[RELz] Dynamic Map

Post » Sun Jan 16, 2011 12:30 am

I must find out how to get the engine to use low-res versions for players with medium or small texture size first. Because compressed files turn out as garbage when viewed with medium/small texture size setting.

Forgive me if you know about this already but have you tried creating mipmaps for the map textures? If not and if you have Paint.net, you can create them by opening the texture then saving it again. After saving, you should be given the option of creating mipmaps.
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Alan Whiston
 
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Post » Sun Jan 16, 2011 6:04 am

Doesn't setting ugridstoload to a higher number introduce the 'mexican jumping bean' bug?


No idea, I've never heard of that before. But these settings are purely for the generation of the local map textures, so any in-game bugs which might be created are irrelevant as long as the game doesn't crash. If you actually tried playing with these settings you'd soon discover that it is impossible, view distance is practically zero, so you can't even see the ground under your feet through the fog.

The local map generation console command will only output textures for the cells loaded into memory, and the ugridstoload tells the game how many cells to load - the larger ugridstoload is set to, the more cells you will get.
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kevin ball
 
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Post » Sun Jan 16, 2011 3:32 am

Doesn't setting ugridstoload to a higher number introduce the 'mexican jumping bean' bug?


Yes, but that's not going to be much of an issue unless the point at which the maps are being generated from is in one of the spots the bug shows up at.
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Jonathan Egan
 
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Post » Sun Jan 16, 2011 4:53 am

Yes, but it took so long a couple of times I almost thought the game locked up.
On my PC, the delay was "only" 3 seconds or so, but I will of course try to do my best to reduce it. One thing I think will reduce it, is if I make the base map overwrite the standard map file instead of changing its filepath in script. That way the base map will be loaded when you start the game instead of when you first open the world map. Arthmoor, could you try this out in order to see the difference? If so, copy "Textures\Menus\DynamicMap\cyrodiil.dds" to "Textures\Menus\map\world", and rename it "cyrodiil_resized.dds" - and open "Dynamic Map.ini" and remove this line at the top:
set tnoDM.img to sv_Construct "cyrodiil.dds"

Removing this line will make Dynamic Map use the standard map instead of loading its own, and the standard now happens to be the right one. By doing this, you will see how much time that is wasted loading the base map.


Forgive me if you know about this already but have you tried creating mipmaps for the map textures? If not and if you have Paint.net, you can create them by opening the texture then saving it again. After saving, you should be given the option of creating mipmaps.
I have mostly been using GIMP. I don't really know which settings are best, but you're saying that creating mipmaps will help?
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john page
 
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Post » Sun Jan 16, 2011 1:43 pm

You don't want mipmaps on interface elements. Mipmaps are only of use for rendered 3D objects. The Menus50 images simply need to be reduced to 50% of their original size. Those are easy. Someone else mentioned how the Menus80 ones are done but I forget where. They're a bit more of a pain.

I'll check your map suggestion in a bit, my system is in the middle of a malware scan after spammers from Russia got something past my AV this morning.
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Melis Hristina
 
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Post » Sun Jan 16, 2011 8:44 am

Can I request a small line in a future release to help me with my MiniMap. Basically I'd like to know when you've processed/updated the current worldspace and its map/sub-maps. Probably around this bit of code as it won't be nessecary to 'message' my script when only changing the zoom.
	if x != world_index		let world_index := x		DebugPrint "DM:Setting worldspace index %.0f for %n (%i)", world_index, ws, ws		SetMenuFloatValue "map_background\map_page_2\map_world_layout\map_world_map_window\tno_map\_ws", 1023, world_index		let currentZoom := GetMenuFloatValue "map_background\map_page_2\map_world_layout\map_world_map_window\map_world_map\zoom", 1023		Call dmAdjustDimensions wm_data			endif
Just a RunScriptLine "set MiniMap.bUpdateWorldMap to 1" is enough. Thanks in advance. :)

-kyoma
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Gavin boyce
 
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Post » Sun Jan 16, 2011 10:14 am

You don't want mipmaps on interface elements. Mipmaps are only of use for rendered 3D objects. The Menus50 images simply need to be reduced to 50% of their original size. Those are easy. Someone else mentioned how the Menus80 ones are done but I forget where. They're a bit more of a pain.
The Menu80 ones are jusr 80% of the original size. I know that most Menus80 textures have the same picture size as Menus textures, but with the actual image zoomed in to 80% (and with the remaining 20% blank), but with Map Marker Overhaul's map marker dds, I just shrunk the Menus texture to 80% and have never got any complaint.

