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Old Nick

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  1. Old Nick
    Old Nick
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    I'm just working on a set of written steps to go with the pics, stand by...

    OK, I've uploaded written instructions, added them as a readme, and added them to the description as well (if you don't see them in the description, you may be stuck with a cached copy, do a 'hard' refresh — Ctrl+F5 in my browser — to force a new copy of the description to be downloaded)
  2. LoopyKay
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    Thanks so much for this - so easy to follow :)
  3. kuzmin07dop
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    Thank you very much! My old dream has come true!
  4. bridgitte
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    Thanks, it always bugged me that every single icon on the map was white - I don't know why the developers did this, it is both annoying and confusing - this mod is greatly needed and I'm about to try it out myself
  5. spuTum
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    You are my hero,
    finally i can change the color of my interface the way i want it ...
    Thanks alot
  6. comatosedragon
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    Thanks for clear, concise instructions (and photos). This is exactly what I have been needing.
    Endorsed
  7. AEon2001
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    AEon's Pastel colors are now in Pipboy_MapPage.swf


    "Good news everyone!" (to be read in the ominous voice of Professor Hubert J. Farnsworth / Futurama)

    Images:
    * AEmanipulate_Pipboy_MapPage_swf.php - color replace preview CMM Pastel vs. AEon's Pastel
    * CMM default Pastel colored map markers
    * AEon's Pastel colored map markers

    After exporting the map marker main file Data\Interface\Pipboy_MapPage.swf via JPEXS' "Export SWF XML" into swf.xml, the latter can be edited.

    I have just finished programming the PHP code that lets me analyze the swf.xml, to then let me patch into this file the colors for the map marker shapes FO4 uses. It took me a while since I wanted this to be flexible. Here the part of the source code that defines named array element and assigns them HSV number triplets.

    Spoiler:  
    Show

    $marker_hsv= array(

    // Using exact associated spriteId names for the shapeId markers
    // Special colors (darker) HS V
    'MilitaryBaseMarker'=> '122,26,75',// darker green
    'HospitalMarker'=> '0,26,75',// darker red
    'PoliceStationMarker'=> '233,26,75',// darker blue
    'VaultMarker'=> '276,26,75',// darker purple

    // Named Locations withunique markers
    'RailroadFactionMarker'=> '40,36,90',// light yellow/orange
    'BoSMarker'=> '40,36,90',
    'MinutemenMarker'=> '40,36,90',

    'SalemMarker'=> '40,36,90',
    'SancHillsMarker'=> '40,36,90',
    'SentinelMarker'=> '40,36,90',
    'SwanPondMarker'=> '40,36,90',
    'SynthHeadMarker'=> '40,36,90',
    'PrydwenMarker'=> '40,36,90',
    'ObservatoryMarker'=> '40,36,90',
    'MechanistMarker'=> '40,36,90',
    'LibertaliaMarker'=> '40,36,90',
    'IrishPrideMarker'=> '40,36,90',
    'InstituteMarker'=> '40,36,90',

    ...
    }
    Well these colors are then patched into the XML file and then re-imported into the Pipboy_MapPage.swf via "Import SWF XML" and "Save". Copy the updated .swf into the proper game folder, and run the game. That's it. Updating colors for all the map marker shapes takes less than a second now. So changing other .swf files, i.e. the original vanilla one should not be much of an issue.

    The nice thing is that the colors can quickly be changed to a possibly more clever theme. No more fiddling around by clicking hundreds of entries in JPEXS... and thereby probably making many mistakes along the way.

    I am still looking into how to upload any of this... I might have to bite the bullet and create a mod... (need to ask CMM author about this first though). And I am still not clear if my colors are actually "better" than the CMM Pastel ones... mine are similar, though differ in color logic in a few cases.
    1. User_32144350
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      Hello, I am with you up to exporting the XML. I have the XML exporters, but I don't know where to place your code. Do I need some other tool to inject the code into the XML? Is the PHP you shared the complete code? I am following your directions but am a tad lost--appreciate any help you can provide!
    2. AEon2001
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      Ahem... I did not share my PHP code at all. I was just mentioning that my code can insert "my" Pastel colors, and the changed XML file can then be re-imported into the SWF file that the game will read and use.

