Scamperoo Posted December 2, 2011 Share Posted December 2, 2011 Is there a way to scale my khajitt down to the size of a "human" child? I thought it would be fun to play him as a kitten / street urchin gone awry. Link to comment Share on other sites More sharing options...
kelticfury Posted December 2, 2011 Share Posted December 2, 2011 You can easily do that in the console, just open the console and type player.setscale .75 and blammo you will be kid sized. Link to comment Share on other sites More sharing options...
Scamperoo Posted December 2, 2011 Author Share Posted December 2, 2011 You can easily do that in the console, just open the console and type player.setscale .75 and blammo you will be kid sized.Thank you so much! I'll try it when I get home :-) Link to comment Share on other sites More sharing options...
cppcooper Posted December 2, 2011 Share Posted December 2, 2011 Ahahah. Nice, you will need some mods to let the guards be a little more lenient. Link to comment Share on other sites More sharing options...
mindinavoid Posted December 2, 2011 Share Posted December 2, 2011 (edited) I actually used the setscale command for my Argonian battlemage in a similar way, as he's meant to be abnormally small- a runt, in other words (who has a larger-than-life personality to make up for it). Unlike in Oblivion, where the 1st person and 3rd person views were disconnected from one-another (and caused all manner of shenanigans) your size is concurrent between PoVs in Skyrim, so you don't have to do any special screwing around. To make things easier from a camera placement perspective (as changing character size doesn't seem to affect the camera placement at all), here's the default values in Skyrim.ini (from your My Documents\My Games\Skyrim folder).---[Camera]fActorFadeOutLimit=30fOverShoulderCombatAddY=-100.0000fOverShoulderCombatPosZ=20.0000fOverShoulderCombatPosX=0.0000fOverShoulderPosZ=-10.0000fOverShoulderPosX=30.0000fOverShoulderHorseAddY=-300.0000fOverShoulderHorsePosZ=0.0000fOverShoulderHorsePosX=0.0000fMouseWheelZoomIncrement=0.0750---Modifying [fOverShoulderPosZ] will change the height of the camera, and PosX will change how far left or right. I believe AddY (in fOverShoulderCombatAddY) affects how the camera tilts forward when you enter combat stance. According to the resource I got from the SOS / Seamless Over Shoulder mod, you're supposed to be able to use the following to adjust these ingame:---setini "fActorFadeOutLimit" xxsetini "fOverShoulderCombatAddY" xxsetini "fOverShoulderCombatPosZ" xxsetini "fOverShoulderCombatPosX" xxsetini "fOverShoulderPosZ" xxsetini "fOverShoulderPosX" xxsetini "fOverShoulderHorseAddY" xxsetini "fOverShoulderHorsePosZ" xxsetini "fOverShoulderHorsePosX" xxsetini "fMouseWheelZoomIncrement" xx---And then "saveini" to keep the changes you like. I couldn't get it to work when I tried, but in hindsight, I think I was doing it wrong (including the =NUM bit with the quoted parameter). Leave the quotations in when you do it, by the way-- that tells the system to read the entire enclosed section and search for that specific string in the .ini file. For the record, the animations were made with standard bodysizes (.95 ~ 1.25, I believe) in mind, so you'll put your hands through the enchantment and alchemy tables, or stick your wooden spoon down through the pot while cooking. Other than that though, it's all good. Edit: For the record, this also means that if you wanted you could set your view off to the left instead of off to the right, by using negative values. I intend to make a simple ScriptDragon camera switcher script as soon as I can figure out the details that'll add or remove a negative (-) sign to whatever your existing fOverShoulderPosX is. Edited December 2, 2011 by mindinavoid Link to comment Share on other sites More sharing options...
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