STEP:ModGroup Flowchart: Difference between revisions

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[[Category:Reference]][[Category:Administration]]{{TOC}}
[[Category:Reference]][[Category:Administration]]{{TOC}}
== Definitions ==
== Terms & Definitions ==
==== Mod ====
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.
: {{Fc|dim|[''Game'']}}
: Addition(s), subtraction(s), alteration(s), and/or extension(s) that implement a desired change to a game or its functionality.


==== Assets ====
=== Assets ===
: {{Fc|dim|[''Game''{{!}}''Mod'']}}
Files, folders, or other digital media for use by or in support of a Game or a '''Mod'''
: Files, folders, or other digital media for use by or in support of the game or a mod.


==== Content ====
=== Mod ===
: {{Fc|dim|[''Game'']}}
New or altered '''Assets''' that: 1) affect a change to OR 2) extend the functionality of ...a Game or another '''Mod'''
: Observable elements, entities, or constructs of a game that can include changes implemented by a mod.


==== Extensible Framework ====
=== Content ===
: {{Fc|dim|[''Game''{{!}}''Mod'']}}
Rendered Game elements, entities, or constructs observable to the player while playing the Game.
: A set of constructs that expand the inherent functionality of a game or mod.


== 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}}
| ''External'' helper 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
| 02-Extenders
| {{#show:Category:ModGroup 02-Extenders|?ModGroupDescription}}
| {{#show:Category:ModGroup 02-Extenders|?ModGroupDescription}}
| Mods that provide or serve as part of an ''extensible framework'' without 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 <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 that provide ''assets used by other mods'' without affecting content
| 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-Animations & {{fc|red|<s>Effects</s>}} {{fc|green|Physics}}
| 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 fix 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 <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}}
| ''No changes proposed''
| 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 mod group that affects lighting and/or weather systems
| ''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}}
| Tools used to aid in the creation or management of vanilla or 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
| 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 perform or contribute to post-processing visual enhancement
| 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.  


=== Foundation Group ===
=== Special-Consideration ModGroups ===
''04-Foundation'' 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 requirements. These types of mods are typically large-scale model or texture overhauls; hence, these mods are considered the "foundation" of the mod list. For these reasons this ModGroup is not included in the flowchart below. Placement into this it is often determined by conflicts discovered during guide development that cannot be easily resolved by corrected ModGroup placement without patching or significant file hides.
==== 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 and Weather Group ===
==== 18-Lighting & Weather ====
''18-Lighting & Weather'' is designed to be an optional mod group, meaning users should be able to choose whether or not to install the mods within the Group. Mods included within this ModGroup primary purpose is to alter aspects of the game's lighting and/or weather systems. Therefore, if a mod edits these specific systems, they should automatically be placed within ''Lighting & Weather''; regardless if the mod could be filtered into other Groups. Since lighting and weather remains a subjective topic, the key goal is to allow users the option of using the Guide's mods or installing their own personal choices.
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-processing Group ===
==== 21-Post-Processing ====
21-Post-Processing is also designed to be an optional ModGroup, meaning users should be able to choose whether or not to install the mods within the Group. Mods included within this Group primary purpose is to aid or enhance post-processors, like ENBSeries and ReShade. The only mods that should be sorted to this Group are those that require post-processing to work properly; therefore, they are exclusively "post-processing mods." Mods that work without post-processing but have post-processing options, like Realistic Water Two, should be sorted using the flowchart below.
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.


=== How to Sort Mods ===
==== Gameplay ModGroups ====
# Starting from the top of the flowchart below
'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.
# Read each question and ponder it about the mod being sorted
# Sort the mod in the ''first'' ModGroup having applicable criteria and the question(s) can be answered "Yes" for that ModGroup
==== Rules ====
* Mods are sorted from alphabetically (0-9, A to Z) within the ModGroup, unless deviation is required.
* {{fc|salmon|2=Mods that solely add new items, not present in the vanilla game, should be placed within the ''Gameplay'' ModGroups.}}
==== Deviations from Placement ====
; Deviations for conflict resolution due to high number of conflicts
:# Mod heavily conflicts with much of the Guide.
:#: '''Solution:''' ''place mod within 04-Foundation ModGroup''
:#:: '''Example:''' ModK is tested and accepted into the guide. When sorted using the flowchart, ModK is found to have numerous conflicts with multiple mods. The desired outcomes is determined that most other mods should overwrite ModK. Deviation applies to sort ModK into ''04-Foundation'' to allow desired outcome.


