STEP:Mod Testing: Difference between revisions

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[[Category:Guides]]
[[Category:Step Guides]]{{PageTitle|logo=delta|title=Step Guide-Mod Testing|subtitle=An in-depth manual to mod testing for Step Modifications|author=The Step Team|forumtid=271}}
{{Warning|text=This page is under construction!}}
{{TOC}}
{{Notice|text=This is a WIP! Editors are encouraged to verify content; however, refrain from adding additional content until the Guide is completed by TechAngel. ~Thanks!}}
To ensure consistent and reliable mod testing, it's essential to minimize variations that can lead to a range of issues and inconsistencies. This guide will outline standardized techniques for mod testing that Step Modifications employs for evaluating all mods featured in our official modding guides. The recommendations provided progress through system and software setup before delving into the mod testing process.
''Mod Testing for S.T.E.P. -- by the S.T.E.P. Team''
:Updated: {{ #time: G:i:s j F Y "(UTC)" | {{REVISIONTIMESTAMP}} }}
[http://forum.step-project.com/showthread.php?tid=321 '''GUIDE FORUM THREAD''']


'''
== Understanding Mod Testing ==
= Introduction =
Mod testing encompasses various aspects. However, in the context of this guide, it refers to the assessment of mods for potential inclusion in a curated mod list. This evaluation involves several key components:
'''
# '''Stability Testing:''' assesses a mod's stability when integrated with other mods in the mod list. It aims to identify any conflicts or issues that may arise from mod interactions.
# '''Functionality Testing:''' mod functionality is scrutinized to ensure it operates as intended. Any deviations from the mod's intended purpose are noted and addressed.
# '''Mod Comparison:''' mods with similar content are compared to determine which one provides the best solution.
# '''Lore and Mandate Assessments:''' mods are evaluated against Elder Scrolls lore to ensure they align with the established lore and adhere to the Step Mandates. This ensures that the mod fits seamlessly into the Elder Scrolls universe.


==General Information==
It's important to acknowledge that mod testing can be a time-consuming and meticulous task. Nevertheless, it can also be rewarding and enjoyable. Mod testing is ideally suited for individuals who are genuinely dedicated to the process. Consequently, turnover rates among users involved in official testing are high, as many underestimate the demands of mod testing; quickly become overwhelmed by the complexity of the task.
This guide will attempt to lay out best practices for testing mods marked for testing which could be potentially included in S.T.E.P. With a guide as complex as S.T.E.P., it is beneficial to reduce as much variation as possible in mod testing, since variation can breed a host of issues. This guide will outline standardized testing techniques for S.T.E.P. mod testing. The approach will be bottom-up, meaning recommendations will begin at the hardware level, progressing to software, and then to mods.


==== Mod Testing ====
Following is described the detailed process required for testing mods in a manner that ensures consistency and facilitates recommendations (or not) for a Step Game Guide. Our aim is to maintain a process that is straightforward and efficient, yet given the complexity and extensive nature of some mods, this process may not encompass every conceivable mod testing scenario. While common scenarios are provided, it's crucial for testers to exercise best judgment when faced with situations not explicitly covered.
What is mod testing? Mod testing can be many different things; however, for the purposes of STEP, mod testing is the testing of mods for inclusion/exclusion in STEP:Core/Extended. This includes testing a mod's stability with other STEP mods, checking it against Elder Scroll lore to make sure the mod is lore-friendly and meets the STEP Mandates, testing the mod's function to make sure it's working as intended, comparing it to other mods of similar content to find the best solution, and much more. Mod Testers are the staff members whom this job falls to though all staff members usually help out.


Mod Testers are not unlike foot soldiers for STEP. They are the front lines in mods getting added or dropped from STEP and similar to real soldiers, their job is often the hardest and most unglamorous one. Mod testing can be long and tedious at times, but it can be fun and joyful too. This is to say, mod testing is only for those that have a real dedication to it. As such, the turnover rate on Mod Testers tends to be rather high since Testers quickly become "worn out" when they don't realize what they've gotten themselves into. Before considering becoming a Mod Tester, read through this guide. It should give a fairly reasonable idea of what Mod Testers do. If you still want to be a tester after that, let us know!
== System Preparation ==
Before embarking on mod testing, it is essential to establish a stable system and game installation. Without them, distinguishing whether a mod is incompatible with the mod list or the system becomes significantly more challenging. Testers should have their systems configured according to one of the Step Game Guides. Nevertheless, here are some general reminders and best practices to ensure the environment is adequately prepared for mod testing.


==== Mod Tester Requirements ====
=== General Setup ===
To be an official Mod Tester there are a few requirements that STEP will need the Testers to meet. If you can meet these requirements and are interested in becoming a Mod Tester for STEP, contact an Administrator or Senior Staff member.
* Ensure the [[Guide:System_Setup_Guide|System Setup Guide]] is complete
* Ensure a clean and ''pure'' installation of the Step Game Guide for which testing is being performed
*: {{fc|instruction|A ''pure'' installation means nothing exists within the mod list that isn't included in the Game Guide; the installation should be 100% within the bounds of the Guide.}}


* Computer must be able to play Skyrim with a fully installed STEP:Extended profile on High to Ultra settings. At minimum, the computer has to meet the ''STEP Recommended System Requirements'' found at the top of the STEP Guide.
=== Game Settings ===
* Testers must use Mod Organizer to test. Mod Organizer is the official recommendation for STEP and Testers are required to use it.
All game INIs, launcher, and in-game settings should be configured according to the Game Guide for which testing is being performed. Therefore, any post-installation changes should be reverted back to the Guide's instructions for the duration of testing.
* Testers must be able to set aside a small amount of time that will be used for mod testing. Generally, approximately 1-2 hours per week should be enough; however, the more the better! Some mods will require actual playtime to test.
* Testers must already possess general knowledge of modding and troubleshooting to be effective Testers. Knowledge of the tools used for modding such as TES5Edit and the Creation Kit are not required but are extremely helpful and desirable skills!


==== Overview of Testing Procedure ====
=== Mod Organizer Profile Setup ===
''This will be updated as the procedures are developed and outlined within the other tabs. Testing is separated into two sections: external testing and in-game testing.''
Step Modifications' officially supported mod manager is Mod Organizer, and it proves itself more helpful than other managers for mod testing. Follow these instructions to set up two new profiles in Mod Organizer for testing:
# Open Mod Organizer and select the instance for the game for which testing is being performed
# Select the {{icon|moprofile|30}} icon
# Copy the Step Game Guide profile
# Name the new profile: <code>Vanilla</code>
#* Make sure the '''Local Savegames box''' is not checked for the testing profiles
#* Make sure the '''Automatic Archive Invalidation box''' is selected for the testing profiles
# Name the new profile: <code>GuideName vX.X Testing</code>
#* Make sure the '''Local Savegames box''' is not checked for the testing profiles
#* Make sure the '''Automatic Archive Invalidation box''' is selected for the testing profiles
# Select the newly created '''Vanilla''' profile and ensure no mods are enabled


* Examine files in game
=== Vanilla Save ===
* All mods with scripts should include methods for installing and uninstalling in-game or at the very least stopping scripts with a console command.
Though playing through vanilla content may be at the top of anyone's list, this step is ''not optional''. A vanilla save point is required for some comparisons, as well as, providing a default environment from which to start the majority of testing.
* Each mod is examined in multiple ways in game to confirm functionality and compatibility.
# Select the '''Vanilla''' profile
** Test in various key spots of the world.
# Start a new game from this Vanilla profile
** Test in various key points of quest development.
# Play through any introductory quests until the first point is reached that allows for free roaming of the game
** Test with a Vanilla Skyrim installation. (if there are issues with the mod under this test then no further testing is needed)
# Once at a free roaming point, save the game
** Test on a STEP:Extended profile that is complete and up-to-date.
#* '''Fallouts:''' play until at the starting vault's exterior
** Test with a new game and with adding the mod to an existing game.
#* '''Skyrim:''' play until at the exterior of Helgen cave
** Note changes to the game's Appearance, Gameplay, etc.
#* '''Starfield:''' play until the Frontier can be freely piloted and save at NA Spaceport
** Note quantitative changes like VRAM, GPU, CPU, RAM, and FPS usage.
#:: {{fc|yellow|'''''Tip:''' Use the console to create a save with a custom name for quick reference.''}} (<code>save SaveName</code>)
* Write a review of the mod with your findings providing screenshots, benchmark data, etc
<br>
* Contact mod authors with hard evidence and constructive criticism on how to improve any areas of the mod in need of improvement.


= Mod Testing Prep =
== External Testing Procedures ==
All testing begins outside the game. Each of the following steps should be completed and notes taken from each before proceeding to in-game testing.


===General Information===
=== Step 1 - Forum Mod Topic ===
A stable computer and Skyrim installation is crucial to testing a new mod. Without a stable computer and installation, it will be much more difficult to determine if the mod itself is incompatible with Skyrim itself or other mods, or if the mod is incompatible with the system it's running on. Below is some guidance on how to increase computer and game stability, as well as how to setup a computer for mod testing.
'''Read the mod's topic opening post (OP)'''
: The mod's topic OP often contains an outline of what needs to be tested for a particular mod. Make note of this and use it when in-game testing begins. If nothing is outlined in the OP, it's likely the mod has not been tested or reviewed enough to include it. In such cases, testers will establish a outline by editing the OP. This outline should include what mod options should be tested, how to test, steps for making the mod compatible with other mods, etc. Most of this information will be gathered from the actual testing process below.


