STEP:ModGroup Flowchart

From Step Mods | Change The Game
Revision as of 15:57, October 15, 2021 by TechAngel85 (talk | contribs) (→‎Definitions: Replicated "definition list" formatting and moved the Game/Mod out of the header)

Definitions[edit | edit source]

Mod[edit | edit source]

[Game]
Addition(s), subtraction(s), alteration(s), and/or extension(s) that implement a desired change to a game or its functionality.

Assets[edit | edit source]

[Game|Mod]
Files, folders, or other digital media for use by or in support of the game or a mod.

Content[edit | edit source]

[Game]
Observable elements, entities, or constructs of a game that can include changes implemented by a mod.

Extensible Framework[edit | edit source]

[Game|Mod]
A set of constructs that expand the inherent functionality of a game or mod.

Mod Groups[edit | edit source]

Mod Group Current Description Proposed Description
01-Tools Standalone applications that aid in the management of the modding process External helper applications that aid 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 provide or serve as part of an extensible framework without affecting content
03-Resources Mods solely providing assets intended specifically for use by other mods without themselves affecting content Mods that provide assets used by other mods without 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
05-Animations & Effects Physics Mods that affect animations or physics Mods that affect animations or physics
06-Models & Textures Mods that replace existing models or textures Mods that affect materials, models, textures, or shaders
07-Sounds & Music Mods that affect sounds or music Mods that affect sounds or music
08-Character Appearance Mods that affect the appearance of the player character or NPCs Mods that affect the appearance of the player or NPCs.
09-Fixes Mods have a programmatic component that fixes various bugs and/or inconsistencies Mods that fix various bugs and/or inconsistencies
10-Gameplay-General Mods that affect general or multiple gameplay mechanics Mods that affect gameplay mechanics
11-Gameplay-AI & Combat Mods that affect AI, stats, or combat mechanics of NPCs Mods that affect AI, combat mechanics, or NPC stats
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
13-Gameplay-Immersion Mods that help to improve game immersion and role-playing scenarios No changes proposed
14-Gameplay-Quests Mods that alter aspects of quests and/or related lore No changes proposed
15-Gameplay-Skills & Perks Mods that affect the player character's or NPC skills and perks or related leveling Mods that affect the 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
17-Locations Mods that programmatically add new or alter vanilla locations No changes proposed
18-Lighting & Weather Mods that affect lighting and/or weather systems **installation is optional** Optional mod group that affects lighting and/or weather systems
19-Utilities Mods that generate derived mod output from load-order-specific assets Tools used to aid in the creation or management of vanilla or load-order-specific assets
20-Patches Mods that programmatically resolve load-order conflicts Mods that resolve incompatibilities between mods
21-Post-processing Mods that affect post-processing graphics **installation is optional** Mods that perform or contribute to post-processing visual enhancement

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.

Foundation Group[edit | edit source]

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.

Lighting and Weather Group[edit | edit source]

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.

Post-processing Group[edit | edit source]

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.

How to Sort Mods[edit | edit source]

  1. Starting from the top of the flowchart below
  2. Read each question and ponder it about the mod being sorted
  3. Sort the mod in the first ModGroup having applicable criteria and the question(s) can be answered "Yes" for that ModGroup

Rules[edit | edit source]

  • Mods are sorted from alphabetically (0-9, A to Z) within the ModGroup, unless deviation is required.
  • Mods that solely add new items, not present in the vanilla game, should be placed within the Gameplay ModGroups.

Deviations from Placement[edit | edit source]

Deviations for conflict resolution due to high number of conflicts
  1. 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
  1. Mod conflicts with another mod within the same ModGroup
    Solution: move one of the mods up or down within the ModGroup to maintain desired conflict resolution
    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.
Deviations to support mod requirements
  1. Using the flowchart, a mod is sorted below other mods that require it for them to function properly
    Solution Step 1: skip "first placement" of mod, resort using the flowchart and select the "second best" placement
    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.
    Solution Step 2: If step one fails, sort mod to 04-Foundation ModGroup

Flowchart[edit | edit source]

Tools
Is the mod an external helper application used to aid in the modding process?
(e.g., Mod Organizer, LOOT, BethINI, etc.)
Yes add to 01-Tools
No

Extenders
Is the mod providing or serving as part of an extensible framework without affecting content in and of itself?
(e.g., SKSE, .NET Framework, etc.)
Yes add to 02-Extenders
No

Resources
Does the mod solely provide assets for use by other mods without 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
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

Utilities
Is the mod a tool that aids in the creation or management of in-game content?
Does running the mod output files resulting in mod compatibility or generated for game or Tool use?
(e.g., FNIS, Nemesis, No Grass In Objects, etc.)
Yes add to 19-Utilities
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?
If the mod only contains models or textures, answer "No" and continue down the flowmap.
Yes add to 09-Fixes
No

Interface
Does the mod affect the user interface 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
Is the mod adding new or altering vanilla models, shaders, or textures?
Yes add to 06-Models & Textures
No

Gameplay Groups[edit | edit source]

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.

Rules[edit | edit source]

  • Mods that add new items are placed into the first sorted Group
  • Some mods may be difficult to sort due to it altering multiple aspects of gameplay, when this happens place mods 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]