Please fix Global Map Markers - No TR version, "Eluba-Addon Mine" <12,17> in TR version is called "Eluba-Addon Grotto, Exterior" and this is the correct name.
Any guess why i might be getting this error? ive completely deleted my saves so no old files are there and ive also installed (Global Map markers No TR) which actually works without this error, but when i turn on (Global map markers with TR) i receive this error every time when i load up morrowind. ive done all the things in mash64 ive redone distance land generation with MGEXE and ive also used Tes3Merge, MLOX And PLOX to adjust order. Nothing seems to get rid of this error other then disabling and enabling the version without TR. Any and all help would be greatly appreciated seeing as this mod is pretty damn useful. Ive also recently installed beautiful cities and Tamriel Redone at the same time, with tests to make sure they ran together well which they did, but then updated to the TR version of this mod only to get this error?
Object reference "in_velothismall_ndoor_01" Missing in master file.
Current file "GlobalMapMarkers.ESP" Cell "Rith-Ilviryon Ancestral Tomb, Upper North Sepulcher
I would think the errors would be inevitable, given that I edit the doors as well. But given that it seems like an interior, it seems to be a dirty edit and I could delete that entry.
Hi! Could you please add section into description about incompatible mods and put "Morrowind Rebirth" there ? Due to conflict between these two mods, door to shrine of azura is absent - it is now somewhere inside the structure. That seems to be because Rebirth changed exterior cell for shrine.
True, Rebirth is incompatible with many many mods. However, in this case I managed to found a solution - running TES3Merge.exe -p cellnames did the trick - both global markers and door to Azura shrine are present. If you deem this fit, perhaps a quick note about this fix in the same section will help future players :)
Endorsed. I was looking for something like Map Marker Overhaul (Oblivion) but actually I like the simplicity of Global Map Marker better.
The DESCRIPTION page for Global Map Markers says nothing about how the mod works, though. I thought all the map markers would be on the map right after the mod gets installed but it doesn't work this way. Instead, each marker gets positioned on the map as we discover them. But this is actually what I wanted! :)
Envy, are you also Envy123 from Beth's original forums? If so, I am Renee Gade. We used to write stories way back. Xenaclone is the chat name I chose when first discovering the internet in 1997.
The mod works just as advertised, but I had a couple of personal issues with it:
1. The first is that it clutters the world map too much, and makes it hard to find the important, major locations at a glance. 2. The second is that because the cells are effectively renamed, the feeling of exploration is somewhat lost when you enter a new cell and suddenly find it is named after a nearby Ancestral Tomb or cave. Some people may find this very cool (and in that case, I recommend this mod!), but others may not.
Either way, I feel like uninstalling this mod is something people should know about: as EnvyDeveloper said, it's not as simple as deactivating the plugin and off you go your merry way to a map marker-less Morrowind. The steps in the Description didn't do much for me, but this actually worked. Follow these steps to the letter.
1. Backup your current saves. 2. Disable the Global Map Markers .esp. 3. In WryeMash, Update your save. 4. In WryeMash, Repair All your save. 5. In WryeMash, Update Map your save.
Again, as the Description reads, this will effectively wipe out your entire map data. But what WILL remain, albeit invisible, are the markers for vanilla locations you have already visited. My issue with the Description was that the removed Global Map Markers markers still remained as well.
Ideally, I'd like different map markers for different locations, like they have in later Bethesda games. That is the goal when MWSE or OpenMW allows for that sort of thing. And for map markers to be set when you get close to the actual dungeon too.
I want to get as close as how that "forbidden mod" does it, as I find it incredibly convenient, but I like a lot of what Morrowind mods do as well.
It's an Oblivion mod that ports Morrowind and its expansions to the Oblivion engine. I really like the QoL features like map markers for every place, so I seek to recreate them for Morrowind, as much as I can.
What if I just deactivate the .esp? I haven't unlocked any marker yet, do I still need to wipe the map? Or can I just deactivate the .esp and play without any problem?
104 comments
Edit: Done. Will be back for the next TR release.
Ive also recently installed beautiful cities and Tamriel Redone at the same time, with tests to make sure they ran together well which they did, but then updated to the TR version of this mod only to get this error?
Object reference "in_velothismall_ndoor_01"
Missing in master file.
Current file "GlobalMapMarkers.ESP"
Cell "Rith-Ilviryon Ancestral Tomb, Upper North Sepulcher
Continue running executable?
Awesome Mod 20/10
10/10
TES3Merge.exe -p cellnames
did the trick - both global markers and door to Azura shrine are present.If you deem this fit, perhaps a quick note about this fix in the same section will help future players :)
And thank you very much for this great mod!
The DESCRIPTION page for Global Map Markers says nothing about how the mod works, though. I thought all the map markers would be on the map right after the mod gets installed but it doesn't work this way. Instead, each marker gets positioned on the map as we discover them. But this is actually what I wanted! :)
1. The first is that it clutters the world map too much, and makes it hard to find the important, major locations at a glance.
2. The second is that because the cells are effectively renamed, the feeling of exploration is somewhat lost when you enter a new cell and suddenly find it is named after a nearby Ancestral Tomb or cave. Some people may find this very cool (and in that case, I recommend this mod!), but others may not.
Either way, I feel like uninstalling this mod is something people should know about: as EnvyDeveloper said, it's not as simple as deactivating the plugin and off you go your merry way to a map marker-less Morrowind. The steps in the Description didn't do much for me, but this actually worked. Follow these steps to the letter.
1. Backup your current saves.
2. Disable the Global Map Markers .esp.
3. In WryeMash, Update your save.
4. In WryeMash, Repair All your save.
5. In WryeMash, Update Map your save.
Again, as the Description reads, this will effectively wipe out your entire map data. But what WILL remain, albeit invisible, are the markers for vanilla locations you have already visited. My issue with the Description was that the removed Global Map Markers markers still remained as well.
I want to get as close as how that "forbidden mod" does it, as I find it incredibly convenient, but I like a lot of what Morrowind mods do as well.