== Computer Stability ==
=== Step 2 - Nexus Page ===
: ''Reference the [[Guide:Skyrim Installation|Skyrim Installation Guide]] as needed ... this is required reading for all mod testers''. Pursue (or post questions to) the [http://forum.step-project.com/forumdisplay.php?fid=54 mod testing forum] if needed; guessing is not standard procedure here.
'''Read the Nexus Page in its entirety'''
* '''Description:''' make note of any special installation/uninstall instructions, any known internal or mod compatibility issues, and of any potential conflicts with supported DLCs and other mods within the Step Game Guide.
* '''Posts:''' a complete read is not necessary; however, testers should attempt to develop a sense of user satisfaction. Posts can also reveal a list of possible bugs not listed within the Bugs section. Unless a mod is fully developed with few to no bugs being reported, some sort of interaction from the mod author is preferred to ensure the mod isn't abandoned.
* '''Changelog:''' changelogs often provide a sense of what direction the mod it headed, how often issues are addressed, features being edited, etc.
* '''Bugs:''' review any active bug reports. Too many bugs may disqualify a mod from being included within a Step Game Guide.


===Device Driver Updates===
=== Step 3 - Validation ===
'''Validate the archive package using MO or 7zip'''
: Observe if the downloaded archive is properly structured and configured for installation or not. For more complex installations, Mod Organizer FOMODs are preferred; however, MO can install BAIN type installations as well. FOMODs can be validated using an online validation tool, [https://www.w3schools.com/xml/xml_validator.asp XML Validator], or by using [https://www.nexusmods.com/skyrim/mods/75140 FOMOD Validator]. When installing mods using Mod Organizer, the bottom pane will also have a report of potential issues with the package.


A driver is a computer program that allows other computer programs to interact with hardware (device). Most drivers are updated relatively frequently, especially drivers for graphic devices such as AMD's or NVIDIA's graphic cards. Driver updates fix bugs and offer performance improvements. As such, it is important to have an up-to-date set of drivers for all your computer's hardware devices.
=== Step 4 - xEdit ===
'''Inspect plugins using xEdit'''
: Knowledge of xEdit and conflict resolution is required for this step. Load the entire Step Game Guide and the mod being tested with xEdit. Review and note any issues of the mod failing to carry forward changes from DLCs, mods, and patches included within the Step Game Guide. These notes help with creating correct conflict resolution via official patches.


If the system being used for mod testing is pre-built, for example, an off-the-shelf computer under a brand (vendor) name such as HP or ACER, a program(s) is usually included that assists in vendor specific driver updates. If this is the case, it is important to use this program(s), as many off-the-shelf computers have drivers specifically designed for their hardware devices, rather than generic drivers. Consult the manual or the manufacturer's website for more information on how to do this on specific off-the-shelf computers.
=== Step 5 - Installation/Uninstall ===
* Validate installation procedure listed on the Nexus page.
* Validate uninstallation procedure listed on the Nexus page.


If the system is custom built, then there are several excellent programs to assist with driver updates. A great tool is [http://www.driver-soft.com/ Driver Genius], which will download an up-to-date list of drivers for almost all hardware devices, scan your computer with that list, and specify which drivers need to be updated. The freeware version will do all of this except downloading and installing the drivers; however, you can manually search the web for the drivers using the provided summary. '''It is not recommended to allow this program to update your graphics drivers. This is best done manually by downloading them from AMD or NIVIDIA.'''
=== Step 6 - Inspection ===
'''Inspect the installation in MO'''
# Install the mod as it will be used for testing
# Run LOOT and note information
#: Unless the mod is new on the scene, LOOT will recognize it and provide some valuable information such as if the mod is clean or dirty, requires other mods, etc.
# Using Mod Organizer, take note of any asset conflicts that appear against vanilla files and other mods in the Step Game Guide.
#: Extract any BSAs to ensure the conflicts are being read. {{fc|instruction|BSAs should not remain extracted unless required for further testing. Otherwise, remove the extracted BSA contents before continuing any testing.}}


===Overclocking===
=== Step 7 - Mandate ===
The final step is to evaluate the mod against the [[STEP:Mandate|Step Modifications Mandate]]. Ensure the mod does not fall into the "...not about" sections. If it does, no more testing is required. Post findings why the mod doesn't fit the Mandate to the mod's topic. If the mod succeeds in passes this step, continue on to the remainder of testing the mod.


If the system being used to mod test is currently overclocked, it is recommended to revert everything to its default/stock settings. This includes the CPU, GPU, and RAM. Although the chances are low, it's possible for a new mod that is resource intensive to instigate stability issues, even if the overclock settings were stable to begin with. CPU and RAM overclocks can be managed from the motherboard's [http://www.pcstats.com/articleview.cfm?articleid=1804&page=6 BIOS] or [http://en.wikipedia.org/wiki/Unified_Extensible_Firmware_Interface UEFI], and GPU overclocks are usually managed by a 3rd party program. A recommended program for GPU overclock management is [http://www.guru3d.com/files_details/msi_afterburner_beta_download.html MSI Afterburner].


===Bloatware and Unnecessary Programs===
: ''{{fs|larger|{{fc|instruction|Testers should update the mod's topic OP on the forums with any relevant information gathered from the above testing.}}}}''
<br/>


Bloatware and unnecessary programs can slow down a computer; eating up valuable resources. These programs include browser tool bars, shareware programs installed during the installation of a separate program, bloatware that was installed by the computer manufacturer and programs installed by the user that are no longer used or needed. Many of these programs automatically start at system boot, eating up system resources and slowing down the computer. It's important to remove these programs for a more stable system. One great program that will help detect and remove these programs is [http://pcdecrapifier.com/ PC Decrapifier]. PC Decrapifier will scan both new and used computers for any bloatware and unnecessary programs and then run the uninstallers for these programs. This isn't foolproof; however, so manually scanning through the installed programs is still recommended. Remove any programs that are no longer needed on the system; however, be careful of uninstalling unknown programs because they might be important. For these types of programs, Google the program names and read about them before uninstalling.
== In-Game Testing Procedures ==
This process is the most important and will detail steps required for testing mods in a consistent way so they may be recommended (or not) for a Step Game Guide. It will be as simple and streamlined as possible, however, with the complexity, breadth, and depth that mods can be, this process will never be able to cover all mod testing scenarios. Below we provide the most common of scenarios, however, when the scenario isn't covered best-judgment must be used.


===Ghosts in the Machine===
{{AlertSmall|type=notice|text=The process for capturing comparison screenshots can be found following these procedures; which are for gameplay testing.}}<br>


Over time a computer will generate many redundant files that, at the minimum, will do nothing harmful or, at worst, could cause stability issues. These files can include temporary files left by programs that are no longer needed, redundant or unused registry entries and much more. It's recommended to use a program such as [http://www.piriform.com/CCLEANER CCleaner] to clean up these files; as well as, to fix any registry issues.
=== Pretesting Setup ===
'''Enable the testing profile'''<br>
Testing for Step Game Guides should be completed from the profile set up, above, for that Guide in Mod Organizer: <code>GuideName vX.X Testing</code>.


To ensure proper registry key cleaning, it is recommended to restart your computer after any program installation or uninstallation and any computer driver related changes. This is important because Windows will do some registry cleaning of its own when the computer restarts. Once the system has been restarted, it is safe to proceed with cleaning the registry as well as removing unneeded files; however, be sure to back up the registry when asked in the event it needs to be restored.
=== Step 1 - The Vanilla Experience ===
It's important to be familiar with the original content whether it be textures, quests, game mechanics, etc. Therefore, if there is no familiarity with the changes being tested, the original content should be experienced first. If familiarity does exist this step may be skipped. To complete this step:
# Load the ''Vanilla'' profile in MO, launch the game, and load the ''Vanilla'' save
# Fast travel to or use the command console to load the area closest to the mod's altered content
#: '''''Tip:''' before starting the content, make a new save that can be used later for faster testing''
# Play the game for a period of time to experience or view the vanilla content
# Close the game and review findings for the next step


{{Notice|text=STEP is well aware of the debate on registry cleaning. Ultimately, the choice is yours here.}}
=== Step 2 - Experience the Mod ===
# Relaunch Mod Organizer and select the ''Testing'' profile
# Activate the mod being tested
# Relaunch the game and load the ''Vanilla'' save or a save created for testing from Step 1
# Allow the mods to initialize
# Play the game for a period of time; assessing the mod:
#* Does it work as intended?
#* Does it look as intended?
#* Does it fit in with the game's content/ambiance/environment?
#* Are there any issues?
# Close the game and review the findings


At this point it is also a good idea to do a thorough cleaning of old files and remove them from the system as well. Backup pictures to an external device, delete any personal files no longer needed, delete any old log files and downloaded software installers and so on. Get the hard drives as clean as possible before continuing.
=== Final Step - Review ===
# Gather the findings from all testing sources including the External testing.
# Summarize a review and post this on the mod's topic on the Step Forums. Content to include are, but not limited to:
#* Issues with file structure and installation
#* Conflicts with vanilla or guide content (and solutions, if any)
#* Whether the mod met or fell below expectations
#* Any in-game issues
#* Personal assessment of whether the mod should or shouldn't be included in a Step Game Guide


===Spyware and Viruses===
{{alert|type=notice|text='''Be mindful to remain objective.''' Do not write anything that will reflect upon the mod's author in a personal manner. Only review the craftsmanship, reliability, operation, etc of a mod, itself. Mods are assessed for guide inclusion, ''not'' for judgment against authors!}}
<br/>


Ensuring the system is clean of spyware and viruses is critical to a stable computer. Be sure an anti-virus is installed and working with up-to-date definitions. Most users here could be considered power usrs and; thus, [http://windows.microsoft.com/en-us/windows/security-essentials-download Microsoft Security Essentials] should be all that is needed. It's lightweight and minimal and is perfect for users that follow "best practices". [http://www.avast.com/ Avast] is also well respected in the IT community, but is a bit heavier than Security Essentials. Both are free to use and there is no need for the paid version of Avast. The free version has everything anyone will ever need to protect their systems.
== Capturing Comparison Sets ==
When testing mesh and/or texture based mods, comparison screenshots are required and are to be posted for the community to review. These shots are not for the staff to use for evaluation, since in-game testing should be completed, but rather they are for the community's benefit and staff reference.


