[RELz] Map Marker Overhaul

Post » Mon Mar 21, 2011 3:58 pm

Hi TheNiceOne,

I am curious, is it easy to change the mod so that it only allows fast travel to locations within a given distance radius?

Reason being I have tried a couple of times turning fast travel off via MMO and although it works, I find fast travel too useful travelling quickly around towns (particularly the IC) as well as for getting out of tricky situations, or wanting my horse available (IOW fast travelling a short distance just to get my horse to appear).
It may be easy, at least for map markers in the same worldspace, but it involves a few functions I have never used before, so I cannot say for sure. I will look into it though, as I think the idea is sound.


BTW, has anyone using 3.3.1 noticed any improvement regarding the problem where you had to click multiple times on the OK button after writing the name for a new map marker? I changed some code in the hope of getting rid of this problem, but it's somewhat timing related and never been a problem for me, so I need feedback in order to know if the code change had any (positive) effect.
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Jessica White
 
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Post » Mon Mar 21, 2011 7:12 am

^^ Mine is working fine and I'm using 3.3.0 :)

EDIT:

It may be easy, at least for map markers in the same worldspace, but it involves a few functions I have never used before, so I cannot say for sure. I will look into it though, as I think the idea is sound.


Thanks for considering it, TheNiceOne!
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Zoe Ratcliffe
 
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Post » Mon Mar 21, 2011 9:10 am

I had one issue the other day - I set up a custom tag for a location (tagged "OOO"), and when I try to set up another custom tag for another location (tag "KDQ"), the option to do that goes away, and in its place (in the menu) I see the custom tag ("OOO") that I created previously.

I wanted to create many custom tags so that I know what locations are affected by which mods (OOO, KDQ, Lost Spires etc.). I believe that it was the mod intent to create many tags - maybe I encountered a bug? I'll see if it is repeatable, or if closing and reopening the map does the trick...

Using the latest MMO 3.3.1, and OBSE v18b6.
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Tracey Duncan
 
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Post » Mon Mar 21, 2011 2:39 am

^^ Mine is working fine and I'm using 3.3.0 :)
Good to hear, but it doesn't tell me if the changes from 3.3 to 3.3.1 was an improvement.


I had one issue the other day - I set up a custom tag for a location (tagged "OOO"), and when I try to set up another custom tag for another location (tag "KDQ"), the option to do that goes away, and in its place (in the menu) I see the custom tag ("OOO") that I created previously.
It is possible I misunderstand what you're doing, so please clarify if I give a wrong answer, but:

MMO can only keep 8 different tag choices stored. When MMO starts the first time, 7 of the 8 are predefined, but the last is unused, so when you open the menu, the last will say "Add choice...". If you click on it, you define the tag for that choice too, so you no longer have any button saying "Add choice...". But you are free to edit the tag of any of the 8 choices by holding Control down when clicking on the button (the menu heading says this). So to create a "KDQ" tag, just ctrl-click on one of the tags you're not interested in using.

As you now understand, this means that MMO cannot keep more than 8 different tag choices stored. So if you want to use a 9th tag, you must edit one of the existing 8, but you can do this without affecting the map markers that already have the old tag - they keep it.
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Glu Glu
 
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Post » Mon Mar 21, 2011 10:04 am

It is possible I misunderstand what you're doing, so please clarify if I give a wrong answer, but:

MMO can only keep 8 different tag choices stored. When MMO starts the first time, 7 of the 8 are predefined, but the last is unused, so when you open the menu, the last will say "Add choice...". If you click on it, you define the tag for that choice too, so you no longer have any button saying "Add choice...". But you are free to edit the tag of any of the 8 choices by holding Control down when clicking on the button (the menu heading says this). So to create a "KDQ" tag, just ctrl-click on one of the tags you're not interested in using.

As you now understand, this means that MMO cannot keep more than 8 different tag choices stored. So if you want to use a 9th tag, you must edit one of the existing 8, but you can do this without affecting the map markers that already have the old tag - they keep it.


