The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Metropolis - A City Mod by M7
   
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File Size
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10.214 MB
Mar 6, 2015 @ 6:57pm
Sep 11, 2015 @ 3:24am
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Metropolis - A City Mod by M7

In 1 collection by Skyrim Mod Developer M7 (Ret.)
City Mods of Skyrim by M7
44 items
Description
NEW CONTENT:

Though I "stopped work on this Mod in March 2015" I recently added content to the City. I still have enormous areas left to add Navmeshing in the Worldspace, along with people. Dawnguard DLC is required. The City is very large -- much larger than many of the Skyrim cities. To help navigate i added a Subway system and Map Markers.

M7 - Sept. 10, 2015.








[ I stopped working on this Metropolis in March 2015. So I am offering it as a Modding Resource, as is, to anyone else willing to build upon it and make something from it. It is a City worldspace separate from Tamriel. There are several buildings, farms, castles, etc. Some Navmeshing included. A wall surrounds it. The entrance is via a Mage Portal on a hill in Markarth region. You need DAWNGUARD DLC and Skyrim Updates. ]

M7 2015.

version 1.1
March 6, 2015.

FEATURES:

Harvestable Apple trees
Bard & Merchant in Ahhotep Keep
Horse stables
Temple
Farm house
Farms - Cows, Chickens, etc.
Map Markers
Landscape - I added roads so the landscape glitch in Skyrim doesn't cause the disappearing texture.
Walls
Custom textures
Navmeshed interior and some exterior (though limited)
Lots of room to explore or add stuff
Well-planned City layout
Castles exterior
roads
Townhouses
Alleys
Mage Portal to Markarth
Walled Estates
etc.

M7 2015.


** NEW CONTENT **
=================

Museum, Night Club, Roman Villa, Bank, College, Gold Mine, Castle, Watch Tower, Subway (A to E), Sound FX, Bards, etc.

M7






Popular Discussions View All (1)
0
Mar 8, 2015 @ 7:33am
Resource Usage
Wormpie
13 Comments
Frasier Crane Jan 10, 2016 @ 1:08pm 
looks impressive
Skyrim Mod Developer M7 (Ret.)  [author] Sep 11, 2015 @ 3:30am 
new content added today.
Skyrim Mod Developer M7 (Ret.)  [author] Mar 14, 2015 @ 5:03pm 
ok
Jack'sWackDad Mar 14, 2015 @ 2:24am 
There is an .INI file fix for the CK glitch you refer to..it is actually a combination ALLOW Multiple Master files and grasses/terrain FIX...

Even WITH it though...you'll need to adjust LOD...and STILL the nagging issue will be terrain breaks and disappearing horizons...The ONLY way to combat that ... The only way I know of...is to build more densely on a smaller scale. so that it isn't about my preference, but about the means to resolve the issue.

Skyrim Mod Developer M7 (Ret.)  [author] Mar 14, 2015 @ 12:31am 
then you can fix this to your specifications.
Jack'sWackDad Mar 13, 2015 @ 7:26pm 
you could carpet the entire cell with moss or forest leaves, gravel, rocks, snow..tall grasses ...there must be nearly 2 dozen options. ....and they can all be combined...provided the Scale and scope doesn't go to extremes..invisible doors will alow you to compartmentalize...the bottom line... landscape editing like most of the CK functions can be touchy..excess height or distance will create blanking and discoloring.

You've got plenty of mods to your credit...you should be well acquainted with the setbacks that come from excess. You have great sense of COLOR..and the placement of garden and farm is good...but the trick is to randomize and economize...In-game , you can tollerate a long walk..but not if it's the same tree positioned identically to the previous every 50x and 50y. ... You gotta mix it up and rotate at random intervals...
Skyrim Mod Developer M7 (Ret.)  [author] Mar 13, 2015 @ 4:02pm 
the roads ground texture prevents the landscape from disappearing.
Jack'sWackDad Mar 13, 2015 @ 7:52am 
I am not much better at modding so don't take it as insult/criticism...The size is your greatest obstacle. You have to make it so objects that are in the distance are introduced sooner and more subtly.
Your terrain must vary. You cannot use road as farm dirt; the type of road must be consistent. You use a golden road only near shrine and castle...Cobble and pave through main tributary...and weeded pathways where they are most appropriate.

Materials for buildings should also follow a logic and relative homogeneity...Wooden buildings amongst stone monoliths and castles is not over-contrasting architecture..but a log CABIN is.

Scale and floorplan is forgiving but not absolutely so...you cannot errect a 4x tent with a loaded door that connects to a palace interrior...nor can the interior come with a free-standing hearthfire on the west corner when the exterior chimney doesn't exist at all.
Ebunnie Mar 12, 2015 @ 4:26am 
looks awesome too bad you cant finish it
Skyrim Mod Developer M7 (Ret.)  [author] Mar 11, 2015 @ 8:11pm 
:) i added a few citizens inside the buildings. the project was too much at the time, maybe I will add to it later.