STEP:Mod Testing

From Step Mods | Change The Game

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

Updated: 20:22:49 7 November 2012 (UTC)

GUIDE FORUM THREAD

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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.

Outline

  • Examine the documentation of the mod
  • Validate the archive package, naming scheme, directory structure, and installation procedure.
  • Use TES5edit to determine quality of edits and scope of mod.
  • DDSopt used to determine quality of textures.
  • Examine files in game (to accomplish this we need to research a quick and easy way of identifying the actual name of the (texture, mesh, etc) file corresponding to what we see in game.
  • Examine script source of mods for reliability and compatibility
  • All mods with scripts must include methods for installing and uninstalling in game or at the very least stopping scripts with a console command.
  • Review Papyrus logs for script issues
  • Each mod is examined in multiple ways in game to confirm functionality and compatibility.
    • Test in various key spots of the world using savegames
    • Test in various key points of quest development using savegames
    • Test as a solo mod and with a full current STEP installation
    • Note qualitative changes to the game Appearance, Gameplay, etc
    • Note quantitative changes like VRAM, GPU, CPU, RAM, and FPS usage
  • Contact mod authors with hard evidence and constructive criticism to improve any area's in need of improvement before becoming a STEP recommend.