Now that the system is protected, ensuring it clean and free of any possible spyware is the next step. There are several free programs for this; however, one of the best is [http://www.superantispyware.com/ SUPERAntiSpyware]. This program comes in several different versions, including a portable version. The free version will do the job well so no need to pay for it. SUPERAntiSpyware will scan for any potential spyware issues and clean them from the system. Close the program completely when it's done and uninstall it. It's not recommended to run the program in the background consistently as your anti-virus program would. Simply run it once a month along with the rest of the regular monthly maintenance on the system. Another great program is, [https://www.malwarebytes.org/ Malwarebytes Anti-Malware].
Screenshots and videos are provided them from in-game sources. {{fc|instruction|Do not use "studio" or "editor" applications!}} In-game lighting conditions and rendering can change the appearance of many game assets; therefore, it's important to capture these comparisons from within the game, itself. Any capture software may be used as long as the saved image is a 1:1 match in color and quality to the in-game image. Some recommendations can be found within the [[#External_Tools|External Tools]] header below.


As always with spyware and viruses, the best solution is prevention by following common best practices.
{{Alert|type=Warning|text='''Do not''' use PNG as the file format when posting compares on the forums. They tend to be large files, which in turn cause long loading times on pages. JPG/JPEG should be sufficient and is about one quarter the payload of PNGs. Only use PNG when transparency is required.}}


===Disk Fragmentation===
=== Capture Procedure ===
Comparison shots and videos need to include:
# Vanilla reference
# current Guide reference
# mod reference
This process will allow captures to be of the exact same reference point, in each capture, with the only difference being asset replacements.
# Active a HUD mod that auto-hides the HUD for all MO profiles, including Vanilla (i.e, for Skyrim active Immersive HUD). This will auto-hide the HUD so that it doesn't have to be done manually from the console. If the Game Guide doesn't include one of these mods, the HUD will have to be manually hidden or remain present in the captures.
# Load the '''Vanilla''' profile and '''Vanilla''' save file
#: ''The mod being tested should '''only''' be active in the Testing profile.''
# While in-game, locate the vanilla reference(s) that need to be captured.
# Once the reference is found, line the capture up in the frame
#* ''Pay attention to lighting and angles to make sure the capture will be good for compares.''
#* ''Ensure nothing will interfere in the shot such as an NPC walking into the frame.''
# Once the capture is lined up, create a new save
# Now load the save that was just created
#: {{fc|warning|'''''Do NOT touch the mouse!''' Doing so may cause the capture to because misaligned.''}}
# Once loaded, ensure there is no temporary text on the screen and the HUD has been hidden
#: ''Manually hide the HUD (see [[#Helpful_Console_Commands|commands below]]) or simply leave it in the capture when no mod exists for auto-hide.''
# Take the capture using the hot key for the capture software being used
# Exit the game
# Switch to the '''Game Guide''' profile
# Repeat steps 6-9 above for the Guide captures
# Switch to the '''Testing''' profile
# Active the mod being tested and ensure its conflict resolution is as desired
# Repeat steps 6-9 above for the mod captures


On hard disk drives (HDD), over time files that are regularly used by the computer will fragment (located on separate parts of the disk). This increases read times and potentially causes stability issues. Defragmenting alines fragmented files by placing them in order on the disks. It is always good practice to make sure the HDDs are defragmented before testing a mod. Thus, defrag the hard drives after installing a new mod, especially large mods such as texture overhauls. A recommended program is [http://www.auslogics.com/en/software/disk-defrag/ Auslogics Disk Defrag], which allows full drive defragmenting as well as specific file and/or folder defragmenting.
=== Posting Captures ===
Post the comparison capture(s) on the Step Forums. Repeat this process for all assets that require a comparison set for any given mod. When only one asset is being tested, it is encouraged to provide several captures from various angles/locations/lighting situations for a more complete review.


If the system has a solid state drive (SSD), please disregard the defragmentation advice detailed above. Defragmenting a SSD offers no benefit and will significantly decrease the life span of the drive.
When posting captures on the Step Forums:
 
* Please use the Editor buttons/functions on the forums to post.
===Background Processes===
* Use a 3rd party service to host captures. '''{{fc|warning|Do not store your captures on the Step Wiki!}}'''
 
** [https://imgur.com/ Imgur] and [https://postimg.org/ Postimage] have proven to be an excellent, free image hosting sites for uploading screen captures to.
Background processes will take up system resources and also potentially introduce stability issues when playing or testing Skyrim. The first step is to disable or delete startup items.
** Use [https://youtube.com/| YouTube] for hosting video captures.
 
**: ''Other services have proven themselves annoying for community members to use; most requiring an account to view the videos.''
The previously mentioned, CCleaner, can removed unwanted startup programs. These are programs that open and remain open in the background when Windows starts. Removing wanted startup programs will decrease startup time and free up system resources. Be sure to leave the anti-virus program and any required programs enabled. Disabling these can leave the system vulnerable and not working properly. If the program is unknown, Google it and read about what it is and what it does before disabling or deleting the program from startup.
<br/>
 
System background services are no longer an issue on modern operating systems such as Windows 7 and Windows 8. Unless you are aware of a system process/service that is eating up system resources, it is best to simply leave them alone.
 
===TESV.exe Properties===
 
These settings will ensure that when Skyrim runs, Windows Aero Theme will be disabled, freeing up VRAM, since Aero may use between [http://en.wikipedia.org/wiki/Windows_Aero 64 to 128MB] of VRAM. To access these settings navigate to the Skyrim folder, right click on TESV.exe and then click on the "Compatibility" tab. Tick the "Disable Visual Themes" and "Disable Desktop Composition" boxes, as shown in the image below. This only applies to Windows Vista and Windows 7; Windows 8 users will not have these options due to the requirements of the new Start Screen.
 
[[File:Recommended Settings.png|250px|thumb:'''Figure 1.''' TESV.exe Properties Settings]]
<br>&nbsp;
<br>&nbsp;
 
== Skyrim Stability and Settings ==
: ''Reference the [[Guide:Skyrim Installation|Skyrim Installation Guide]] as needed ... this is required reading for all mod testers''. Pursue (or post questions to) the [http://forum.step-project.com/forumdisplay.php?fid=54 mod testing forum] if needed; guessing is not standard procedure here.
 
===Launcher Settings===
 
<p>Unless intimately familiar with the game settings and INIs, it is recommended to leave the launcher settings as they were set in the STEP Guide. However, they may be changed to the hearts content, as long as the game remains stable. If the settings are changed, keep the following in mind:</p>
Try to select a screen resolution of 1920x1080 or higher. This will provide a true high definition (HD) testing environment. However, if unable to do so, don't worry. Full HD (1920x1080) users are by no means a large majority. The other common screen resolution to test at is 1600x900; which is still 720p HD. Antialiasing should be set to at least 4x and AF to at least 8x. These should be set in video drivers. All view distance sliders should be at least halfway; maxed out preferred. Distant object detail should be high or medium, at the lowest, and FXAA should be disabled (unchecked).
 
===INI Settings===
 
It is recommended to test a mod on default high or ultra INI settings. Keep in mind that testing on ultra may skew the results of the testing slightly in some circumstances, especially if others may want to use the mod. The majority of Skyrim users will not have high end computer setups which are able to run on maxed out, ultra settings.
 
The easiest way to achieve this is to use Mod Organizer's INI editor. Make sure to generate a default Skyrim.ini and SkyrimPrefs.ini. This can be done by deleting the current INIs (remember to back them up first) in the Documents folder. Once deleted, generate new INIs by running the Skyrim Launcher and changing the settings in the launcher to either high or ultra. Once these default INIs have been generated, back them up in case a revert needs to be performed.
 
'''Mod Organizer'''<br/>
In Mod Organizer, the INI edits are specific to the profile that is loaded. To make a high or ultra default INI, simply create a profile and copy and paste the default INIs into the INI Editor for that profile then save. When that profile is loaded, so will be the default INI. (Profile creation is covered in the next tab.)
 
'''''NOTE:''' The STEP INI edits are considered default for testing purposes and should be in each profile's INI files.''
 
