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Papyrus scripting dev:test ratios


SKKmods

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In commercial software development estimates I typically use a ratio of 1:2 or 1:3 for dev:test effort during cost estimation. That guideline has held true over 20 years across many tool-sets, platforms and methods.

 

To ensure a Papyrus scripted mod for FO4 is shippable, it's taking 4 to 5 hours of test for every hour of dev, especially bad for the quest bypass mods where every parallel or downstream quest.stage, actor and object needs to be validated under multiple conditions with no automation or test harnesses.

 

Anyone else able to quantify their scripted dev:test ratios ?

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