But for me, the problem is that the engine ignores the files in the Menus50/Menus80 folders if the filename is set on the xml through script. E.g. if I set a filename to be "DynamicMap\Bartholm.dds", it uses "Textures\Menus\DynamicMap\Bartholm.dds" regardless of whether the player has large, medium or small texture size. I guess the use of Menus50/Menus80 is handled by the engine in a way that only works for the xml filenames that are set at load time.

But I'm working my way around this, by adding one more setting in Dynamic Maps's base ini - a texture_size setting that indicates whether you will use maps from the Menus, Menus50 or Menus80 folder, and I then set that path directly, and fudge the x/y/w/h values accordingly.


I'll check your map suggestion in a bit, my system is in the middle of a malware scan after spammers from Russia got something past my AV this morning.
Ouch, good luck with that.


Just a RunScriptLine "set MiniMap.bUpdateWorldMap to 1" is enough. Thanks in advance. :)
It has now been added (for the next version). Btw, I haven't actually checked very much, but when being in places like the Oblivion worlds, the world map used is the standard cyrodiil map, but the worldspace returned from GetWorldMapData isn't Tamriel (probably 0?). Do you know anything about that?
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Shannon Marie Jones
 
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Post » Sun Jan 16, 2011 1:31 pm

I kept running into cells where the water color was non-existant, so I went back to the drawing board.

I've found that making changes to the ini is unecessary except to change the uGridsToLoad (and maybe the ipreloadsizelimit - I left it at 52428800).
For map generation, the only ini changes I have now are:
uGridDistantTreeRange=9
uGridDistantCount=9
uGridsToLoad=9
iPreloadSizeLimit=52428800

All that is needed to generate high quality local maps is to turn off Distant Land and all the water settings in the Video options.
With all veiwing distances set to 100% this is what I get using 7, 9, and 11 uGridsToLoad (in clear weather).

http://i429.photobucket.com/albums/qq11/aellis-photos/example.jpg

There is no noticeable differrence between 7 and 9 grids, but at 11, the shallow water begins to fade. At 15 (which is what I used), the water color is non-existant.

Changing the weather type changes the shade of blue.

Since there would be more work involved in touching up what I already did, I'm going to regenerate the lot and start from scratch.
This will delay my contribution of course, but I'd rather give something outstanding rather than "make do".
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Ross Zombie
 
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Post » Sun Jan 16, 2011 5:34 am

But for me, the problem is that the engine ignores the files in the Menus50/Menus80 folders if the filename is set on the xml through script. E.g. if I set a filename to be "DynamicMap\Bartholm.dds", it uses "Textures\Menus\DynamicMap\Bartholm.dds" regardless of whether the player has large, medium or small texture size. I guess the use of Menus50/Menus80 is handled by the engine in a way that only works for the xml filenames that are set at load time.

But I'm working my way around this, by adding one more setting in Dynamic Maps's base ini - a texture_size setting that indicates whether you will use maps from the Menus, Menus50 or Menus80 folder, and I then set that path directly, and fudge the x/y/w/h values accordingly.
You shouldn't have to go through such lengths, IIRC the game automatically adjusts any trait calculations when a different size is used. Then again, I'm not sure this also applies when you set the width and height of "map_world_map". If the textures are the only problem then you could try leaving out the "Textures\Menus" bit, or I can give you a few lines of code which should let you get whatever size the user has based on his resolution. :)

[edit]
Oh wait, I misread bits of your post, so leaving out "Textures\Menus" didn't work I guess. Does it also happen when you use another trait as a bridge? Like this:
	<_f> empty 	  

[/edit]

[edit2]
I just tried things a bit and at my end the game always uses the appropriate menus folder. I got this element
	 50 	 empty 	 2 	 &true; 	 80 	 150 	 296 	 128 	 200 
And I call this line from the console
setmenustringvalue "_folder_debug\filename@Menus\map\minimap\folder_debug.dds" 1004
The "folder_debug.dds" file is just a black box with white letters saying either "Menus", "Menus80" or "Menus50" depending on which version it is. Now it always displays the correct version according to my resolution, all that mattered was that the 'm' in "menus" was capitalized. :shrug:
[/edit2]

It has now been added (for the next version). Btw, I haven't actually checked very much, but when being in places like the Oblivion worlds, the world map used is the standard cyrodiil map, but the worldspace returned from GetWorldMapData isn't Tamriel (probably 0?). Do you know anything about that?
Thanks. As for worldmapless worlds, when the player is in an unparented worldspace that does not have a map image it will use whatever worldspace the player was in last (that had a valid image). Right now GetWorldMapData indeed doesn't return that worldspace, merely the mapless worldspace (the stringmap won't have an "Image" key). And ofcourse any player-arrow positioning for the worldmap is suspended aswell.

