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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] and [http://www.nexusmods.com/skyrim/mods/59721/? DynDOLOD Resources].
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.
#Latest version of [http://www.nexusmods.com/skyrim/mods/58705 PapyrusUtil-Modders Scripting Utility Functions]
* {{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/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|'''Mod}}:''' New or altered '''Assets''' that: 1) affect a change to OR 2) extend the functionality of ...a Game or another '''Mod'''
# Be sure the following line is in your ''Skyrim.ini'' or DynDOLOD will not fully process:
* {{Fc|salmon|'''Content}}:''' Rendered Game elements, entities, or constructs observable to the player while playing the Game.
[Archive]
* {{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}}
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa


::{{GallerySimple|id=DynInstall|img=http://s20.postimg.org/jqbbeb85p/Papyrus_Util.png|caption=#2 - PapyrusUtil}}
== Quick Reference ==
{{GallerySimple|id=DynInstall|img=http://s20.postimg.org/ehgagfpql/STEPCompilation.png|caption=#3 - STEP Compilation}}
{| class="wikitable"
{{GallerySimple|id=DynInstall|img=http://s20.postimg.org/j4mci7d3h/Dyn_Skyrim_INI.png|caption=#4 - Skyrim INI}}
! Mod Group
{{clear}}
! 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
|}


{{alert|type=warning|text=Returning users who are updating from DynDOLOD v1.x to version 2.x will need to turn off MO's archive management in the Archives tab by unticking the "''Have MO manage archives''" box, and ensure all the archives are checked in the list below. Lastly, on the Plugins tab, ensure the dummy plugins are re-enabled by ticking them. This is necessary for DynDOLOD v2.x to run correctly.}}
== ModGroup Assignment ==
<br/>
=== Exceptional ModGroups ===
{{alert|type=warning|text=DynDOLOD 2.xx requires an installation from scratch. All former files - meshes, textures, scripts etc. plus all generated LOD should be removed first. Existing files installed to xEdit\Edit Scripts\* do not matter anymore and should not have any effect on the new DynDOLOD standalone if you install it into a new folder. Since LOD generated with older versions will not work with the papyrus scripts from DynDOLOD 2.xx, remove older versions of the patcher from the xEdit folder.
{{Fc|salmon|'''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.
If an existing save is updated, follow the “clean save” cycle: first deactivate DynDOLOD from MCM, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Remove old DynDOLOD.esp, remove old scripts and remove old meshes/skse/textures. Start game, load last save, wait a bit, save again. Install the new papyrus scripts, the new DynDOLOD.esp and the new generated LOD. Enable the new DynDOLOD.esp. Start game, load the last save, go outside. DynDOLOD should initialize by itself, else activate from MCM.
Before running DynDOLOD.exe, please make sure the CPU is properly cooled and in case it is overclocked, it is verified to be stable. Some routines make use of all cores at times and several LODGen.exe processes are started in parallel when generating for multiple worlds at once.}}


<br/>
{{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'''}}
====DynDOLOD Executables====
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.
#Download DynDOLOD from Nexus.
#Extract the archive to a location of your choice. Extract the Docs folder to this location as well. (In the screenshot, we've extracted to the "D:\Modding\Programs" location.)
#Open Mod Organizer and click the [[Image:Gear_MO.png]] icon to open the "Modify Executables" window.
#In the Title box, type in ''DynDOLOD''.
#In the Binary box, browse to the location of the extracted folder from step 2 above and double-click on ''DynDOLOD''.
#Click {{ui|Add}} to save the new executable.
#In the title bar again, type in ''DynDOLOD TexGen''.
#In the Binary box, browse to the location of the extracted folder from step 2 above and double-click on ''TexGen''.
#Click {{ui|Add}} to save the new executable and close the window.


