STEP:ModGroup Flowchart: Difference between revisions
TechAngel85 (talk | contribs) (→Definitions: Replicated "definition list" formatting and moved the Game/Mod out of the header) |
mNo edit summary |
||
Line 1: | Line 1: | ||
[[Category:Reference]][[Category:Administration]]{{TOC}} | [[Category:Reference]][[Category:Administration]]{{TOC}} | ||
== Definitions == | == 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. | |||
== Mod Groups == | == Mod Groups == | ||
{| class="wikitable" | {| class="wikitable" | ||
! Mod Group | ! Mod Group | ||
! Current Description | ! Current Description | ||
! Proposed Description | ! Proposed Description | ||
! Current flowchart question | |||
|- | |- | ||
| 01-Tools | | 01-Tools | ||
| {{#show:Category:ModGroup 01-Tools|?ModGroupDescription}} | | {{#show:Category:ModGroup 01-Tools|?ModGroupDescription}} | ||
| '' | | Standalone applications that aid in the management of the ''modding process'' | ||
| ''Is the 'mod' really a standalone application that aids in the management of the modding process?'' | |||
|- | |- | ||
| 02-Extenders | | 02-Extenders | ||
| {{#show:Category:ModGroup 02-Extenders|?ModGroupDescription}} | | {{#show:Category:ModGroup 02-Extenders|?ModGroupDescription}} | ||
| Mods that | | Mods that expand on the inherent functionality of a Game or another '''Mod''' without themselves affecting '''Content''' | ||
| ''Does the mod expand on the inherent functionality of the game <u>or another mod</u> without itself affecting content?'' | |||
|- | |- | ||
| 03-Resources | | 03-Resources | ||
| {{#show:Category:ModGroup 03-Resources|?ModGroupDescription}} | | {{#show:Category:ModGroup 03-Resources|?ModGroupDescription}} | ||
| Mods | | Mods ''solely'' providing '''''Assets''' intended specifically for use by other '''Mods''''' without themselves affecting '''Content''' | ||
| ''Does the mod <u>solely</u> provide assets intended specifically for use by another mod(s) without itself affecting content?'' | |||
|- | |- | ||
| 04-Foundation | | 04-Foundation | ||
| {{#show:Category:ModGroup 04-Foundation|?ModGroupDescription}} | | {{#show:Category:ModGroup 04-Foundation|?ModGroupDescription}} | ||
| ''Baseline'' mods that may be overwritten and/or required by other mods | | ''Baseline'' mods that may be overwritten and/or required by other mods | ||
| N/A | |||
|- | |- | ||
| 05- | | 05-Animation & Physics | ||
| {{#show:Category:ModGroup 05-Animation & Physics|?ModGroupDescription}} | | {{#show:Category:ModGroup 05-Animation & Physics|?ModGroupDescription}} | ||
| Mods that affect animations or physics | | Mods that affect animations or physics | ||
| ''Does the mod add or alter animations (character movement) or physics (graphic effects)?'' | |||
|- | |- | ||
| 06-Models & Textures | | 06-Models & Textures | ||
| {{#show:Category:ModGroup 06-Models & Textures|?ModGroupDescription}} | | {{#show:Category:ModGroup 06-Models & Textures|?ModGroupDescription}} | ||
| Mods that affect materials, models, textures, or shaders | | Mods that affect materials, models, textures, or shaders | ||
| ''Does the mod <u>solely</u> add new or alter existing models or textures?'' | |||
|- | |- | ||
| 07-Sounds & Music | | 07-Sounds & Music | ||
| {{#show:Category:ModGroup 07-Sounds & Music|?ModGroupDescription}} | | {{#show:Category:ModGroup 07-Sounds & Music|?ModGroupDescription}} | ||
| Mods that affect sounds or music | | Mods that affect sounds or music | ||
| ''Does the mod <u>only</u> affect game audio (music, sounds, voices, etc.)?'' | |||
|- | |- | ||
| 08-Character Appearance | | 08-Character Appearance | ||
| {{#show:Category:ModGroup 08-Character Appearance|?ModGroupDescription}} | | {{#show:Category:ModGroup 08-Character Appearance|?ModGroupDescription}} | ||
| Mods that affect the appearance of the player or NPCs. | | Mods that affect the appearance of the player or NPCs. | ||
| ''Does the mod affect <u>any</u> aspect of the player character and/or NPCs?'' | |||
|- | |- | ||
| 09-Fixes | | 09-Fixes | ||
| {{#show:Category:ModGroup 09-Fixes|?ModGroupDescription}} | | {{#show:Category:ModGroup 09-Fixes|?ModGroupDescription}} | ||
| Mods that | | Mods have a programmatic component that fixes various bugs and/or inconsistencies | ||
| ''Does the mod fix or correct anything without <u>solely</u> using models and/or textures?'' | |||
|- | |- | ||
| 10-Gameplay-General | | 10-Gameplay-General | ||
| {{#show:Category:ModGroup 10-Gameplay-General|?ModGroupDescription}} | | {{#show:Category:ModGroup 10-Gameplay-General|?ModGroupDescription}} | ||
| Mods that affect gameplay mechanics | | Mods that affect gameplay mechanics | ||
| N/A | |||
|- | |- | ||
| 11-Gameplay-AI & Combat | | 11-Gameplay-AI & Combat | ||
