Skyrim Special Edition

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Tonycubed2 and Jebbalon and Lobo3222

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tonycubed2

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151 comments

  1. tonycubed2
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    Please join me for Skyrim videos with all my mods at
  2. tonycubed2
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    Changelog!

    1.8 golden version see post

    1.6
    -Added SSEdit x, y, and z values to displayed info
    - Added mcm option to display messageboxes instead of notifications
    -fixed mcm menu issue

    1.5
    -MCM menu
    -Added hot key feature! Pick a key and use in game for a quick location check


    1.01 by Jebbalon (please give him kudos)
    Okay, version 1.01 is ready
    Will display XYZ cell coordinates as well as xEdit compatible Block and Sub-Block numbers
    A new power / spell called Where Am I ? can be used to toggle the reporting ON or OFF (a notification will tell you if it is on or not)
    That's it, seems to work well and I zipped around to check the corners of the map. Then double checked in xEdit to find things, it's kinda nice to have a tool like this when going back and forth between CK, SSEedit and Game.

    1.0 - initial release, no frills info given on x,y, and z location
  3. killemloud
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    It only reports the block, sub block for xedit when I'm in exteriors but all I want it for is to show me the block and sub block of interior cells so I don't have to open the ck or search all of the sub blocks in xedit, is this intentional? And can a version be made to show the cell block and sub block for interiors?
  4. 2H34M
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    Is it just my loadorder or whatever.
    Or are block and subblock no longer displayed?

    Edit: Ok. The information just does not work in the Alternate Start cell. In the "real" game world, after using the bed, the block/subblock info is displayed. So everything is fine. :)
    1. tonycubed2
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      Good to know
  5. nt5raham
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    This has got to be the fastest "Endorse" I've ever done!  I can't believe this mod is not more popular, and that I didn't find it sooner!  Thanks! 
    1. tonycubed2
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      Our pleasure
  6. lister2002
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    Thanks a lot for the cool mod! There is almost nothing to change in it. He's just beautiful!Please make a complete configuration of the value display. So that in the MCM - menu, you could choose which readings to display. Xyz only, NPCs only, or cell coordinates only. Or any of their combinations (just three checkpoints). You don't need to change the rest! :)(I'm writing via google translator, sorry.)
    1. Jebbalon
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      Done!

      Version 1.9
      - Added toggles to MCMenu for XYZ, Cell, NPC count and Trace to Papyrus log
      - Updated the scripts for the new globals and simplified the code some more

      Enjoy!
      and thank you lister2002
    2. lister2002
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      Thank you Jebbalon. You are a magician!
  7. Jebbalon
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    Update for WhereAmI.psc

    - Interior numbers are now correct. the calculation lines needed to be up one IF level.
    - Added Trace commands to send a line to the Papyrus Log
    - Added a Count for NPCs in the cell. Uses SKSE function GetNumRefs( FormType 43 ) this number will include player

    the Trace commands and NPC Count are enabled. Will need to add options to MCMenu by adding globals and change them in script to GetValueInt( )
  8. Jebbalon
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    Version 1.8
    Now available!

    - Will now properly display XYZ coordinates along with CKit compatible Cell X,Y and xEdit compatible Block and SubBlock numbers.
    - Thanks to Herowynne for pointing out issues.
    - Pressing the HotKey (set in MCMenu) will bring up the coordinates instantly whether you have it set for continuous or not.
    - The number display code is now only in the WhereAmI.psc - the menu OnKeyDown just sends update to that script.

    Okay, Enjoy!
    Let us know if anything else comes up
    1. Herowynne
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      Outstanding work! You folks are awesome!

      Using version 1.8, another screenshot at The Lady Stone, with all values correct:

    2. tonycubed2
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      Jebbalon you rock!
    3. Jebbalon
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      The interior numbers are kinda strange. Like you are still outside (see images from inside Riverwood Inn)
      In xEdit the numbers are closer to 500 to 2000 not the 40k like outside.
      So, interiors will display the XYZ but take the numbers with skepticism.
      I wonder if loading a save indoors would be correct?
  9. Herowynne
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    Thanks for this very useful mod!

