I plan on making a tutorial on this soon, as there are many useful console commands to use for filming purposes, I'll briefly outline a few:
TM - Toggles the ingame menus.
USE THIS. Trailers filmed with menus don't look nearly as professional or appealing. We've all seen the menu's a million times, that's not what we should be seeing in the clip. Also if you use SkyUI or other menu replacers, it could be false advertising that your mod includes that. Turning them off is key.
TFC - Toggle Free Cam. Toggles a freely controlled camera seperate from the player that you can pan around. While using the free cam;
- SUCSM X changes the free cams pan speed, where X is a number. (i.e. SUCSM 1) SUCSM = Set UFO Camera Speed Multiplyer. The default value is about 20 or so, and is WAY too fast for anything practical, so set this lower, something between .2 for very slow shots, to 5 for faster shots.
- Holding shift doubles the speed multiplyer. If you set it to 1, holding shift makes it 2. Allowing for you to quickly position the camera before filming.
- Left and right clicking on the mouse pans the camera up and down, respectively. Allowing you to do many pans of vistas or other key locations.
- The camera moves up and down in relation to its vertical angle. If you look up slightly and pan forward (W) the camera will slowly go higher and higher. It is not a 'set height' like when you walk on flat ground while looking up/down.
You can also use other commands to set up the filming situations you want. 'Set Gamehour To X' to change the time of day, 'SetWeather WeatherFormID' and 'ForceWeather WeatherFormID' to change the weather for filming, etc.
For smooth panning or looking, get a wired X-box 360 controller. I was unable to obtain one, so if you look very closely you can tell that many of the shots in Falskaar's Gameplay Trailer were me rotating very careful with my mouse. I shot each one of those takes about 5-20 times and took the steadiest take. A controller is a much simpler solution.
Show what your mod focuses on. For example, something I see a lot in new lands trailers is combat. Does your mod alter combat? If not, don't show much. You can use some for pacing. Or, if you add new enemies or weapons, by all means show them in use with combat clips. But 80% of your trailer shouldn't be combat. You'll notice in the Falskaar trailer, I show only a few clips of combat. I put those in to help pacing, and show my custom bandits/enemies. If your mod doesn't add new enemies, weapons, or combat alterations, do not show very much/any combat.
Hopefully that helps.