      What you can do of course, once you have the exported and created an swf.xml file, is edit the .xml file yourself.
    3. User_32144350
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      Right. Guess I'll look elsewhere. Thanks for the kind help.
    4. Vedra
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      Hi AEon2001! Since Cartographers Map Markers was re-uploaded without color options, would you maybe consider releasing your pastel version? I really like how these look against the Satellite world map - all-white does get confusing very fast, even when you only turn on a few of CMMs additional markers.
    5. AEon2001
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      I have a version of

      Fallout 4\ Data\Interface\Pipboy_MapPage.swf

      based on the previous version of CMM, pre 4.2, that includes tiny icons and my pastel colors. I tested if for a short while and it did seem to work with CMM v4.2...

      Alas I have no idea how to upload it, since I no longer have a web site. I could probably send it to you if you PM me on this site... I think.
    6. Old Nick
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      I find Dropbox works very well
    7. AEon2001
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      I tested the SWF file while completing Far Harbor and Nuka-World on a pre v4.2 install of CMM. But it seems to be working for the latest v4.2+ versions of CMM as well.

      Preview of Pastel Icons on Map:

      * AEon's Pastel colored map markers

      Download:

      * AEon's Pastel Tiny Map Markers (Pipboy_MapPage.swf) for CMM 4.2+.zip (92.2 KB, @mediafire)

      Installation:

      Installation text included with the archive, but here for convenience:
      Spoiler:  
      Show
      AEon's Pastel Tiny Map Markers (Pipboy_MapPage.swf) for CMM 4.2+
      ----------------------------------------------------------------

      Background:
      The provided Pipboy_MapPage.swf file is based on a pre v4.2 CMM version,
      i.e. the tiny icon, pastel version from the CMM mod author. I then exported
      the file to XML, and via a PHP program patched in a set of my preferred
      own pastel colors, to then convert the data back to a SWF file that
      Fallout 4 will read and use.

      The development of my PHP code is described in the posts of:
      How to Change Map Icon Colors by Old Nick
      http://www.nexusmods.com/fallout4/mods/13199/?

      I completed Far Harbor and Nuka-World with a pre v4.2 CMM version using
      this Pipboy_MapPage.swf file, and had no problems.

      Manual installation
      - Ensure that you have CMM v4.2+ properly installed.
      - Locate you Fallout 4 data folder
      e.g. D:\Games\Steam\steamapps\common\Fallout 4\Data\
      - BACKUP (rename) the original file
      Fallout 4\Data\Interface\Pipboy_MapPage.swf
      to e.g.
      Fallout 4\Data\Interface\Pipboy_MapPage.swf_ORG
      - Copy the file in this zip archive
      Data\Interface\Pipboy_MapPage.swf
      into your data folder
      Fallout 4\Data\Interface\Pipboy_MapPage.swf
      - When you now launch Fallout 4, you should be seeing the colored map
      markers on the map.

      Uninstall
      - Should the map markers get messed up for some reason:
      1. delete
      Fallout 4\Data\Interface\Pipboy_MapPage.swf
      2. rename
      Fallout 4\Data\Interface\Pipboy_MapPage.swf_ORG
      to
      Fallout 4\Data\Interface\Pipboy_MapPage.swf
      - You should have restored your initial file, and all should work again.

      Disclaimer
      I, "AEon", am providing this personal copy of
      Pipboy_MapPage.swf
      as is. Use at your own risk.

      Reference
      Cartographers Map Markers (Fallout4 Edition) CMM
      http://www.nexusmods.com/fallout4/mods/12581/?

      AEon 2016-10-21
      Hope that is of some use for the folks interested.
    8. Vedra
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      Thank you so much for sharing this, and even including an installation guide! Can't wait to try it out!
    9. AEon2001
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      Not hearing much screaming ... so it seems to work... 5 downloads... whee...
  8. artdekdok
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    I found how to make map icons smaller.
     
