[RELz] Map Marker Overhaul

Post » Sun Mar 20, 2011 7:15 pm

========= MAP MARKER OVERHAUL 3.4 ============

Have you ever visited a ruin and been stopped by a locked door or a too powerful enemy, forcing you to turn with a firm intention of going back later - but then completely forgot which ruin it was?
Have you ever wondered if a cave on your map is one you have already visited and fully explored, or one you just peeked inside?
Have you ever found a place in-game that you want to make a note of?
Have you ever wished you could add new map markers, or notes to the existing map markers to remember such things?


Map Marker Overhaul does this and more:
* In-game, press 'M' to open a menu to freely name a marker with an unique icon, that is added to your map.
* In the map menu, just click on a marker and you'll get a menu where you can add any tag to the marker name, change the icon state (for some types) or rename/delete player-added markers.
* Oblivion gate markers changes to a closed gate symbol (or disappears) when the gate is closed
* Includes eight different map marker icon designs for you to choose from.
* Lets you control the distance map marker becomes visible in the HUD, or placed on the map.
* Lets you control how far and how much you can use Fast Travel.
* Adds map markers for all the game's Obelisks of Order, Ayleid Wells, Magical Stones, Wayshrines and player-owned houses, with completely new and unique icons.
* Replaces more generic map marker icons with icons for docks, castles, houses, farms, stables, merchants and more
* 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
* Can export changed/added map markers to backup file, and then later import them.


=========

Author: Ole B?e, a.k.a. TheNiceOne
Date: Mar 07, 2010

OBSE v 18 beta 4 or newer required, beta 6 (or later) recommened!
Pluggy 128 or newer required to save or load map marker backup files!

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

Previous threads: http://www.gamesas.com/bgsforums/index.php?showtopic=1016570 http://www.gamesas.com/bgsforums/index.php?showtopic=1029156

========= DETAILS:

MMO includes Landmarks with Wells by Phoenix Amon and Wrye, but uses new, unique icons for the Ayleid Wells, Magical Stones and Wayshrines! So uninstall Landmarks with Wells (or any similar mod). Each of the three are optional, so just disable the unwanted in the ini file if you think your map gets too cluttered. MMO also adds map markers with unique icons for Obelisks of Order from Shivering Isles.

MMO replaces a lot of the more generic map marker icons with new, unique icons. This includes dock, castle, house, farm, stable, merchant, chapel, lost spire and lost step, both vanilla map marker and map markers added by many different mods. Do you have a marker in your game that you think should have a new icon? Report the marker's formID, the mod's exact name and what icon it should be, and I'll add it. To find formID, set debug to 1 in MMO's ini. Then, when you highlight a map marker in the map, MMO will write the marker's formID to the console.

To use the new icons, I have added them to eight different icon designs for you to choose from:
1: Vanilla icons
2: Elven Map Redux icons
3: Adny's icons (tweaked)
4: Colored icons
5: Borderless icons
6: Vacuity's Copper Icons
7: Vacuity's Iron Icons
8: Vacuity's Gold+Silver Icons

=========

When playing outside, hold down "M" (configurable) to add a new map marker at your current position. You can choose between four different, unique flag icons, and the marker can be freely named. You can have maximum 30 such markers currently added to your game, but you can remove any existing marker in order to add a new at your current position.

In the map menu, click on any visible map marker to open one of two menus:
* If the marker is player-added, you can change icon, rename or delete the marker.
* If the marker is a static one, you can add/edit a freely named tag that gets added to the marker name. You can also change the icon state between Normal, Entered or Complered/Closed.

Oblivion gate markers are no longer static. When a gate is closed, its map marker changes to a closed gate symbol or disappears (depending on your setting). So now it is easy to see which gates remain to be closed.

Map Marker Overhaul can control the distance map markers become visible in your compass or added to your map. In vanilla Oblivion, markers become visible in your compass from the very long distance of 12000 (game units), and fully revealed from 1800. You can change both from the install script (or ini file), and also control the distance a marker is added to the map in the visible, but not fully revealed state. You can also choose to make the distance dynamic depending on your current height position, so that you discover map markers from a longer distance if you're in a high spot.

