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[[Category:Step Guides]]{{PageTitle|logo=delta|title=Mod Testing Guide|subtitle=Mod testing for the Step Guides|author=The Step Team|forumtid=321}}
[[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}}
{{alert|type=construction|text=This Guide is currently outdated and requires updating to current processes/standards. It will be worked on over time.}}
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It's beneficial to reduce as much variation as possible during mod testing, since variation can cause a host of issues and inconsistencies. Therefore, this Guide will lay out standardized techniques for testing mods. Step Modifications uses this process for all mods used within the official modding guides. Recommendations are given from at the hardware level up; progressing through software and setup, and then to mod testing.
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.


== What is Mod Testing? ==
== Understanding Mod Testing ==
Mod testing can be many different things; however, for the purposes of this Guide, mod testing is the testing of mods for inclusion to a mod list. This involves testing a mod's stability against other mods in the mod list, 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 in the case for Step Modifications, checking it against Elder Scroll lore to make sure the mod is lore-friendly and meets the Step Mandates. Step Modifications has staff members, titled ''Curators'', whom this job falls to, however, all staff usually do some amount of 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:
# '''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.


Mod testing can be long and tedious work at times, but it can be fun and enjoyable too. This is to say, mod testing is only for those that have a real dedication to it. As such, the turnover rate on users testing for projects tends to be rather high since these users can quickly become "worn out", if they don't realize what they've gotten themselves into.
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.


=== Step Curators ===
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.
To become a Curator, see here:
 
=== Overview of Testing Procedure ===
Each mod is examined in multiple ways in game to confirm functionality and compatibility. This is an overview of what the mod testing process involves:
: {{fc|yellow|This is non-negotiable for all Step Curators.}}
* tested in relevant locations of the game world
*: ''If a mod hasn't been tested in-game, it should be clearly stated so when posting reviews.''
* tested in relevant quests
* tested against other mods from relevant mod lists
* tested with a new game and/or with adding the mod to an existing game (as required)
* noted changes to the game's Appearance, Gameplay, etc.
* noted quantitative changes like VRAM, GPU, CPU, RAM, and FPS usage
* review posted of the mod with personal findings and supporting data such as screenshots, benchmarks, etc. to the mod's forum topic
 
If issues are found, it's recommend to be courteous and contact mod authors with evidence and constructive criticism on how to improve any areas of the mod with issues or in need of improvement.
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== System Preparation ==
== System Preparation ==
A stable system and game installation are critical before mod testing can begin. Without a stable computer and game installation, it will be much more difficult to determine if the mod itself is incompatible with the mod list, or if the mod is incompatible with the system it's running on. Testers should have their systems set up already from following one of the Step modding guides. However, below are some general reminders and best practices in preparing the environment for mod testing.
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 ===
=== General Setup ===
* Ensure the [[Guide:System_Setup_Guide|System Setup Guide]] is complete.
* Ensure the [[Guide:System_Setup_Guide|System Setup Guide]] is complete
* Ensure a clean and ''pure'' installation of the modding guide for which the testing is being completed for is complete.
* Ensure a clean and ''pure'' installation of the Step Game Guide for which testing is being performed
*: {{fc|instruction|Disable anything that isn't related to the guide; the installation should be 100% pure.}}
*: {{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.}}


=== Game Settings ===
=== Game Settings ===
All game INI and launcher settings should be set according to the modding guide for which testing is being performed. Meaning any post-installation changes should be reverted back to the guide's defaults.
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 ===
=== Mod Organizer Profile Setup ===
Step's only officially supported mod manager is Mod Organizer. Mod testing is where it proves itself, again, more helpful than any other manager. MO's feature set speaks for it, however, for mod testing it has some key advantages:
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:
* Mod asset conflict viewer
# Open Mod Organizer and select the instance for the game for which testing is being performed
* A virtual Data folder means the game directory stays completely clean.
# Select the {{icon|moprofile|30}} icon
* Ability to create multiple profiles without the need for a third party app.
# Copy the Step Game Guide profile
* Nexus integration for downloading, installing, and updating.
# Name the new profile: <code>Vanilla</code>
* Mod version tracking and notification when mods are out-of-date.
#* Make sure the '''Local Savegames box''' is not checked for the testing profiles
* Profile specific INI files. No need to keep track of multiple INIs for multiple play-throughs.
#* 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


