[RELz] Map Marker Overhaul

Post » Mon Mar 21, 2011 3:21 am

Map Marker Overhaul is now updated to 3.1.1 :)

This time there's really only one change: Player-owned map markers now support Open Cities.
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Tasha Clifford
 
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Post » Mon Mar 21, 2011 2:09 am

You're too quick for your own good! I had just finally gotten around to unpacking and updating 3.1 and here you come along with this :)
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Alan Whiston
 
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Post » Mon Mar 21, 2011 12:21 am

You're too quick for your own good! I had just finally gotten around to unpacking and updating 3.1 and here you come along with this :)
It was a late night :) You're fine just replacing the main esp file, as that's the only change from 3.1 though.
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Nice one
 
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Post » Mon Mar 21, 2011 11:54 am

Being able to change the icon graphic when I clear a location would be great if the change wasn't so hard to make out. Maybe it's the fact that I run at a low resolution, but I can barely see what the letter is supposed to be, let alone scan the map for locations I've entered. The new icons really need some kind of bright border to make them stand out.
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tegan fiamengo
 
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Post » Mon Mar 21, 2011 9:15 am

...I can barely see what the letter is supposed to be, let alone scan the map for locations I've entered. The new icons...
Which icon set are you using and what texture size and resolution are you using?

Vac
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Emmie Cate
 
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Post » Mon Mar 21, 2011 6:26 am

Which icon set are you using and what texture size and resolution are you using?

Vac

Vanilla, large, 1024x768.
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Jennifer May
 
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Post » Mon Mar 21, 2011 9:10 am

I'm getting some script errors every time I launch with version 3.1.1:
Error in script 19000ed3Operator | failed to evaluate to a valid result	File: Map Marker Overhaul.esp Ofset: 0x00000498 Command: Let (0x1765)Error in script 19000ed3Invalid array access - the array was not initialized.	File: Map Marker Overhaul.esp Ofset: 0x00000005 Command: eval (0x1769)Error in script 19000ed3Operator | failed to evaluate to a valid result	File: Map Marker Overhaul.esp Ofset: 0x00000005 Command: eval (0x1769)Error in script 19000ed3An expression failed to evaluate to a valid result	File: Map Marker Overhaul.esp Ofset: 0x00000011 Command: <unknown> (0x4200)

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tannis
 
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Post » Sun Mar 20, 2011 10:09 pm

I'm getting some script errors every time I launch with version 3.1.1:
Which version did you upgrade from? Can you temporarily just put back the previous esp file and see if the error goes away then?
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yermom
 
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Post » Mon Mar 21, 2011 12:30 pm

Which version did you upgrade from? Can you temporarily just put back the previous esp file and see if the error goes away then?

I changed back to version 3.1 and it had the same error. It looks like something wrong with my save file.
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Vicki Blondie
 
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Post » Sun Mar 20, 2011 11:36 pm

I changed back to version 3.1 and it had the same error. It looks like something wrong with my save file.
If so, I guess it can only be cured by a clean save for now (disable MMO, load your latest save, save it again, quit and then enable MMO again). I will look into the code and see if there is any hope of rescuing some of the data when such error occurs though.
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Isaiah Burdeau
 
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Post » Sun Mar 20, 2011 10:31 pm

I wanted to pop in and say Thank You So Much for this little beauty. It has been a wonderful addition to my game! So sophisticated and simple. I love it! Thank you for sharing!
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Avril Churchill
 
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Post » Mon Mar 21, 2011 6:39 am

If so, I guess it can only be cured by a clean save for now (disable MMO, load your latest save, save it again, quit and then enable MMO again). I will look into the code and see if there is any hope of rescuing some of the data when such error occurs though.


I made a clean save and it's working great. Thanks for the Open Cities support!
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Trent Theriot
 
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Post » Mon Mar 21, 2011 1:03 pm

Being able to change the icon graphic when I clear a location would be great if the change wasn't so hard to make out. Maybe it's the fact that I run at a low resolution, but I can barely see what the letter is supposed to be, let alone scan the map for locations I've entered. The new icons really need some kind of bright border to make them stand out.