Map Marker Overhaul changes the player-owned house icons added by OOO to single-house markers. If OOO is not installed, Map Marker Overhaul adds its own player-owned house markers.

Map Marker Overhaul has the option of enabling keepMapPosition. With this enabled, the world map will no longer be centered on the player when opened. During install, there is also the option of removing the player arrow and/or to remove the quest arrow. Combined, those options create an immersive situation where it is possible to get completely lost. Note that if enabling keepMapPosition, the only way to navigate the world map is by using the arrow keys on the numeric keypad. The mouse no longer works. Hold down shift to navigate faster.

Since clicking on a Map Marker is used to start Fast Travel, Map Marker Overhaul has three options for how to work in combination with Fast Travel:
0: Fast Travel is initiated with a left click as normal, while Map Marker Overhaul is activated by holding down control when clicking. This is the default option.
1: Map Marker Overhaul is initiated with a left click, while Fast Travel is activated by holding down control when clicking.
2: Map Marker Overhaul is initiated with a left click, while Fast Travel is completely disabled.
3: Fast Travel is initiated with a left click, while Map Marker Overhaul is activated with right click.

=========

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.

========= COMPATIBILITY:

By adding new map marker icons for Ayleid Wells, Magical Stones, Wayshrines, Obelisks of Order and player houses, the mod will overlap markers from other mods that adds map markers for this (Landmarks with Wells, Obelisks of Order Map Markers, etc. - but is compatible with OOO's and Open Cities' player houses). The mod is also incompatible with other map icon replacers, but note that this mod includes the most popular map icon mods for you to choose from.

Map Marker Overhaul is incompatible with Oblivion Gate Map Marker Remover, since it contains similar functionality. It is also incompatible with any mod besides OOO which adds player-owned house markers.

Of special note is "Map Markers Be Done (MMBD)". Map Marker Overhaul is able to take ownership of any tag added by MMBD, so that Map Marker Overhaul can let you remove or change tags added by MMBD, and keep the tags after Pluggy is uninstalled. Map Marker Overhaul will do so if the setting "tnoMMR.MMBDcompatibility" is set to 1, which is the default setting.

In this compatibility mode, Map Marker Overhaul will automatically take ownership of the tag as soon as you point the mouse at a map marker that has a MMBD tag. After you have pointed at all such map markers, you can uninstall Pluggy without loosing the tags.

This mod is (as far as I know) compatible with all other existing mods.

========= New Map Marker Types

The mod currently define the following new map marker types:
13: Ayleid Well
14: Wayshrine
15: Magical Stone
16: Spire
17: Obelisk of Order
18: House
19: Player marker (flag)
20: Player marker (Q flag)
21: Player marker (i flag)
22: Player marker (? flag)
23: Harbor/dock
24: Stable
25: Castle
26: Farm
27: Chapel
28: Merchant
29: Ayleid Step (old Ayleid ruin icon)
30: Shivering Isles gate
40: Entered Cave
41: Completed Cave
42: Entered Ruin
43: Completed Ruin
44: Entered Fort
45: Completed Fort
46: Entered Mine
47: Completed Mine
48: Closed Oblivion Gate
49: Cleared Camp
50: Closed Obelisk

========= KNOWN ISSUES:

You should wait at least 5 seconds after loading a saved game before opening the world map. This is because the Oblivion engine uses around 5 seconds before all scripts are run for the first time after a load.

If you have several player-added markers with the exact same name and remove one, one of the others with the same name may disappear from the map instead. If so, just close and reopen the map, and the correct one will be removed.

When adding a new player-marker, on some computers the player may need to click several times to close the menu after having written the name. If adding the marker to any other worldspace than Tamriel (ex Shivering Isles, Windfall), the marker may not show up in your compass until after a save/reload (but is correctly shown on your map).

If you use a mod that lets Oblivion gates be open after the main quest is completed, the map markers of those gates will behave as if the gates are closed. If this is a problem, set tnoMMO.gateMode to 0 in order to have manual control of the gate markers.