Cool - thanks for the clarification - I now understand!
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Amiee Kent
 
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Post » Mon Mar 21, 2011 12:03 pm

Hey, TheNiceOne,

Here's an http://www.tesnexus.com/downloads/file.php?id=30223you might be interested in - probably looks best with this http://www.tesnexus.com/downloads/file.php?id=2462. Looks like it would fit right in with your no-player-marker style. (I personally think the white icon set is most readable, but if you don't mind straining your eyes a bit - like a real map-reading explorer I suppose - the blue or red icons look good, too.)

gothemasticator
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..xX Vin Xx..
 
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Post » Mon Mar 21, 2011 2:25 pm

Here's an http://www.tesnexus.com/downloads/file.php?id=30223you might be interested in - probably looks best with this http://www.tesnexus.com/downloads/file.php?id=2462. Looks like it would fit right in with your no-player-marker style. (I personally think the white icon set is most readable, but if you don't mind straining your eyes a bit - like a real map-reading explorer I suppose - the blue or red icons look good, too.)

Thanks for the info. The map markers do indeed look different than any others, and it's an interesting concept. The style is so special that I don't want to try to make any similar myself, but I have PM'd the author and asked if he would consider expanding it for all the additional marker types added by MMO.
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Nikki Morse
 
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Post » Mon Mar 21, 2011 2:32 pm

Indeed a very interesting marker set!
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Peter P Canning
 
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Post » Mon Mar 21, 2011 1:28 am

Wow I love those markers, if they come to expand what MMO needs, I'll be looking for a new more realistic map!
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Scott
 
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Post » Mon Mar 21, 2011 5:58 am

The creator of the "Let Me Mark It On Your Map" icons have kindly agreed to add all the icons necessary for MMO compatibility, so there will be a few new sets to choose from soon (hopefully).

I have also implemented (with some help) Inajira's request for limiting fast travel to short distances. I add a new setting, and if non-zero it says the maximum number of cell distances that can be traveled. I could just as well use units, but thought cell was the distance that made most sense (one cell = 4096 units).


I have still not heard from anyone who has upgraded to 3.3.1, and have had the problem with the dialog popping up multiple times when writing the name for a new map marker. I would very much like to hear if this problem has disappeared with version 3.3.1. It only happened for some players (not me), so I still don't know if the code change in 3.3.1 helped.
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Andrea Pratt
 
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Post » Mon Mar 21, 2011 12:27 am

The creator of the "Let Me Mark It On Your Map" icons have kindly agreed to add all the icons necessary for MMO compatibility, so there will be a few new sets to choose from soon (hopefully).


Great news, I was about to request that myself. :D
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Cody Banks
 
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Post » Mon Mar 21, 2011 3:36 pm

I like the sound of being able to hop short distances, I've always wanted to play without fast travel, but it always become more tedious than the realism was worth.

This should definitely ease the tedium, but I was wondering if you could add an additional setting in conjunction with this. The old Cyrodiil Transportation Network mod (I think thats the one, these days I use Arthmoors, so I could have the names mixed) had an option to allow fast travel when mounted. Could we get another setting much like the one you just implemented that has a much larger fast travel radius if your mounted and would override the radius you just implemented.

This way for instance on foot one could port around town (or to nearby things if it's set high enough -- it sounds like your making it tweakable) and then when one jumps on their horse, the can travel a much greater distance, say a third the length of the continent.

This would allow the player to experience some of the travel needed. Now I realize this could then be exploited by chaining together travels that the player would have to refrain from doing. If possible a solution would be to put either a real time timer, or in game timer on this mounted fast travel function.

I don't know if the above is possible, but I think it would create the ultimate limited fast travel mod!
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Kara Payne
 
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Post » Mon Mar 21, 2011 7:10 am

What about three settings:

fastTravelmaxDistance: Max number of cells that is allowed for FT (0 means unlimited). E.g. setting it to 25 means that maximum FT distance is about as far as Chorrol to IC.

fastTravelRideFactor: A multiplier to the above setting that is applied when riding. E.g. setting this to 2.5 means that you can FT 2.5 times as long when riding. 1 or less means no additional range.

fastTravelTimeRestriction: Minimum number of ingame hours between each FT (0 means no restriction). E.g. setting it to 24 means at least 24 hours between each FT (counted from ending the last, until you can start the next).


