Map help politely requested

Post » Fri May 13, 2011 9:11 am

So I am having a metric-english style conversion problem...all the icons are located far to the northwest of where they should be. I believe I must have a different scale map mod of what the game thinks I should have. How do I fix this? Here is my mod list...

Oblivion.esm
underdark.esm
Jog_X_Mod.esm
Children Of Rourken.esm
Cobl Main.esm
Mart's Monster Mod.esm
Diverse Wisps - Base.esm
TamrielTravellers.esm
Armamentarium.esm
The Other Spheres Base.esm
CM Partners.esm
Toaster Says Share v3.esm
CustomSpellIcons.esm
TRoN.esp
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
SM Plugin Refurbish - SI.esp
MMM.esp
LoadingScreensAddOn.esp
AmbientTownSounds.esp
IlluminationWithin.esp
300_Lore_Dialogue_Updated.esp
Ayleid Loot EXtension.esp
CNRP Brumav02.esp
DaggerfallBooks.esp
SwampGrass.esp
MorrowindBooks.esp
New Potions by Tealpanda.esp
Q - More and Moldy Ingredients v1.1.esp
Tc2rPoisonsOfNamira.esp
Harvest[Containers].esp
Enhanced Economy.esp
Choices and Consequences.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
Landmarks.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
Choices and Consequences - SM Plugin Refurbish - Orrery.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
SM Plugin Refurbish - VileLair.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
SM Plugin Refurbish - MehrunesRazor.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
Adonnays Classical Weaponry.esp
Adonnays Elven Weaponry.esp
Adonnays Elven Longblades.esp
Armory of the Silver Dragon.esp
PTArtifacts.esp
RustyItems.esp
SSA.esp
Vvardenfell_Imports.esp
Thieves Arsenal.esp
RealSwords - Argonian LO-NPC.esp
RealSwords - Bosmer LO-NPC.esp
RealSwords - Khajiit LO-NPC v1.3.esp
RealSwords - Orc LO-NPC v1.0.esp
RealSwords - Redguard LO-NPC.esp
More_Shields.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
SM Plugin Refurbish - ThievesDen.esp
Cobl Glue.esp
Cobl Si.esp
Cobl Tweaks.esp
Bob's Armory Oblivion.esp
ArmamentariumLL.esp
ArmamentariumArtifacts.esp
ArmamentariumLLArmaVendor.esp
Mart's Monster Mod.esp
Mart's Monster Mod - Shivering Isles.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Zombies for Body Meshes.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - Spawn Rates - Moderate Increased.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Diverse Wisps - for Vanilla.esp
Mart's Monster Mod - Slof Horses Complete.esp
Creature Diversity.esp
TamrielTravellerAdvScript.esp
TamrielTravellers4MMM.esp
Travellers4MMMHostileFactions.esp
TamrielTravellersItemsNPC.esp
TamrielTravellersItemsCobl.esp
MMM-Cobl.esp
Ivellon.esp
BravilSeaDomes.esp
Castle_Dunkerlore_V1.esp
ChangeinManagement.esp
COR-Episode1 Secret of Enourk.esp
Darbinshire Keep.esp
DJ Markov Manor.esp
Dwarven Mines.esp
Edolsian's Furnace, Kamal Volcano Caves.esp
Fort Ferrion.esp
Fort Falkenshire.esp
Fort_Krakatus-8431.esp
Fort Charrish v.1.1.esp
Gaelendryl.esp
Gift of Kynareth.esp
GTAesgaard.esp
GwedenBrothel.esp
Heroes of Cyrodiil.esp
Heroes of Cyrodiil Part 2.esp
Heroes of Cyrodiil Part 3.esp
HeartOftheDead.esp
Imperial City Suburbs.esp
Kragenir's Death Quest.esp
KDQ - Rural Line Additions.esp
300 Feudal Empire.esp
Kragenirs_WhiteStallion_Compat.esp
LetThePeopleDrink-Cobl.esp
KragenirsDeathQuest-LetThePeopleDrink patch.esp
LostSwordOfTheAylied.esp
Oblivion Achievements Core with Rewards.esp
Return Of Shadows.esp
Ruins of Aeris Zul.esp
Ruins of Tarnesia.esp
ScarletMonastery.esp
Servant of the Dawn.esp
The Ayleid Steps.esp
TheForgottenShields.esp
TheStorytellersBrotherQuest.esp
Torynwyll.esp
Villages1.1.esp
Cyrodiil Travel Services.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
SM Plugin Refurbish - Frostcrag.esp
Knights.esp
SM Plugin Refurbish - Knights.esp
Mart's Monster Mod - Knights.esp
HoarfrostCastle.esp
ElsweyrAnequina.esp
Reaper's Esmeralda's Desert Manor.esp
Vergayun.esp
Faregyl.esp
Faregyl+Anequina Patch.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
mythsandlegends.esp
xulBeachesOfCyrodiilLostCoast.esp
KragenirsDeathQuest-LostCoast patch.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
KragenirsDeathQuest-CloudtopMountains patch.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV_withoutWheat.esp
KragenirsDeathQuest-RollingHills patch.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
Villages-CheydinhalFalls patch.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
bartholm.esp
RedBag - Imperial City Pack.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Harvest [Flora] - DLCVileLair.esp
Harvest [Flora] - DLCFrostcrag.esp
Ayelid Wells.esp
Cliff_BetterLetters.esp
MarkerExplore.esp
Oblivifall - Closing Time.esp
Oblivifall - Let's Talk!.esp
Oblivifall - New Classes.esp
Oblivifall - Something's Not Right.esp
Rune Stones!.esp
Salmo the Baker, Cobl.esp
dyseso_PromptAt2Items.esp
The Sixth Element.esp
MidasSpells.esp
SSEE.esp
dyseso_Alchemy_Potion_Perks.esp
No psychic guards v1.2.esp
Let There Be Darkness - Cyrodiil.esp
Let There Be Darkness - Knights.esp
Let There Be Darkness - Mehrunes Razor.esp
Mart's Monster Mod - Resized Races.esp
Toaster Says Share Faction Recruitment.esp
CM Partners Special NPCs.esp
CM Partners NPC NE.esp
CM Partners More NPCs.esp
1em_Vilja.esp
Cobl Races.esp
bgBalancingEVCore.esp
bgMagicEV.esp
bgMagicItemSigil.esp
bgMagicEVStartspells.esp
bgMagicBonus.esp
bgMagicEVAddEnVar.esp
bgMagicEVPaperChase.esp
bgMagicAlchemy.esp
bgMagicPotionNumberSoulGemValue.esp
bgBalancingEVOptionalClasses.esp
bgBalancingEVOptionalFangs.esp
bgBalancingEVOptionalMoreEyes.esp
bgIntegrationEV.esp
Cobl Races - Balanced.esp
TheOubliette.esp
bgMagicEVShader.esp
bgMagicShaderLifeDetect.esp
bgMagicLightningbolt.esp
Improved Lava.esp
Viconia.esp
Cobl Silent Equip Misc.esp
ArcaneVelocityDMG250.esp
DrinksForSale.esp
TheDividingLineEnhanced.esp
FirstEditionGuidetotheEmpire.esp
Droppable LitTorches 1.1.esp
Benirus Lair.esp
MilkJugsComplete.esp
Cyrodilian Sinistry Beta.esp
AAIce.esp
moremapmarkers.esp
LevelSlowEpic.esp
Immersive Mining.esp
CDM - Dual Currencies.esp
CDM - Imperial Pawn Shoppe.esp
TOS - Prelude.esp
CDM - Evening Lockdown.esp
Rimmen.esp
TamrielWorldspaceCompleteWorldMap.esp
West Roads.esp
WR Villages Addon.esp
Adventurers Guild.esp
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mishionary
 