I fixed this for myself by making a new icon set. Both discovered and undiscovered markers use the original dark icons for discovered locations, and entered markers use the bright icons. So, when I clear a location I set the marker to entered and set the tag to "done". I did it this way because whether a location is discovered or not isn't very meaningful with OOO and now it's very easy to scan the map and see where I've been. I'm very happy with it, and with this mod.

It would be nice if the harbor icons in the IC and Anvil weren't visible at the start of the game with OOO, since the surrounding markers aren't.
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Yvonne Gruening
 
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Post » Sun Mar 20, 2011 10:26 pm

Hi,

I'm planning to do an update of MMO. What I currently have done is:

* Make it possible to attach a marker state to a marker tag. Ex: If "done" and "completed" have the 'C' state attached, any marker that gets one of those tags added will change to the 'C' state if that marker type has the state, thus automatically giving you a visible clue about the tag even when you're not hoovering over the marker.

* Fixed an error with two Windfall markers.

* Added support for Skye Village markers


What I also consider adding, is something I have been requested a few times by immersionist players that disable the player arrow on the map: A way to make the map not automatically being centered on the player when opened. I think I know enough now to make the map become centered where it was the last time you closed it instead, but that comes at a price: the map can no longer be moved around with the mouse. Instead I will make it possible to move the map around with arrow keys (where holding shift down will speed it up). This feature will of course be completely optional - but I'd still like to hear if anyone is interested even if you need to use the arrow keys to move the map around.
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Catherine N
 
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Post » Mon Mar 21, 2011 1:55 am

I think I know enough now to make the map become centered where it was the last time you closed it instead, but that comes at a price: the map can no longer be moved around with the mouse. Instead I will make it possible to move the map around with arrow keys (where holding shift down will speed it up). This feature will of course be completely optional - but I'd still like to hear if anyone is interested even if you need to use the arrow keys to move the map around.


Here, interested. Sounds very good. I think it's nice if you have to remember the way back from caves etc. or knowing the roads and being thankful for direction signs.
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kelly thomson
 
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Post » Mon Mar 21, 2011 4:11 am

Map Marker Overhaul version 3.2 is now available :)

From the changelog:

* E+C icon states can now be automatically tied to marker tags
This means that you now when editing a marker tag also ties the tag to a marker state (Normal, Entered or Completed, or no state). When you later select that tag for a marker, the marker icon also gets the accompanying state (if applicable for that marker type). Several tags can be tied to the same state. E.g. both "done" and "closed" tags can be tied to the "Completed" state.

* Added option of hiding the player marker
If enabled, the player marker will not be visible on local or world maps.

* Added option of hiding the quest marker
If enabled in state 1, quest markers will be hidden from the local map, but visible in the world map. This simulates the player putting marks on his (world) map, but not knowing the exact location within a cave etc.
If enabled in state 2, quest markers will be hidden from both maps.

* Added option of no longer opening the world map centered on the player
If enabled, the world map will remember its position between each time you open it, instead of auto-centering on the player. Combined with the hidden player markers above, this will give you an immersive experience where you really can get lost.

* Corrected a couple of Windfall icons
I had mixed up a couple of them. Fixed now.
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Jaki Birch
 
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Post » Mon Mar 21, 2011 10:59 am

Thankyou kindly for the update!