========= INSTALL:

The archive is OMOD-ready and BAIN-ready, so installing with OBMM or BAIN is preferred. OBMM is recommended since the mod comes with an installation script that lets you easily tweak the settings. Just create an OMOD, add the archive and answer yes to the warnings.

For manual install, copy "00 Core\Map Marker Overhaul.esp" and the content of one "01 Icons" folder to your data\ folder. Copy "00 Core\Map Marker Overhaul.ini" to "data\ini\" or "data\". If you have SI, also copy "02 SI additions\Map Marker Overhaul - SI additions.esp" to your data folder.

========= CREDITS:

* The mod is created by TheNiceOne, but would be impossible to make without the OBSE team who kindly added several new OBSE functions (and modified one existing function) on my request.
* Thanks to kyoma for help with icons as menu buttons, and for lots of xml help
* Thanks to shadeMe for his excellent ConScribe tool, which helps soo much during debug
* Thanks to Phoenix Amon and Wrye for Landmarks with Wells.
* Thanks to xythen for Elven Map Redux Icons and for Borderless Map Icons.
* Thanks to Adny for Adny's Map Icons
* Thanks to Brumbek for Colored Icons
* Thanks to Vacuity for Copper, Iron and Gold+Silver Icons
* Thanks to LazMonk for his Obelisks of Order Map Markers which helped me locate them all when I created the SI plugin.
* Also thanks to Elys for her excellent Map Markers Be Done mod, which was the inspiration for this.

========= CHANGELOG:

3.4
* Added Fast Travel control. Now you can set up how much and how far you can use Fast Travel.

3.3.1
* Added a new ini setting to control whether Map Marker Overhaul shall hide ALL map markers when you exit the sewer.
* 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.
* Changed some code in order to lessen (/remove) the problem with having to click multiple times on the icon selection menu.

3.3
* Added export/import of map marker backup files
* Added support for "Skye Village Final.esp"
* Made main script more robust

3.2
* E+C icon states can now be automatically tied to marker tags
* Added option of hiding the player marker
* Added option of hiding the quest marker
* Added option of no longer opening the world map centered on the player
* Corrected a couple of Windfall icons

3.1
* Added player house markers
* Made the marker discovery distances optionally dependent on player's position (height)
* Added Vacuity's Copper and Iron icons

3.0.2
* Added Vacuity's Gold+Silver Icons
* Added missing E+C icon variants for the reduced size icons

3.0
* Added icon states (Normal/Entered/Completed) for Camps, Caves, Ruins, Mines, Forts, Obelisks and Oblivion gates.
* Added automatical control of Oblivion gate marker states.
* Added options for all new icon types, whether to use new or old type.
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Kat Stewart
 
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Post » Sun Mar 20, 2011 6:45 pm

I'm still loving this mod, ever since it first came out. Keep up the good work! So far I haven't run into any bugs, so that's definitely a good thing. ^^
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Lifee Mccaslin
 
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Post » Mon Mar 21, 2011 3:57 am

I'm still loving this mod, ever since it first came out. Keep up the good work! So far I haven't run into any bugs, so that's definitely a good thing. ^^


I agree. MMO is a must have for me since it came out.
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Carlitos Avila
 
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Post » Mon Mar 21, 2011 3:37 am

Truly a fantastic mod. Seriously, it's one of the first I install, can't play without it.
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Shannon Marie Jones
 
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Post » Sun Mar 20, 2011 11:29 pm

I love this mod. It's the kind of tool that I seldom use but whenever I do need to it's my best friend. This should have been part of the base game.
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Sudah mati ini Keparat
 
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Post » Sun Mar 20, 2011 12:55 pm

Sorry that it has been so long, I have been working on a new computer and fixing problems with other machines around here ^_^

I installed the new version on a clean save and enabled debug mode. Still i did not see any more debug text than with previous versions, I have made the requested screen shots though, so Let me link you to them. Everything has worked as it should have. I still need to have a crash before i run into problems (i have tried forcing one but have been unsuccessful so far).

http://forums.shockv2.net/album_pic.php?pic_id=176
http://forums.shockv2.net/album_pic.php?pic_id=177
http://forums.shockv2.net/album_pic.php?pic_id=180
http://forums.shockv2.net/album_pic.php?pic_id=178
http://forums.shockv2.net/album_pic.php?pic_id=179
http://forums.shockv2.net/album_pic.php?pic_id=181

For once I am actually hoping for a crash to see if any additional debug text shows up. I am pretty sure you wont see anything out of the ordinary here.