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Post » Fri May 13, 2011 3:37 pm

I think I have heard of this problem before. Do you have a screen shot? Has this load order been run through BOSS? It looks sort of like a mess at the end there... Getting it fixed up might help. Also, are you running a UI mod?
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how solid
 
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Post » Fri May 13, 2011 10:57 am

The only mod which should effect your map is 'TamrielWorldspace'. Try deactivating it and see what happens. While not related to the displacement, your LO does have a few bugs. For example, you're using the Supreme Magicka Refurbish plugin w/out SM. Also missing a few compatibility plugins between Unique Landscapes and MMM. Lastly, Race Balancing Project (bgbalancingEV) and Cobl races should not be used together. I recommend RBP since you're already running a heavily modded game. Definitely get the BOSS program. And while you technically don't need Wrye Bash, merging the graphics and inventory of the big mods will help.
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Emma Louise Adams
 
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Post » Fri May 13, 2011 9:15 am

https://sites.google.com/site/oblivionpoinfo/stabilization/outdatedmods

Edit: You have to drop MMM - Resized Races as well. It also overlaps with RBP. You should basically only use one mod to affect each race. You really must follow that guideline if you do not have Wrye Bash. Even then, none of the conflicting mods that have been mentioned should be run with RBP.
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Dominic Vaughan
 
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Post » Fri May 13, 2011 4:15 pm

Load everything in TES4Edit and change under Worldspace > Tamriel > usable dimensions to value that is overwritten.
And where is your Bashed patch man?
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Big Homie
 
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Post » Fri May 13, 2011 12:39 pm

I say fix the load order before tweaking around in TES4Edit. How do you even know what plugin to put the edit in if you do not know where the last override will be?