I hadn't thought of it when I made the function as I probably would have changed it from the start. For now you should be able to get away with storing the last worldspace that had a map image and use that instead.

-kyoma
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Allison C
 
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Post » Sun Jan 16, 2011 3:03 pm

You'll want to change uNumDepthGrids to 1 for creating local maps, otherwise some water cells will contain transparent water (due to the increased ugridstoload).
I do prefer the results of the in-game local map creation over CS creation, because it hides all the x-markers, map markers, activator boxes, collision boxes, sound markers etc. along with the water being included. It's also quicker at generating the local map than the CS, and is capable of mapping more cells in one go than the CS.

Do you know about the coe console command? Instead of coc, you can use coe to go to specific cells, e.g.
coe 22,13
This will save having to edit cell names before loading the game. This is my preferred teleport command, but you might be quite happy with coc of course.



I kept running into cells where the water color was non-existant, so I went back to the drawing board.

I've found that making changes to the ini is unecessary except to change the uGridsToLoad (and maybe the ipreloadsizelimit - I left it at 52428800).
For map generation, the only ini changes I have now are:
uGridDistantTreeRange=9
uGridDistantCount=9
uGridsToLoad=9
iPreloadSizeLimit=52428800

All that is needed to generate high quality local maps is to turn off Distant Land and all the water settings in the Video options.
With all veiwing distances set to 100% this is what I get using 7, 9, and 11 uGridsToLoad (in clear weather).

http://i429.photobucket.com/albums/qq11/aellis-photos/example.jpg

There is no noticeable differrence between 7 and 9 grids, but at 11, the shallow water begins to fade. At 15 (which is what I used), the water color is non-existant.

Changing the weather type changes the shade of blue.

Since there would be more work involved in touching up what I already did, I'm going to regenerate the lot and start from scratch.
This will delay my contribution of course, but I'd rather give something outstanding rather than "make do".


You probably missed my earlier post (quoted above) - you need to set uNumDepthGrids to 1, this will resolve the water in some cells becoming transparent. Or do you refer to some other water issue? What weather are you using now, Clear, 38eee? It would help TheNiceOne if our resulting local maps matched, so if you're switching to Clear, I will too.

EDIT
TheNiceOne, I've redone ULs Ancient Redwoods and Ancient Yews with clear weather, so the water is blue rather than grey. Also I've created local maps for Arrius Creek and the linking patch between Ancient Yews and Arrius Creek.
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-AncientRedwoods-Clear.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-AncientYews-Clear.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-ArriusCreek.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-AY_AC_LinkPatch.7z


I only just noticed that you asked how I made trees appear and water shade as white when using the CS. I no longer intend to use the CS for local map generation, but if you're still interested then for the water, edit ConstructionSet.ini and change WaterShader to 1.
For the trees, they will only appear in the cells first loaded and not in any cells loaded later.
The cells first loaded are dependent on the ugridstoload setting in ConstructionSet.ini, centred around the bottom-left most cell of the grid you chose for local map generation.
If ugridstoload is set to 11 (any higher and there's a good chance the CS will crash) and you want to generate local maps for cells 0,20 to 10,10 (the entire Imperial City plus Weye), then the starting cell will be bottom-left, 0,10, and the ugridstoload of 11 means that the first cells loaded around the starting cell will be -5,15 to 5,5 (most of which will be ignored as they're not within the grid you're generating the local map for)
So cells 0,15 to 5,10 will include trees. All the other cells will not include trees as they are outside the ugridstoload radius of the starting cell, so you would want to reduce the size of the area you're generating the local map for and run it multiple times until you have covered the entire area.
First 0,15 to 5,10
Then 0,20 to 5,16
Then 6,15 to 10,10
Then 6,20 to 10,16

And that gets trees in every single cell!
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Hayley Bristow
 
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Post » Sun Jan 16, 2011 12:15 pm

You probably missed my earlier post (quoted above) - you need to set uNumDepthGrids to 1, this will resolve the water in some cells becoming transparent. Or do you refer to some other water issue? What weather are you using now, Clear, 38eee? It would help TheNiceOne if our resulting local maps matched, so if you're switching to Clear, I will too.