| {{#show:Category:ModGroup 11-Gameplay-AI & Combat|?ModGroupDescription}} | | {{#show:Category:ModGroup 11-Gameplay-AI & Combat|?ModGroupDescription}} | ||
| Mods that affect AI, combat mechanics, or NPC stats | | Mods that affect AI, combat mechanics, or NPC stats | ||
| ''Does the mod alter AI, combat, or NPC behavior?'', or<br>''Does the mod add new armor or weapons?'' | |||
|- | |- | ||
| 12-Gameplay-Economy | | 12-Gameplay-Economy | ||
| {{#show:Category:ModGroup 12-Gameplay-Economy|?ModGroupDescription}} | | {{#show:Category:ModGroup 12-Gameplay-Economy|?ModGroupDescription}} | ||
| Mods that affect currency, rewards, values, rates or any other economy-related mechanics | | Mods that affect currency, rewards, values, rates or any other economy-related mechanics | ||
| ''Does the mod alter game currency, rewards, values, rates, or other economy-related mechanics?'' | |||
|- | |- | ||
| 13-Gameplay-Immersion | | 13-Gameplay-Immersion | ||
| {{#show:Category:ModGroup 13-Gameplay-Immersion|?ModGroupDescription}} | | {{#show:Category:ModGroup 13-Gameplay-Immersion|?ModGroupDescription}} | ||
| ''No changes proposed'' | | ''No changes proposed'' | ||
| ''Is the mod meant specifically and exclusively to improve immersion or role-playing scenarios?'', or<br>''Does the mod add new accessories or clothing?'' | |||
|- | |- | ||
| 14-Gameplay-Quests | | 14-Gameplay-Quests | ||
| {{#show:Category:ModGroup 14-Gameplay-Quests|?ModGroupDescription}} | | {{#show:Category:ModGroup 14-Gameplay-Quests|?ModGroupDescription}} | ||
| ''No changes proposed'' | | ''No changes proposed'' | ||
| ''Does the mod alter aspects of quests and/or quest-related dialog or lore?'' | |||
|- | |- | ||
| 15-Gameplay-Skills & Perks | | 15-Gameplay-Skills & Perks | ||
| {{#show:Category:ModGroup 15-Gameplay-Skills & Perks|?ModGroupDescription}} | | {{#show:Category:ModGroup 15-Gameplay-Skills & Perks|?ModGroupDescription}} | ||
| Mods that affect the player or NPC skills and perks, or related leveling | | Mods that affect the player or NPC skills and perks, or related leveling | ||
| ''Does the mod alter player or NPC skills and perks or related leveling?'' | |||
|- | |- | ||
| 16-Interface | | 16-Interface | ||
| {{#show:Category:ModGroup 16-Interface|?ModGroupDescription}} | | {{#show:Category:ModGroup 16-Interface|?ModGroupDescription}} | ||
| Mods that affect any aspect of the user interface | | Mods that affect any aspect of the user interface | ||
| ''Does the mod affect the user interface content in any way?'' | |||
|- | |- | ||
| 17-Locations | | 17-Locations | ||
| {{#show:Category:ModGroup 17-Locations|?ModGroupDescription}} | | {{#show:Category:ModGroup 17-Locations|?ModGroupDescription}} | ||
| '' | | Mods that add ''new'' locations and/or alter vanilla locations programmatically | ||
| ''Does the mod add new locations and/or alter vanilla locations without <u>solely</u> using models and/or textures?'' | |||
|- | |- | ||
| 18-Lighting & Weather | | 18-Lighting & Weather | ||
| {{#show:Category:ModGroup 18-Lighting & Weather|?ModGroupDescription}} | | {{#show:Category:ModGroup 18-Lighting & Weather|?ModGroupDescription}} | ||
| Optional | | ''Optional ModGroup'' containing Mods that affect lighting and/or weather systems | ||
| N/A | |||
|- | |- | ||
| 19-Utilities | | 19-Utilities | ||
| {{#show:Category:ModGroup 19-Utilities|?ModGroupDescription}} | | {{#show:Category:ModGroup 19-Utilities|?ModGroupDescription}} | ||
| | | Mods that generate derived '''Mod''' output from load-order-specific '''Assets''' | ||
| ''Does the mod generate load-order-specific output that will itself be used as a mod or a game/mod resource?'' | |||
|- | |- | ||
| 20-Patches | | 20-Patches | ||
| {{#show:Category:ModGroup 20-Patches|?ModGroupDescription}} | | {{#show:Category:ModGroup 20-Patches|?ModGroupDescription}} | ||
| Mods that resolve incompatibilities between mods | | Mods that resolve conflicts programmatically (and potentially '''Asset''' conflicts) | ||
| ''Does the mod <u>only</u> resolve incompatibilities between other mods?'' | |||
|- | |- | ||
| 21-Post-processing | | 21-Post-processing | ||
| {{#show:Category:ModGroup 21-Post-Processing|?ModGroupDescription}} | | {{#show:Category:ModGroup 21-Post-Processing|?ModGroupDescription}} | ||
| Mods that | | Mods that affect post-processing graphics | ||
| N/A | |||
|} | |} | ||
== Mod Group Sorting Flowchart == | == Mod Group Sorting Flowchart == | ||
Following this flowchart will result in mods being filtered into the correct ModGroups, irrespective of the guide Curator. | Following this flowchart will result in mods being filtered into the correct ModGroups, irrespective of the guide Curator. | ||
