[RELz] Dynamic Map

Post » Sat Jan 15, 2011 6:00 pm

========= Dynamic Map 1.0.1 ============

Author: Ole B?e, a.k.a. TheNiceOne
Date: Dec 26, 2010
OBSE v 19 (or newer) required.
MenuQue v 7 (or newer) required.

Download at http://www.tesnexus.com/downloads/file.php?id=35969


========= DESCRIPTION

Dynamic Map makes the world map reflect your installed mods. It reads your active mod list, and modifies the world map accordingly, by placing sub-map components for the supported mods, onto the main world map so it looks exactly like the world map was made that way.

It also adds zoom to the worldmap, through 3 keys. One key to zoom out, one to zoom in and one to reset to default zoom. The zoom keys can be configured in "Dynamic Map base.ini", and by default are 1 (zoom out), 2 (zoom in), 3 (reset zoom).

Dynamic Map also removes the need of any map dimension esp file if you use a map with non-standard dimensions (like the Stirk addition), since it reads the dimension data from the ini file and sets them accordingly through script.


Version 1.0 uses a Cyrodiil map in the Elven Map style. Support for other map types are planned. When installed, your Cyrodiil map will become Elven Map style when Dynamic Map is active.

It contains sub-map components for the following mods:
* Bartholm
* Elsweyr the Deserts of Anequina
* Stirk
* New Roads and Bridges Revised
* West Roads
* Castle Dunkerlore
* Open Cities Reborn - Leyawiin
* (DC) Sutch Reborn

You do not need to edit the ini file, Dynamic Map will automatically detect the mods you have installed, and only display the correct sub-map components.


========= INSTALLATION

The archive is OMOD-ready and packed in BAIN-friendly format, so using OBMM or BAIN is adviced. For BAIN/manual install, make sure to install the content of the "00 Core" and "01 Elven Map" folders into your Data folder.


========= COMPATIBILITY

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.
Version 1.0 comes with large textures only, so those will be used even by players who have Oblivion set to small/medium textures.


========= CREDITS:

Thanks to the OBSE team for OBSE, and to kyoma for MenuQue, without those, this mod would not be possible.
Thanks to Vargr for the Elven Map Compilation that was used as base for most of the sub-map components.
Thanks to afk_dwip for his map components that was used as base for the NR&BR sub-map component.


========= CHANGELOG:

1.0.1
* Corrected Stirk map component name
* Added the second Chorrol - Skingrad road to West Roads
* Added possibility to define two possible mod for one sub-map component
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jesse villaneda
 
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Post » Sat Jan 15, 2011 12:14 pm

:clap:
Now where it that dancing banana smiley?!

So, I guess now would be a good time to start working on Overlays and different style maps. :D
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Ray
 
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Post » Sat Jan 15, 2011 5:07 pm

This is the formal thread, the pre-release thread is found http://www.gamesas.com/index.php?/topic/1144376-req-a-good-map-maker/.

:clap:
Now where it that dancing banana smiley?!

So, I guess now would be a good time to start working on Overlays and different style maps. :D
Yes, very much so :)

This is how I find the position settings for the component:
1. Open the map you make the component for.
2. Paste the component into the map as a separate layer.
3. Move the layer to the exact correct position
4. Move your mouse to the upper left corner of the sub-map component layer, read the x/y pos and use those in the ini.
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Alisha Clarke
 
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Post » Sat Jan 15, 2011 11:18 am

It's out!
Even if only in this limited Beta version as of yet. Downloading and checking it out now. :celebration:
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jessica breen
 
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Post » Sat Jan 15, 2011 3:04 pm

Wow,

that is fantastic. Great work as always TNO. (I think now you are responsible for nearly 1/4 of my mods :) )

Is this thread also for requests?

If no - ignore the next passage

It would be great to have Valenwood Improved for Dynamic Maps, as now (thanks to Iliana) it is compatible with Elsweyr.

And what's about Tamriel Heightmaps? That would also be fantastic


So thanks again for this masterpiece, which it will get without a doubt. :foodndrink:


EDIT\

Maybe it would be a good idea to list the modifications which are being worked on, so that this thread will not be spammed by needless request
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YO MAma
 
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Post » Sat Jan 15, 2011 11:45 pm

You are determined to conquer my load order. All load orders.

It is awesome how you can take one small aspect of this game and expand it into an essential and highly configurable component that then becomes essential.

Best of luck staying on top of all the potential villages, towns, and other landmarks.