Does that sound good :)
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No Name
 
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Post » Mon Mar 21, 2011 5:50 am

Just downloaded this little gem. Nice work.
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Trent Theriot
 
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Post » Mon Mar 21, 2011 5:20 pm

What about three settings:

fastTravelmaxDistance: Max number of cells that is allowed for FT (0 means unlimited). E.g. setting it to 25 means that maximum FT distance is about as far as Chorrol to IC.

fastTravelRideFactor: A multiplier to the above setting that is applied when riding. E.g. setting this to 2.5 means that you can FT 2.5 times as long when riding. 1 or less means no additional range.

fastTravelTimeRestriction: Minimum number of ingame hours between each FT (0 means no restriction). E.g. setting it to 24 means at least 24 hours between each FT (counted from ending the last, until you can start the next).


Does that sound good :)



Well, I'll tell ya it sounds good to me! I especially like the fastTravelTimeRestriction idea. That way the system is still there but you can't abuse it.
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Nicholas
 
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Post » Mon Mar 21, 2011 5:48 am

That sounds just what I was hoping for TheNiceOne.
Actually it sounds better, I like how you implemented the ride function. As far as thanks goes, all I can say is...

<3

EDIT: Actually would it be possible to implement a Ride multiplier for the time restriction as well. This way for example if set to 1, you could essentially hop around a town as much as needed, but then once your off riding to a new location, having it set as 1 would be abusive. So if there was a multiplier, you could set it to like 24/48/72 and rid yourself of the exploit.
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Trevi
 
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Post » Mon Mar 21, 2011 10:12 am

The creator of the "Let Me Mark It On Your Map" icons have kindly agreed to add all the icons necessary for MMO compatibility, so there will be a few new sets to choose from soon (hopefully).

I have also implemented (with some help) Inajira's request for limiting fast travel to short distances. I add a new setting, and if non-zero it says the maximum number of cell distances that can be traveled. I could just as well use units, but thought cell was the distance that made most sense (one cell = 4096 units).


I have still not heard from anyone who has upgraded to 3.3.1, and have had the problem with the dialog popping up multiple times when writing the name for a new map marker. I would very much like to hear if this problem has disappeared with version 3.3.1. It only happened for some players (not me), so I still don't know if the code change in 3.3.1 helped.


Wow, I'm so glad my idea has caught on :D Have you released this functionality yet? If not no worries I'll wait for it ;) Meanwhile I have upgraded to 3.3.1 and will let you know if I experience any repeating dialogue with marker placement, I'm using it often (everytime I find an Ayleid Step).

Will DEFINITELY be using this limited fast travel option, IMHO this will be realistic without being tedious. The perfect balance!
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Gemma Woods Illustration
 
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Post » Mon Mar 21, 2011 11:18 am

...SNIP...
I have still not heard from anyone who has upgraded to 3.3.1, and have had the problem with the dialog popping up multiple times when writing the name for a new map marker. I would very much like to hear if this problem has disappeared with version 3.3.1. It only happened for some players (not me), so I still don't know if the code change in 3.3.1 helped.



Haven't had the issue with ver 3.3.1 (Did Previously) Seems to be corrected.

Regards.
WebR
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~Amy~
 
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Post » Mon Mar 21, 2011 2:51 pm

Looking at the Pluggy page over at Nexus, the only version higher than the recommended 128 is the dev/beta 132. Just want confirmation that that is the one to use? I'm not afraid of using betas (have beta 6 of OBSE) so it's no big deal if I should.
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Smokey
 
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Post » Mon Mar 21, 2011 1:34 am

Hi, thanks for the interest :)

DIT: Actually would it be possible to implement a Ride multiplier for the time restriction as well. This way for example if set to 1, you could essentially hop around a town as much as needed, but then once your off riding to a new location, having it set as 1 would be abusive. So if there was a multiplier, you could set it to like 24/48/72 and rid yourself of the exploit.
I'm not sure I understand exactly what you mean, could you explain a bit more?