    Picture 1
    Picture 2
    Code from CMM
    Spoiler:  
    Show

    ----------------
    getlocal_0
    pushdouble 1.0
    initproperty Qname(ProtectedNamespace("MapHolder"),"MARKER_SCALE_MIN")
    getlocal_0
    pushdouble 0.75
    initproperty Qname(ProtectedNamespace("MapHolder"),"MARKER_SCALE_MAX")
    getlocal_0
    pushdouble 3.0
    initproperty Qname(ProtectedNamespace("MapHolder"),"MARKER_SCALE_SELECTED_MIN")
    getlocal_0
    pushdouble 1.0
    initproperty Qname(ProtectedNamespace("MapHolder"),"MARKER_SCALE_SELECTED_MAX")
    ----------------

    Change "pushdouble number" of "MARKER_SCALE_MIN" and "MARKER_SCALE_MAX" if you need small or big icons.
  9. User_15964729
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    Hey Nick!

    Just a small note for those who may want to avoid installing java on their systems for whatever reason. You can use jPortable to run any java app and thus avoid installing anything as it's portable. It's available from here: http://portableapps.com/apps/utilities/java_portable

    Have a good one!
    1. Old Nick
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      Thank you for that, have some kudos
  10. AEon2001
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    Presently working on getting the colors suggested in the
    ... map marker preview image
    into
    ... Data\Interface\Pipboy_MapPage.swf (CMM 's pastel version, but it will be trivial to get it into the Zoom-out version: one click)
    by using JPEXS Free Flash Decompiler's
    ... Export SWF XML and Import SWF XML
    functions that create a swf.xml file, that I can externally edit, and then re-import.

    This makes renaming i.e. changing colors a simple search and replace operation in any programmer's editor like Notepad++.

    To give me a lot more flexibility I am working on a PHP script named AEmanipulate_Pipboy_MapPage_swf.php that lets me set named color aliases e.g. like "Farm" or "PoliceStation" to let me define color groups, that will then replace the colors of specific DefineShape marker icons. I can then change a color to look nicer, run the script, and all the DefineShape colors are updated, re-import into JPEXS, and copy the .swf into the FO4 folder, launch the game... done. Especially since colors are very much trial and error it will let me experiment. There will probably also be a before and after preview of the colors.

    Feyawen, the author of CMM, scales his icons to be smaller. This is something my code could also automate, and it should be a huge time saver. (On my todo).

    Possible issue: There is only one thing I am not certain about, the export into xml and then re-import changes the Data\Interface\Pipboy_MapPage.swf file size from 81,171bytes to 346,274 bytes. I tried the bloated version in-game, and it worked AFAICT... marker icon colors and zooming worked. Maybe the original file has some compression going on, that a re-import and save does not do.

    Why would this help if you already have the colors you like and everything else set up?
    Well... imagine the time you can save if Bethesda updates the Data\Interface\Pipboy_MapPage.swf file again, and you have to add the colors by hand. To get my colors I would just run the script (well might need to update the colors to the DefineShape numbers).

    Note: I am still not certain my colors are actually better than the CMM Pastel ones, but at least I have the choice now without spending hours on menial clicking.


    Just wanted to let you know that I am working on something, and that the export/import might already help those folks that want to tweak a few things for themselves right away.
    1. Old Nick
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      Oh, how I wish I'd known about that import and export of xml before now!!!!

      Thanks AEon, I'm glad you finally decided to get the game
    2. AEon2001
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      Glad that at least slightly helped. Still need to get the mods though...
    3. sekoms
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      Looks interesting AEon2001 would be a time saver for sure .
      Gratz on getting the game.
    4. AEon2001
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      Trouble is probably for most folks, I have an Apache / PHP server running on my machine (running locally, not connected to the internet), and to run the scripts I am writing you folks would need to install one as well. I am guessing not many folks have one running. I developed my web pages on it and wrote a few other scripts that I use regularly. Well... lets first see how all this works out... I could then try to make things more user friendly.
    5. AEon2001
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      I did some more experiments with
      ... Export SWF XML and Import SWF XML.

      Tip on how to get the export properly working

      1. You need to click on the "shapes" entry when trying to export Pipboy_MapPage.swf or the .swf file's entry in the left bar. With nothing is selected, JPEXS exports nothing of use.