=== | === Special-Consideration 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 by without patching or significant asset conflict resolution. | |||
=== Lighting | ==== 18-Lighting & Weather ==== | ||
Because lighting (and often weather by proxy) is highly subjective, it 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. | |||
=== Post- | ==== 21-Post-Processing ==== | ||
Similar to lighting, post-processing is also designed to be an optional ModGroup. Unlike Lighting & 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 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.). 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 Items Rule''': Mods that ''solely'' add new items 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: | |||
*# Sort the mod into the ''second'' ModGroup where "Yes" is the answer. Never go beyond this to a third "Yes". | |||
*# As a last resort add the mod to 04-Foundation. | |||
<hr> | <hr> | ||
=== Flowchart === | |||
=== 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. | |||
<div class="text-center"> | <div class="text-center"> | ||
{{fs|1.4em|'''Tools'''}}<br> | {{fs|1.4em|'''Tools'''}}<br> | ||
''Is the mod | ''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> | (e.g., Mod Organizer, LOOT, BethINI, etc.)<br> | ||
'''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''01-Tools'''<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>}} | |||
{{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> | '''No'''<br> | ||
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}} | {{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}} | ||
{{fs|1.4em|'''Extenders'''}}<br> | {{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, etc.)<br> | (e.g., SKSE, .NET Framework, Papyrus, etc.)<br> | ||
'''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''02-Extenders'''<br> | '''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''02-Extenders'''<br> | ||
'''No'''<br> | '''No'''<br> | ||
Line 164: | Line 181: | ||
{{fs|1.4em|'''Resources'''}}<br> | {{fs|1.4em|'''Resources'''}}<br> | ||
''Does the mod | ''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> | '''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''03-Resources'''<br> | ||
'''No'''<br> | '''No'''<br> | ||
Line 171: | Line 188: | ||
{{fs|1.4em|'''Animations & Physics'''}}<br> | {{fs|1.4em|'''Animations & Physics'''}}<br> | ||
''Does the mod add or alter animations (character movement) or physics (graphic effects)?''<br> | ''Does the mod add or alter animations (character movement) or physics (graphic effects)?''<br> | ||
{{fc|salmon|Models, textures, and shaders do not apply to this ModGroup}}<br> | {{fc|salmon|Models, textures, and shaders 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> | '''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''05-Animations & Physics'''<br> | ||
'''No'''<br> | '''No'''<br> | ||
Line 177: | Line 194: | ||
{{fs|1.4em|'''Locations'''}}<br> | {{fs|1.4em|'''Locations'''}}<br> | ||
''Does the mod add new locations and/or alter vanilla locations without solely using models and/or textures?''<br> | ''Does the mod add new locations and/or alter vanilla locations without <u>solely</u> using models and/or textures?''<br> | ||
'''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''17-Locations'''<br> | '''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''17-Locations'''<br> | ||
'''No'''<br> | '''No'''<br> | ||
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}} | {{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}} | ||
Line 197: | Line 206: | ||
{{fs|1.4em|'''Character Appearance'''}}<br> | {{fs|1.4em|'''Character Appearance'''}}<br> | ||
''Does the mod affect any aspect of the player character and/or NPCs?''<br> | ''Does the mod affect <u>any</u> aspect of the player character and/or NPCs?''<br> | ||
{{Fc|salmon|Retexures and remodels for animals, armor, clothing, creatures, etc. ''are not applicable'' to this ModGroup.}}<br> | {{Fc|salmon|Retexures and remodels for animals, armor, clothing, creatures, etc. ''are not applicable'' to this ModGroup.}}<br> | ||
'''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''08-Character Appearance'''<br> | '''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''08-Character Appearance'''<br> | ||
Line 204: | Line 213: | ||
{{fs|1.4em|'''Fixes'''}}<br> | {{fs|1.4em|'''Fixes'''}}<br> | ||
''Does the mod fix or correct anything without solely using models and/or textures?'' | ''Does the mod fix or correct anything without <u>solely</u> using models and/or textures?''<br> | ||
'''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''09-Fixes'''<br> | '''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''09-Fixes'''<br> | ||
'''No'''<br> | '''No'''<br> | ||
Line 211: | Line 219: | ||
{{fs|1.4em|'''Interface'''}}<br> | {{fs|1.4em|'''Interface'''}}<br> | ||