::{{GallerySimple|id=Extract|img=http://s20.postimg.org/x0uku39cd/Extract_Archive.png|caption=#2 Extract DynDOLOD}}
{{Fc|salmon|'''Gameplay ModGroups'''}}
{{GallerySimple|id=Extract|img=http://s20.postimg.org/y88imazgt/Open_Executables.png|caption=#3 Open Executables}}
'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.
{{GallerySimple|id=Extract|img=http://s20.postimg.org/3ykw50cgd/Find_Dyn_DOLOD.png|caption=#4/#5 Title and browse}}
{{GallerySimple|id=Extract|img=http://s20.postimg.org/wphpv2ia5/Add_Dyn_DOLOD.png|caption=#6 Add DynDOLOD}}
{{GallerySimple|id=Extract|img=http://s20.postimg.org/pase2owel/Find_Texgen.png|caption=#7/#8 Title and browse}}
{{GallerySimple|id=Extract|img=http://s20.postimg.org/svo9lx0y5/Add_Texgen.png|caption=#9 Add DynDOLOD TexGen}}
{{clear}}


<br/>
=== 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.


====DynDOLOD Resource Files====
=== Sorting-Rule Deviation ===
:1. Download the ''Resources'' file from Nexus as normal and install using the following instructions:
Sorting deviations are desirable ONLY to maximize efficiency for Curators or users without compromising efficiency for either. The following deviations are acceptable:
{{FOMOD Instructions
* Deviate from the Alphabetization Rule to minimize conflict resolution and support a desired outcome.
|file=DynDOLOD Resources
* Deviate from the "Yes" Rule to support downstream mod requirements when default sorting 'breaks' one or more requirements:
|LeftMargin=40px
*# Sort the mod into the ''second'' ModGroup where "Yes" is the answer. Never go beyond this to a third "Yes".
|{{FomodPage|Main
*# As a last resort add the mod to 04-Foundation.
|{{Fieldset|DynDOLOD Resources|checkmark=yes|Core Files}}
|button=yes|buttonText=Next}}
{{FomodPage|Options
|{{Fieldset|Visual Options|checkmark=yes|Whiterun Exterior; DLC2 Vvardenfell 3D Plume}}
{{Fieldset|Performance Options|Select Nothing}}
{{Fieldset|Misc Options|checkmark=yes|Desync Birds of Prey}}
|button=yes|buttonText=Install}} }}
:2. Activate ''DynDOLOD Resources'' by ticking it in the left pane.
:3. Run LOOT.
<!--
#In Mod Organizer, click on {{ui|archive}} [[Image:Archive_MO.png]], and select the archive downloaded, and click {{ui|Open}}.
#Right-click the ''Data'' directory, select {{ui|Set data directory}}, and click {{ui|OK}}.
#Activate DynDOLOD by ticking it in the left pane.
-->


<br/>
<hr>


====DynDOLOD Output Files====
=== Non-Gameplay Mod Flowchart ===
#In MO's left-pane, right-click on the ''DynDOLOD Resources'' mod installed above. Click {{ui|Open in explorer}}.
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.
#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, but unique name.
#Repeat steps 3 and 4 to create another new folder. Name it ''STEP DynDOLOD Output'' or a similar, but unique name and close the window.
#Right-click in a blank space in the left pane of MO and click {{ui|Refresh}}. (You should see the new mods appear at the bottom of the pane.)
#Place them in the order ''DynDOLOD Resources'', followed by ''STEP LOD Textures'', and follow that with ''STEP DynDOLOD Output''.


::{{GallerySimple|id=Output|img=http://s20.postimg.org/e0zo7qrd9/Open_Explorer.png|caption=#1 Open DynLOD in Explorer}}
<div class="text-center">
{{GallerySimple|id=Output|img=http://s20.postimg.org/578rqn4el/Mods_Folder.png|caption=#2 Go to mods folder}}
{{fs|1.4em|'''Gameplay mod filter'''}}<br>
{{GallerySimple|id=Output|img=http://s20.postimg.org/jeygfah3h/LODTexures_Folder.png|caption=#3 Create new folder}}
''Does the mod <u>solely</u> add new content not present in the vanilla game?'', or<br>
{{GallerySimple|id=Output|img=http://s20.postimg.org/tqat7y8st/LODFolder_Complete.png|caption=#4 Folder is complete}}
''Is the mod's primary purpose to change some aspect of the way the game is played or how content is interpreted?<br>
{{GallerySimple|id=Output|img=http://s20.postimg.org/6dcrpfsp9/Output_Folder_Complete.png|caption=#5 Second folder is complete}}
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  {{Fc|red|'''STOP''' use the [[STEP:ModGroup_Flowchart#Gameplay_Mod_Flowchart|Gameplay Flowchart]].}}<br>
{{GallerySimple|id=Output|img=http://s20.postimg.org/yrmsn25n1/Refresh_Pane.png|caption=#6 Refresh the pane}}
'''No'''<br>
{{GallerySimple|id=Output|img=http://s20.postimg.org/gq3np9bm5/Order_Mods.png|caption=#7 Order new mods}}
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}
{{clear}}


