Beta Testing & anolysis Guild at TESA

Post » Mon Dec 12, 2011 12:27 pm

ok. I am brand new to modding. I have almost completed my first mod. It is a very simple one. A Player owned house near Pell's Gate. Like I said...very simple mod. According to your rules, this mod would not qualify for testing due to its simplicity?
I think a house is okay, but stuff like changing the damage of a glass claymore to 80, or adding a new sword and putting it into a chest just laying around in the Imperial City... those would be to small.

But I'm not them, just... assuming.
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Brandon Wilson
 
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Post » Mon Dec 12, 2011 9:15 am

ok. I am brand new to modding. I have almost completed my first mod. It is a very simple one. A Player owned house near Pell's Gate. Like I said...very simple mod. According to your rules, this mod would not qualify for testing due to its simplicity?


Hi There,

While it may seem simple, house mods DO have a potential for compatibility issues with the major landscape mods and other well known housing mods. As such, you would likely benefit from BETA testing before release. Khettienna further explains this rule:

What I meant by "not complex enough"... added display cases to a vanilla house, a dagger in a barrel in the Market District, etc... those tiny little mods people generally make for themselves as a game-world tweak or freebie item. If you as the mod maker can't tell if there will be a compatibility issue with another mod/compilation like FCOM, DR, etc... then it's a pretty safe bet you'd really benefit from testing, and we'd be happy to help! :)


Hope that helps and hope we will see you applying for testing soon. :)
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Chica Cheve
 
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Post » Mon Dec 12, 2011 9:38 am

Cool! It is almost done, so I'll get you guys a copy ASAP. Here is a brief description. Chorrol house interior cell, basemant cell, and cave cell (passage from basemant to exterior). My biggest concern so far is that there are asterisks (*) appearing on cells that are not related to the mod. I do not want a dirty mod (and neither does anyone else). So far the mod seems to work fine on my in-game tests.
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Elizabeth Davis
 
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Post » Mon Dec 12, 2011 4:43 am

Cool! It is almost done, so I'll get you guys a copy ASAP. Here is a brief description. Chorrol house interior cell, basemant cell, and cave cell (passage from basemant to exterior). My biggest concern so far is that there are asterisks (*) appearing on cells that are not related to the mod. I do not want a dirty mod (and neither does anyone else). So far the mod seems to work fine on my in-game tests.


Use TES4edit to clean the bits not related to your mod.
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evelina c
 
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Post » Mon Dec 12, 2011 1:58 am

Save a backup copy beforehand in case you accidentally delete something you don't want to, though. Keep that copy even if everything looks alright right through testing - sometimes (especially with cells) things can count as "modified" even when you wouldn't think they would, and deleting them can cause weird things to happen. The TESA testing could help a lot to make sure that hasn't happened, as presumably they'll scout around a bit in those cells to make sure nothing got messed up.

Question of my own: does TESA do testing of modders' resources? Specifically, NifScript is going to need testing soon (and I have a few people interested), but to test it is going to require writing scripts with it and seeing what happened, rather than just plugging it into a game and seeing what happened. Does TESA handle this kind of thing? If not, like I said, I have some people interested in testing it, I just was curious.
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Josephine Gowing
 
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Post » Sun Dec 11, 2011 10:24 pm

I believe the BTA Guild can handle such a task, I know of a few testers off the top of my head who would be capable of such a testing. You'll want to let the Guild Leaders know the particulars when you sign up for testing, so they can help you get the right people on the job, but other than that I don't think it being a special case would exclude it for testing. :)
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Javaun Thompson
 
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Post » Mon Dec 12, 2011 5:52 am

The BTA Guild has plenty of room for new testers and for new modders with testing needs! :D
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Alexx Peace
 
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Post » Mon Dec 12, 2011 10:45 am

The BTA Guild has plenty of room for new testers and for new modders with testing needs! :D
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Philip Lyon
 
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Post » Mon Dec 12, 2011 2:27 pm

I applied to join the guild a while ago but I still can't seem to access the forums
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GEo LIme
 
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Post » Sun Dec 11, 2011 11:44 pm

This could be useful for me - I need some development branch features of the next version of BOSS tested before I can include then in the main trunk of the code, and the team is pretty busy with their various other commitments. All the features are documented and complete, I just need people to check that it doesn't crash, and works as the docs says it does. I don't think I need closed testing, since all the code and docs are readily available anyway, I'd just be sending pre-compiled exes to testers...