-Ex0dus
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Crystal Clear
 
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Post » Sun Mar 20, 2011 6:20 pm

Maybe in a future version, you could add markers for temples. Or did you already?
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Laura Simmonds
 
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Post » Sun Mar 20, 2011 8:29 pm

Thanks for the comments everyone :)

I installed the new version on a clean save and enabled debug mode. Still i did not see any more debug text than with previous versions, I have made the requested screen shots though, so Let me link you to them.
There's a few additional lines here and there. Your images show me that everything is stored internally as it should, at least so far :)

Everything has worked as it should have. I still need to have a crash before i run into problems (i have tried forcing one but have been unsuccessful so far).
I'm not sure if I should say that is good or bad :P


Maybe in a future version, you could add markers for temples. Or did you already?
I'm not sure what you mean by temples, as the only temple I'm aware of is the "Temple of the one". If you mean wayshrines, I have markers for them, and also for the various chapels (but please tell if there's some chapels I've missed).
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Bones47
 
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Post » Mon Mar 21, 2011 1:05 am

Well if we are going to get anywhere with whatever the issue is, I have to recreate the problem I have been having. The crash isnt caused by your mod (it was a common occurrence well before i ever knew about this mod) so the fact I have been unable to crash is very much a bad thing (for once).

To think the one time I want to crash, I cant.

-Ex0dus
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Latino HeaT
 
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Post » Sun Mar 20, 2011 12:50 pm

I can only say what's already been said:

1. It looks very much like you don't have OBSEv18b4 installed - as changed Ayleid Ruin icons and Wayshrines icons do not use any OBSE functions, but the rest do.
2. You should look up the release thread and ask there.

So try again with OBSE installed, and please post the result in the release thread


I've installed OBSE 1.8 beta 4 and this mod is working wonderfully.
Thanks to the mod maker - this mod is a great addition to TES IV.

Jose Henrique, from Brazil.
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Chloe Yarnall
 
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Post » Sun Mar 20, 2011 10:49 pm

So after placing a few Player Flags i get this http://img134.imageshack.us/i/screenshot1qu.png/..oh no :facepalm:
Is it possible to increase the number of markers you can place?

BTW, I love this mod! :)
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OTTO
 
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Post » Sun Mar 20, 2011 7:06 pm

I've installed OBSE 1.8 beta 4 and this mod is working wonderfully.
Thanks to the mod maker - this mod is a great addition to TES IV.
Thanks. And it was interesting to hear what happened when you used it without OBSE too :)


So after placing a few Player Flags i get this http://img134.imageshack.us/i/screenshot1qu.png/..oh no :facepalm:
Is it possible to increase the number of markers you can place?

Sorry, but 30 player-placed markers is an absolute max in the current version. I have an idea of how to remove the limit alltogether (involving Placeatme, but without savegame-bloat), but that will be in a future version. I must admit that I didn't imagine anyone ever going to use 30 player-placed markers, so I'm a bit curious about what you use them for.

...and you know you can remove a marker you no longer need, by clicking on it in the map menu, and that lets you reuse that marker somewhere else, right?
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Rachel Hall
 
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Post » Mon Mar 21, 2011 12:04 am

Hehe, I have alot of useless markers so there is no big problem really :P
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gemma
 
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Post » Sun Mar 20, 2011 6:28 pm

Just to let you know TESNexus' downloads appear to be down at the mo... anywhere else where this mod is hosted?
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Sheila Esmailka
 
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Post » Mon Mar 21, 2011 12:41 am

Just to let you know TESNexus' downloads appear to be down at the mo... anywhere else where this mod is hosted?