One relatively simple solution, is to add one more setting, which is how far your total FT can be within the time restriction. As soon as your total FT distance passes this, you must wait at least fastTravelTimeRestriction hours before you're allowed to use FT again. When riding, the counted distance will be divided by fastTravelRideFactor. So if you set this new to say 20 (cells), you can FT pretty much within a city, but if you take a long jump, you must wait before being allowed FT again.

Wow, I'm so glad my idea has caught on :D Have you released this functionality yet? If not no worries I'll wait for it ;) Meanwhile I have upgraded to 3.3.1 and will let you know if I experience any repeating dialogue with marker placement, I'm using it often (everytime I find an Ayleid Step).

Will DEFINITELY be using this limited fast travel option, IMHO this will be realistic without being tedious. The perfect balance!

Thanks. The new FT functionality (except for the additional setting discussed above) is implemented and tested a bit, but not yet released. I thought I should wait for the new icons too.


Haven't had the issue with ver 3.3.1 (Did Previously) Seems to be corrected.

That is good news :)


Looking at the Pluggy page over at Nexus, the only version higher than the recommended 128 is the dev/beta 132. Just want confirmation that that is the one to use? I'm not afraid of using betas (have beta 6 of OBSE) so it's no big deal if I should.
That's the one I'm using, and I haven't noticed any issues. If you're worried, you can install it, save all your map markers from within the game, then rename the .dll to .dll_not_used or something like that, and then rename it back in order to enable it, just when you want to save a new backup or load an old backup of your map markers. MMO only uses Pluggy when it actually saves or loads map marker files.
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Doniesha World
 
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Post » Mon Mar 21, 2011 10:31 am

I'm not sure I understand exactly what you mean, could you explain a bit more?

One relatively simple solution, is to add one more setting, which is how far your total FT can be within the time restriction. As soon as your total FT distance passes this, you must wait at least fastTravelTimeRestriction hours before you're allowed to use FT again. When riding, the counted distance will be divided by fastTravelRideFactor. So if you set this new to say 20 (cells), you can FT pretty much within a city, but if you take a long jump, you must wait before being allowed FT again.


Your idea to implement a "pool" of total cells the player can travel during one rotation of the Time Restriction is a much better solution than what I attempted to say, so I will not bother to reiterate.

Good Call!
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Elisabete Gaspar
 
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Post » Mon Mar 21, 2011 5:46 am

"* Can hide player and quest icons, and not open the world map centered on the player - for an immersive experience where it is possible to get lost."

Wooohoo! :ahhh:
I'll reinstall Oblivion within the next couple of months, and this is one of the reasons.

I'm getting back into X3TC again and am hoping to do some modding for it, and considering how time consuming that is I don't know when I'll return and play Oblivion.

Great to see you implemented this NiceOne.

Cheers!
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Josephine Gowing
 
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Post » Mon Mar 21, 2011 9:41 am

http://www.tesnexus.com/downloads/file.php?id=30223 icons are now made in a MMO-compatible version. Just install MMO as normal (if you haven't already), and let the icon files from LMMIOYM overwrite them. The icons look quite different than any others, and I actually consider starting using them myself.


"* Can hide player and quest icons, and not open the world map centered on the player - for an immersive experience where it is possible to get lost."

Wooohoo! :ahhh:
I'll reinstall Oblivion within the next couple of months, and this is one of the reasons.
Thanks. I am quite fond of this feature myself. Combined with darker nights, I really can get lost at nights. I also use RAEVWD which makes all distant houses have lit windows. This has given me memorable situations where I was lost in the dark, and suddenly spotted a light source far away that I could run for.
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Romy Welsch
 
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Post » Mon Mar 21, 2011 3:02 am

Have been testing with 3.3.1 and haven't got any duplication bugs either, all working great :D
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Manny(BAKE)
 
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Post » Mon Mar 21, 2011 8:13 am

No issues here either, and I've tried out the LMMIOYM Icons, their quite a different take.

If any of you are the type of person who likes MMO's no player icon feature because of the immersion, then you'll love the icons, just be sure to grab the antiquated map (these marks do not show up that great on any of the color maps I've tried), thankfully there is an Elsweyr version.
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RAww DInsaww
 
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