Is the BTA guild suitable?
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john page
 
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Post » Sun Dec 11, 2011 10:44 pm

Indeed it is :yes:, I'm sure our testers will enjoy checking that over :D
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Ernesto Salinas
 
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Post » Mon Dec 12, 2011 2:22 am

Indeed it is :yes:, I'm sure our testers will enjoy checking that over :D


Cool, I'll head over and sign up as a modder then.
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Sheila Reyes
 
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Post » Mon Dec 12, 2011 2:01 am

I am doing testing over there. I do enjoy testing stuff and seeing how it all plays together. I do not try to break mods, but I am fairly good at reaching their limits.
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lexy
 
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Post » Mon Dec 12, 2011 8:47 am

The BTA Guild has plenty of room for new testers and for new modders with testing needs! :D
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Gaelle Courant
 
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Post » Mon Dec 12, 2011 10:14 am

We need Beta's folks! We've only got 1 beta right now and its on hold so were wide open for testing!
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aisha jamil
 
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Post » Mon Dec 12, 2011 7:37 am

As a user of mods, I am certainly pleased to find we now have this community resource. :clap: Long live the Beta Testing & anolysis Guild. :celebration:

It would be nice if the Guild had some kind of logo or seal. :trophy: It could then be included in the readme of mods that had used your services. :deal:

I know I would appreciate knowing a particular toy had been tested. :poke: Or is this breaking some kind of confidentiality guidelines within the guild? :whisper:


My wife tells me I should use more emoticons.
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SamanthaLove
 
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Post » Mon Dec 12, 2011 9:50 am

As a user of mods, I am certainly pleased to find we now have this community resource. :clap: Long live the Beta Testing & anolysis Guild. :celebration:

It would be nice if the Guild had some kind of logo or seal. :trophy: It could then be included in the readme of mods that had used your services. :deal:

I know I would appreciate knowing a particular toy had been tested. :poke: Or is this breaking some kind of confidentiality guidelines within the guild? :whisper:


My wife tells me I should use more emoticons.

Well I support this, (and the BTA Guild ofcourse) it's nice to know when a mod has been tested and I don't think that after-testing is confidential
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Latisha Fry
 
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Post » Mon Dec 12, 2011 6:27 am

As a user of mods, I am certainly pleased to find we now have this community resource. :clap: Long live the Beta Testing & anolysis Guild. :celebration:

It would be nice if the Guild had some kind of logo or seal. :trophy: It could then be included in the readme of mods that had used your services. :deal:

I know I would appreciate knowing a particular toy had been tested. :poke: Or is this breaking some kind of confidentiality guidelines within the guild? :whisper:


My wife tells me I should use more emoticons.


I'm not sure the Guild needs any type of logo, just a note in the authors readme will suffice :D

Mod authors can say they have had a mod tested or are using the guild for testing :yes:, Though any and all testing details are kept within the guild.

Well I support this, (and the BTA Guild ofcourse) it's nice to know when a mod has been tested and I don't think that after-testing is confidential


I'm glad you support the Guild :)
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Kathryn Medows
 
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Post » Mon Dec 12, 2011 4:07 am

Come on guys, i just signed up and am looking for a beta to test :toughninja:
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Trevor Bostwick
 
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Post » Sun Dec 11, 2011 10:29 pm

You have to be patient John :lmao:, I'm sure there will be some new submissions soon enough.
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Red Sauce
 
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Post » Mon Dec 12, 2011 1:26 pm

The BTA Guild has plenty of room for new testers and for new modders with testing needs! :D
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X(S.a.R.a.H)X
 
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Post » Mon Dec 12, 2011 3:47 am

One of the advantages of being signed up as a tester is I get to see things before they actually get released. I get to try them out and give feedback so that the modders can fix the problems I find.

I love getting to test out new stuff. It's almost like letting a kid loose in a toy shop. :wavey:
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Len swann
 
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Post » Mon Dec 12, 2011 5:42 am

A little bump :D, Guild could use a few more mods to test as well as new testers. Always room for more :foodndrink:
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Leonie Connor
 
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Post » Sun Dec 11, 2011 10:41 pm

[cardboard sign]

Will Work For Cookies



Bless You All

[/cardboardsign]
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Chloe Mayo
 
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Post » Mon Dec 12, 2011 12:14 am

BTA Guild is always open to new submissions and more importantly new testers :D
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Eve(G)
 
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