No, TESNexus is the only site for MMO - so I guess you'll have to wait for it to come back up.
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Alexandra Louise Taylor
 
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Post » Sun Mar 20, 2011 11:27 pm

So I have one minor problem with this mod. Every so often I'm not able to place a marker at a certain location for some reason. I'm guessing there's some sort of object in the way and I need to move a little bit before I can place one. But the mod still has me go through all the naming etc. even though it will end up being a waste of time. Any chance you can have it check first to see whether or not you can actually place a marker at that location, then let the player know if it's a bad spot for one? Sometimes I'll have to go through the naming etc. a few times before I finally find a location that works, which can get a bit annoying.
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CHangohh BOyy
 
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Post » Sun Mar 20, 2011 8:30 pm

Sorry Belanos, but I overlooked this one:
So I have one minor problem with this mod. Every so often I'm not able to place a marker at a certain location for some reason. I'm guessing there's some sort of object in the way and I need to move a little bit before I can place one. But the mod still has me go through all the naming etc. even though it will end up being a waste of time. Any chance you can have it check first to see whether or not you can actually place a marker at that location, then let the player know if it's a bad spot for one?
I had no idea that something like this could happen. The mod first checks if you're in an interior location, and if so gives a message that you cannot add a marker there, but if that is not the case, MMO goes ahead and places a marker in the spot.

It does this by having 30 map markers that start out disabled, and when you add one, it picks the first free, sets correct name and icon and calls "marker.MoveTo player" and "marker.Enable". So for all purposes MMO knows, the marker is placed in that location, and I have no idea of how to check if this failed, and what happened with the marker then. I do know about one issue, from the readme: "If adding the marker to any other worldspace than Tamriel (ex Shivering Isles, Windfall), the marker may not show up in your compass until after a save/reload (but is correctly shown on your map)", but your issue seems to be that the marker isn't showing up at all - is that correct?

Do you have any idea of in what kind of locations you have problems? Anywhere, inside city worldspaces, in especially tight spots, or what?


Btw, I've had one reported error in the TESNexus thread. As you may be aware, from version 2.1 on, I added the possibility of getting map markers added to the world map in the visible, but not fully known state if you moved close to it, but not close enough to have it fully revealed. But it seems like markers added this way (visible, but no fast travel) isn't stored with the savegame, thus its state is lost when restarting and loading the game. I haven't been able to test this myself, so have anyone else noticed this?
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Charleigh Anderson
 
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Post » Sun Mar 20, 2011 1:14 pm

I seem to be having trouble with my local map since installing this.

Inside is fine (although it did all go black when I installed it when I was in Sancre Tor), but outside I lose my position marker and it looks down onto nowhere near where I am.
Also there are no icons for doors etc to shops/buildings.

I'm using Darn with local colour map and open cities, but this shouldn't matter, should it.
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danni Marchant
 
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Post » Mon Mar 21, 2011 12:01 am

I seem to be having trouble with my local map since installing this.

Inside is fine (although it did all go black when I installed it when I was in Sancre Tor), but outside I lose my position marker and it looks down onto nowhere near where I am.
Also there are no icons for doors etc to shops/buildings.

I'm using Darn with local colour map and open cities, but this shouldn't matter, should it.

Are you really sure MMO is the cause (i.e. have you tried disabling MMO and test without it)? Because MMO does absolutely not touch the maps in any way - it only touches the map marker name and icons. And I also use Darn with local colour map btw.
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Rodney C
 
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Post » Sun Mar 20, 2011 4:58 pm

Btw, I've had one reported error in the TESNexus thread. As you may be aware, from version 2.1 on, I added the possibility of getting map markers added to the world map in the visible, but not fully known state if you moved close to it, but not close enough to have it fully revealed. But it seems like markers added this way (visible, but no fast travel) isn't stored with the savegame, thus its state is lost when restarting and loading the game. I haven't been able to test this myself, so have anyone else noticed this?