''Does the mod affect the user interface in any way?''<br> | ''Does the mod affect the user interface content in any way?''<br> | ||
(HUD mods, minigames, maps, etc.)?<br> | (HUD mods, minigames, maps, etc.)?<br> | ||
'''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''16-Interface'''<br> | '''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''16-Interface'''<br> | ||
Line 224: | Line 232: | ||
{{fs|1.4em|'''Models & Textures'''}}<br> | {{fs|1.4em|'''Models & Textures'''}}<br> | ||
'' | ''Does the mod <u>solely</u> add new or alter existing models or textures?''<br> | ||
'''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''06-Models & Textures'''<br> | '''Yes''' <i class="fas fa-long-arrow-alt-right"></i> add to '''06-Models & Textures'''<br> | ||
'''No'''<br> | '''No'''<br> | ||
Line 230: | Line 238: | ||
</div> | </div> | ||
=== Gameplay | <hr> | ||
=== 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. | |||
==== Rules ==== | ==== Rules ==== | ||
* | * Mod that add ''new items'' should always follow the "Yes" Rule | ||
* | * If a mod is known to associate with > 1 of the gameplay ModGroups and ''does NOT'' add new items, place it into ''10-Gamplay-General''. | ||
<div class="text-center"> | <div class="text-center"> |
Revision as of 17:56, October 15, 2021
Terms & Definitions[edit | edit source]
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[edit | edit source]
Files, folders, or other digital media for use by or in support of a Game or a Mod
Mod[edit | edit source]
New or altered Assets that: 1) affect a change to OR 2) extend the functionality of ...a Game or another Mod
Content[edit | edit source]
Rendered Game elements, entities, or constructs observable to the player while playing the Game.
Mod Groups[edit | edit source]
Mod Group | Current Description | Proposed Description | Current flowchart question |
---|---|---|---|
01-Tools | Standalone applications that aid in the management of the modding process | Standalone applications that aid in the management of the modding process | Is the 'mod' really a standalone application that aids in the management of the modding process? |
02-Extenders | Mods that expand on the inherent functionality of a game or another mod without themselves affecting content | Mods that expand on the inherent functionality of a Game or another Mod without themselves affecting Content | Does the mod expand on the inherent functionality of the game or another mod without itself affecting content? |
03-Resources | Mods solely providing assets intended specifically for use by other mods without themselves affecting content | Mods solely providing Assets intended specifically for use by other Mods without themselves affecting Content | Does the mod solely provide assets intended specifically for use by another mod(s) without itself affecting content? |
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 | Baseline mods that may be overwritten and/or required by other mods | N/A |
05-Animation & Physics | Mods that affect animations or physics | Mods that affect animations or physics | Does the mod add or alter animations (character movement) or physics (graphic effects)? |
06-Models & Textures | Mods that replace existing models or textures | Mods that affect materials, models, textures, or shaders | Does the mod solely add new or alter existing models or textures? |
07-Sounds & Music | Mods that affect sounds or music | Does the mod only affect game audio (music, sounds, voices, etc.)? | |
08-Character Appearance | Mods that affect the appearance of the player character or NPCs | Mods that affect the appearance of the player or NPCs. | Does the mod affect any aspect of the player character and/or NPCs? |
09-Fixes | Mods have a programmatic component that fixes various bugs and/or inconsistencies | Mods have a programmatic component that fixes various bugs and/or inconsistencies | Does the mod fix or correct anything without solely using models and/or textures? |
10-Gameplay-General | Mods that affect general or multiple gameplay mechanics | Mods that affect gameplay mechanics | N/A |
11-Gameplay-AI & Combat | Mods that affect AI, combat mechanics, or NPC stats | Does the mod alter AI, combat, or NPC behavior?, or Does the mod add new armor or weapons? | |
12-Gameplay-Economy | Mods that affect currency, rewards, values, rates, or any other economy-related mechanics | Mods that affect currency, rewards, values, rates or any other economy-related mechanics | Does the mod alter game currency, rewards, values, rates, or other economy-related mechanics? |