<br/>
{{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>}}


===Generate LODs===
{{fs|1.4em|'''Utilities'''}}<br>
#Run ''DynDOLOD TexGen'' through MO from the drop-down menu.
''Does the mod generate load-order-specific output that will itself be used as a mod or a game/mod resource?''<br>
#The script will automatically run and you will receive the ''TexGen'' window. Keep the original path and click {{ui|Start}} to run TexGen. When it's finished, click {{ui|Exit}}.
(e.g., FNIS, Nemesis, No Grass In Objects, etc.)<br>
#Go to the ''Overwrite'' folder in MO and double click it to open the window. Right-click on the ''DynDOLOD-Temp'' folder and select {{ui|Delete}}. Click {{ui|Ok}}.
'''Yes''' <i class="fas fa-long-arrow-alt-right"></i>  add to '''19-Utilities'''<br>
#Find the ''STEP LOD Textures'' mod created in step 4 of the ''DynDOLOD Output Files'' installation above. Right-click it and select {{ui|Open in explore}}.
'''No'''<br>
#Navigate to the ''TexGen_Output'' folder created in step 2 above (e.g., "D:\Modding\Programs\DynDOLOD\TexGen_Output"). Open the folder and drag and drop all the file from the ''TexGen_Output'' folder into the ''STEP LOD Textures'' folder. Close both folders.
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}
#Activate the new ''STEP LOD Textures'' mod. Nothing should overwrite it. (If the mod remains grayed out, it's okay. It will refresh itself.)


::{{GallerySimple|id=GenLOD|img=http://s20.postimg.org/otr59p4b1/Run_Texgen.png|caption=#1 - Run DynDOLOD TexGen}}
{{fs|1.4em|'''Extenders'''}}<br>
{{GallerySimple|id=GenLOD|img=http://s20.postimg.org/lo6jjhlot/Tex_Gen.png|caption=#2 - Click Start and then Exit}}
''Does the mod expand on the inherent functionality of the game <u>or another mod</u> without itself affecting content?''<br>
{{GallerySimple|id=GenLOD|img=http://s20.postimg.org/6jaflyxhp/Delete_Overwrite.png|caption=#3 - Clear Overwrite folder}}
(e.g., SKSE, .NET Framework, Papyrus, etc.)<br>
{{GallerySimple|id=GenLOD|img=http://s20.postimg.org/3qh81xx59/Open_LODFolder.png|caption=#4 - Open LOD Mod}}
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''02-Extenders'''<br>
{{GallerySimple|id=GenLOD|img=http://s20.postimg.org/825tqy425/Drag_LODFiles.png|caption=#5 - Move the files.}}
'''No'''<br>
{{GallerySimple|id=GenLOD|img=http://s20.postimg.org/snkliuln1/Activate_LODs.png|caption=#6 - Activate LOD Textures}}
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}
{{clear}}