Edit: wording
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Rodney C
 
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Post » Fri May 13, 2011 8:53 pm

You can load your whole load order. How else?
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Jade Barnes-Mackey
 
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Post » Fri May 13, 2011 4:59 am

I think you are missing something. Let's say the OP puts the override in "Adventurers Guild.esp", since it is last. Then BOSS is run, and the plugin ends up in slot 30....problem? yes...
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Jeffrey Lawson
 
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Post » Fri May 13, 2011 8:42 pm

Load Order should have nothing to do with it, as map replacers are usually esp-less. Offset markers usually mean the scale is off, as you suggested in the opening post, and that's usually because you have the map in the wrong folder - Menu is for full-size, Menu80 for 80% and Menu50 for half-size. The one that's in use depends on the screen resolution you use for the game, and I don't have the ranges handy. Since the map size exceeds the amount that can be displayed at one time, it's not an obvious relationship. The 80% size is typically the same overall image size as the full-size, with the lower and right edges blank, so it's easy to get that one confused with the full-sized map.

You can confirm it's a scale issue by comparing the spacing between markers with the spacing between the places they should be. The markers are always at the right scale, although the map they're on isn't. If the markers are all just shifted from the right position by the same amount, it's not a scale problem, but I don't think there's any way a mod can change the grid origin to do that.
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Jack Walker
 
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Post » Fri May 13, 2011 3:25 pm

Well, this map replacer is to ESP-less, and that load order needs help. Can someone else check out that mod quickly? I would do it, but I am kind of without Oblivion a for the next six weeks...
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Anna S
 
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Post » Fri May 13, 2011 11:32 am

I think you are missing something. ...


I think I don't. You have to see somehow which mod does that.


Not all map replacers are espless. If you have Stirk or Anequinna usable dimansions of world space need to be changed. Whichever mod changes anything in Tamriel worldspace, overwrites that.

Solution, move tthe mod to the end, simplest.

Easiest way to check it - as I described before.
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Niisha
 
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Post » Fri May 13, 2011 6:26 am

The load order is still incorrect. It should be fixed. I am concerned with overall stability when I see people's setups, not just the one problem they report. It helps prevent more in the future. The quick fix is not the route to go.

Edit: What happens when you remove "moremapmarkers.esp"?

Edit: Everything after the last COBL plugin needs to be moved to a more appropriate position, if I am not mistaken. The rest of the load order is fine. If BOSS did not sort those, update BOSS. If that does not take care of all of them, I can probably tell you where to move the rest. The map mod is practically at the end, and the three loading after it do not look like they should be causing an issue. I wish someone would check out the mod, but Ghastley's comment sounds like it may be relevant to this case, as there seems to be a lack of conflict among your ESPs regarding this issue.
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Anthony Santillan
 
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Post » Fri May 13, 2011 5:52 am

Whatever... Man has million mods without Bashed Patch, of course his load order is not good!
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pinar
 
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Post » Fri May 13, 2011 7:14 am

...and loading an incorrect load order into TES4Edit is not very helpful, nor is restating that the load order is simply "not good." Fine, I am going to download the plugin and check it out, but please post a newly sorted load order. List the unrecognized mods underneath, if there are any.

Edit: Oh, you downloaded that modders resource with a plugin thing...no wonder...

Someone' comment @TESNexus:

I cannot get these maps to work, the place map icons do not match do not match the locations on the map i.e. the Imperial city icon show up where Chorrol is on the map, and Skingrad on the map with my icons showing Elsweyr the Deserts of Anequina and the map cuts everything south of Skingrad.

P.S. I am running 1920*1200 resolutions when I playing the game and the only mod I had running for the test was your map and DCL and unofficial patch and Elsweyr the Deserts of Anequina mod

P.S.S. After reading about load order with the map esp being last it works now

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Lizbeth Ruiz
 
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Post » Fri May 13, 2011 4:14 pm

So I moved some textures around to different folders, and it moved the icons back to their correct positions. However...I am back to the vanilla map colors...ARGH! Oh well....at least I can correctly move now.
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Mandi Norton
 
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Post » Fri May 13, 2011 1:37 pm

That does not sound like a good installation method, randomly moving the textures around. The ReadMe really did not include instructions about where to put the texture packs?