Follow these instructions to set up the profiles in Mod Organizer for testing:
=== Vanilla Save ===
# Create two new profiles in MO for testing:
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.
## Copy the Step Guide profile for each new profile and name them: '''Vanilla''' & '''GuideName Testing'''
# Select the '''Vanilla''' profile
##* 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 Vanilla profile and ensure no mods are enabled in MO.
# Start a new game from this Vanilla profile
# Start a new game from this Vanilla profile
## Play through any introductory quests until the first point is reached that allows for free roaming of the game (e.g. for Skyrim play until leaving Helgen cave).
# Play through any introductory quests until the first point is reached that allows for free roaming of the game
## Once at a free roaming stage, save the game.
# Once at a free roaming point, save the game
##* This save is the ''vanilla save'' from which to test new mods, so don't overwrite it!
#* '''Fallouts:''' play until at the starting vault's exterior
##* {{fc|yellow|'''''Tip:''' Use the console, if available, to give the save a custom name for quick reference.''}}  
#* '''Skyrim:''' play until at the exterior of Helgen cave
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#* '''Starfield:''' play until the Frontier can be freely piloted and save at NA Spaceport
#:: {{fc|yellow|'''''Tip:''' Use the console to create a save with a custom name for quick reference.''}} (<code>save SaveName</code>)
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= External Testing Procedures =
== External Testing Procedures ==
External testing is where all testing starts. Use the following steps as a guide to testing any mod externally before moving on to testing in-game. Each step should be completed and notes taken from each before in-game testing occurs.
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 - Opening Post/Workflow ===
=== Step 1 - Forum Mod Topic ===
'''Read the mod's topic opening post (OP).'''
'''Read the mod's topic opening post (OP)'''
:Here, an outline of what needs to be tested for a particular mod can be found. Make note of this and use it when in-game testing begins. If nothing is outlined in the OP, take steps to establish an outline for testing by editing the OP. This outline should include what mod options should be tested, how to test, steps to take to make the mod compatible with other mods, etc.
: 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 ===
=== Step 2 - Nexus Page ===
'''Read the Nexus Page in its entirety.'''
'''Read the Nexus Page in its entirety'''
:Read the mod's Nexus page description completely, as well as, the changelog (if provided). Make note of any special installation/uninstall instructions, any known issues or mod compatibility issues with the mod, and of any potential conflicts with the DLCs and/or other mods within the Step Modification Guide. The changelog often provides a sense of what direction the author is taking the mod and what might be expected from a mod and its author in the future; as far as how often they fix issues, features being adding/edited, etc. Update the OP on the forums with any relevant information.
* '''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 - Mod's Comments ===
=== Step 3 - Validation ===
'''Read the Nexus comments.'''
'''Validate the archive package using MO or 7zip'''
: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 (bugs can also be listed in the page's Bug tab, when provided). This is also a good way to find out how active the author is with the mod. No replies from the author over a long period of time usually indicates they have been absent for a while and/or may no longer be actively supporting the mod. 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.
: 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.


=== Step 4 - Documentation ===
=== Step 4 - xEdit ===
'''Examine the documentation included with the mod.'''
'''Inspect plugins using xEdit'''
:Read the Readme and any other documentation that 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.
: 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 - Validation ===
=== Step 5 - Installation/Uninstall ===
'''Validate the archive package, naming scheme, and directory structure using MO or 7zip.'''
* Validate installation procedure listed on the Nexus page.
:Observe if the downloaded mod package is properly structured and configured for installation or not. Mod Organizer can also use BAIN type installations; however, FOMODs are preferred which use XML. FOMODs can be validated using an online validation tool, [https://www.w3schools.com/xml/xml_validator.asp XML Validator], or users can use [https://www.nexusmods.com/skyrim/mods/75140 FOMOD Validator].
* Validate uninstallation procedure listed on the Nexus page.