Yep, missed it.
And yes, the problem was transparent water.
And yes, Clear - 38eee.

Damn, I didn't even think that you might use a different weather. Thanks for offering to switch.
I think Clear should be standard now that we know how to generate consistant quality local maps. Agreed?
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Elizabeth Falvey
 
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Post » Sun Jan 16, 2011 9:09 am

Fine with me, I already redid the ULs I'd previously done using Clear. I had been using Cloudy as that's the weather type you said you were using previously :)
There's still some drawbacks to using the in-game local map generation, compared to the CS, but I'm considering them minor enough to be ignored. Tree leaves which cross cell borders tend not to appear in the texture file for the cell across the border - this happens a lot with in-game generation, and only occasionally with CS generation. Also, the top-most and right-most textures for the grid generated in-game have a black band running along the top/right (depending upon whether the cell was the top or the right-most!) of the cell. This is where the next cell would have overlapped but because the game didn't load the next cell (being beyond the ugridstoload) it just leaves it black. The CS doesn't do this black band. But this can be resolved by ensuring that you regenerate any such cells by standing in a cell further north than last time.
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danni Marchant
 
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Post » Sun Jan 16, 2011 9:25 am

New to mods, so please bear with me. I am using BAIN to install this mod (will post my load order at the bottom). I did install MenuQue v7 first. Anyway, I installed this mod and it works great with new characters, but I can't seem to get it to work with an existing save. Could someone please walk me through how to get this mod (does this happen with all new mods?) to work with an existing save? Thank you very much.

Load Order:

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  FCOM_Convergence.esm  [Version 0.9.9MB3]06  Unofficial Oblivion Patch.esp  [Version 3.3.3]07  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]08  Oblivion Citadel Door Fix.esp09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  Francesco's Optional Chance of Stronger Bosses.esp0C  Francesco's Optional Chance of Stronger Enemies.esp0D  Francesco's Dark Seducer Weapons Patch.esp0E  FCOM_Francescos.esp  [Version 0.9.9]0F  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]10  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]11  Book Jackets Oblivion.esp12  Living Economy.esp13  Living Economy - Items.esp14  Cutthroat Merchants.esp15  Dynamic Map.esp  [Version 1.0.1]16  Streamline 3.1.esp17  DLCHorseArmor.esp18  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]19  DLCOrrery.esp1A  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1B  DLCVileLair.esp1C  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1D  DLCMehrunesRazor.esp1E  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1F  DLCSpellTomes.esp20  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]21  DLCThievesDen.esp22  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]23  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]24  Bob's Armory Oblivion.esp25  FCOM_BobsArmory.esp  [Version 0.9.9]26  Loth's Blunt Weapons for Npcs.esp27  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]28  Oblivion WarCry EV.esp  [Version 1.08a]29  FCOM_WarCry.esp  [Version 0.9.9MB3]2A  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2B  OMOBS.esp  [Version 1.0]2C  OMOBS_SI.esp  [Version 1.0]2D  OMOBS Optional Combat Settings.esp  [Version 1.0]2E  FCOM_Convergence.esp  [Version 0.9.9Mb3]2F  FCOM_EntropicOrderhardcoe.esp  [Version 0.9.9]30  FCOM_RealSwords.esp  [Version 0.9.9]31  FCOM_SaferRoads.esp  [Version 0.9.9]32  OOO-WaterFish.esp  [Version 1.34]33  DLCBattlehornCastle.esp34  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]35  DLCFrostcrag.esp36  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]37  Knights.esp38  Knights - Unofficial Patch.esp  [Version 1.0.9]39  FCOM_Knights.esp  [Version 0.9.9Mb3]3A  nGCD.esp3B  nGCD Skeleton Key.esp3C  Alternate Start Revamped.esp3D  Disable Tutorial Text.esp3E  FCOM_Archery.esp  [Version 0.9.9]

