[RELz] Map Marker Overhaul

Post » Mon Mar 21, 2011 2:43 am

Hi,

I move this from the http://www.gamesas.com/bgsforums/index.php?showtopic=1056321&pid=15329143 thread:

Ahh, didn't know MMO had that feature. It'd be cool if height affected it too. Like standing on a mountain and jotting down all the structures and oddities you see in the distance.
That was a good idea, and not too difficult to add either. I will not be able to anything more than increasing/decreasing the three distance settings, depending on the player's current height position, and not be able to do anything smarter like adding markers to objects that are easier to see, etc., but at least it will be something.

What I forgot to mention in that other thread, but written in a PM to LordBaxter, are two quirks in the feature that adds map markers in the known, but not visited state.

1. MMO only check the player's cell and the adjacent 8 cells, and with cell size of 4000 units, it means that it will never add map markers that are more than 8000 units away. I did this for effectiveness, but it is quite easy to check the next ring of 12 cells if tnoMMO.addDistance is set high (or becomes high when you climb a mountain :)). So I'll add that to the next update.

2. Map Markers to cities are in the city's worldspace (unless you use a (Better) Open Cities mod), which means that they are not detected by MMO, and thus not added until you come within tnoMMO.revealDistance to the marker. I can try to look for doors within the addDistance, and check for map markers to add in the cells that the doors link to, but I fear those city cells are not being loaded, and thus not possible to check either.
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Honey Suckle
 
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Post » Sun Mar 20, 2011 9:16 pm

Thanks for the update; I upgraded to V3.0.2
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Rik Douglas
 
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Post » Sun Mar 20, 2011 9:55 pm

thanx for this great mod :)
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Scared humanity
 
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Post » Mon Mar 21, 2011 10:22 am

i'm getting town markers instead of harbor (anchors) in bravil and leyawiin. i thought you fixed http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1029156&view=findpost&p=14949133 but it has been so long since i've had a chance to play i can't remember. thanks.

MMO = v3.0.2
Better Cities = v4.4.0

51 = Better Cities Full - B&M Edition.esp
bravil docks = 5102064C
leyawiin harbour = 51061329
Leyawin South Harbour = 51060294
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CArla HOlbert
 
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Post » Sun Mar 20, 2011 10:42 pm

i'm getting town markers instead of harbor (anchors) in bravil and leyawiin. i thought you fixed http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1029156&view=findpost&p=14949133 but it has been so long since i've had a chance to play i can't remember. thanks.

MMO = v3.0.2
Better Cities = v4.4.0

51 = Better Cities Full - B&M Edition.esp
bravil docks = 5102064C
leyawiin harbour = 51061329
Leyawin South Harbour = 51060294
Thanks for the report. MMO checks for Better Cities Full - B&M Edition.esp, and have the correct form Id's (the same you give), but there is a spelling error in the plugin's name when I create the references, thus failing to set them correctly. This will be fixed in the next release, which will probably be within half a week or so.
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Reanan-Marie Olsen
 
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Post » Mon Mar 21, 2011 1:59 am

MMO checks for Better Cities Full - B&M Edition.esp, and have the correct form Id's (the same you give)

Does this mean that MMO won't so much work as expected (compatibility-wise), if I'm using Better Cities BRAVIL - Blood & Mud.esp, rather than Better Cities Full - B&M Edition.esp?
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Mélida Brunet
 
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Post » Mon Mar 21, 2011 12:55 am

Does this mean that MMO won't so much work as expected (compatibility-wise), if I'm using Better Cities BRAVIL - Blood & Mud.esp, rather than Better Cities Full - B&M Edition.esp?

There's no spelling error in MMO's handling of "Better Cities BRAVIL - Blood & Mud.esp", so the city markers for the dock and castle of that version will be correctly adjusted to dock and castle icons. The spelling error just means that MMO fails to change the look of the dock and castle markers owned by "Better Cities Full - B&M Edition.esp" (but editing the markers' tags still works as intended.)
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Neil
 
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Post » Mon Mar 21, 2011 1:16 am

And then version 3.1 is http://www.tesnexus.com/downloads/file.php?id=26389 :)


From the changelog:
* Added player house markers
Now a single-house map marker is enabled when you buy a house. If OOO is installed, its house markers are used instead, but with single-house symbols. Other mods that add player house markers are incompatible (you will get a double set).


* Made the marker discovery distances optionally dependent on player's position (height)
As discussed earlier in the thread. Btw, markers can now be added in the non-revealed state from longer distances (up to 10000).

* Added Vacuity's Copper and Iron icons
New, great icon sets from Vacuity

* Now correctly replaced BC M&M dock and castle icons (a bug prevented this).
As just reported. Also, a couple of omod script errors have been fixed.

:)
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jason worrell
 
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Post » Mon Mar 21, 2011 12:24 am

And then version 3.1 is http://www.tesnexus.com/downloads/file.php?id=26389 :)
Yay!
* Added Vacuity's Copper and Iron icons
New, great icon sets from Vacuity
Wow! Those look great! What a talented guy! :whistle:

I do believe those icon sets I made look best on a dark-ui style map, for the record.