=== Step 6 - xEdit ===
=== Step 6 - Inspection ===
'''Inspect the mod in xEdit to determine quality.'''
'''Inspect the installation in MO'''
: Note any issues of the mod not carrying over changes from DLCs and/or from the Unofficial Patches. Also note any conflicts with mods already in the Step Modifications Guide. Knowledge of xEdit and conflict resolution will be required for this step. Add relevant information to the OP on the forums.
# 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.}}


=== Step 7 - Installation/Uninstall ===
=== Step 7 - Mandate ===
* Validate the installation procedure listed on the Nexus page.
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.
* Validate the uninstallation procedure listed on the Nexus page.


=== Step 8 - Inspection ===
# '''Inspect in MO'''
#: Using Mod Organizer, take note of any asset conflicts that appear against vanilla files and other mods in the Guide. Also extract any BSAs to ensure the conflicts are being read. BSAs should not remain extracted unless comparisons are needed for things such as textures. Otherwise, remove the extracted BSA contents before continuing with testing.
# '''Run LOOT'''
#: Unless the mod is new on the scene, LOOT 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 reviews.


=== Step 10 - Mandate ===
: ''{{fs|larger|{{fc|instruction|Testers should update the mod's topic OP on the forums with any relevant information gathered from the above testing.}}}}''
After reviewing the mod and before in-game testing occurs, the final step is to pit the mod against the Step Modification Mandate. To do this, review what Core and Extended are and are not about. Ensure the mod does not fall into the "...not about" sections. If it does, no more testing is required. Review and post your findings why the mod doesn't fit the Mandate. If the mod passes this step, continue on to testing the mod in-game.
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= In Game Testing Procedures =
== In-Game Testing Procedures ==
This section is the most important and will detail the steps required for testing a mod in a consistent way so it can be recommended (or not recommended) for a Guide. It will be as simple and streamlined as possible, however, with the complexity, breadth, and depth that mods can be, this step 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.
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.


== Screen & Video Captures ==
{{AlertSmall|type=notice|text=The process for capturing comparison screenshots can be found following these procedures; which are for gameplay testing.}}<br>
{{alert|type=notice|text=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.}}
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[https://www.fraps.com/ FRAPS] is an good program for both screen and video captures in-game, as well as, capturing FPS data; however, feel free to use the 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 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. Using one of these three formats or a higher quality one for capturing video is very important for proper captures in high definition. Use the H.264 codec, if possible, and MPEG-4 as a second option. Video for true HD should be captured in at least 1080p. 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 forums, please 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. Please use the editor functions on the forums to post compares. For posting video captures, please use YouTube. Other services have proven themselves annoying for community members to use; most requiring an account to view the videos.
Quick tip: Unless the monitor resolution is 1920x1080 or higher (and capturing at that resolution), do not encode your videos in 1080p. The result will be blurry due to upscaling. If below 1920x1080, 1600x900 for example, encode videos in 720p.
== In-Game Mod Assessment ==
=== Pretesting Setup ===
=== Pretesting Setup ===
'''Enable the testing profile'''<br/>
'''Enable the testing profile'''<br>
Testing for Step Modification Guides should be done on a profile set up for that Guide in Mod Organizer.
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>.


'''Testing Locations'''<br/>
=== Step 1 - The Vanilla Experience ===
Below are some recommended testing locations for Skyrim. Locations for other games should cover the majority of the games assets within them:
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:
* QASmoke - Testing Hall (great for gathering needed items, but not great for screenshots or video due to lighting)
# Load the ''Vanilla'' profile in MO, launch the game, and load the ''Vanilla'' save
* Riften
# Fast travel to or use the command console to load the area closest to the mod's altered content
* Whiterun
#: '''''Tip:''' before starting the content, make a new save that can be used later for faster testing''
* Riverwood
# Play the game for a period of time to experience or view the vanilla content
* Windhelm
# Close the game and review findings for the next step
* Mod Specific Location