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Tom Flanagan
 
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Post » Sun Jan 16, 2011 8:20 am

Fine with me, I already redid the ULs I'd previously done using Clear. I had been using Cloudy as that's the weather type you said you were using previously :)
There's still some drawbacks to using the in-game local map generation, compared to the CS, but I'm considering them minor enough to be ignored. Tree leaves which cross cell borders tend not to appear in the texture file for the cell across the border - this happens a lot with in-game generation, and only occasionally with CS generation. Also, the top-most and right-most textures for the grid generated in-game have a black band running along the top/right (depending upon whether the cell was the top or the right-most!) of the cell. This is where the next cell would have overlapped but because the game didn't load the next cell (being beyond the ugridstoload) it just leaves it black. The CS doesn't do this black band. But this can be resolved by ensuring that you regenerate any such cells by standing in a cell further north than last time.

I noticed the tree thing too. I was just fixing them by hand if they were too chopped after merging the cells.

So that's what's causing the black band.
I see it more with the "end" of row cells - meaning just the right side is black where the overlap is.
It didn't happen as often with the "top". Cool! Now I know how to correct it.
Also, to answer one of your other posts, coe doesn't seem to work for me in that land textures do not appear most of the time.
If I coc to the same cell, it renders as it should.
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Setal Vara
 
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Post » Sun Jan 16, 2011 9:34 am

Land textures don't appear? What does appear, pink land? Well, if you're happy with coc, you stick to that. Gets the same results in the end.

EDIT
TheNiceOne, here are four more UL local maps:
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-AspenWood.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-TheLostCoast.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-BlackwoodForest.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-BravilBarrowfields.7z
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Prisca Lacour
 
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Post » Sun Jan 16, 2011 8:26 am

Land textures don't appear? What does appear, pink land? Well, if you're happy with coc, you stick to that. Gets the same results in the end.

EDIT
TheNiceOne, here are four more UL local maps:
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-AspenWood.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-TheLostCoast.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-BlackwoodForest.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-BravilBarrowfields.7z


Nada. Invisible. Most objects will appear, like trees, but not the landscape.
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Rachell Katherine
 
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Post » Sun Jan 16, 2011 8:33 am

The mod is (as far as I know) compatible with all maps and all user interface mods, but for now only contains map components for the Elven Map style.


The mod is realy nice but the elven map doesnt cut it for me. Even the older color map is better for my taste.

Hope you can make new maps. Keep up the good work ;)
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Sebrina Johnstone
 
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Post » Sun Jan 16, 2011 5:16 am

TheNiceOne, here are five more UL local maps:
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-BrenaRiverRavine.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-CheydinhalFalls.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-ChorrolHinterland.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-CliffsOfAnvil.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-CloudtopMountains.7z
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Big mike
 
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Post » Sun Jan 16, 2011 6:52 pm

You shouldn't have to go through such lengths, IIRC the game automatically adjusts any trait calculations when a different size is used
....
Now it always displays the correct version according to my resolution, all that mattered was that the 'm' in "menus" was capitalized. :shrug:

I went back and tried again, and had a real DUH! moment. It turns out that on my PC, it uses large texture size regardless of the texture size setting as long as I keep the resolution at 1600x1200. But when I turned the resolution down to 800x600 it used the conent in the Menus80 folder, and when at 640x400 used the content in the Menus50 folder - so it was just me not knowing how to make the game use the lower resolution versions.

Thanks. As for worldmapless worlds, when the player is in an unparented worldspace that does not have a map image it will use whatever worldspace the player was in last (that had a valid image). Right now GetWorldMapData indeed doesn't return that worldspace, merely the mapless worldspace (the stringmap won't have an "Image" key). And ofcourse any player-arrow positioning for the worldmap is suspended aswell.

I hadn't thought of it when I made the function as I probably would have changed it from the start. For now you should be able to get away with storing the last worldspace that had a map image and use that instead.
The way I do it now, is that it gets reset on each savegame load, meaning that if the player loads a save while in Oblivion (or similar), the map components will not display until he leaves out to the proper world. I'll see if I can improve on that.

Btw, I found one way to cause CTD by using SetWorldMapData. If using it when the world map is open and a map marker is highlighted, the game crashes a second or so after the call to SetWorldMapData every time. I easily worked around it by checking that no map marker is highlighted before allowing the player to zoom the map in/out though.


