So I've been able to reach every map marker except for "GNR Outpost". Since it doesn't have an entry on the Fallout Wiki, I'm assuming it's from this mod. I found a building that has a door in it, but I can't get up to the door. Is that the outpost, or am I bugged?
A Few (not-to-be-ignored) Good Points: Install was smooth and I liked the pipboy picking up satellite signals to give the player options of having the extra main map markers appear on the map (unexplored) or have them just show up when found. And the enclave camp markers are another separate option as well. I also liked new markers given to some places that should've had them - e.g. some ruins in the middle of nowhere now being called Springfield.
The sadly overwhelming Bad Points: Too many markers in areas already cluttered - e.g. a raider camp right across the street from a metro station with yet a third new marker for a shop just 20yds away! The city part of the map doesn't need ANY extra markers. The mod should've mainly focused on filling voids in outer areas. And yet in outer areas, rather than just add markers, some are moved - e.g. rather than add a Craterside Supply and a Rivet Market marker, the main markers are moved! Now if you want to try to catch the trade caravans that stop outside you have to run through Megaton or back across the Rivet bridge. VERY ANNOYING. Then there's the XP issue. Run around the city and it's now so over-cluttered with markers that you collect experience points like Sonic the Hedgehog coins! Yes, you can add a mod to tweak XP, but it means adding yet another mod.
There's a decent mod hiding in here, but I feel the bad points are too numerous. I don't see how it got so many endorsements. Uninstalled.
Aside from some easily fixed nitpicks noted by other users below (e.g. the need to add a "Megaton Gate" marker where the "Megaton Ruins" marker would be), this mod does have a few issues:
1) It misses some significant unmarked locations with unique/quest-related loot (e.g. the Pylon Shack north of VAPL-84 Power Station, the Talon Company Camp southwest of the Sewer Waystation, destroyed vehicles and containers with skill books and Nuka-Cola Quantums like those north and east of Andale / north-northeast of Wheaton Armory / north of the Grisly Diner / west of Jalbert Brothers Waste Disposal / west-northwest of Oasis, etc.). 2) It adds a few markers that seem pointless (e.g. the "Traffic Jam" just southwest of the Grisly Diner). 3) It makes a few mistakes (e.g. the "Hubris Comics Utility Tunnels" and "County Sewer Mainline" markers should be reversed, one of the "Georgetown North" markers should be corrected to "Dupont North", "Computechtron" should be corrected to "D.C. Office of Urban Planning" (the mod author seems to have been confused by seeing Computechtron referenced in the office terminal, but Computechtron is only the developer of the human resources software being used in the office building)).
Nevertheless, overall, it's relatively reliable and complete.
I know it is an old question, but maybe some new player of Fallout and user of this mod will benefit from the very late answer:
The answer is BOTH.
You decide which one it will be. You discover all the new markers, or they are displayed immediatelly for you. As soon as you open Fallout for the first time after you installed this mod, there will be a screen asking you what you want. If you want all the markers to be shown right away, you choose to "download" all the satellite information. If you prefer to discover them as you play, then you choose to skip that.
So far this mod has been pretty great but one thing is driving me nuts right now. I have the Explorer perk, which unveils all locations on the world map, but the location from this mod called Fantasique Cinema Sewer won't get unlocked. The map marker shows that it's right in the middle of Takoma Park (a main game location). The map marker is literally right in the middle of a green radioactive pool of water. What gives? It drives me f*cking insane when I'm hovering over a map marker and it doesn't unlock. Is it accessible somewhere else?
A late response but I'd guess it's something to do with the Fantastique Cinema in Vernon Square but for which on the pipboy the map marker merely displays in the wrong place? Or altered by a conflicting mod? Go to places around the cinema and see if it triggers.
Otherwise it could be a conflict with the explorer perk - I found that perk to be a bit glitchy - maybe they don't play nice depending on whether you've already taken the perk. That said, I found the explorer perk ruined the whole fun of exploring, and never took it again.
Once you are in the page where it says "The content of data is not valid", click on the 'MoreMapMarkersV3' and it will contain data and a .html. Right click on 'Data' and click "set as data directory" and you're done
130 comments
Install was smooth and I liked the pipboy picking up satellite signals to give the player options of having the extra main map markers appear on the map (unexplored) or have them just show up when found. And the enclave camp markers are another separate option as well. I also liked new markers given to some places that should've had them - e.g. some ruins in the middle of nowhere now being called Springfield.
The sadly overwhelming Bad Points:
Too many markers in areas already cluttered - e.g. a raider camp right across the street from a metro station with yet a third new marker for a shop just 20yds away! The city part of the map doesn't need ANY extra markers. The mod should've mainly focused on filling voids in outer areas. And yet in outer areas, rather than just add markers, some are moved - e.g. rather than add a Craterside Supply and a Rivet Market marker, the main markers are moved! Now if you want to try to catch the trade caravans that stop outside you have to run through Megaton or back across the Rivet bridge. VERY ANNOYING. Then there's the XP issue. Run around the city and it's now so over-cluttered with markers that you collect experience points like Sonic the Hedgehog coins! Yes, you can add a mod to tweak XP, but it means adding yet another mod.
There's a decent mod hiding in here, but I feel the bad points are too numerous. I don't see how it got so many endorsements. Uninstalled.
1) It misses some significant unmarked locations with unique/quest-related loot (e.g. the Pylon Shack north of VAPL-84 Power Station, the Talon Company Camp southwest of the Sewer Waystation, destroyed vehicles and containers with skill books and Nuka-Cola Quantums like those north and east of Andale / north-northeast of Wheaton Armory / north of the Grisly Diner / west of Jalbert Brothers Waste Disposal / west-northwest of Oasis, etc.).
2) It adds a few markers that seem pointless (e.g. the "Traffic Jam" just southwest of the Grisly Diner).
3) It makes a few mistakes (e.g. the "Hubris Comics Utility Tunnels" and "County Sewer Mainline" markers should be reversed, one of the "Georgetown North" markers should be corrected to "Dupont North", "Computechtron" should be corrected to "D.C. Office of Urban Planning" (the mod author seems to have been confused by seeing Computechtron referenced in the office terminal, but Computechtron is only the developer of the human resources software being used in the office building)).
Nevertheless, overall, it's relatively reliable and complete.
The answer is BOTH.
You decide which one it will be. You discover all the new markers, or they are displayed immediatelly for you.
As soon as you open Fallout for the first time after you installed this mod, there will be a screen asking you what you want.
If you want all the markers to be shown right away, you choose to "download" all the satellite information.
If you prefer to discover them as you play, then you choose to skip that.
And that is it.
:)
I hope this helps some future explorer.
Otherwise it could be a conflict with the explorer perk - I found that perk to be a bit glitchy - maybe they don't play nice depending on whether you've already taken the perk. That said, I found the explorer perk ruined the whole fun of exploring, and never took it again.