A
04-Foundation Baseline mods having many conflicting assets that should be overridden by other mods OR mods having programmatic changes that are widely accepted and adopted/expected by other mods N/A N/A N/A
05-Animation and Physics Mods that affect animations or physics N/A Does the mod affect any animations (character movement) or physics (graphic effects)? N/A
06-Models and Textures Mods that replace existing models or textures N/A Does the mod solely replace existing models or textures? N/A
07-Sounds and Music Mods that affect sounds or music N/A Does the mod only affect game audio (music, sounds, voices, etc.)? N/A
08-Character Appearance Mods that affect the appearance of the player character or NPCs N/A Does the mod affect any aspect of the player character or NPCs appearance without solely replacing models or textures? N/A
09-Fixes Mods have a programmatic component that fixes various bugs and/or inconsistencies N/A Does the mod fix or correct an inconsistency without solely replacing models or textures? N/A
10-Gameplay-General Mods that affect general or multiple gameplay mechanics N/A N/A N/A
11-Gameplay-AI and Combat Mods that affect AI, stats, or combat mechanics of NPCs N/A Does the mod alter AI, combat, or NPC behavior?, or
Does the mod add new armor or weapons?
N/A
12-Gameplay-Economy Mods that affect currency, rewards, values, rates, or any other economy-related mechanics N/A Does the mod alter game currency, rewards, values, rates, or other economy-related mechanics? N/A
13-Gameplay-Immersion Mods that help to improve game immersion and role-playing scenarios N/A Is the mod meant specifically and exclusively to improve immersion or role-playing scenarios?, or
Does the mod add new accessories or clothing?
N/A
14-Gameplay-Quests Mods that alter aspects of quests and/or related lore N/A Does the mod alter aspects of quests and/or quest-related dialog or lore? N/A
15-Gameplay-Skills and Perks Mods that affect the player character's or NPC skills and perks or related leveling N/A Does the mod alter player or NPC skills and perks or related leveling? N/A
16-Interface Mods that affect any aspect of the user interface N/A Does the mod affect the user interface content in any way? N/A
17-Locations Mods that programmatically add new or alter vanilla locations N/A Does the mod add new locations and/or alter vanilla locations without solely replacing models or textures? N/A
18-Lighting and Weather Mods that affect lighting and/or weather systems **installation is optional** N/A N/A N/A
19-Utilities Mods that generate derived mod output from load-order-specific assets N/A Does the mod generate load-order-specific output that will itself be used as a mod or a game/mod resource? N/A
20-Patches Mods that programmatically resolve load-order conflicts N/A Does the mod only resolve incompatibilities between other mods? N/A
21-Post-processing Mods that affect post-processing graphics **installation is optional** N/A N/A N/A

ModGroup Assignment

Exceptional ModGroups

04-Foundation This ModGroup is reserved for mods that should be installed early and overridden by downstream mods or for mods that need to be installed early because of downstream mod requirements. These are mods that typically include large-scale model/texture overhauls OR mods that make broad, sweeping changes that tend to be effectively 'forwarded', adopted, or included in many other more specialized mods; hence, these mods are considered the "foundation" or "baseline" of the mod list. For these reasons this ModGroup is not included in the flowchart. Placement into this ModGroup is often determined by conflicts discovered during guide development that cannot be easily resolved without patching or via significant asset conflict resolution.

18-Lighting and Weather Because lighting (and often weather by proxy) is highly subjective, this ModGroup is optional for installation by the user. The primary purpose of this ModGroup is to alter aspects of the game's lighting and/or weather systems. Regardless of what other ModGroup(s) may apply, a mod belongs here if it edits these specific systems. This allows lighting of any Step build to remain compatible with user preference.

21-Post-Processing Similar to Lighting and Weather, this ModGroup is optional. Unlike Lighting and Weather, mods that relate to post processing should not necessarily be placed into this ModGroup. Only mods that require post-processing to work properly should be grouped here. Mods that work without post-processing but have post-processing options, like Realistic Water Two, should be sorted using the flowchart below.

Gameplay ModGroups 'Gameplay' alterations can take a great many forms and mods that impact gameplay and can make content changes that overlap significantly with content changes made by other ModGroups. These mods often include scripts or other programmatic game assets (e.g., plugins) and often rely on mods installed/loaded upstream. For our purposes, "Gameplay" mods are mods that programmatically alter content in terms of affecting specific vanilla gameplay 'mechanics' (e.g., a quest line) or gameplay mechanics of a specific gameplay regime (e.g., crafting, economy, etc.). Another use case are mods that solely add new content. For these reasons, mods that affect gameplay should be sorted independently using the Gameplay Flowchart.

