[RELz] MiniMap - Reboot

Post » Tue May 28, 2013 1:36 pm

MiniMap

v1.0.0
Find your own path.
Powered by Gobble Maps.

Download at http://oblivion.nexusmods.com/mods/26220/

Requires http://obse.silverlock.org/ v20 and http://oblivion.nexusmods.com/mods/32200/ v13c

"Once upon a time there was a man who changed the world. He used his powers to bend the very fabric of time and space in order to shape The MiniMap. But alas, his powers were not enough and it was flawed."

"Long has it been and the man has gathered his powers for one last battle....."



Features

General


  • Many options for positioning, resizing and zooming.
  • Active quest targets, both World & Local View.

World View


  • Automatic support for any worldspace that has a unique worldmap.
  • Complete and configurable map markers!
  • Optional support for Dynamic Map.

Local View

  • No more clumsy or bloated texture generation!
  • Dynamic rendering so that it is always up-to-date with your surroundings.
  • Configurable Fog-of-War behaviour for those that want to be suprised.
  • Pretty door icons.
User avatar
KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Tue May 28, 2013 9:45 am

reserved...
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Tue May 28, 2013 11:47 am

Looking forward for it.
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Tue May 28, 2013 3:46 pm

Yeah! I'm glad to see this one back. I had some issues with the original, so I'll be game for giving the new one a test run.
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Tue May 28, 2013 2:31 pm

Oh my goodness!! Thank you guys for reviving this mod. I've been hoping that someone would continue the development. Thank you thank you!!
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Tue May 28, 2013 1:49 pm

Wow! I use the old one now, and it does have a few user-end shortnesses. Was unaware of the engine-end ones.

Look forward to the new release.

EDIT: And I love it anyway!
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Tue May 28, 2013 1:41 pm

Ewr.....haven't I released this already? My bad...
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Tue May 28, 2013 7:38 am

The issue with the old one generating tons of files on my disk really threw me off. Good to see that the new version isn't going to do that anymore.

So... links?
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Tue May 28, 2013 5:57 am

No more use for release candidate. :)

User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Tue May 28, 2013 1:53 pm

Using 1.0RC here and everything seems just fine, except that the yellow arrow indicating the position of the player doesn't appear in either map. I have the setting for it enabled in the ini.

But other than that... wow, even the tress move to the wind in the minimap! What sort of sorcery have you used to make this!

User avatar
Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Tue May 28, 2013 12:51 am

I wonder, since it is a magic map, would it be a possible fun option to make it a spell that you have to buy and cast? I say this because when I walk around in life, I don't have a floating map that travels with me wherever I go.

Oh wait, I have an iPhone. Nevermind.
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Tue May 28, 2013 1:54 am

Ah yes, it seems the BSA (just grabbed it from the older versions) does not have the latest arrow texture. As for what sorcery made all this possible, I'll never tell.... :devil:

Edit: If you'd like you can fix it by opening menus\prefabs\minimap\minimap_main.xml and change this line:

<_playerArrow_1> map\world_map_arrow_icon_alt.dds 

into this:

<_playerArrow_1> map\minimap\arrows\player_arrow_000.dds 
The texture is the same so that'll be how I'm gonna fix it. Don't wanna update the BSA... :wink:

While I'm pretty sure this was just semi-serious it is something that I've been playing with so I'm gonna reply anyways. :tongue: Nothing concreet, just an easy-to-use system for other mods to do stuff like hiding the minimap or showing new, special icons (aka, adding radar support). But that'll have to wait until any potential bugs have been found and fixed. Oh and you also don't have a floating health bar in real-life telling you how health whoever it is that you beat up. And I'm pretty sure the government also doesn't want you to swing a big sword around either. :tongue:

User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Tue May 28, 2013 1:58 pm

They may not want me to, but I can and do (occasionally).
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Tue May 28, 2013 2:02 pm

So...

1- should I add this mod to my "final" compilation or could it cause strange bug/issues?

2- Does it have any bug that you already acknowledged and you'll be fixing in the next version?

3- Do you need me to help you by playtesting it?

4- What are you gonna add, or... what's left to do?

Thanks!

User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Tue May 28, 2013 1:44 am

Compilation? I assume you mean your load order/list of mods? It should be stable to add to your list of mods. Nothing gets altered in this version so I'm 99% sure the only possible issues will be with the minimap itself. Like missing icons or perhaps wrongfully displayed info on the minimap. But if you just managed to get a stable loadorder I suggest waiting until I make a proper release. There are a few minor issues and I'll probably advise to make a clean save so adding this 'release candidate version' isn't really worth the possible trouble.

User avatar
Josee Leach
 
Posts: 3371
Joined: Tue Dec 26, 2006 10:50 pm

Post » Tue May 28, 2013 7:20 am

Thank you sir. Looking forward for your new version! :D

User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Tue May 28, 2013 7:01 am

It is um......taking a little bit longer than expected due to an unexpected, highly resilient bug...... :confused:

User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Tue May 28, 2013 12:16 am

Take your time. ;)

User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Tue May 28, 2013 2:13 pm

So... Any news on this highly resillient bug?

User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Tue May 28, 2013 8:56 am

Impeccable timing! I'm gonna release it tonight! :ahhh:

User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Tue May 28, 2013 12:47 am

Woooot! :banana:

Je bent ongelooflijk!

User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Tue May 28, 2013 2:40 am

Oh, fun!

User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Tue May 28, 2013 10:34 am

It's done! :celebration:

Will upload a bunch of new pictures tomorrow. Gotta show off all the new goodies, right? :P

And for all you bug-hunters, please form an orderly line when waiting at the customer support desk. :brokencomputer:

User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Tue May 28, 2013 11:03 am

Will we be able to see how long the current line is with the new mini-map? ;)

User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Tue May 28, 2013 1:22 am

Kyoma you're a genius. You and many others are keeping the modding community alive even though Skyrim was released a while ago. Thank you very much for your continued modding for Oblivion. :tops: I'll check it out as soon as I get home. :D :banana:

User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am


Return to IV - Oblivion