Seriously, I take it you were happy with the iron set as-is? No requests for tweaks? Remember to tell me if you make any new icon types, so I can update the sets I made for you.

Vac

P.S. The "New map markes" spelling error in the omod script is still there...
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saharen beauty
 
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Post » Mon Mar 21, 2011 4:05 am

Yay!
Wow! Those look great! What a talented guy! :whistle:
Yes, don't they. I'm happy to have his support :)

I do believe those icon sets I made look best on a dark-ui style map, for the record.
I agree. I thought about changing map to make the pictures better, but really, really wanted to get it out yesterday evening.

Seriously, I take it you were happy with the iron set as-is? No requests for tweaks? Remember to tell me if you make any new icon types, so I can update the sets I made for you.
No, I think they really looked good, and yes, I appreciate your help in case of new icons.

P.S. The "New map markes" spelling error in the omod script is still there...
I must have forgot. Where?
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Emily Shackleton
 
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Post » Mon Mar 21, 2011 9:43 am

I must have forgot. Where?

Spelling on line 61
SelectMany "New map markes",\

Should be
SelectMany "New map markers",\

and spelling/pluralisation on line 84
SelectMany "New map markes icons",\

Should be
SelectMany "New map marker icons",\


Vac

Edit: sorry my text editor is throwing in extra backslashes... I think I stripped them all out now.

Edit2: This *is* a pretty minor report, don't get me wrong. :) And it's my pleasure to have been able to add a little to your mod.
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Emily Jones
 
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Post » Mon Mar 21, 2011 6:19 am

I have a teeny little problem and thing it might be something to do with this wonderful mod and open cities leyawiin reborn. Basically, I now have 2 map markers for Darkfathom cave. OCLR moves the cave (it has to as the city is now 3 time larger) but MMO has just give me another map marker for it where the original should be.

Any ideas how I can fix it? Or how its happened?
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Austin Suggs
 
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Post » Mon Mar 21, 2011 7:58 am

I have a teeny little problem and thing it might be something to do with this wonderful mod and open cities leyawiin reborn. Basically, I now have 2 map markers for Darkfathom cave. OCLR moves the cave (it has to as the city is now 3 time larger) but MMO has just give me another map marker for it where the original should be.
I can say for sure that MMO is not the reason for your double set of markers, and you will see the same with MMO disabled. Because with the exception of the new house markers and the Ayleid Wells, Wayshrines and magical Stones, MMO doesn't add a single marker. My guess is that OCLR creates a new marker without disabling the old, thus this being a OCLR problem. You can check this if you enable debug in MMO's ini. With debut set to 1, MMO will write the Formd ID of each map marker you point at with the mouse, to the console. The first two numbers of the form ID is the load order of the mod creating it, and you can find the load order number in Wrye Bash or OBMM. That will tell you which mod each of the map markers came from.

If one is from Oblivion.esm (first two numbers are "00") and the other from OCLR, then this is a bug that should be reported to OCLR. That mod should then either disable the vanilla one, or just have moved it.
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Victor Oropeza
 
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Post » Mon Mar 21, 2011 3:43 am

If one is from Oblivion.esm (first two numbers are "00") and the other from OCLR, then this is a bug that should be reported to OCLR. That mod should then either disable the vanilla one, or just have moved it.


OCLR does indeed disable the vanilla map marker for Darkfathom Cave. However that seems to have been a popular target for other mods and something else may have brought the old one back into use. Or it could be a dirty edit revived it. It may even simply be that the game was reloaded without exiting to desktop first. The engine sometimes revives persistent objects (map markers included) if you reload without exiting first.
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Shae Munro
 
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Post » Mon Mar 21, 2011 7:37 am

OCLR does indeed disable the vanilla map marker for Darkfathom Cave. However that seems to have been a popular target for other mods and something else may have brought the old one back into use. Or it could be a dirty edit revived it. It may even simply be that the game was reloaded without exiting to desktop first. The engine sometimes revives persistent objects (map markers included) if you reload without exiting first.

Yes, you're of course right that there are many possible reasons for a deleted marker to be revived by other mods. I guess he will only find out by disabling various mods until the old marker disappears.
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ZzZz
 
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Post » Mon Mar 21, 2011 8:47 am

Thanks for the update, TNO.

Any idea what it would take to make the house markers compatible with Open Cities?
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Heather Stewart
 
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Post » Mon Mar 21, 2011 4:35 am

i have been trying to figure out how to use the old vanilla map marker for aylied ruins(not really fond of the new door icon), but i haven't been able to find any information or INI settings to change it. can someone help me with this?
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Robert
 
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Post » Mon Mar 21, 2011 12:42 am

Any idea what it would take to make the house markers compatible with Open Cities?