===uGrids===
 
{{Notice|text=Recent discoveries in uGrids and Memory Patch may allow for higher, stable uGrids for testing. Until STEP officially supports these fixes, please do not use them and continue using default uGirds for mod testing.}}
 
This INI setting ''MUST'' be set to the default value of 5. For those who use a value of 7 and above, be warned that these higher values are 100% inherently unstable. It may be stable as a rock for some setups; however, please don't test mods with anything but the default value of 5. The chances that a new mod may cause stability issues with higher uGrids values is very high, and again, most Skyrim players will be using the default value for uGrids. To easily switch between uGrids values, create the relevant personal profile and custom INI files, as mentioned in the section above.
 
Should anyone attempt to test mods on a save game that used to have a higher uGrids value than 5, they will be unable to load it. There are two solutions to this. The first is to start a new game, which is highly preferred. The second option is to use a selection of vanilla saves that can be downloaded under the Save Game Archive section.


Default uGrids Settings (Skyrim.ini)
{{Alert|type=notice|text=The remainder of the guide contains helpful console commands, tips, tools, and more.}}
<div style="width:400px;overflow:auto;">
<pre>
[General]
uGridstoLoad=5
uExterior Cell Buffer=32
</pre>
</div>
 
===SKSE INI===
This INI tweak will help to keep save games clean of issues related to scripts and is highly recommended for increased stability. The following is also completed during the STEP installation.
 
This 'mod' requires a special install:
# Place *.exe and *.dll into <code> <skyrim>/ </code> (not the data directory!)
# Repackage skse*.zip:
#* Extract <code> Data/ </code>
#* Repackage into a new zip file (name it accordingly)
#* Place into MO downloads directory
# Install repacked archive via MO
# Add the following to <code> <skyrim>\Data\SKSE\skse.ini </code> (create INI if necessary):
<div style="width:400px;overflow:auto;">
<pre>
[General]
ClearInvalidRegistrations=1
</pre>
</div>
 
===Papyrus Logging===
 
These INI tweaks will log mod issues caused by errors in the mods scripts. Not all mods will contain scripts though. This tweak is applied to the Skyrim.ini file in the Mod Organizer INI editor.
 
Papyrus Logging (Skyrim.ini)
<div style="width:400px;overflow:auto;">
<pre>
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation = 1
</pre>
</div>
 
= Mod Testing Setup & Profiles =
''This page is still under development. More or reviewed information will be added/edited.''
 
==Mod Managing Programs==
Any modder should be using a proper mod manager such as Mod Organizer (MO) or Wrye Bash (WB). Please note that Nexus Mod Manager (NMM) is no longer supported by STEP. Using these programs is a must for any Mod Tester. The required and only supported manager for mod testing is Mod Organizer. It has proven more helpful for mod testing purposes.
 
'''[[Guide:Mod_Organizer|Mod Organizer]]''' (required)
 
Reading down the features list of Mod Organizer speaks for it. However, for mod testing it has some key advantages over Wrye Bash.
 
* Creates a virtual Data folder, which means it will keep the Skyrim directory completely clean.
* Installs mods in separate folders in its own directory, which translates to organized mods that are quick and easy to track down.
* Ability to create multiple profiles without the need for a third party app. This is essential to mod testing.
* Full control over BSAs and the ability to extract them during installation which allows the removal of some unnecessary ESPs.
* Nexus integration for downloading, installing and upgrading.
* Portable design that requires not installations. Just unpack and use.
* Automatic program updating. No more need to keep track of MO's updates.
* Mod version tracking and notification when mods are out-of-date.
* Profile specific INI files with internal INI editor. No need to keep track of multiple INIs for multiple play-throughs. Also essential for mod testing.
 
== Mod Testing Setup ==
: ''Reference the [[Guide:Skyrim Installation|Skyrim Installation Guide]] as needed ... this is required reading for all mod testers''. Pursue (or post questions to) the [http://forum.step-project.com/forumdisplay.php?fid=54 mod testing forum] if needed; guessing is not standard procedure here.
 
===Overview===
* Skyrim installed in a non windows directory, if able.  Preferably something like E:\Games\Steam\steamapps\common\skyrim
* All DLC's installed and cleaned with TES5edit.  (STEP now requires all DLCs)
* All Unofficial Patches installed
* All INIs with STEP modified High to Ultra settings.
 
===General Setup===
# Ensure a clean install of Steam and Skyrim (non-windows directory)
# Use [http://www.creationkit.com/TES5Edit_Mod_Cleaning_Tutorial TES5Edit to clean any relevant DLC content] present
# Optional: use [http://forum.step-project.com/showthread.php?tid=228&pid=2517#pid2517 DDSopt to fix the vanilla textures]
# Install ''and properly configure'' utilities and extenders
#* [http://skse.silverlock.org/ SKSE]
#* [http://skyrim.nexusmods.com/mods/6 BOSS]
#* [http://skyrim.nexusmods.com/mods/1334 Mod Organizer]
#* [http://skyrim.nexusmods.com/mods/25859 TES5Edit]
#* [http://www.fraps.com/ FRAPS] (For performance benchmarking)
#* Your preferred capturing program. STEP recommends the paid version of FRAPS, but no need to spend money to test unless you want to.
# Start a new game from a vanilla profile (only Extenders and Unofficial Patches installed), play through until you leave Helgen, and save as soon as the dragon flies away after exiting the cave. This save is the vanilla save file from which to test new mods from (so don't overwrite it!).
 
===Mod Organizer Profile Setup===
Follow these instructions to set up the profiles in Mod Organizer for mod testing:
 
 
# Open Mod Organizer and click on the Configure Profiles button at the top.
# Click the Create button on the right side of the window that opens.
# Type the name of the profile. Suggested profiles are Vanilla, STEP:Core and STEP:Extended.
# Click okay to save the new profile.
# For each profile you can choose have local savegames and automatic archive invalidation or not. For testing:
#* Make sure the ''"Local Savegames box"'' <span style="text-decoration:underline;">is not</span> checked for the testing profiles.
#* Make sure the ''"Automatic Archive Invalidation box"'' <span style="text-decoration:underline;">is</span> selected for the testing profiles.
# Click close to return to the main program window.
 
You can now switch between profiles at will from the Profile drop-down box located above the Mod List (the left pane). Mods activated will be profile specific meaning mods active (checked) in your STEP:Core profile will not be active when you switch to your Vanilla profile.
 
= External Testing Procedures =
 
==General Information==
Now that your system is setup for mod testing, the fun begins! External testing is where all testing starts. Use the following steps as a guide to testing any mod externally before moving on to testing them in-game. Each step should be completed and notes taken from each before in-game testing occurs.
 