Sorting Rules

  • Alphabetization Rule Unless another rule applies, mods within a given ModGroup are sorted alphabetically (0-9, A-Z).
  • New Content Rule Mods that solely add new content not present in the vanilla game, should be placed within the applicable Gameplay ModGroup.
  • "Yes" Rule Using the flowchart, sort the mod into the first ModGroup where "yes" is the answer.

Sorting-Rule Deviation

Sorting deviations are desirable ONLY to maximize efficiency for Curators or users without compromising efficiency for either. The following deviations are acceptable:

  • Deviate from the Alphabetization Rule to minimize conflict resolution and support a desired outcome.
  • Deviate from the "Yes" Rule to support downstream mod requirements when default sorting 'breaks' one or more requirements:
    1. Sort the mod into the second ModGroup where "Yes" is the answer. Never go beyond this to a third "Yes".
    2. As a last resort add the mod to 04-Foundation.

Non-Gameplay Mod Flowchart

Only mods that don't impact gameplay should be considered in this sorting process. For gameplay mod sorting, see the next flowchart. Starting from the top of the flowchart, read each question and think carefully about the mod being sorted.

Gameplay mod filter
Does the mod solely add new content not present in the vanilla game?, or
Is the mod's primary purpose to change some aspect of the way the game is played or how content is interpreted?
Yes STOP use the Gameplay Flowchart.
No

Tools
Is the 'mod' really a standalone application that aids in the management of the modding process?
(e.g., Mod Organizer, LOOT, BethINI, etc.)
Yes add to 01-Tools
No

Utilities
Does the mod generate load-order-specific output that will itself be used as a mod or a game/mod resource?
(e.g., FNIS, Nemesis, No Grass In Objects, etc.)
Yes add to 19-Utilities
No

Extenders
Does the mod expand on the inherent functionality of the game or another mod without itself affecting content?
(e.g., SKSE, .NET Framework, Papyrus, etc.)
Yes add to 02-Extenders
No

Resources
Does the mod solely provide assets intended specifically for use by another mod(s) without itself affecting content?
Yes add to 03-Resources
No

Animations & Physics
Does the mod affect any animations (character movement) or physics (graphic effects)?
Models and textures do not apply to this ModGroup UNLESS animations are also present.
Yes add to 05-Animations & Physics
No

Locations
Does the mod add new locations and/or alter vanilla locations without solely replacing models or textures?
Yes add to 17-Locations
No

Sounds and Music
Does the mod only affect game audio (music, sounds, voices, etc.)?
Yes add to 07-Sounds and Music
No

Character Appearance
Does the mod affect any aspect of the player character or NPCs appearance without solely replacing models or textures?
Yes add to 08-Character Appearance
No

Fixes
Does the mod fix or correct an inconsistency without solely replacing models or textures?
Yes add to 09-Fixes
No

Interface
Does the mod affect the user interface content in any way?
(HUD mods, minigames, maps, etc.)?
Yes add to 16-Interface
No

Patches
Does the mod only resolve incompatibilities between other mods?
Yes add to 20-Patches
No

Models and Textures
Does the mod solely replace existing models or textures?
Yes add to 06-Models and Textures
No

Gameplay Mod Flowchart

Only gameplay mods should be entered into the following sorting process. Starting from the top of the flowchart, read each question and think carefully about the mod being sorted. Observe the following rules for this flowchart:

  • Mod that add new content should always follow the "Yes" Rule with respect to the new content ONLY.
  • If a mod is known to associate with > 1 of the gameplay ModGroups and does NOT add new content, place it into 10-Gamplay-General.


Gameplay-Skills and Perks
Does the mod alter player or NPC skills and perks or related leveling?
Yes add to 15-Gameplay-Skills and Perks
No

Gameplay-AI and Combat
Does the mod alter AI, combat, or NPC behavior?, or
Does the mod add new armor or weapons?
Yes add to 11-Gameplay-AI and Combat
No

Gameplay-Economy
Does the mod alter game currency, rewards, values, rates, or other economy-related mechanics?
Yes add to 12-Gameplay-Economy
No

Gameplay-Quests
Does the mod alter aspects of quests and/or quest-related dialog or lore?
Yes add to 14-Gameplay-Quests
No

Gameplay-Immersion
Is the mod meant specifically and exclusively to improve immersion or role-playing scenarios?, or
Does the mod add new accessories or clothing?
Yes add to 13-Gameplay-Immersion
No

Gameplay-General
Reserved for game-play mods that don't fit well into any (or too many) of the preceding Gameplay ModGroups. Verify that is the case for the mod(s) in question before adding to this ModGroup!

Resources