===Testing Step 1 - The Vanilla Experience===
=== Step 2 - Experience the Mod ===
It's important to be familiar with how the original content works whether it be a texture, a quest, a game mechanic, etc. Therefore, if the user is not familiar with the mod changes being tested, they should experience the original content first. This is also necessary for texture comparisons, which must have a vanilla shot for reference. To do this:
# Relaunch Mod Organizer and select the ''Testing'' profile
# Load the vanilla profile created earlier and launch the game.
# Activate the mod being tested
# Fast travel or COC to the area closest to the mod's in-game location will be or find a good example of the assets being altered.
# Relaunch the game and load the ''Vanilla'' save or a save created for testing from Step 1
# Play the game for a period of time or make a save for comparison shots to experience or view the vanilla content.
# Allow the mods to initialize
# Close the game and review the findings for the next step.
# Play the game for a period of time; assessing the mod:
 
#* Does it work as intended?  
===Testing Step 2 - Experience the Mod===
# Relaunch Mod Organizer and select the Step Modification Guide profile for further testing.
# Activate the mod being tested.
# Relaunch the game and load the vanilla save again or the save mod for comparison shots.
# Allow the mods to initialize.
# Play the game for a period of time assessing the mod or take your shot for the compare.
#* Is it working as intended?  
#* Does it look as intended?
#* Does it look as intended?
#* Does the mod fit in with the game's content/ambiance/environment?
#* Does it fit in with the game's content/ambiance/environment?
#* Are there any issues?
#* Are there any issues?
#* etc...
# Close the game and review the findings
# Save the game (new save) and reload it. Have any issues appeared?
# Close the game and review the findings.


=== Final Step - Review ===
=== Final Step - Review ===
# Gather the findings from all testing sources including the external testing.
# Gather the findings from all testing sources including the External testing.
# Summarize them into a review and post this review on the mod's topic on the forums. Things to include are, but not limited to:  
# 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
#* Issues with file structure and installation
#* Conflicts with vanilla or Guide content (and solutions, if any)
#* Conflicts with vanilla or guide content (and solutions, if any)
#* Whether the mod met or fell below expectations
#* Whether the mod met or fell below expectations
#* Any in-game issues
#* Any in-game issues
#* Personal assessment of whether mod should or should not be included in the Step Modifications Guide
#* Personal assessment of whether the mod should or shouldn't be included in a Step Game Guide


{{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 the mod itself. We're assessing mods for Guide inclusion, not judging authors and their skills!}}
{{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!}}
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=== Denied Mods (optional) ===
== Capturing Comparison Sets ==
At times there will be mods that do not make it pass evaluations for reasons other than Mandate violations or being less preferred over another mod. For these mods, consider contacting the mod's author with the findings so that they may improve their mod, or potentially provide solutions which will work for Guide inclusion. This is entirely optional. Some mod authors will appreciate the contact; however, others will not so use best judgement.
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. {{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.
 
{{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.}}
 
=== 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


== Capturing Texture Comparison Sets ==
=== Posting Captures ===
When testing mesh/texture based mods, comparison screen shots should to be taken and posted for the community. These shots are not for the staff to use for evaluation, but rather for the community's benefit and our reference. These shots need to include a Vanilla shot, current Guide content shot, and a shot of the content of the mod being tested. To capture screen shots that work best for these comparisons use the best practices outlined below. This outline will allow the shots to be of the exact same screen, in each shot, with the only differences being the asset replacements.
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.
# Active Immersive HUD, if not already, for all MO profiles used in the testing, including the vanilla profile. This will auto hide the HUD so that it doesn't have to be done manually from the console.
# Load the vanilla profile and vanilla save file. ''The mod being tested should '''not''' be active.''
# 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.
# Ensure there is nothing that will interfere in the shot such as an NPC walking into the frame.
# Save the game with a new save, if not loading from a previous save.
# Load the save and '''Do NOT touch that mouse!'''
# Once the game loads, 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.
# Now exit the game.
# Switch to the Guide profile.
# Repeat steps 7-9 above for the Guide shots.
# Now in the current Guide profile, active the mod being tested and ensure it is overwriting the desired assets.
# Repeat steps 7-9 to capture the shots from the mod being tested.


