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Gizmo Crazy


NexBeth

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Well, I've had this issue since I started modding in 2014 and still haven't figured out how to resolve it.

 

For me, gizmos (the W and the 2 variety) are hard to maneuver. When I attempt to move an arrow it does not move incrementally in small units, it basically leaps. This makes it very difficult to do anything where gizmos might be needed such as in optimizations. I have seen enough vids to know that other modders do not have this problem. I tried altering this in Preferences/Movement Arrow Speed but there is no changes when doing so.

 

I thought it might be my problem with my mouse because with SSE my middle button for moving objects in Preview Windows, doesn't work either (even though it does work in Legendary Skryim). However, I recently got Planet Zoo which is pretty much a building game and it does have the same type of gizzos which works as intended using my mouse.

 

Insights appreciated.

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  • 3 months later...
I can't help you with your issue since i resize all my gizmos from their 'Primitives' tab, it's a habit i got from my line of work.


What i actually wanted to say is that, never use the 'Arrows' to resize the "Roombouns", even if in measurements it might seems all fine, you will encounter issues with the most common been the disappearing of meshes over certain angles in your FOV near the "Portals" after you have enter > exit > re-enter that cell.


Optimization is very sensitive and needs accurance to the millimeter.


Just a tip:

- After you have created your first 'Rombound', select it and with "Snap to Grid" and "Snap to Angle" active move it around and resize it, so that it will snap to the 3d space grid and not to the mesh where it was actually created.

- All your next Roombound duplicates or newly created must all be moved from the origin of your first Roombound and resize always with "Snap to Grid" and "Snap to Angle" active, it's the only way to be sure that all roombouns will be aligned to each other.

- When creating portals always create them in a specific order from A to Z and don't jump from roombound to roombound.

When 'Roombound A' is attached to 'Roombound B' (creating portal between them) CK will autocorrect any milimiter misalignment between them, and Roombound A will pull towards it Roombound B and so on...

So if you jump from 'Roombound A' to create a portal in 'Roombound C' to 'Roombound D' and an autocorrect is done between them, then your 'Portal A' will start to "FLICK" in-game because there is a milimiter space in it and the autocorrect didn't passed from 'Roombound' to 'Roombound'.


I hope i did explain it cleary.

Edited by maxarturo
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