I haven't thought too look for that specifically, but I haven't noticed it myself. The game should be saving the state of any map marker you reveal, regardless of how it got that way. I don't see how MMO could change this unless you're doing something odd to make those show up like that.

I seem to be having trouble with my local map since installing this.

Inside is fine (although it did all go black when I installed it when I was in Sancre Tor), but outside I lose my position marker and it looks down onto nowhere near where I am.
Also there are no icons for doors etc to shops/buildings.

I'm using Darn with local colour map and open cities, but this shouldn't matter, should it.


That's the local map bug. You have a mod somewhere editing cell 3,3 in the Tamriel worldspace. It could either be due to a dirty edit in one of them, or something deliberate, but you'll need to track that down. MMO shouldn't have anything in that cell to edit, and Open Cities obviously doesn't touch it.
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willow
 
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Post » Sun Mar 20, 2011 2:27 pm

I haven't thought too look for that specifically, but I haven't noticed it myself. The game should be saving the state of any map marker you reveal, regardless of how it got that way. I don't see how MMO could change this unless you're doing something odd to make those show up like that.
My guess is that the visibility is not stored in the savegame because I used OBSE's "SetMapMarkerVisible" instead of the standard "ShowMap" function. I haven't tested, but when I think about it, I know that most OBSE Set... functions don't store data in the savegame. There is no good reason for me to use SetMapMarkerVisible instead of ShowMap, so I guess switching to ShowMap will fix it.

That's the local map bug. You have a mod somewhere editing cell 3,3 in the Tamriel worldspace. It could either be due to a dirty edit in one of them, or something deliberate, but you'll need to track that down. MMO shouldn't have anything in that cell to edit, and Open Cities obviously doesn't touch it.
Thanks for clarifying.
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CSar L
 
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Post » Sun Mar 20, 2011 1:51 pm

I do know about one issue, from the readme: "If adding the marker to any other worldspace than Tamriel (ex Shivering Isles, Windfall), the marker may not show up in your compass until after a save/reload (but is correctly shown on your map)", but your issue seems to be that the marker isn't showing up at all - is that correct?


Actually it's a case of not being able to place the marker at all. I keep going back to the naming screen and the marker is not created. If I cancel out and move, sometimes justs a little, then I'm able to.

Anywhere, inside city worldspaces, in especially tight spots, or what?


I was trying to place markers at some of the Pilgrim's Path Wayshrine, to come back to later. I don't have the Landmarks with Wells portion turned on. I presumed it was because an object, like a pillar maybe, was blocking the marker placement.


But it seems like markers added this way (visible, but no fast travel) isn't stored with the savegame, thus its state is lost when restarting and loading the game. I haven't been able to test this myself, so have anyone else noticed this?


I've actually run into at least 1 fully revealed marker that does this. Near Kvatch there's a fort ruin called Dasek Moor. For some reason it just won't stay revealed after I load a new game. AFAIK that's the only one, though it's a bit hard to tell with all the markers I have revealed in my game right now. I just can't remember them all.
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Red Sauce
 
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Post » Sun Mar 20, 2011 8:52 pm

I found a very good application for your Map mod. Since I'm using Tamriel Travelers I'm starting to track all merchant locations and tag them with "Merchant". My evil character can no more trade in towns with 25000 gold bounty and more 20 guards assassined.
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Chelsea Head
 
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Post » Sun Mar 20, 2011 4:15 pm

I found a very good application for your Map mod. Since I'm using Tamriel Travelers I'm starting to track all merchant locations and tag them with "Merchant". My evil character can no more trade in towns with 25000 gold bounty and more 20 guards assassined.


Hehe, I like it, thanks for the idea :)
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Ana Torrecilla Cabeza
 
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Post » Sun Mar 20, 2011 10:24 pm

Is there any way to set a revealed and visited marker just back to revealed? It'd be ideal for vanilla markers if I could revert all that stuff I discovered but ran past to unvisited and look for my next target that way.
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Katey Meyer
 
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