If completed correctly, a set of three compares should exist: a vanilla shot, a Guide shot, and a shot with the mod included. These can be used to post comparison shots on the forums. Simply repeat this process for all assets 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 angles/locations/lighting situations for a more complete comparison set.
When posting captures on the Step Forums:
<br/>
* Please use the Editor buttons/functions on the forums to post.
* 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.
** 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.''
<br/>
<br/>
{{Alert|type=notice|text=The remainder of the guide contains helpful console commands, tips, tools, and more.}}
<br/>
<br/>


= Tools, Hints, and Utilities =
== 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. They are specific to Skyrim and other Bethesda game. 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.
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.


===Toggles===
===Toggles===
* '''tmm 1'''
* '''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.  
*: Toggles all map markers on; thus allowing fast travel to any location. Enter '''0''' in place of '''1''', to reset to default.  
* '''tgm'''
* '''tgm'''
*: Toggles God Mode on/off making you invincible. Health, magicka and stamina will not run out either with enabled.
*: Toggles God Mode on/off. While in God Mode the PC will be invincible with unlimited health, magicka, and stamina.
* '''tcl'''
* '''tcl'''
*:Toggles collisions on/off. Don't use while falling or you may crash to desktop.
*:Toggles collisions on/off; thus allowing the PC to walk through anything.
* '''tfc'''
* '''tfc'''
*:Toggles Free Camera Mode on/off so you can fly around the environment. 'tfc 1' will pause the camera.
*:Toggles Free Camera Mode on/off. '''tfc 1''' will pause the camera.
* '''tm'''
* '''tm'''
*: Toggles menus on/off. Useful when taking screenshots. [[Immersive HUD]]/[[Immersive HUD - iHUD Special Edition]] can be used to achieve this without having to use the console.
*: Toggles menus on/off. Useful when taking captures.
* '''tai'''
* '''tai'''
*: Toggles Artificial Intelligence so characters will not react to the player.
*: Toggles all NPC AI on/off. NPC will typically not move when toggled off.
* '''tcai'''
* '''tcai'''
*: Toggle Combat Artificial Intelligence so NPCs will not attack the player.
*: Toggles all NPC Combat AI on/off. NPCs will interact normally, but will not actively attack the player.


===Player Commands===
===Player Commands===
;player.additem formID ###
* '''player.additem formID ###'''
:Adds the item to the player's inventory. Replace 'formID' with the item code of the item. Codes can be found [https://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.)<br/>'''Tip:''' leading zeroes can be dropped in the item code.
*: 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].


;player.addspell formID
===Targeted Commands===
:Adds a specified spell to the player's spell list. Spell codes can be found [https://www.skyrimsearch.com/magic.php here].
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===
===Other Commands===
* '''coc locationName'''
* '''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 [https://www.skyrimsearch.com/cells.php here] and [https://elderscrolls.wikia.com/wiki/Console_Commands_%28Skyrim%29/Locations here].
*: Transports the player to a specified location. Replace '''locationName''' with the name of the location.
* '''coc qasmoke'''
*: 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].
*:Transports the player to the developer testing hall.
*: '''coc qasmoke''' is Skyrim's developer testing hall with containers for all game items.
* '''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'''
* '''killall'''
*:Kill all non-essential NPCs within the player's vicinity.
*: Kills all non-essential NPCs within the player's vicinity.
* '''Resurrect'''
*:Resurrects a dead target.
* '''set timescale to ##'''
* '''set timescale to ##'''
*:Changes the timescale of the game. 20 is the default setting. Setting this below 10 can cause issues.
*: Changes the timescale of the game.
*: Change '''##''' to the desired value. '''20''' is default. ''Setting below '''10''' may cause issues.''


== External Tools ==
== External Tools ==
[https://software.intel.com/en-us/articles/intel-texture-works-plugin Intel Texture Works Plugin]  - allows you to open, edit, save DDS files in Adobe Photoshop using the latest formats (including BC7).
=== 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
 
==== 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 <kbd>PrtSc</kbd> (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)


Gimp users can [https://code.google.com/archive/p/gimp-dds/downloads download a DDS plugin]. For BC7 support, Gimp users can [https://forums.eagle.ru/showthread.php?t=236816 see these instructions].
===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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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

Step 6 - Inspection[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

  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[edit | edit source]

  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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

Capture Software[edit | edit source]

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

Screen Captures[edit | edit source]

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[edit | edit source]

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[edit | edit source]