Maybe some UL overlay?
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Andrea Pratt
 
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Post » Sun Jan 16, 2011 12:21 am

Great idea, very useful, thanks!:)
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Robert Garcia
 
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Post » Sat Jan 15, 2011 12:08 pm

Wow, that is a great idea, thanks and kudos and whatnot.

You've gained +1 Awesome. Perhaps you should meditate and mod more. Or something.
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Reanan-Marie Olsen
 
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Post » Sun Jan 16, 2011 12:07 am

Another excellent and essential mod from TNO. You've done it again.

Thanks for all your hard work making Oblivion a much better, and user friendly, experience.
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Glu Glu
 
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Post » Sat Jan 15, 2011 10:16 pm

Thanks for comments all :)

Is this thread also for requests?

If no - ignore the next passage

It would be great to have Valenwood Improved for Dynamic Maps, as now (thanks to Iliana) it is compatible with Elsweyr.

And what's about Tamriel Heightmaps? That would also be fantastic

Yes, requests are welcome, but even more so, actual sub-map components for the various mods and map types. Does any maps for Valenwood Improved exist? If it does, using that to create the map component would be quite easy (if permission is granted). It should also be fully usable with Tamriel Heightmaps, so if anyone feels up to create sub-map components for it, they are more than welcome - and I'll be happy to answer any questions :)


Maybe it would be a good idea to list the modifications which are being worked on, so that this thread will not be spammed by needless request
Yes. I'm not currently working on any myself, but plan to do rest of the mods that the Elven Map Compilation supports, in Elven Map Style, and I'm going to make Rimmen, and probably better versions of the Elsweyr cities (but need permission).

If anyone else wants to make map components, please post which mods and map styles you plan to make for.


Maybe some UL overlay?
Map components for some of the ULs are likely, but not too many of them make changes that are very visible on the map. Some do, and deserve map components though.
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Heather Kush
 
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Post » Sun Jan 16, 2011 2:53 am

... and probably better versions of the Elsweyr cities...
Actually I still got a http://i98.photobucket.com/albums/l243/Kyoparadox/cyrodiil_elsweyr_redux_v6.jpg Elsweyr map (elven redux style) which should blend in with the original elven map alot better than the current one. All that remains is blending in the text a bit more and add Rimmen and Riverhold (and prettify Dune). :)
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suniti
 
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Post » Sat Jan 15, 2011 4:37 pm

TNO does it again. You're a mod machine, dude.
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Katie Pollard
 
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Post » Sat Jan 15, 2011 11:48 am

Just took a look at this in-game and the map integrates seamlessly for New Roads & Bridges and Elsweyr. Looks like it's part of the original map!
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steve brewin
 
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Post » Sun Jan 16, 2011 12:25 am

Request: West Roads would be helpful.
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Emzy Baby!
 
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Post » Sun Jan 16, 2011 12:44 am

3. The sub-map components will be visible even if you are not in the Tamriel worldspace.


How much of gameplay does this affect? I assume it means Bartholm would be in the same relative location in SI, as well as Tamriel, so just don't use it while in the Isles?
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City Swagga
 
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Post » Sun Jan 16, 2011 12:46 am

Just took a look at this in-game and the map integrates seamlessly for New Roads & Bridges and Elsweyr. Looks like it's part of the original map!
Glad to hear it :)


Request: West Roads would be helpful.
West Roads is part of Vargr's Elven Map Compilation which I have the permission to use, so it will come quite easy :)


How much of gameplay does this affect? I assume it means Bartholm would be in the same relative location in SI, as well as Tamriel, so just don't use it while in the Isles?
It will have bartholm the same distance from the top left corner of the map, so if the SI map is small enough, Bartholm is outside the map. But the simplest for now is to disable the mod, or to comment out the setstage lines in the ini while not in Tamriel.

There are ways I could detect that I'm not in Tamriel, but MenuQue v7 has an addition that makes it very easy, not only to detect that I'm not in Tamriel, but also to get right worldmap, and then enable just the right map components for that map. With that, Dynamic Map automatically becomes compatible with any worldspace. So just add a SI init section in Dynamic Map's ini file, and then add map components that are to be visible there, etc.... as soon as MenuQue 7 is released.

(Do you hear, kyoma? ;) )
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phil walsh
 
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Post » Sun Jan 16, 2011 4:09 am

a small request for silgrad tower to be added if you get permission
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Abel Vazquez
 
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Post » Sat Jan 15, 2011 1:32 pm

Can you add UniqueLandscapes, PRETTY PLEASE!