==External Mod Testing Procedure==
<br/>
<br/>
=====Step 1 - Opening Post/Workflow=====
Read the mod's thread opening post (OP) or workflow in the Mod Testing Forum.
:There, an outline of what needs to be tested for the particular mod can be found. Make note of this and use it when testing begins.
=====Step 2 - Nexus Page=====
Read the Nexus Page in it's entirety
:Read the mod's Nexus page description completely as well as the changelog (if provided). Make note of any special installation/uninstall instructions, of any known issues with the mod or mod compatibility issues, and of any potential conflicts with the DLCs and/or other STEP mods. The changelog can often provide a sense of where the author is taking the mod and what might be expected from a mod and its author.
=====Step 3 - Mod's Forums=====
Read the Nexus forums
:A complete read is not necessary; however, try to develop a sense of user satisfaction and a list of possible bugs to attempt to confirm or deny. This is also a good way to find out how active the author is with the mod. No replies from the author in a long period of time usually indicates they have been absent or may no longer be actively supporting the mod.
=====Step 4 - Documentation=====
Examine the documentation included with the mod
:Read the Readme and any other documentation which comes with the mod. Note any lack of clarity, installation/uninstall directions, and general completeness. If the mod does not include documentation, please make note of this as well for the final review and mod page creation.
=====Step 5 - Validation=====
Validate the archive package, naming scheme, and directory structure using your mod manager or 7zip.
: Observe if the downloaded mod package is properly structured and configured for installation. Detailed information on proper mod package structure for WB can be found [http://wiki.step-project.com/Guide:Wrye_Bash#tab=BAIN_Installers here]. Mod Organizer can also use BAIN type installations; however, FOMODs are preferred which use XML. You can validate the FOMOD XML using an online validation tool. W3Schools has an always up-to-date [http://www.w3schools.com/xml/xml_validator.asp XML Validator].
=====Step 6 - DDSopt=====
Use DDSopt to determine quality of texture compression for texture mods.
: The [http://wiki.step-project.com/Guide:DDSopt DDSopt Guide] can help; however, basic knowledge of texture compression and familiarity with DDSopt will be required.
=====Step 7 - TES5Edit=====
Inspect the mod in TES5Edit to determine quality of edits of any plugin files and the scope of mod
: Note any issues of the mod not carrying over changes from the DLCs and/or from the Unofficial Patches. Also note any conflicts with mods already in STEP. Knowledge of TES5Edit and conflict resolution will be required for this step. Even though it's not for Skyrim, [http://newvegas.nexusmods.com/mods/38413/ this guide] will help in learning TES5Edit.
=====Step 8 - Installation/Uninstall=====
* Validate the installation procedure
* Validate the uninstallation procedure
=====Step 9 - Inspection=====
<ol>
<li> Inspect in MO<br/>
: Make note of any file conflicts - Using a Mod Organizer, take note of any conflicts that appear against vanilla Skyrim files and other STEP mods. You should be familiar how to do this in MO. MO provides the option to extract BSAs during installation of the mod; however, with recent innovations in MO this is no longer necessary. Extracting BSAs is still recommended due to being able to eliminate a few unnecessary ESPs.</li>
<li> Run BOSS<br/>
: Unless the mod is new on the scene, BOSS will recognize it and provide some valuable information about the mod such as: if the mod is clean or dirty, requires other mods, etc. Include this information, if any, in your review.</li>
</ol>
=====Step 10 - Before Testing=====
Enable papyrus logging if it's not already enabled for scripted mods.
: Open your ''Skyrim.ini'' file in the MO INI editor and scroll down to [Papyrus]. Set ''bEnableLogging=0'' to 1 and save. When testing is complete, this can be reset to being disabled.
= In Game Testing Procedures =
'' Still to be reviewed.''
==General Information==
This section is the most important and will detail the steps required to test a mod in such a way that it can be recommended (or not recommended) for STEP. It will be as simple and streamlined as possible. However, with the complexity, breadth and depth of mods for Skyrim, this Guide will never be able to cover all testing scenarios. Ultimately, it should cover the majority of mod testing scenarios; however, when the scenario isn't covered best judgment must be used.
====Testing Procedure====
# The mod chosen to test will be examined using several tools to assess viability. This should have been completed from the External Testing process.
# Next, the mod will be tested on a vanilla Skyrim profile.
# The mod will then be tested on a complete STEP:Core or STEP:Extended profile depending on whether it is up for inclusion in Core or Extended.
# Finally, the Mod Tester will write a detailed review (as much as possible) about their findings.
==A Note About Screen & Video Captures==
When screenshots or videos are needed for comparisons, provide them from in-game sources. Do not use "studio" applications to provide shots and/or video. In-game lighting conditions and rendering can change the appearance of many textures compared to studio applications. Therefore, it is very important to capture these comparisons from within Skyrim itself.
[http://www.fraps.com/ FRAPS] is an excellent program for both screen and video captures in-game as well as capturing FPS data; however, feel free to use your preferred program for captures. The paid version of FRAPS provides more functionality and is recommended. PNG is the preferred format for screen captures due to its accuracy in capturing correct colors, saturation, tints, etc. JPEG is not recommended because some loss of the image's originality can be lost; however, it can be used if PNG isn't an option. Do '''''not''''' use GIF format for screen captures!
For video captures, AVI, MKV, and MP4 file formats (containers) are best. FRAPS will capture videos in the AVI format. Using one of these three formats or a higher quality one for capturing video is very important for proper captures in high definition. If you can set the codec for captures, use H.264 as the first choice and MPEG-4 as a second choice. Video for true HD should be captured in 1080p, not 1080i. Audio for video captures, if it can be set, should be no less than a 48khz sample rate and no less than a 128kbps bit rate (96khz sample/384kbps bit rate is recommended for true HD audio). Use this information for encoding edited videos for compares as well. Adobe Premiere Elements is excellent for this, but rather expensive.
When uploading captures for posting compares on the STEP forums, please use a 3rd party service to host your captures. ''Do not store your captures on the STEP wiki!'' [http://imgur.com/ Imgur] has proven to be an excellent free image hosting site for uploading screen captures to. Please use the inline image functions on the forums to post your compares. For posting video captures, please use YouTube. Other services have proven themselves annoying for members to use; most requiring an account to view the videos. YouTube videos can also be included right in the post using the video clip button in the formatting bar on the forum. As long as you've followed the recommendations above for video captures and encoding, your YouTube videos will be in proper HD.
'''Quick tip:''' Unless you're running at a monitor resolution of 1920x1080 or higher and capturing at that resolution, do not encode your videos in 1080p. The result will be blurry due to upscaling. If you're below 1920x1080, 1600x900 for example, encode your videos in 720p.
== In-Game Mod Assessment ==
====Pretesting Setup====
'''Enable a Vanilla Skyrim Profile'''<br/>
Enable your vanilla profile in Mod Organizer.
'''Papyrus Logging'''<br/>
During all stages of mod testing, papyrus logging should be enabled for testing mods with scripts. Activate it by changing the relevant INI values in the Skyrim.ini in the MO INI editor.
'''Testing Locations'''
* Testing Hall
* Riften
* Whiterun
* Riverwood
* Mod Specific
====Testing Step 1 - Vanilla====
# With the mod properly installed in Mod Organizer, launch Skyrim and load your vanilla save.
# Fast travel or COC to the area closest to the mod's in-game location.
# Assess the mod. Is it working as intended? Does it look as intended? Does the mod fit in with the Skyrim ambiance/environment? Are there any issues?
# Play the game for a period of time. Save the game (new save) and reload it. Have any issues appeared?
# Close Skyrim.
# Review your findings.
====Testing Step 2 - Core/Extended====
#Relaunch Mod Organizer and select the STEP: Core or Extended profile, depending on which the mod is up for inclusion in.
# Relaunch Skyrim and load your vanilla save again.
# Allow the mods to initialize and then return to the area(s) which you tested the mod in your vanilla test.
# Assess the mod again in the same manner you did for the vanilla test. Is it working as intended? Does it look as intended? Does the mod fit in with the Skyrim ambiance/environment? Are there any issues?
# Play the game for a period of time. Save the game (new save) and reload it. Have any issues appeared?
# Close Skyrim.
# Review your findings.
====Final Step - Review====
# Gather your findings from all testing sources including the external testing as well as the in-game testing.
# Summarize your finding into a review and post this review on the mod's thread in the Mod Testing Forum. Things to include are, but not limited to:
:* Issues with file structure and installation
:* Conflicts with vanilla or STEP content
:* Whether the mod met or fell below expectations
:* In-game issues
:* Personal assessment of whether mod should or should not be included in STEP
:* '''NOTE: Be careful to remain objective. Do not write anything that will reflect upon the author in a personal manner. Only review the craftsmanship, reliability, operation, etc of the mod itself. We're assessing mods for STEP inclusion, not judging authors!'''
== Texture Mod Comparison Sets ==
When testing texture based mods, comparison screen shots have to be taken. These shots should include Vanilla, current STEP and mod being tested. The best practices will be outlined below to capture screen shots that work best for these comparisons. This outline will allow the shots to be of the exact same screen in each shot with the only difference being the texture replacements in each.
# Install Immersive HUD if not already installed and active it for all MO profiles used in the testing.
# Load the vanilla profile and vanilla save file. ''(The mod being tested should not be active until step 11 below)''
# While in-game, locate the vanilla texture(s) that need to be captured. Explore until the texture(s) are found or fast travel or COC to the texture's location, if known.
# Once the texture is found, line the shot up in the frame. Pay attention to lighting and angles to make sure the shot will be good for compares. Make sure there is nothing that will interfere in the shot such as an NPC walking into the frame.
# Save the game with a new save and load that save.
# '''Do NOT touch that mouse!'''
# Once the game reloads, make sure there is no text on the screen and Immersive HUD has hidden the HUD elements. When all is good, press the screen capture key for the program being used to capture. ''(This is F10 in FRAPS by default)''
# Now exit Skyrim and relaunch Mod Organizer.
# Switch to the Core or Extended profile. ''(depending on which the mod being tested is slated to be added to)''
# Repeat steps 6-8 above for the STEP shots.
# Now in the current MO profile (Core or Extended), active the mod being tested.
# Repeat steps 6-8 to capture the textures from the mod being tested. ''(No need to relaunch MO at this point)''
If completed correctly, a set of three compares should exist: a vanilla texture shot, a STEP texture shot and a shot from the mod being tested. These can be used to post comparison shots on the forum threads. Simply repeat this process for all textures that require a comparison set for any given mod. When only one texture is being tested, it is nice to provide several compares from various locations/lighting situations to help evaluate the comparison set.


== Helpful Console Commands ==
== Helpful Console Commands ==
Below is a list of helpful console commands to use while testing. Use these to expedite the testing while in-game.
Provided is a list of helpful console commands to use while testing. ''They are specific to Bethesda games.''<br>
 
To open the in-game console press the <kbd>~</kbd> (tilde) key, which is normally located just below the <kbd>Esc</kbd> (escape/exit) key on a standard keyboard. Press it again to close the console.
To open the in-game console press the [ ~ ] (tilde) key which is normally located just below the ESC key on a standard keyboard. Press it again to close the console.
 
====Toggles====
 
;tmm 1
:This will toggle all map markers on; thus allowing you to fast travel to any location quickly. Enter 0 in place of 1, to reset to default.
 
;tgm
:Toggles God Mode on/off making you invincible. Health, magicka and stamina will not run out either with enabled.
 
;tcl
:Toggles collisions on/off. Don't use while falling or you may crash to desktop.
 
;tfc
:Toggles Free Camera Mode on/off so you can fly around the environment. 'tfc 1' will pause the camera.
 
;tm
: Toggles menus on/off. Useful when taking screenshots. [[Immersive HUD]] can be used to achieve this without having to use the console.
 
====Player Commands====
;player.additem formID ###
:Adds the item to the player's inventory. Replace 'formID' with the item code of the item. Codes can be found [http://www.skyrimsearch.com/items.php here]. Replace the '###' with the number of items to add. For example, to add gold: '''player.additem f 200''' (this adds 200 gold to the player's inventory.) '''Tip:''' leading zeroes can be dropped in the item code.
 
