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How to increase the scale of a static object above 10 ?


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Good afternoon everybody!

 

I am currently working on a interior cell that has a giant volcanic crater inside it.

So basically a huge "hole" that goes down ...

 

 

I planed to use the "cave interior" parts to make this, but I ran into an issue ...

 

For some weird reason I can only scale the size of the static objects up to 10, not any further ...

 

 

Is there any way to increase the scale of a static object to something greater then 10?

I don't really care if the textures look "crappy" ...

 

 

 

Or is this another stupid limitation of FO4?

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Or use nifskope to upscale it and then upscale it in the CK again.
If you're unsure about using nifskope due to physic issues, scale your volcano up to 10 in the CK

 

Make it into a static collection and export the nif.

 

Import the nif and upscale it again

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You don't need to export an SCOL's nif in order to scale it again. As soon as you make an SCOL, it will keep the scales of it's components, but will start at 1.0 itself. You can then scale it further, as long as you don't fragment it.

 

If you do export the nif, be aware that, usually, you can't SCOL such a nif again. The CK crashes in that case.

 

Edit: You could try this: make an SCOL with just the piece you want, scaled to 10. Then, open the mod in xedit, find the SCOL there, and tweak the Scale under Parts\Part\DATA - Placements\Placement

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So the process would be this:

 

  1. Scale each part up to 10
  2. Combine the parts in the shape that I need
  3. Make all of that into a SCOL
  4. That SCOL "starts" with a scale of 1, so scale it up further
  5. Repaeat if needed ... (add another "hidden" part and turn all of that into an SCOL again, right?

Thanks for that advice, I have never really worked much with SCOLs ...

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  • Scale each part up to 10
  • Combine the parts in the shape that I need
  • Make all of that into a SCOL
  • That SCOL "starts" with a scale of 1, so scale it up further
So far it works

 

Repaeat if needed ... (add another "hidden" part and turn all of that into an SCOL again, right?

That won't. You would have to fragment the SCOL first, and that will probably reset all scales above 10 back to 10.

Instead, you could try doing that xEdit trick I mentioned above.

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No and again, before you make a mistake do not use a processed SCOL.nif when creating precombined meshes. It wil **ck your stuff up very badly. So if you use a processed .nif make sure it's a movable static or an activator.

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