Edit: Okay...I did not now you could do that...The plugin does not change the texture paths to anything, so you should leave the textures in the regular folder. It does, however, change the size of the usable map and move the coordinates of the cells, with respect to the map I guess. It adjust the x and y offsets for Tamriel and SE, so I would expect things to move...Maybe that means you can only add map textures and icon packs made for this mod, but I do not really get it. You really do have to load this thing last, as a large number of the plugins in the average users load order overwrite that record. I do not understand how icon placements are calculated, but using that mod looks like there would be inevitable compatibility issues if the calculations were not really dynamic. I really do not know what else to contribute on this issue...Maybe the plugin is not working properly or as intended, I cannot really tell...look in TES4View if you want to try to figure that one out.
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jadie kell
 
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Post » Fri May 13, 2011 5:07 am

From the Nexus page for that Map mod......
File.........TWC World Map esp.7z - The TamrielWorldspaceCompleteWorldmap.esp only changes the Tamriel world space map data and nothing else. Place this file as late as you can in your load order and it should work flawlessly.


I have to Load this ESP after the Bash patch.(wheres yours) if I run the latest BOSS it also places this after the Bash patch....The map is Bigger and Shows way more then the Original.
Edit:
This map has an ESP because it is HUGE...lol....there are also Files you need to Get cause you have Elswyer. Anyone want Screenshots I could do some. it works perfect and all of Antiquia shows. Even all the Map markers for that mod.
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Anthony Rand
 
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Post » Fri May 13, 2011 4:47 am

Yup, see my edited post above. It changes the size of the usable map and moves the cell coordinates. As you can see in what I wrote, I do not see how to avoid compatibility issues with this, going by the OP's reported problems.
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Margarita Diaz
 
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Post » Fri May 13, 2011 6:21 pm


Cobl Races.esp
bgBalancingEVCore.esp
bgBalancingEVOptionalClasses.esp
bgBalancingEVOptionalFangs.esp
bgBalancingEVOptionalMoreEyes.esp
bgIntegrationEV.esp

Cobl Races - Balanced.esp


No related to your map problem,

You should not use Cobl Races / Balanced has you are using RaceBalancingProject, Cobl Races is based off older version of Race Balancing Project once again.

Best to disable Cobl Races so that Race Balacning and IntergrationEV work correctly..

unless it is your itention to overwrite rbp changes with cobl races balanced instead. which will only work on vanilla races, not the other races that both add..
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Dale Johnson
 
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Post » Fri May 13, 2011 9:52 am

Yup, see my edited post above. It changes the size of the usable map and moves the cell coordinates. As you can see in what I wrote, I do not see how to avoid compatibility issues with this, going by the OP's reported problems.

Ahh...lol No compatibility problems at all. BOSS buts this where it Belongs....After the Bash Patch. just Before Form ID Finder. SO just always works ...for me any way. But Seriously This map thing is the least of it ..the Race thing is way more important to get straight.
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Penny Flame
 
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Post » Fri May 13, 2011 6:25 pm

Not all map replacers are espless. If you have Stirk or Anequinna usable dimansions of world space need to be changed. Whichever mod changes anything in Tamriel worldspace, overwrites that.

Solution, move tthe mod to the end, simplest.


That's not a solution, especially in the case of Anequina. Moving that simply because of map dimensions being out of place would cause other more serious compatibility issues. Especially with the ULs.

The proper solution to this would be to generate a new plugin with the specific needed map dimensions as the only change it makes and put *THAT* plugin dead last. Then it won't matter much where the others are.
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Conor Byrne
 
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Post » Fri May 13, 2011 8:04 am

That's not a solution, especially in the case of Anequina. Moving that simply because of map dimensions being out of place would cause other more serious compatibility issues. Especially with the ULs.

The proper solution to this would be to generate a new plugin with the specific needed map dimensions as the only change it makes and put *THAT* plugin dead last. Then it won't matter much where the others are.

There IS an ESP for the map mod in question. and it Works Flawless...the OP has Far bigger things to fix then the Map.
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Je suis
 
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Post » Fri May 13, 2011 5:51 pm

Ahh...lol No compatibility problems at all. BOSS buts this where it Belongs....After the Bash Patch. just Before Form ID Finder. SO just always works ...for me any way. But Seriously This map thing is the least of it ..the Race thing is way more important to get straight.


Don't forget!

Sometimes BOSS puts unrecognised Mods at the bottom Also.
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chinadoll
 
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Post » Fri May 13, 2011 11:51 am

Don't forget!

Sometimes BOSS puts unrecognised Mods at the bottom Also.

Ya But this is a sorted thing...not in the UNsorted section at all...From the Masterlist(what BOSS uses to sort.
-------------------------------------------------------
\BeginGroup\: Last Files
\''''''''''
LandMagicPatch.esp
\Has to go last but before map changing mods.
MWakeMap.esp
MergedMaps.esp
Elsweyr Color Map.esp
Colored Map for Elsweyr 1.1.esp
TamrielWorldspaceCompleteWorldMap.esp
\any map changing files esp have to go dead last other than pure script mods

FormID Finder.esp
------------------------------------------------------------
Thats how BOSS will sort it and it works every time.
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HARDHEAD
 
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