EDIT...I use them all except Imperial Isle....which is hard to believe, because I am the one who came up with that name!
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Betsy Humpledink
 
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Post » Sat Jan 15, 2011 6:00 pm

I have the Dynamic Map installed, but it isn't the Elven Map style that the readme purports. It is the vanilla map. Is this right?
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Brittany Abner
 
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Post » Sat Jan 15, 2011 8:06 pm

First, I wanted to mention that I tested next version of Dynamic Map with next version of MenuQue, so new releases of both will come soon, and with that I'll call Dynamic Map a proper 1.0 release.

It will then be fully compatible with all different worldspaces, so if you for instance have Better Imperial City (with its own world map), the map components for Tamriel will be automatically hidden when you enter IC, but if you define any map components for the B IC worlmap, they will be visible together with that map.

Dynamic Map will then also have optional dimension settings for maps, making the MergedMap plugin that is needed when using non-standard Tamriel maps (like the Stirk map), obsolete.


a small request for silgrad tower to be added if you get permission
Version 1.0 will automatically be compatible with any mods that use their own worldspace with an unique world map. But there's not much to do unless the mod makes changes to the Tamriel world, and I didn't think Silgrad Tower did that?


Can you add UniqueLandscapes, PRETTY PLEASE!

EDIT...I use them all except Imperial Isle....which is hard to believe, because I am the one who came up with that name!
If you read the pre-release thread (see link in second post), you'll see that UL additions have been discussed. Many of them don't make alterations that would be significant on the world map, but a few do and the intention is to make map components for those. But I simply don't have much time this side of new year's eve, so any volunteering to make map components would be highly appreciated. And don't be afraid of the fine tuning, if I get a map containing the changed area, it is easy for me to cut out the correct map component.



I have the Dynamic Map installed, but it isn't the Elven Map style that the readme purports. It is the vanilla map. Is this right?
That is right, because Dynamic Map doesn't come with a map replacer. The mod is by itself compatible with all maps, but two of the three map components provided in the 0.1 beta probably looks bad on any but the Elven Map. The New Roads & Bridges component should look perfect on any map type though.
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Alba Casas
 
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Post » Sat Jan 15, 2011 11:27 pm

this is what happens to my map when i activate the plugin...

[IMG]http://i52.tinypic.com/34gat7l.jpg[/IMG]

does is matter if i don't have an elseweyr plugin, but didn't disable the elseweyr plugin in the ini?

i think the problem is the roads + bridges texture, because the bartholm piece is showing up correctly
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Mr. Allen
 
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Post » Sat Jan 15, 2011 11:17 pm

That is right, because Dynamic Map doesn't come with a map replacer. The mod is by itself compatible with all maps, but two of the three map components provided in the 0.1 beta probably looks bad on any but the Elven Map. The New Roads & Bridges component should look perfect on any map type though.


Oh, ok. I thought it came with a map replacement.
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Brooke Turner
 
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Post » Sat Jan 15, 2011 11:21 pm

this is what happens to my map when i activate the plugin...

[IMG]http://i52.tinypic.com/34gat7l.jpg[/IMG]
That was a cool look :)

does is matter if i don't have an elseweyr plugin, but didn't disable the elseweyr plugin in the ini?
No. Half the point is that the mod detects active mods and only inserts the map components needed for your active mod list.

i think the problem is the roads + bridges texture, because the bartholm piece is showing up correctly
That's possible. Could you try to just comment out the setstage line at the end of the R+B ini settings, and see if the problem goes away? I did save that image with compression (didn't with the twp others), so that may be the cause, although it looked good here. Has anyone succeeded in displaying the road+bridges?
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emma sweeney
 
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Post » Sat Jan 15, 2011 6:57 pm

this is what happens to my map when i activate the plugin...

[IMG]http://i52.tinypic.com/34gat7l.jpg[/IMG]

does is matter if i don't have an elseweyr plugin, but didn't disable the elseweyr plugin in the ini?

i think the problem is the roads + bridges texture, because the bartholm piece is showing up correctly

I believe this graphical error appears sometimes when you're using Low or Medium texture size. It might have something to do with compression as well, I don't know about that.
Have you by any chance set your texture size to anything other than High? (In the video options of the game)
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Albert Wesker
 
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Post » Sat Jan 15, 2011 1:45 pm

I believe this graphical error appears sometimes when you're using Low or Medium texture size. It might have something to do with compression as well, I don't know about that.
Have you by any chance set your texture size to anything other than High? (In the video options of the game)


yes, i use medium, my graphical card can't handle high graphics... or i'll have to accept 2-4 fps...
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Luis Reyma
 
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