The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Metropolis - A City Mod by M7
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.
GRIZZ Mar 11, 2015 @ 6:41pm 
Dude don''t stop add some people, bring it to life it's the S***.
Skyrim Mod Developer M7 (Ret.)  [author] Mar 10, 2015 @ 7:43pm 
lol :)
AnaI Prolapse Suffocation Mar 10, 2015 @ 7:22pm 
shame you stopped