;player.addspell formID
:Adds a specified spell to the player's spell list. Spell codes can be found [http://www.skyrimsearch.com/magic.php here].
 
====Other Commands====
;coc locationName
:Transports the player to a specified location. Replace the locationName with the name of the location. A list of location names can be found [http://www.skyrimsearch.com/cells.php here] and [http://elderscrolls.wikia.com/wiki/Console_Commands_%28Skyrim%29/Locations here].
 
;coc qasmoke
:Transports the player to the developer testing hall.
 
;unlock
:Unlocks the targeted object (doors, chests, etc). To target an item/object click on it while the console is open.
 
;Kill
:Kills a targeted enemy.
 
;killall
:Kill all non-essential NPCs within the player's vicinity.
 
;Resurrect
:Resurrects a dead target.
 
;set timescale to ##
:Changes the timescale of the game. 20 is the default setting. Setting this below 10 can cause issues.
 
= Save Game Archive =
''Still to be created and archives added.''
 
==General==
Below are saved game archives that are meant to be used for mod testing purposes only. Using these saves to "skip" ahead in the game is not recommended. All locations have been unlocked for the saves as well. Game setup for saves include:
 
*Skyrim version: 1.9.32.08
*SKSE version: 1.6.16 rel 44
*DLC/Mods
:*Dawnguard
:*Hearthfire
:*Dragonborn
:*Unofficial Skyrim Patch
:*Unofficial Dawnguard Patch
:*Unofficial Hearthfire Patch
:*Unofficial Dragonborn Patch
:*Unofficial High Resolution Patch
 
Note: HRDLC was present in saves; however, they were used as loose files so they have no effect on the save files.
 
==Vanilla Saves==
[http://wiki.step-project.com/images/6/6c/TesterNord_GameStart.7z Tester Nord - Game Start]<br/>
This save is based off a default Nord (male) character which has no customization. Character is at level 1, has no perks assigned, is located just outside the Helgen Keep cavern exit and has all map locations unlocked. This save will be helpful for texture mod compares and testing as you'll quickly be able to switch to different locations around Tamriel.
 
Tester Nord - Archive<br/>
This is a collection of saves based on the above save; however, with character advancements. Character has perks assigned and has completed incremental parts of the storyline (depending on the save loaded). As such, expect to find the character with a range of armor, inventory, and weapons all depending on which save is loaded. These archives will be most helpful when needing to test at a certain point or quest in the game as you'll be able to pick a save that is the closest to the point at which testing is required. This archive will be updated until it encompassed a completed game.
 
= In-Game Utilities =
''Still to be reviewed.''
 
==General Information==
Several in-game tools will be specified here. These tools will for the most part be mods that are particularly useful when it comes to mod testing.
 
 
'''[http://skyrim.nexusmods.com/mods/2006 Elys MemInfo]''' is a SKSE plugin that is very useful for displaying in game resource usage. Currently it is able to show RAM, Pagefile, Virtual Manager, Handles, and VRAM use and utilization by Skyrim. This is most useful when testing mods that affect graphics, such as texture mods, FXAA Injectors, ENB presets, and lighting and shadow tweaks and mods. For example, when testing out texture omptimizer, such as DDSOpt, it is possible to see how much VRAM use has decreased in certain areas. If you are hitting your graphic cards VRAM limit, it is useful to know that the optimizations have lowered VRAM use. Since Elys MemInfo displays this information in game, there is no need to minimize the game to bring up alternative resource use tools such as GPUZ or the Task Manager.  (Requires [http://skse.silverlock.org/ SKSE])
 
 
'''[http://skyrim.nexusmods.com/mods/9557 Alternative Start - Live Another Life]''' is an extremely useful in game testing mod. As explained before, mod testing is best done by starting a new game. One of the issues with testing out one, or many, mods quickly when starting out a new game, is the requirement by Skyrim to watch and play the opening sequence of the game. This mod allows mod testers to simply skip the rather long introduction sequence. For reducing the time required for testing mods, Live Another Life is an invaluable addition. It is also a safe and clean mod, and will not break any quest lines.
 
 
'''[http://skyrim.nexusmods.com/mods/12625 No Boring Sleep Wait Menu]''' allows the tester to wait up to 31 days quickly and easily, which is not possible using the vanilla waiting system.  Skyrim requires a 31 day in-game wait time before as many cells as possible can be reset. Cell resets are useful when mod testing for several reasons. A cell may be badly generated, or you wish to install a mod without starting a new game for testing. In both cases a cell reset will potentially generate a proper cell, and the new mod may be integrated properly, especially if the mod affects spawns.
 
 
'''[http://skyrim.nexusmods.com/mods/15094 ScenicCarriages]''' transforms the non-moving Skyrim carriages to a fully functional carriage ride. This mod is great for bench testing performance within the game. It will allow you to provide more accurate results than if you tried to bench and re-bench by simply walking/running. Simply pay the carriage driver to go from Whiterun to Riften, climb in the back of the carriage, hit your benchmark hot key (FRAPS) and you're off. For best results when using this for benchmarking, use the default settings and don't move the mouse to look around. The ride from Whiterun to Riften will take around 15 minutes and provides a wide range of textures during the benchmark.
 
= External Tools =
''Still to be reviewed.''
 
==General Information==
This page contains a list of programs that will be recommended for use during the testing procedure.
 
==Generic Programs==
 
'''[http://www.techpowerup.com/gpuz/ GPU-Z]''' is an amazing lightweight program that offers a plethora of information regarding any type of gpu you have, as well as allowing logging and graphing of gpu related processes such as vram load, temperature, clock speeds, and far more. This will be the main tool for testing graphic related mods, as its logging ability is very useful here.
 
'''[http://downloads.guru3d.com/NVIDIA-Inspector-1.94-download-2612.html Nvidia Inspector]''' (NI), is a program that allows for in depth gpu information of Nvidia graphics cards. It allows for very fine profile tuning for skyrim, as well as monitors for a range of process such as gpu temperature and vram use.
 
'''[http://www.fraps.com/ FRAPS]''' is an excellent program for capturing both screenshots and video. It's as easy as pressing your Hotkey while in-game. FRAPS is also great at capturing FPS data for performance testing. Both free and paid versions are available; however, if you're serious about Mod Testing and plan on capturing a lot of shots or videos then the paid version, which opens up new (and better) file formats for screenshots and better options overall, is well worth the cost.
 
'''[http://sourceforge.net/projects/frafsbenchview/ FRAPS Bench Viewer]''' is a free tool that graphs out your FRAPS logs from your benchmarks (FPS data) in easy to read visual graphs. This makes it very easy to spot performance issues.
 
====ATI Tools====
None so far.
 
====NVIDIA Tools====
[https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA Texture Tools for Photoshop] - allows you to open, edit, save DDS files in Adobe Photoshop. Will also generate mip maps and normal maps and cube map formatting. DDSopt tends to be the best for creating mip maps though.


==Skyrim Focused Programs==
===Toggles===
* '''tmm 1'''
*: Toggles all map markers on; thus allowing fast travel to any location. Enter '''0''' in place of '''1''', to reset to default.
* '''tgm'''
*: Toggles God Mode on/off. While in God Mode the PC will be invincible with unlimited health, magicka, and stamina.
* '''tcl'''
*:Toggles collisions on/off; thus allowing the PC to walk through anything.
* '''tfc'''
*:Toggles Free Camera Mode on/off. '''tfc 1''' will pause the camera.
* '''tm'''
*: Toggles menus on/off. Useful when taking captures.
* '''tai'''
*: Toggles all NPC AI on/off. NPC will typically not move when toggled off.
* '''tcai'''
*: Toggles all NPC Combat AI on/off. NPCs will interact normally, but will not actively attack the player.


* [http://skyrim.nexusmods.com/mods/6491 Skyrim Performance Monitor]
===Player Commands===
* [http://forums.bethsoft.com/topic/1392239-wipz-tes5dumpfuture-tes5edit/ TES5Edit]
* '''player.additem formID ###'''
* [http://forums.bethsoft.com/topic/1392239-wipz-tes5dumpfuture-tes5edit/ TES5Dump]
*: Adds the item to the player's inventory.
*: Replace '''formID''' with the baseID of the item. These IDs can be found [https://www.skyrimsearch.com/items.php here]. Replace the '''###''' with the number of items to add.
*: For example, to add gold in Skyrim: '''player.additem f 200'''
*:: '''''Tip:''' leading zeroes can be dropped from IDs. So '''0000000f''' becomes just '''f'''.''
* '''player.addspell formID'''
*: Adds a specified spell to the player's spell list. Spell IDs can be found [https://www.skyrimsearch.com/magic.php here].


= Notes/ Ideas =
===Targeted Commands===
== To be added into the guide ...maybe. ==
Targeted commands require the reference to be selected in the console. To target a reference, use the mouse to click on it while the console is open.
* Camera mod
* '''disable'''
*: Disables a targeted, enabled reference.
* '''enable'''
*: Enables a targeted, disabled reference.
* '''Kill'''
*: Kills a targeted NPC.
* '''Resurrect'''
*: Resurrects a dead NPC.
* '''unlock'''
*: Unlocks a targeted object (doors, chests, etc).