New to mods, so please bear with me. I am using BAIN to install this mod (will post my load order at the bottom). I did install MenuQue v7 first. Anyway, I installed this mod and it works great with new characters, but I can't seem to get it to work with an existing save. Could someone please walk me through how to get this mod (does this happen with all new mods?) to work with an existing save? Thank you very much.

It works just as fine from an existing save, but as discussed with kyoma above, it will not work if the save you loaded is in a sub-world like Oblivion that has no real world map, but merely happens to display the worldmap from the last real world you were in.


The mod is realy nice but the elven map doesnt cut it for me. Even the older color map is better for my taste.

Hope you can make new maps. Keep up the good work ;)
With Vorians excellent work, the focus for the next version (now that the texture size problem has been solved) will be the terrain map look. If not too difficult, I will probably also convert to old color map style, but that's a big maybe.


TheNiceOne, here are five more UL local maps:
Great. It is more than I hoped for. I will focus on building map components of it now. Maybe get to start this evening, but I downloaded Divinity 2 (legally, on Steam) a couple of days ago, so I'm a bit distracted.
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Emma Copeland
 
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Post » Sun Jan 16, 2011 11:21 am

The way I do it now, is that it gets reset on each savegame load, meaning that if the player loads a save while in Oblivion (or similar), the map components will not display until he leaves out to the proper world. I'll see if I can improve on that.
It would probably be simplest to add an optional parameter to GetWorldMapData to make it return the worldmap used if the current worldspace is mapless. Now that I think about it I could use that myself. :P

Btw, I found one way to cause CTD by using SetWorldMapData. If using it when the world map is open and a map marker is highlighted, the game crashes a second or so after the call to SetWorldMapData every time. I easily worked around it by checking that no map marker is highlighted before allowing the player to zoom the map in/out though.
Hmmm, I think I know why this happens. Will see if I can fix that too. I'll probably roll out a MenuQue v7a or something.

P.S. Have fun with Divinity 2. :)

-kyoma
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Czar Kahchi
 
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Joined: Mon Jul 30, 2007 11:56 am

Post » Sun Jan 16, 2011 3:01 am

Great. It is more than I hoped for. I will focus on building map components of it now. Maybe get to start this evening, but I downloaded Divinity 2 (legally, on Steam) a couple of days ago, so I'm a bit distracted.


Here are four more UL local maps. I doubt you'll be surprised to hear that I intend to redo the Better Cities local maps (again!) using in-game generation rather than the CS, so that they match the ULs I've been doing and the local maps aellis will provide.
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-ColovianHighlands.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-DarkForest.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-EntiusGorge.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-FallenleafEverglade.7z
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Katie Louise Ingram
 
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Post » Sun Jan 16, 2011 5:52 am

It would probably be simplest to add an optional parameter to GetWorldMapData to make it return the worldmap used if the current worldspace is mapless. Now that I think about it I could use that myself. :P
That would be helpful. So yes, please. :)

Hmmm, I think I know why this happens. Will see if I can fix that too. I'll probably roll out a MenuQue v7a or something.
OK, but as written, the code checks that no map marker is highligted so it is no big deal, but would of course be better without having that minor restriction.

P.S. Have fun with Divinity 2. :)
I will.
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Steve Fallon
 
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Post » Sun Jan 16, 2011 6:50 am

Wow, this must have been an insane amount of work! Thanks man!
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Eibe Novy
 
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Post » Sun Jan 16, 2011 5:58 pm

TheNiceOne, here are four more UL local maps:
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-ImperialIsle.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-LushWoodlands.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-PantherRiver.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-RiverEthe.7z

EDIT
And here are four more, which I believe completes the set, if I didn't miss one:
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-RollingHills.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-SkingradOutskirts.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-StendarrValley.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-TheHeath.7z
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Anthony Santillan
 
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Post » Sun Jan 16, 2011 9:33 am

TheNiceOne, here are four more UL local maps:
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-ImperialIsle.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-LushWoodlands.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-PantherRiver.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-RiverEthe.7z

EDIT
And here are four more, which I believe completes the set, if I didn't miss one:
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-RollingHills.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-SkingradOutskirts.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-StendarrValley.7z
http://bettercities.free.fr//UniqueLandscapes/Maps/UL-TheHeath.7z


That's some fast mapmaking :) I'm really looking forward to using the local maps map (or what was it again :)
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His Bella
 
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