Author Topic: Request for Ideas/Methods: Testing Your Mod Efficiently  (Read 943 times)

Offline cmorgan

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Request for Ideas/Methods: Testing Your Mod Efficiently
« on: March 27, 2007, 08:15:52 AM »
OK, a general request/survey....
most experienced modders here test their changes before [s}]nflicting them on[/s] running them past Beta Testers. Reading through back posts and "how to" descriptions gives some basic points:

  • Using CLUA to moe between/to areas and to set up variables
  • Creation of "test message" DisplayStringHeards to monitor .BCS blocks running
  • Using WeiDU to decompile "before" and "after" code to look for changes and corrections/iunexpected interactions.
  • Use of Ctrl-I to cycle banters.

What I thought might help expand this list and give some help to those of us who are still in the dark ages, playing the game through until just before the thing to be tested, then saving the game, then going through the whole interaction and trying to get every dialogue response, was if we shared what tips, tricks, and methods we use to test out changes we make. (Plus, some of us are "pros", paid professional software troubleshooters, and I want to steal your professional secrets :D ).

Anyone want to get the ball rolling?


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