* saves
===Other Commands===
:* multiple save files from vanilla setup, heavy exterior areas, heavy interior.
* '''coc locationName'''
:* link to total cell clear in troubleshooting guide
*: Transports the player to a specified location. Replace '''locationName''' with the name of the location.
:* z92's suggestions for 60s run throughs.
*: A list of Skyrim location names can be found [https://www.skyrimsearch.com/cells.php here] and [https://elderscrolls.wikia.com/wiki/Console_Commands_%28Skyrim%29/Locations here].
*: '''coc qasmoke''' is Skyrim's developer testing hall with containers for all game items.
* '''killall'''
*: Kills all non-essential NPCs within the player's vicinity.
* '''set timescale to ##'''
*: Changes the timescale of the game.
*: Change '''##''' to the desired value. '''20''' is default. ''Setting below '''10''' may cause issues.''


* in game tools
== External Tools ==
:* camera mod
=== Capture Software ===
Feel free to use the preferred program for captures. Some 3rd party software used by the staff include:
* [https://fpsmon.com/ FPS Monitor]
* [https://fraps.com/ FRAPS] - doesn't play well with some Windows features


* software tools
==== Screen Captures ====
:* skyrim performance monitor, FPS background booster.
The preferred format for screen captures is PNG due to its lossless nature. JPEG can be used as an alternative and is recommended for large comparison sets to reduce page loads. Do '''''not''''' use GIF format for screen captures! The simple solution for screen captures for some games will be to utilize their own built-in capture feature:
* '''Skyrim:''' use BethINI to set the capture path and use the <kbd>PrtSc</kbd> (print screen) key
* '''Fallout 4:''' hotkey the photo mode capture key


== Completed Pages ==
==== Video Captures ====
* Mod Testing Prep
The preferred formats (containers) for video captures are AVI, MKV, or MP4. Using one of these formats or a higher quality one is important for proper video captures in high definition. Capture in at least 1080p for fullHD, but ''always'' in a 16:9 format. Also use the following information for encoding:
* External Testing Procedures
* Use '''H.264 codec'''; MPEG-4 as a second option
* '''Audio:''' no less than a 48khz sample rate and no less than a 128kbps bit rate (96khz sample/384kbps bit rate is recommended for true HD audio)


<headertabs/>
===Texture Viewers===
* [https://www.gimp.org/ Gimp]
*: A DDS plugin is [https://code.google.com/archive/p/gimp-dds/downloads available for download]. For BC7 support, [https://forums.eagle.ru/showthread.php?t=236816 see these instructions].
* [https://software.intel.com/en-us/articles/intel-texture-works-plugin Intel Texture Works Plugin]
*: Plugin for DDS formats for Adobe Photoshop.
* [https://www.getpaint.net/ Paint.NET]
* [https://developer.nvidia.com/nvidia-texture-tools-exporter Nvidia Texture Tools]
*: Standalone tool and Adobe Photoshop plugin available.

Latest revision as of 22:20, January 2, 2024

Delta c.png

Step Guide-Mod Testing

An in-depth manual to mod testing for Step Modifications

by: The Step Team  | Forum Topic

To ensure consistent and reliable mod testing, it's essential to minimize variations that can lead to a range of issues and inconsistencies. This guide will outline standardized techniques for mod testing that Step Modifications employs for evaluating all mods featured in our official modding guides. The recommendations provided progress through system and software setup before delving into the mod testing process.

Understanding Mod Testing

Mod testing encompasses various aspects. However, in the context of this guide, it refers to the assessment of mods for potential inclusion in a curated mod list. This evaluation involves several key components:

  1. Stability Testing: assesses a mod's stability when integrated with other mods in the mod list. It aims to identify any conflicts or issues that may arise from mod interactions.
  2. Functionality Testing: mod functionality is scrutinized to ensure it operates as intended. Any deviations from the mod's intended purpose are noted and addressed.
  3. Mod Comparison: mods with similar content are compared to determine which one provides the best solution.
  4. Lore and Mandate Assessments: mods are evaluated against Elder Scrolls lore to ensure they align with the established lore and adhere to the Step Mandates. This ensures that the mod fits seamlessly into the Elder Scrolls universe.

It's important to acknowledge that mod testing can be a time-consuming and meticulous task. Nevertheless, it can also be rewarding and enjoyable. Mod testing is ideally suited for individuals who are genuinely dedicated to the process. Consequently, turnover rates among users involved in official testing are high, as many underestimate the demands of mod testing; quickly become overwhelmed by the complexity of the task.

Following is described the detailed process required for testing mods in a manner that ensures consistency and facilitates recommendations (or not) for a Step Game Guide. Our aim is to maintain a process that is straightforward and efficient, yet given the complexity and extensive nature of some mods, this process may not encompass every conceivable mod testing scenario. While common scenarios are provided, it's crucial for testers to exercise best judgment when faced with situations not explicitly covered.

System Preparation

Before embarking on mod testing, it is essential to establish a stable system and game installation. Without them, distinguishing whether a mod is incompatible with the mod list or the system becomes significantly more challenging. Testers should have their systems configured according to one of the Step Game Guides. Nevertheless, here are some general reminders and best practices to ensure the environment is adequately prepared for mod testing.

General Setup

  • Ensure the System Setup Guide is complete
  • Ensure a clean and pure installation of the Step Game Guide for which testing is being performed
    A pure installation means nothing exists within the mod list that isn't included in the Game Guide; the installation should be 100% within the bounds of the Guide.

Game Settings

All game INIs, launcher, and in-game settings should be configured according to the Game Guide for which testing is being performed. Therefore, any post-installation changes should be reverted back to the Guide's instructions for the duration of testing.

Mod Organizer Profile Setup

Step Modifications' officially supported mod manager is Mod Organizer, and it proves itself more helpful than other managers for mod testing. Follow these instructions to set up two new profiles in Mod Organizer for testing:

  1. Open Mod Organizer and select the instance for the game for which testing is being performed
  2. Select the Profiles MO.png icon
  3. Copy the Step Game Guide profile
  4. Name the new profile: Vanilla
    • Make sure the Local Savegames box is not checked for the testing profiles
    • Make sure the Automatic Archive Invalidation box is selected for the testing profiles
  5. Name the new profile: GuideName vX.X Testing
    • Make sure the Local Savegames box is not checked for the testing profiles
    • Make sure the Automatic Archive Invalidation box is selected for the testing profiles
  6. Select the newly created Vanilla profile and ensure no mods are enabled

Vanilla Save

Though playing through vanilla content may be at the top of anyone's list, this step is not optional. A vanilla save point is required for some comparisons, as well as, providing a default environment from which to start the majority of testing.

  1. Select the Vanilla profile
  2. Start a new game from this Vanilla profile
  3. Play through any introductory quests until the first point is reached that allows for free roaming of the game
  4. Once at a free roaming point, save the game
    • Fallouts: play until at the starting vault's exterior
    • Skyrim: play until at the exterior of Helgen cave
    • Starfield: play until the Frontier can be freely piloted and save at NA Spaceport
    Tip: Use the console to create a save with a custom name for quick reference. (save SaveName)


External Testing Procedures

All testing begins outside the game. Each of the following steps should be completed and notes taken from each before proceeding to in-game testing.

Step 1 - Forum Mod Topic

Read the mod's topic opening post (OP)

The mod's topic OP often contains an outline of what needs to be tested for a particular mod. Make note of this and use it when in-game testing begins. If nothing is outlined in the OP, it's likely the mod has not been tested or reviewed enough to include it. In such cases, testers will establish a outline by editing the OP. This outline should include what mod options should be tested, how to test, steps for making the mod compatible with other mods, etc. Most of this information will be gathered from the actual testing process below.

Step 2 - Nexus Page

Read the Nexus Page in its entirety

  • Description: make note of any special installation/uninstall instructions, any known internal or mod compatibility issues, and of any potential conflicts with supported DLCs and other mods within the Step Game Guide.
  • Posts: a complete read is not necessary; however, testers should attempt to develop a sense of user satisfaction. Posts can also reveal a list of possible bugs not listed within the Bugs section. Unless a mod is fully developed with few to no bugs being reported, some sort of interaction from the mod author is preferred to ensure the mod isn't abandoned.
  • Changelog: changelogs often provide a sense of what direction the mod it headed, how often issues are addressed, features being edited, etc.
  • Bugs: review any active bug reports. Too many bugs may disqualify a mod from being included within a Step Game Guide.

Step 3 - Validation

Validate the archive package using MO or 7zip

Observe if the downloaded archive is properly structured and configured for installation or not. For more complex installations, Mod Organizer FOMODs are preferred; however, MO can install BAIN type installations as well. FOMODs can be validated using an online validation tool, XML Validator, or by using FOMOD Validator. When installing mods using Mod Organizer, the bottom pane will also have a report of potential issues with the package.

Step 4 - xEdit

Inspect plugins using xEdit

Knowledge of xEdit and conflict resolution is required for this step. Load the entire Step Game Guide and the mod being tested with xEdit. Review and note any issues of the mod failing to carry forward changes from DLCs, mods, and patches included within the Step Game Guide. These notes help with creating correct conflict resolution via official patches.

Step 5 - Installation/Uninstall

  • Validate installation procedure listed on the Nexus page.
  • Validate uninstallation procedure listed on the Nexus page.