I have given that some thought, and planned to contact Arthmoor for help. But I might as well discuss it here. What I need, is a small plugin (with OC as its master) containing a set of correct map markers in their correct OC cells. If someone could create that, I would be able to add MMO as a master and use those map markers instead of those I use. I don't have OC installed myself (using BC), so if anyone could help, I would appreciate that.

This job would be to:
1: Start Wrye Bash, right click on OC and choose "esmify self".
2. Start the CS, double click on OC and open it.
3. Add the map markers, then save it as a new plugin.
4. "espify" OC in Wrye Bash
5. Send the plugin to me.

The problem is the many versions of OC. If the city cells have the same formID across the different versions, that is a minor problem though.


i have been trying to figure out how to use the old vanilla map marker for aylied ruins(not really fond of the new door icon), but i haven't been able to find any information or INI settings to change it. can someone help me with this?
Unfortunately, there is no ini setting for that, you have to manually edit the map marker icon file. Fortunately, that is a relatively simple task, using GIMP which is a freely downloadable program:
1. Download and install GIMP, and also download and install the http://registry.gimp.org/node/70
2. Open the file "data\textures\menus\icons\map\map_icons_all.dds" in GIMP (If you use the reduced size icons, you need the menus80 (for 80% size) or menus50 (for 50% size) instead.
3. Look for the old Ayleid ruin icon in that file, mark it and select copy.
4. Then select paste and position the pasted part exactly over the new Ayleid ruin icon.
5. Select "Anchor Layer" (ctrl-H).
6. Save.

If a user with enough time would do this for all the icon versions, I may host it as an alternative save :)
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City Swagga
 
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Post » Mon Mar 21, 2011 11:14 am

Unfortunately, there is no ini setting for that, you have to manually edit the map marker icon file. Fortunately, that is a relatively simple task, using GIMP which is a freely downloadable program:
1. Download and install GIMP, and also download and install the http://registry.gimp.org/node/70
2. Open the file "data\textures\menus\icons\map\map_icons_all.dds" in GIMP (If you use the reduced size icons, you need the menus80 (for 80% size) or menus50 (for 50% size) instead.
3. Look for the old Ayleid ruin icon in that file, mark it and select copy.
4. Then select paste and position the pasted part exactly over the new Ayleid ruin icon.
5. Select "Anchor Layer" (ctrl-H).
6. Save.

If a user with enough time would do this for all the icon versions, I may host it as an alternative save :)


i'd really appreciate that, i have tried running gimp before but for some reason it just doesn't like my PC setup. the only thing i have that can edit DDS files is gc3 and it crashes trying to open the DDS files from MMO
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Code Affinity
 
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Post » Mon Mar 21, 2011 8:35 am

Yes, you're of course right that there are many possible reasons for a deleted marker to be revived by other mods. I guess he will only find out by disabling various mods until the old marker disappears.

Thanks for the tips. You think TES4Edit will show up the map marker problem, or is deactivating mods the only way to go?
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Stephy Beck
 
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Post » Mon Mar 21, 2011 6:49 am

TES4Edit will show you anything that touches the map marker. Just use the search box to find the marker's formID.
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Breautiful
 
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Post » Mon Mar 21, 2011 11:40 am

TES4Edit will show you anything that touches the map marker. Just use the search box to find the marker's formID.
...and if you don't know its formID, set debug to 1 in MMO's ini. When you point the mouse at a map marker, MMO will write its name and formID to the console (just open the console to see what's written if you haven't turned debug text on).
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Deon Knight
 
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Post » Mon Mar 21, 2011 3:50 am

TES4Edit will show you anything that touches the map marker. Just use the search box to find the marker's formID.

...and if you don't know its formID, set debug to 1 in MMO's ini. When you point the mouse at a map marker, MMO will write its name and formID to the console (just open the console to see what's written if you haven't turned debug text on).

Knob on! Thanks you guys :D
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Colton Idonthavealastna
 
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Post » Mon Mar 21, 2011 5:44 am

What I need, is a small plugin (with OC as its master) containing a set of correct map markers in their correct OC cells. If someone could create that, I would be able to add MMO as a master and use those map markers instead of those I use. I don't have OC installed myself (using BC), so if anyone could help, I would appreciate that.


I made a start on this for ya; I only made one version so far, though, with the merged open cities + Leyawiin Reborn as master, 'cause that's what I'm using right now. If this works / is helpful, and if I have time / energy, I could do 'em up for the non-LR merged version and the individual cities. I can't do any of the Bravil B&M dependent ones, though, as I don't have B&M.

http://www.mediafire.com/?2mzdqrtmmmz

PS - I didn't make new markers, as I noticed there were existing ones, so I just moved each of them 1 increment up on the Z axis.
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Hazel Sian ogden
 
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Post » Sun Mar 20, 2011 10:07 pm

Thanks Spotty42. I didn't even know there were house map markers with OC.

But since there are such markers, it is more compatible/easier to simply use those. Thanks for the work anyway. :)
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Patrick Gordon
 
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