; Deviations to support desired outcome from conflict resolution
=== Sorting Rules ===
:# Mod conflicts with another mod within the same ModGroup
* '''Alphabetization Rule''': Unless another rule applies, mods ''within a given ModGroup'' are sorted alphabetically (0-9, A-Z).
:#: '''Solution:''' ''move one of the mods up or down within the ModGroup to maintain desired conflict resolution''
* '''New Items Rule''': Mods that ''solely'' add new items not present in the vanilla game, should be placed within the applicable ''Gameplay'' ModGroup.
:#:: '''Example:''' ModA and ModZ both provide tree assets. The desired result is for both mod's assets to be present in-game. Since mods are sorted alphabetically, ModZ would overwrite ModA; ModA would never make it into the game. Deviation applies to sort ModA after ModZ (ModZ, ModA) to achieve desired result.
* '''"Yes" Rule''': Using the flowchart, sort the mod into the first ModGroup where "yes" is the answer.


; Deviations to support mod requirements
=== Sorting-Rule Deviation ===
:# Using the flowchart, a mod is sorted below other mods that require it for them to function properly
Sorting deviations are desirable ONLY to maximize efficiency for Curators or users without compromising efficiency for either. The following deviations are acceptable:
:#: '''Solution Step 1:''' ''skip "first placement" of mod, resort using the flowchart and select the "second best" placement''
* Deviate from the Alphabetization Rule to minimize conflict resolution and support a desired outcome.
:#:: '''Example:''' ModJ and ModS are both added to the guide. ModJ requires ModS to be installed to function. Both are sorted using the flowchart, however, ModS is sorted after ModJ. If the game is ran before installing ModS while installing the Guide, this would cause ModJ to not function and possibly cause issues. Deviation applies. Follow step one to resort mod using the second best ModGroup. If the ModS is sorted above ModJ as a result, stop; keep this placement. If this step still results in ModS being sorted below ModJ, continue to Solution Step 2.
* Deviate from the "Yes" Rule to support downstream mod requirements when default sorting 'breaks' one or more requirements:
:#: '''Solution Step 2:''' ''If step one fails, sort mod to 04-Foundation ModGroup''
*# 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 an external helper application used to aid in the modding process? ''<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>
(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>
''Is the mod providing or serving as part of an ''extensible framework'' without affecting content in and of itself?''<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 solely provide <u>assets</u> for use by other mods without affecting content?''<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>
'''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>
{{fs|1.4em|2=<i class="fas fa-long-arrow-alt-down"></i>}}
{{fs|1.4em|'''Utilities'''}}<br>
''Is the mod a tool that aids in the creation or management of in-game content?''<br>
''Does running the mod output files resulting in mod compatibility or generated for game or Tool use?''<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>}}
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?''<br>
''Does the mod fix or correct anything without <u>solely</u> using models and/or textures?''<br>
{{Fc|salmon|''If the mod only contains models or textures, answer "No" and continue down the flowmap.''}}<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>
''Is the mod adding new or altering vanilla models, shaders, or 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 Groups ===
<hr>
By this point users should have completely filtered out any mods that aren't strictly game-play-altering mods. Mods filtered into the Gameplay ModGroups should only effect aspects of various game-play mechanics. These mods often include scripts or rely on mods installed/loaded upstream.
 
=== 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 ====
* Mods that add ''new items'' are placed into the first sorted Group
* Mod that add ''new items'' should always follow the "Yes" Rule
* Some mods may be difficult to sort due to it altering multiple aspects of gameplay, when this happens place mods into ''10-Gamplay-General''
* 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''.
 
<hr>


<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:
    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[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!

Resources[edit | edit source]