13-Gameplay-Immersion | Mods that help to improve game immersion and role-playing scenarios | No changes proposed | Is the mod meant specifically and exclusively to improve immersion or role-playing scenarios?, or Does the mod add new accessories or clothing? |
14-Gameplay-Quests | Mods that alter aspects of quests and/or related lore | No changes proposed | Does the mod alter aspects of quests and/or quest-related dialog or lore? |
15-Gameplay-Skills & Perks | Mods that affect the player or NPC skills and perks, or related leveling | Does the mod alter player or NPC skills and perks or related leveling? | |
16-Interface | Mods that affect any aspect of the user interface | Mods that affect any aspect of the user interface | Does the mod affect the user interface content in any way? |
17-Locations | Mods that programmatically add new or alter vanilla locations | Mods that add new locations and/or alter vanilla locations programmatically | Does the mod add new locations and/or alter vanilla locations without solely using models and/or textures? |
18-Lighting & Weather | Mods that affect lighting and/or weather systems **installation is optional** | Optional ModGroup containing Mods that affect lighting and/or weather systems | N/A |
19-Utilities | Mods that generate derived mod output from load-order-specific assets | Mods that generate derived Mod output from load-order-specific Assets | Does the mod generate load-order-specific output that will itself be used as a mod or a game/mod resource? |
20-Patches | Mods that programmatically resolve load-order conflicts | Mods that resolve conflicts programmatically (and potentially Asset conflicts) | Does the mod only resolve incompatibilities between other mods? |
21-Post-processing | Mods that affect post-processing graphics **installation is optional** | Mods that affect post-processing graphics | N/A |
Mod Group Sorting Flowchart[edit | edit source]
Following this flowchart will result in mods being filtered into the correct ModGroups, irrespective of the guide Curator.
Special-Consideration ModGroups[edit | edit source]
04-Foundation[edit | edit source]
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 by without patching or significant asset conflict resolution.
18-Lighting & Weather[edit | edit source]
Because lighting (and often weather by proxy) is highly subjective, it 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[edit | edit source]
Similar to lighting, post-processing is also designed to be an optional ModGroup. Unlike Lighting & 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[edit | edit source]
'Gameplay' alterations can take a great many forms and mods that impact gameplay 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.). For these reasons, mods that affect gameplay should be sorted independently using the Gameplay Flowchart.
Sorting Rules[edit | edit source]
- Alphabetization Rule: Unless another rule applies, mods within a given ModGroup are sorted alphabetically (0-9, A-Z).
- New Items Rule: Mods that solely add new items 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[edit | edit source]
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:
- Sort the mod into the second ModGroup where "Yes" is the answer. Never go beyond this to a third "Yes".
- As a last resort add the mod to 04-Foundation.
Non-Gameplay Mod Flowchart[edit | edit source]
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.
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 add or alter animations (character movement) or physics (graphic effects)?
Models, textures, and shaders 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 using models and/or textures?
Yes add to 17-Locations
No
Sounds & Music
Does the mod only affect game audio (music, sounds, voices, etc.)?
Yes add to 07-Sounds & Music
No
Character Appearance
Does the mod affect any aspect of the player character and/or NPCs?
Retexures and remodels for animals, armor, clothing, creatures, etc. are not applicable to this ModGroup.
Yes add to 08-Character Appearance
No
Fixes
Does the mod fix or correct anything without solely using models and/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 & Textures
Does the mod solely add new or alter existing models or textures?
Yes add to 06-Models & Textures
No
Gameplay Mod Flowchart[edit | edit source]
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.
Rules[edit | edit source]
- Mod that add new items should always follow the "Yes" Rule
- If a mod is known to associate with > 1 of the gameplay ModGroups and does NOT add new items, place it into 10-Gamplay-General.
Gameplay-Skills & Perks
Does the mod alter player or NPC skills and perks or related leveling?
Yes add to 15-Gameplay-Skills & Perks
No
Gameplay-AI & 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 & 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!