Dynamic map

Post » Tue Nov 08, 2016 12:28 pm

Would there be a way to make a map dynamic and able to read from all the mods you've got inside the load order? I saw many mods trying that but you are always supposed to use a certain amount of specific mods, or you are not going to see the stuff on your map. Can it be done?

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Heather beauchamp
 
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Post » Tue Nov 08, 2016 7:08 am

There's a mod which already does that:


http://www.nexusmods.com/oblivion/mods/35969

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Ian White
 
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Post » Tue Nov 08, 2016 12:47 pm

And if none of the mods you run has the custom map properties bundled with Dynamic Map, you can create them. But it could require scripting, XML, and texturing knowledge... depending on what you want to do. Simplest way, if DM doesn't already support it, would be to -- for example, roads -- edit the road textures to add what you want, then just edit the INI. That may be more stuff than you'd really want to do, but it's a way to make it happen.



What mods are you running that you want reflected in the map?

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Claire Vaux
 
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Post » Tue Nov 08, 2016 8:30 am

so what's the point of a post like this?

http://www.gamesas.com/topic/1610480-map-mods/?p=25251506


and what about a mod like this? What is it supposed to do ? Why does it ask for different requirements?

http://www.nexusmods.com/oblivion/mods/46659/?

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Jordan Fletcher
 
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Post » Tue Nov 08, 2016 11:29 pm

There is no mod that takes into account every mod in the vast Oblivion mods library that makes changes to the terrain and map. You'd have to create something for that. The closest you'll get to a "Dynamic Map" style mod is Dynamic Map. The mod you linked to offers a merged Elven Map Redux with Elsweyr and Valenwood provinces included. You need those mods for it to make any sense. It looks like he also created a version for Roads of Cyrodiil. But it's a static map. It won't read the mods you have installed and adjust appropriately. You'll just have top search for a map that includes all of your mods. Probably, you'll have to choose the closest that matches.

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Catherine N
 
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Post » Tue Nov 08, 2016 5:23 pm

I'm just fixing up my Dynamic Map now, been a bit off for a while - and yes, this is the only one that first, detects certain important mods and adds them and, second, is extensible by the user. It has two .ini files, the relevant one goes like this in default Elven Map:




Spoiler

; Dynamic Map.ini for Elven Map style

; =====================

;

; Version: 2.1

; Author: Ole Boe / TheNiceOne





; Init Tamriel worldspace map

set tnoDM.mod to sv_Construct "Oblivion.esm"

set tnoDM.fid to sv_Construct "00003C"

; set tnoDM.x_offset to 0

; set tnoDM.y_offset to 0

; set tnoDM.zoom to 1

set tnoDM.nw_x to -59

set tnoDM.nw_y to 47

set tnoDM.se_x to 59

set tnoDM.se_y to -50

set tnoDM.w to 2055

set tnoDM.h to 1689

SetStage tnoDM 10



set tnoDM.mod to sv_Construct "Bartholm.esp"

set tnoDM.x to 1505

set tnoDM.y to 1020

set tnoDM.w to 143

set tnoDM.h to 95

SetStage tnoDM 20


set tnoDM.mod to sv_Construct "xulRiverEthe.esp"

set tnoDM.x to 586

set tnoDM.y to 499

set tnoDM.w to 156

set tnoDM.h to 398

SetStage tnoDM 20


set tnoDM.mod to sv_Construct "TR_Stirk.esp"

set tnoDM.x to -232

set tnoDM.y to 0

set tnoDM.w to 272

set tnoDM.h to 0 ; full height

SetStage tnoDM 20


set tnoDM.mod to sv_Construct "Open Cities Reborn.esp"

set tnoDM.img to sv_Construct "Open Cities Reborn - Leyawiin.dds"

set tnoDM.x to 1362

set tnoDM.y to 1376

set tnoDM.w to 121

set tnoDM.h to 115

SetStage tnoDM 20


set tnoDM.mod to sv_Construct "ElsweyrAnequina.esp"

set tnoDM.x to 670

set tnoDM.y to 804

set tnoDM.w to 704

set tnoDM.h to 869

SetStage tnoDM 20


set tnoDM.mod to sv_Construct "Castle_Dunkerlore_V1.esp"

set tnoDM.x to 1381

set tnoDM.y to 1566

set tnoDM.w to 156

set tnoDM.h to 102

SetStage tnoDM 20


set tnoDM.mod to sv_Construct "(DC) Sutch Reborn.esp"

set tnoDM.x to 110

set tnoDM.y to 708

set tnoDM.w to 114

set tnoDM.h to 183

SetStage tnoDM 20


set tnoDM.mod to sv_Construct "Reaper's The Dark Tower.esp"

set tnoDM.x to 1555

set tnoDM.y to 139

set tnoDM.w to 99

set tnoDM.h to 99

SetStage tnoDM 20


set tnoDM.mod to sv_Construct "ImpeREAL Empire Unique Cities - Sutch.esp"

set tnoDM.x to 108

set tnoDM.y to 728

set tnoDM.w to 147

set tnoDM.h to 163

SetStage tnoDM 20


set tnoDM.mod to sv_Construct "road+bridges.esp"

set tnoDM.x to 200

set tnoDM.y to 326

set tnoDM.w to 1523

set tnoDM.h to 1072

SetStage tnoDM 20


set tnoDM.mod to sv_Construct "West Roads.esp"

set tnoDM.x to 294

set tnoDM.y to 448

set tnoDM.w to 504

set tnoDM.h to 435

SetStage tnoDM 20


set tnoDM.base to 1

set tnoDM.img to sv_Construct "Road and Trails - N.dds"

set tnoDM.x to 599

set tnoDM.y to 85

set tnoDM.w to 987

set tnoDM.h to 419

SetStage tnoDM 20


set tnoDM.base to 1

set tnoDM.img to sv_Construct "Road and Trails - SW.dds"

set tnoDM.x to 211

set tnoDM.y to 463

set tnoDM.w to 711

set tnoDM.h to 551

SetStage tnoDM 20


set tnoDM.base to 1

set tnoDM.img to sv_Construct "Road and Trails - SE.dds"

set tnoDM.x to 1281

set tnoDM.y to 728

set tnoDM.w to 539

set tnoDM.h to 723

SetStage tnoDM 20


set tnoDM.base to 1

set tnoDM.img to sv_Construct "Road and Trails - II.dds"

set tnoDM.x to 1022

set tnoDM.y to 458

set tnoDM.w to 199

set tnoDM.h to 163

SetStage tnoDM 20





Which won't do anything unless there are texture resources for those mods, which are supplied by Dynamic Map in these default cases. But you'll note that this default has both West Roads plus Roads and Bridges, which are now both merged as Roads of Cyrodiil. Before my install crashed earlier this year, I did have a Roads of Cyrodiil entry I made which disappeared in the kerfuffle somehow and I'm about to do again. So that's a case study - all I will need is to generate a merged .dds texture of the two already supplied and create an entry with appropriate x,y,width,height in the .ini - which isn't too bad at all. (While I'm at it, there's a few others I wouldn't mind adding from scratch...)

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