===Generate DynDOLOD===
{{fs|1.4em|'''Resources'''}}<br>
#Run ''DynDOLOD'' through Mod Organizer from the drop-down menu. The script will run automatically.
''Does the mod <u>solely</u> provide assets intended specifically for use by another mod(s) without itself affecting content?''<br>
#Click {{ui|OK}} on the information window to get to the ''DynDOLOD Worlds'' window. One the ''DynDOLOD Words'' window, select {{ui|Advanced>>>}}
'''Yes''' <i class="fas fa-long-arrow-alt-right"></i>  add to '''03-Resources'''<br>
#In the Advanced setting window, tick the ''Candles'' options. Then in the ''Select Worlds'' box, right click and choose {{ui|Select all}}. Finally, click the {{ui|Medium}} button.
'''No'''<br>
#The ''Mesh Rules'' box will populate. Click {{ui|OK}} to run DynDOLOD. Sit back and relax for a bit as the script will take between 15 to 45 minutes, on average, to run.<br/>{{alert small|type=warning|text=Do '''NOT''' close any windows during this process! Let it run. It is recommended to not use the computer while DynDOLOD is running since it is very intensive and will stress your CPU.}}{{alert small|type=notice|text=When completed the output for STEP:Core and STEP:Extended will be ~1GB.}}
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}
#Once the script is done, click {{ui|Save & Exit}} and then click {{ui|OK}} to save the new plugin. (If there were errors, seek help on the forums. A link is provided at the top of the page.)
#Find the ''STEP DynDOLOD Output'' mod created in step 7 of the ''DynDOLOD Output Files'' installation above. Right-click it and select {{ui|Open in explore}}.
#Navigate to the ''DynDOLOD_Output'' folder created in step 4 above (e.g., "D:\Modding\Programs\DynDOLOD\DynDOLOD_Output"). Open the folder and drag and drop all the files and folders from the ''DynDOLOD_Output'' folder into the ''STEP DynDOLOD Output'' folder. Close both folders.
#Activate the new ''STEP DynDOLOD Output'' mod (nothing should overwrite it). Make sure ''DynDOLOD.esp'' is enabled in the Plugins tab and run LOOT.


Congratulations! You have successfully installed DynDOLOD!
{{fs|1.4em|'''Animations & Physics'''}}<br>
<br/>
''Does the mod affect <u>any</u> animations (character movement) or physics (graphic effects)?''<br>
{{alert|type=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.}}
{{fc|salmon|Models and textures do not apply to this ModGroup UNLESS animations are also present.}}<br>
<br/>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''05-Animations & Physics'''<br>
::{{GallerySimple|id=GenDyn|img=http://s20.postimg.org/4xv5u5n9p/Run_Dyn_DOLOD.png|caption=#1 Run DynDOLOD}}
'''No'''<br>
{{GallerySimple|id=GenDyn|img=http://s20.postimg.org/7hzzfqpl9/Dyn_Advanced.png|caption=#2 Advanced Option}}
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}
{{GallerySimple|id=GenDyn|img=http://s20.postimg.org/rrxauvqq5/Dyn_Adv_Settings.png|caption=#3 Select Options}}
{{GallerySimple|id=GenDyn|img=http://s20.postimg.org/nzmz6mpzh/Open_Output_Mod.png|caption=#6 Open Output Mod}}
{{GallerySimple|id=GenDyn|img=http://s20.postimg.org/hagfqm4nh/Move_Files.png|caption=#7 Move files}}
{{GallerySimple|id=GenDyn|img=http://s20.postimg.org/8582wr18t/Activate_Dyn_Output.png|caption=#8 Active and run LOOT}}
{{clear}}


{{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>}}


{{RelatedVideos|
{{fs|1.4em|'''Sounds and Music'''}}<br>
*{{Video|AX4SGqyzjTs|TexGen (by sheson)|sheson demonstrates TexGen}}
''Does the mod <u>only</u> affect game audio (music, sounds, voices, etc.)?''<br>
*{{Video|1_5MWqeHIzw|DynDOLOD : Dynamic Distant Object LOD (by GamerPoets)|GamerPoets demonstrates DynDOLOD installation}}
'''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>}}
 
{{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>}}
 
{{fs|1.4em|'''Interface'''}}<br>
''Does the mod affect the user interface content in any way?''<br>
(HUD mods, minigames, maps, etc.)?<br>
'''Yes'''  <i class="fas fa-long-arrow-alt-right"></i>  add to '''16-Interface'''<br>
'''No'''<br>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}
 
{{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>
 
=== 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>
 
<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>}}
 
{{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>}}
 
{{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>}}
 
{{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>}}
 
{{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>}}
 
{{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>
 
== Resources ==
* [[Property:ModGroup|Step's ModGroups]]
* [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]
* [https://gist.github.com/matortheeternal/8007b9b5e492eef3da4699e5b34028fb Nexus to Mod Picker Category Conversion]

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