      File bloating partially solved

      2. I had noted that if you export Pipboy_MapPage.swf to swf.xml, do not change the .xml, then re-import into the main .swf file and save it. The Pipboy_MapPage.swf file size goes up from 83.1KB to 338KB... and even worse... if you use a previously "patched" Pipboy_MapPage.swf file, and apply a next level of export/import via .xml file, the bloating becomes even worse.

      Solution: When loading the "original" Pipboy_MapPage.swf JPEX will ask for the file fonts_en.swf (file was provided somewhere on this page)... if you click on "No" to not load that file, the exported swf.xml will be ca. 3.34 MB instead of the previous 15.5 MB. And any import of the Pipboy_MapPage.swf will keep the Pipboy_MapPage.swf at 83KB. And patching the patched Pipboy_MapPage.swf file will keep its file size stable from then on.

      3. Alas the first export and import via swf.xml still will change the file size of Pipboy_MapPage.swf in my case from 85,171 (v0) bytes to 85,077(v1)... and diff on the v0 and v1 exported swf.xml shows change:

      * moveBits="1" changed to moveBits="0" in 3 cases
      * many fileOffset="..." changes (1338 total)

      The former moveBit changes I find less good (just a gut feeling), the latter fileOffset changes might just be due to very slight changes in the way the import of the swf.xml shifted things, and I am presently less unnerved by that. Note, after that after the first import/export cycle the Pipboy_MapPage.swf file becomes stable, and will no longer change in the swf.xml. So that bodes "well".

      Probably more stable Pipboy_MapPage.swf "patching"

      Just letting you folks know, that I am starting to get a handle on externally changing the Pipboy_MapPage.swf via exported swf.xml file. And things should definitely be more reliable now. Running a patched Pipboy_MapPage.swf seems to work in FO4...
    6. Old Nick
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      Thanks for the info AEon
  11. AEon2001
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    Uploaded: AEon's FO4 coloured map markers v3 with legend (full 4K image) [in the process of getting uploaded]

    The legend mentions the in-game names for the icon markers used. I followed a few suggestions regarding colours and tried to assign icons that fit together to the same colour, to reduce the number of colours. The colour numbers as seen in brackets in the legend are in HSV (Hue Saturation Value) format.

    Question is, do we actually want locations to be grouped as player "build" settlements, because what internally is called a "settlement" does not actually let you build anything (most of the time). E.g. Sanctuary is presently using the "named location" and Red Rocket Station the "filling station" colour.

    If you have any suggestions about colours, or how I grouped some of the categories feel free to mention them. Maybe we might like to use more colours, especially the grey categories (90% and 75%) might like to see more colour...

    Quest markers and the player marker should be easy to spot.

    I was looking to assign colours to Airfield, Car, Junkyard... but came up blank.

    If I do say so myself, looks relatively nice, yet is still subtle enough not to detract too much from the map.
    1. AEon2001
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      Hmmm... and now?
    2. Charon
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      Love the mockup. Colors are looking good. I do not think we need to mark every settlement in the same color, red rocket should be red for obvious reasons, etc.. The Field icons are green, that's enough.
      Consider making military bunkers and bases darker green, radioactives yellow, ponds and other water icons more bluish.
      Tweaking is an endless process, it's important to know when to say - good enough
      Great job, AEon2001!
    3. Old Nick
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      I'm hoping I can learn how to get the map swf file to read values from an XML, like the DEF_UI mod does for the HUD and pipboy swfs.
      Then we could have loads of different colour (and maybe zoom settings) preset xmls and I'd just have the one map swf to keep updated.
    4. AEon2001
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      Charon,
      darker green for military + bunkers, radioactive is now yellow (slightly green, looks ugly to get the point across). Tweaked a few other colours.

      Old Nick,
      yeah... that would really help. The trouble with the .swf file is you cannot patch it, so any future update to FO4 e.g. via next DLC Farharbour, would mean one would have to redo everything. And having to recreate the colours for every resolution also is less than practical.

      The one central .swf file would become especially useful, should we e.g. give the same shape two or more colours (duplicating the same shape), as would be used to mark all settlements the player can build in. The "extra code" would then be central.

