Jump to content

Scaling size past the cap


Recommended Posts

I've been thinking about making a fun boss mod with the biggest monsters possible, but the only satisfying way I could do this would be to somehow work around the scale cap the CK allows. This just isn't big enough for what I want.

 

I tried opening the standard creature mesh and skeleton in nifskope > transform > edit > scale, but it doesn't seem to actually change the scale in the CK. I admit my skills in nifskope are limited so maybe someone on here would like to make a suggestion to get this idea working?

 

Once I can get a true colossus creature working I can start doing the clever stuff to make some interesting fights :)

Link to comment
Share on other sites

I think that the only way to go past that cap is if you bring the model into another 3D program such as Blender, scale up the actual model, and then export it back out again. Scaling in nifscope can cause problems and, like you experienced, not be noticed by the CK.

 

-Natterforme

Link to comment
Share on other sites

FYI I chatted to dogtown1 who is really the guy to talk to about this sort of thing, and it looks like there would be a problem with this concept in the way that collision wouldn't correspond to the actual creatures.

 

Unlike statics the collision for actors is generated by the CK and if I were to add a scaled up creature mesh the collision wouldn't keep up, meaning arrows and spells would go through parts of it, and limbs would move right through buildings and trees.

 

Not really what I want it would make fighting them a pain and unrealistic (well as realistic as fighting 100ft giants gets)

 

Idea scrapped.

Edited by Ironman5000
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...