Step 6 - Inspection

Inspect the installation in MO

  1. Install the mod as it will be used for testing
  2. Run LOOT and note information
    Unless the mod is new on the scene, LOOT will recognize it and provide some valuable information such as if the mod is clean or dirty, requires other mods, etc.
  3. Using Mod Organizer, take note of any asset conflicts that appear against vanilla files and other mods in the Step Game Guide.
    Extract any BSAs to ensure the conflicts are being read. BSAs should not remain extracted unless required for further testing. Otherwise, remove the extracted BSA contents before continuing any testing.

Step 7 - Mandate

The final step is to evaluate the mod against the Step Modifications Mandate. Ensure the mod does not fall into the "...not about" sections. If it does, no more testing is required. Post findings why the mod doesn't fit the Mandate to the mod's topic. If the mod succeeds in passes this step, continue on to the remainder of testing the mod.


Testers should update the mod's topic OP on the forums with any relevant information gathered from the above testing.


In-Game Testing Procedures

This process is the most important and will detail steps required for testing mods in a consistent way so they may be recommended (or not) for a Step Game Guide. It will be as simple and streamlined as possible, however, with the complexity, breadth, and depth that mods can be, this process will never be able to cover all mod testing scenarios. Below we provide the most common of scenarios, however, when the scenario isn't covered best-judgment must be used.

Info-Logo.png
NOTE:
The process for capturing comparison screenshots can be found following these procedures; which are for gameplay testing.


Pretesting Setup

Enable the testing profile
Testing for Step Game Guides should be completed from the profile set up, above, for that Guide in Mod Organizer: GuideName vX.X Testing.

Step 1 - The Vanilla Experience

It's important to be familiar with the original content whether it be textures, quests, game mechanics, etc. Therefore, if there is no familiarity with the changes being tested, the original content should be experienced first. If familiarity does exist this step may be skipped. To complete this step:

  1. Load the Vanilla profile in MO, launch the game, and load the Vanilla save
  2. Fast travel to or use the command console to load the area closest to the mod's altered content
    Tip: before starting the content, make a new save that can be used later for faster testing
  3. Play the game for a period of time to experience or view the vanilla content
  4. Close the game and review findings for the next step

Step 2 - Experience the Mod

  1. Relaunch Mod Organizer and select the Testing profile
  2. Activate the mod being tested
  3. Relaunch the game and load the Vanilla save or a save created for testing from Step 1
  4. Allow the mods to initialize
  5. Play the game for a period of time; assessing the mod:
    • Does it work as intended?
    • Does it look as intended?
    • Does it fit in with the game's content/ambiance/environment?
    • Are there any issues?
  6. Close the game and review the findings

Final Step - Review

  1. Gather the findings from all testing sources including the External testing.
  2. Summarize a review and post this on the mod's topic on the Step Forums. Content to include are, but not limited to:
    • Issues with file structure and installation
    • Conflicts with vanilla or guide content (and solutions, if any)
    • Whether the mod met or fell below expectations
    • Any in-game issues
    • Personal assessment of whether the mod should or shouldn't be included in a Step Game Guide
Info-Logo.png

NOTE

Be mindful to remain objective. Do not write anything that will reflect upon the mod's author in a personal manner. Only review the craftsmanship, reliability, operation, etc of a mod, itself. Mods are assessed for guide inclusion, not for judgment against authors!


Capturing Comparison Sets

When testing mesh and/or texture based mods, comparison screenshots are required and are to be posted for the community to review. These shots are not for the staff to use for evaluation, since in-game testing should be completed, but rather they are for the community's benefit and staff reference.

Screenshots and videos are provided them from in-game sources. Do not use "studio" or "editor" applications! In-game lighting conditions and rendering can change the appearance of many game assets; therefore, it's important to capture these comparisons from within the game, itself. Any capture software may be used as long as the saved image is a 1:1 match in color and quality to the in-game image. Some recommendations can be found within the External Tools header below.

Warning-Logo.png

NOTE

Do not use PNG as the file format when posting compares on the forums. They tend to be large files, which in turn cause long loading times on pages. JPG/JPEG should be sufficient and is about one quarter the payload of PNGs. Only use PNG when transparency is required.

Capture Procedure

Comparison shots and videos need to include:

  1. Vanilla reference
  2. current Guide reference
  3. mod reference

This process will allow captures to be of the exact same reference point, in each capture, with the only difference being asset replacements.

  1. Active a HUD mod that auto-hides the HUD for all MO profiles, including Vanilla (i.e, for Skyrim active Immersive HUD). This will auto-hide the HUD so that it doesn't have to be done manually from the console. If the Game Guide doesn't include one of these mods, the HUD will have to be manually hidden or remain present in the captures.
  2. Load the Vanilla profile and Vanilla save file
    The mod being tested should only be active in the Testing profile.
  3. While in-game, locate the vanilla reference(s) that need to be captured.
  4. Once the reference is found, line the capture up in the frame
    • Pay attention to lighting and angles to make sure the capture will be good for compares.
    • Ensure nothing will interfere in the shot such as an NPC walking into the frame.
  5. Once the capture is lined up, create a new save
  6. Now load the save that was just created
    Do NOT touch the mouse! Doing so may cause the capture to because misaligned.
  7. Once loaded, ensure there is no temporary text on the screen and the HUD has been hidden
    Manually hide the HUD (see commands below) or simply leave it in the capture when no mod exists for auto-hide.
  8. Take the capture using the hot key for the capture software being used
  9. Exit the game
  10. Switch to the Game Guide profile
  11. Repeat steps 6-9 above for the Guide captures
  12. Switch to the Testing profile
  13. Active the mod being tested and ensure its conflict resolution is as desired
  14. Repeat steps 6-9 above for the mod captures

Posting Captures

Post the comparison capture(s) on the Step Forums. Repeat this process for all assets that require a comparison set for any given mod. When only one asset is being tested, it is encouraged to provide several captures from various angles/locations/lighting situations for a more complete review.

When posting captures on the Step Forums:

  • Please use the Editor buttons/functions on the forums to post.
  • Use a 3rd party service to host captures. Do not store your captures on the Step Wiki!
    • Imgur and Postimage have proven to be an excellent, free image hosting sites for uploading screen captures to.
    • Use YouTube for hosting video captures.
      Other services have proven themselves annoying for community members to use; most requiring an account to view the videos.


Info-Logo.png

NOTE

The remainder of the guide contains helpful console commands, tips, tools, and more.


Helpful Console Commands

Provided is a list of helpful console commands to use while testing. They are specific to Bethesda games.
To open the in-game console press the ~ (tilde) key, which is normally located just below the Esc (escape/exit) key on a standard keyboard. Press it again to close the console.

Toggles

  • tmm 1
    Toggles all map markers on; thus allowing fast travel to any location. Enter 0 in place of 1, to reset to default.
  • tgm
    Toggles God Mode on/off. While in God Mode the PC will be invincible with unlimited health, magicka, and stamina.
  • tcl
    Toggles collisions on/off; thus allowing the PC to walk through anything.
  • tfc
    Toggles Free Camera Mode on/off. tfc 1 will pause the camera.
  • tm
    Toggles menus on/off. Useful when taking captures.
  • tai
    Toggles all NPC AI on/off. NPC will typically not move when toggled off.
  • tcai
    Toggles all NPC Combat AI on/off. NPCs will interact normally, but will not actively attack the player.

Player Commands

  • player.additem formID ###
    Adds the item to the player's inventory.
    Replace formID with the baseID of the item. These IDs can be found here. Replace the ### with the number of items to add.
    For example, to add gold in Skyrim: player.additem f 200
    Tip: leading zeroes can be dropped from IDs. So 0000000f becomes just f.
  • player.addspell formID
    Adds a specified spell to the player's spell list. Spell IDs can be found here.

Targeted Commands

Targeted commands require the reference to be selected in the console. To target a reference, use the mouse to click on it while the console is open.

  • disable
    Disables a targeted, enabled reference.
  • enable
    Enables a targeted, disabled reference.
  • Kill
    Kills a targeted NPC.
  • Resurrect
    Resurrects a dead NPC.
  • unlock
    Unlocks a targeted object (doors, chests, etc).

Other Commands

  • coc locationName
    Transports the player to a specified location. Replace locationName with the name of the location.
    A list of Skyrim location names can be found here and here.
    coc qasmoke is Skyrim's developer testing hall with containers for all game items.
  • killall
    Kills all non-essential NPCs within the player's vicinity.
  • set timescale to ##
    Changes the timescale of the game.
    Change ## to the desired value. 20 is default. Setting below 10 may cause issues.

External Tools

Capture Software

Feel free to use the preferred program for captures. Some 3rd party software used by the staff include:

Screen Captures

The preferred format for screen captures is PNG due to its lossless nature. JPEG can be used as an alternative and is recommended for large comparison sets to reduce page loads. Do not use GIF format for screen captures! The simple solution for screen captures for some games will be to utilize their own built-in capture feature:

  • Skyrim: use BethINI to set the capture path and use the PrtSc (print screen) key
  • Fallout 4: hotkey the photo mode capture key

Video Captures

The preferred formats (containers) for video captures are AVI, MKV, or MP4. Using one of these formats or a higher quality one is important for proper video captures in high definition. Capture in at least 1080p for fullHD, but always in a 16:9 format. Also use the following information for encoding:

  • Use H.264 codec; MPEG-4 as a second option
  • Audio: no less than a 48khz sample rate and no less than a 128kbps bit rate (96khz sample/384kbps bit rate is recommended for true HD audio)

Texture Viewers