      Uploaded image: AEon's FO4 markers with outline

      I would still like to have a thin black outline around all the markers, but could not figure out how to create the vector gfx to then import those. A trick might be to use the existing outline marker image, colour them black, and place them on the main marks as extra layer A). Or slightly scale up the main markers we have, in black, and place them behind the current markers to get a black outline B). Or C) what we really would want.
    5. User_15964729
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      I guess we need to learn how to do AS3 to do customize the actual functions. :)
    6. AEon2001
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      Well, finally got the game... and have been installing mods these past few days, this includes:

      * Satellite Color World Map Combo
      * (Zoom-out Extended for World Map - Unofficial Update for Fallout 4 1.5) (was overwritten by CMM, so not actually used!)
      * CMM Cartographers Map Markers

      Interestingly CMM comes with a Color Palette SMR + SMM -> Pastel setting that is pretty much the same as my proposed pastel color icons. I am guessing I would need to edit the appropriate CMM .swf file to use my colors though, and not the one for Zoom-out.

      I also noted that the CMM Pastel icons do not show up well on the Satellite map, so I darkened the map with a black 20% opacity layer, and now the icons stand out more, without destroying the satellite map detail too much.
    7. User_32144350
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      Hey AEon, is there any chance you could share with us the colored icons you have? The colors that come with Zoom Out are far too garish: http://www.nexusmods.com/fallout4/mods/12493/
    8. Old Nick
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      The colors that come with Zoom Out are far too garish
      That's a bit harsh, don't you think?...
    9. User_32144350
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      I mean no offense my friend. Your mod is so much better than vanilla! The brightness of the colors, however, strain the eyes, especially on the satellite map. I'd love something with more muted, pastel colors, organized conceptually instead of by icon.

    10. Old Nick
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      None taken mate, no worries

      I agree pastel colours would be nice, maybe if you ask sekoms nicely we could get some, I still haven't got round to updating it myself...

      Unfortunately, organising the colours by function (settlements etc) is not really possible, as has been discussed before, I think it would involve adding lots of duplicate icons, which is at the very least a lot more complicated than the simple if tedious process of re-colouring the existing icons.

      What we really need is for Bethesda to release the source files and tools they used for creating the UI, but I fear that will never happen
    11. AEon2001
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      Sorry, wrote below further up, but forgot that I did... so the below rambling is a repeat with a few more details though:

      Also no offense... I was not such a fan of the blue icons in of Zoom-out and was looking into changing them. But then I additionally installed a really awesome mod called CMM Cartographers Map Markers (CMM) that not only works with Zoom-out, but also supports the 4K satellite map mod I use Satellite Color World Map Combo.

      Now the good part, CMM also lets you choose from a large set of colored map marker icons, and one set is called "Pastel". This is the one I presently use. I have only played 2-3 days of FO4 (spent 3-4 days just setting up the mods and building up Sanctuary)... so I wanted to see how these Pastel markers look, and if my own "color design" in any way would make sense to implement. Once I am better aware of how the CMM Pastel version works out, I might tweak that set (though I would need to get permission).

      So, bottom line, I don't have a .swf file with my pastel colors yet. I only have the map marker preview image I created so far.

      On the subject of visibility. I did note that the satellite map I use is actually a bit too bright, and the colored Pastel icons are hard to make out in CMM. So I added a black 20% opacity layer on top of the map. That made it much more readable without destroying the detail on the map itself (I hope). I used the sat map that marks info (bobbleheads, points of interest, etc) and these items are still full bright (I cut holes into the black transparent layer basically). Been using the updated map for some time now... seems to be fine.

      If there is interest I could upload a few images here for the folks to check how the Pastel CMM icons look, on a normal sat map, and one I darkened. Though uploading my version of the sat map will probably not be possible.
    12. User_32144350
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      Thanks, I'd love to recreate exactly what you have, but I don't know how.
    13. AEon2001
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      sanhedrinn,
      presently writing code that lets me merge my colors into the main Data\Interface\Pipboy_MapPage.swf. It will take another few days though. And I am not quite sure how to upload any of that then and would also need permission from either Zoom-Out or CMM.