STEP:Mod Testing: Difference between revisions

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At the moment, in game mod tracing is very basic. Currently for textures, you can open the command console by pressing the ~ key, and click on the texture that you are interested in. In the console command screen you will see its name and reference ID (eight hexadecimal characters, ie "001C8F02"). The name and/ or the reference ID may be useful in tracing the object or texture of interest.
At the moment, in game mod tracing is very basic. Currently for textures, you can open the command console by pressing the ~ key, and click on the texture that you are interested in. In the console command screen you will see its name and reference ID (eight hexadecimal characters, ie "001C8F02"). The name and/ or the reference ID may be useful in tracing the object or texture of interest.
= Skyrim Testing Profiles =


==Skyrim Installation Swapper==
==Skyrim Installation Swapper==
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[http://skyrim.nexusmods.com/mods/19034/ SIS at Skyrim Nexus]
[http://skyrim.nexusmods.com/mods/19034/ SIS at Skyrim Nexus]


==Mod Organizing Programs==
= Mod Organizing Programs =
 
==General Information==
The mod should be first inspected by a mod organizer program such as Wrye Bash (WB) or Mod Organizer (MO). The Nexus Mod Manager (NMM) will not be enough due to inability of the program to show the internal structure of the mod package. Using these programs will let you know if the mod is suitably constructed, and in the case of WB, whether it conflicts with other mods.
 
'''Wrye Bash'''
For testing mods, WB is recommended. Regarding testing, the major advantage of WB is the ability to observe if two more mods conflict. The S.T.E.P. guide recommends installing mods in particular order. This is because the mod installed last will overwrite mods installed before if these mods modify the same file. With WB, it is very easy to observe which STEP mods conflict with the mod being testing. This can then be reported to TC or the S.T.E.P. team. The S.T.E.P. wiki has an excellent WB guide which covers everything from the programs installation to mod management. You can find it [[Guide:Wrye_Bash|here]].


The mod should be first inspected by a mod organizer program such as Wrye Bash or Mod Organizer. The Nexus Mod Manager will not be enough due to inability of the program to show the internal structure of the mod package. Using these programs will let you know if the mod is suitably constructed, and in the case of WB, whether it conflicts with other mods.  
In the future, a small guide will be included here regarding mod conflict observation using WB.


==In Game Mod Testing Procedure==
'''Mod Organizer'''
MO can also be recommended, but for a different reason than WB. MO creates virtual folders when installing mods, which means it will keep the skyrim directory clean. This can help in troubleshooting. A guide to MO will be linked here in the future.
 
= In Game Testing Procedure =
 
==General Information==
This section is the most important and will detail the steps required to test a mod in such a way that it can be recommended for test. It will be as simple and streamlined as possible. However, regarding the complexity, breadth and depth of mods for skyrim, this guide will never be able to cover all testing scenarios. Ultimately, this guide should cover the majority of mod testing scenarios.


'''Testing Locations'''
'''Testing Locations'''
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tfc 1
tfc 1


==Save Game Archive==
= Save Game Archive =
 
==Vanilla Saves==
 
==S.T.E.P. Complete Saves==


==In Game Tools==
= In Game Tools =


==General Information==
Several in-game tools will be specified here. These tools will for the most part be mods that are particularly useful when it comes to mod testing.
Several in-game tools will be specified here. These tools will for the most part be mods that are particularly useful when it comes to mod testing.



Revision as of 11:41, July 24, 2012

Template:Warning Template:Notice Mod Testing for S.T.E.P. -- by the S.T.E.P. Team and Wiki Editors

Updated: 11:41:53 24 July 2012 (UTC)

GUIDE FORUM THREAD

[edit]

General Information

This guide will attempt to lay out good practices for testing mods to recommend for S.T.E.P. as well as for testing mods should this be asked for or required by TC and S.T.E.P. team. With a guide as complex as S.T.E.P., it is beneficial to reduce as much variation as possible, since complexity can breed a host of issues. This guide will try to recommend standardized testing techniques. The approach will be bottom-up, meaning recommendations will begin at the hardware level, progressing to software and then to mods.