Vac
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Chloe Yarnall
 
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Post » Mon Mar 21, 2011 3:01 am

Cool, another update. I had noooo idea.... :angel:
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Nicole Mark
 
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Post » Mon Mar 21, 2011 2:44 am

Awesome, I can't wait to get lost for the first time :P thanks much. Your mods are some of the most trusted and important in my load order.
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Stace
 
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Post » Mon Mar 21, 2011 7:29 am

Thanks for the comments. I meant to thank kyoma in the previous post, but forgot it. I did remember to extend my credits in the readme though :)

So: many thanks to kyoma to help me find the right solution when it comes to handling of the game's xml stuff. Without him, the non-centered world map wouldn't have worked half as well. :foodndrink:
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Brad Johnson
 
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Post » Mon Mar 21, 2011 6:20 am

A very fine mod that does what gamesas should have, when they first offered the game. Well worth my trepidation at going with an OBSE beta. ;)
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Chloe Mayo
 
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Post » Mon Mar 21, 2011 1:22 pm

Map Marker Overhaul version 3.3 is now available :)

From the changelog:

* Added export/import of map marker backup files
With Pluggy 128 or newer installed, Map Marker Overhaul can save all your changed/added map markers to a backup file. 9 backup files are kept, the newest always being #1 etc. The first time a backup file is saved during a gaming session (restarting Oblivion) a new backup file is created. Thereafter, additional saves during the same gaming session will overwrite the newest file. You can set backupEnabled to manual (1) or automatic (2). If automatic, marker backup is saved after each time you add/change one or more markers. If manual, marker backup is only saved when initiated manually.

If backupEnabled is 1 or 2, pressing "M" in gamemode will not automatically add a new marker, but let you choose between adding a marker, saving a marker backup file or loading a marker backup file. If you select to load one, you will see the file's save date/time before committing the load. If you do, all existing added/changed markers will be reset, and the ones found in the backup file will be used instead.

The marker backup files are stored in "Documents\My Games\Oblivion\Pluggy\Map Marker Overhaul\", so if you want to copy marker changes from one computer to another, you can copy this folder.


* Added support for "Skye Village Final.esp"
Changes its stable to stable icon, and the Amazon Guild icon from a fort to a castle.

* Made main script more robust
Hoping to catch a couple of strange-behaviour-report
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Ladymorphine
 
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Post » Mon Mar 21, 2011 12:58 am

thanks. we always appreciate updates.
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roxxii lenaghan
 
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Post » Sun Mar 20, 2011 11:52 pm

Just a bump for those of you missing the last release 2 weeks ago. The content can be seen two posts up.

http://www.tesnexus.com/downloads/file.php?id=26389

Note that if for some reason you're reluctant to play with Pluggy installed, you can install it just before you want to make a backup of your map marker data and then rename the two pluggy files (add ".unused" or whatever) so that they don't get used. Then, if you ever need to load the stored map marker data, you can temporarily enable Pluggy again.
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Alina loves Alexandra
 
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Post » Sun Mar 20, 2011 11:09 pm

...and now version 3.3.1 is available

From the changelog:
* Added a new ini setting to control whether Map Marker Overhaul shall hide ALL map markers when you exit the sewer.
Set this to 1, and all map markers will be hidden within a few seconds after leaving the sewer. They can of course all be discovered as normal afterwards.

* Added a new ini setting to control whether the icon selection menu shall be shown in normal, or simple mode (without icons). The latter is to provide support for OldBlivion.
One user discovered that the icon selection menu got broken when using OldBlivion. So I added an ini setting to make this menu "normal".

* Changed some code in order to lessen (/remove) the problem with having to click multiple times on the icon selection menu.
Hopefully :)



Btw, for people not wanting a full reinstall:
The only thing that has changed from 3.3, is the main esp file and the ini file. The ini file has got two new settings, so you can add this to your old ini file:


; Set whether ALL map markers start hidden when you exit the sewers.set tnoMMO.hideMapMarkers to 0; Set whether the icon selection menu when adding new markers are to be shown in simple mode (without visible icons).; This simple mode is recommended only if using OldBlivion, as some OldBlivion users have problems with the normal version.set tnoMMO.simpleMarkerMenu to 0

...if you keep both at 0, you don't even have to add them to the ini file.
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Chad Holloway
 
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