    Would it be possible to add the SSEEdit-compatible X, Y, Z values on the notification line with Block and SubBlock ?
    1. tonycubed2
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      You mean on the same line?
    2. Herowynne
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      Yes, exactly.

      The mod prints one line for the Creation Kit x,y,z values, and prints a second line for the xEdit block,subblock.

      The second line could be even more useful if it printed the full xEdit info: block,subblock,x,y,z. Then that info could be used directly in xEdit for placing a NPC, or something similar.

      I looked at the source code for the script, and I see that the Creation Kit x,y,z values can be multiplied by 4096 to get the xEdit x,y,z values, and so that is what I would do for now — manually multiply the values.

      Thanks for responding! And once again, thanks for a very useful mod!
    3. tonycubed2
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      Will work on that. Your kind words are appreciated, specially coming from a fellow modder.
    4. Jebbalon
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      The reasons for separate lines is that the longer the line the smaller the font (for vanilla - not sure if there is mod to change that)
      The numbers are also displayed with lots of digits making it even longer. (this is forced by game)

      The XYZ numbers are same for xEdit or CKit - the block/subblock are to aid in using xEdit which sorts by those.

      So, I'm not sure what you are multiplying ...
    5. Herowynne
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      Hi Jebbalon, thanks for the response! I'm sorry that I did not explain it well.

      I made some screenshots to better explain what I am referring to...

      The following image shows me using WhereAmI at the Lady Stone.




      The following image shows how I multiply the WhereAmI printed xyz values by 4096 to obtain the xEdit xyz values.




      The following image shows the Lady Stone's xyz values in xEdit. Note how the Block and SubBlock values match the printed output from WhereAmI, but the xyz values needed the multiply by 4096.

    6. tonycubed2
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      Stupid question from me. What do we name thus in the output? Sseedit x, y, z? This is Easy to add.
    7. Herowynne
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      Yes, that would be a fine name for that output. Thanks!
    8. tonycubed2
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      Done.

      1.6
      -Added SSEdit x, y, and z values to displayed info
      - Added mcm option to display messageboxes instead of notifications
      -fixed mcm menu issue
    9. Jebbalon
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      Kicking myself in butt.... Okay...
      You are correct.
      The way it is now (with v1.6) is better but - after learning more about stuff since working on this mod....
      The CKit numbers should be integers and only X and Y. No Z, it is not used when looking at the Cell Window in CKit.
      Also, the SSEedit numbers can (and should) be displayed when player is in Interiors. That should work without problems. The CKit cell numbers and block-subblock numbers are what do not work in interiors.
    10. Jebbalon
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      Uploaded a miscellaneous file that is just the whereami script.
      made the output a little clearer only one message box and removed the Z for cell
      Let me know what you think
      also added some pics

      this doesn't change the MCMenu script which has output for pushing the button
    11. tonycubed2
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      Thank you Jebbalon.
    12. Herowynne
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      Thanks for the continued attention on this! I really appreciate it!

      I tested version 1.6 with the "1.6script" additions, and here is my feedback:

      The addition of the Cell coordinates is great, but I think the calculation is off. I see that the script uses a cast to int, but I think that a floor function call is needed instead of the cast to int, because the cast does not work properly for negative values.

      In the screenshot below at the The Lady Stone, the Cell is incorrectly reported as < -7, -13 > but the correct value should be < -8, -14 > which you can see in my SSEEdit screenshot above.

      Thanks again!


    13. tonycubed2
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      Herowynne, I have no clue how to use the floor function. Never made it past into to Algebra 1. My brain simply refused the input. If you tell me how the equation should look like I am happy to use it. This happened to me with my fast travel mod, and a kind user gave me the fórmula I needed. I am sorry for my math handicap .

      edit:

      I think I got it?

      Spoiler:  
      Show

      Scriptname WhereAmIMenu extends SKI_ConfigBase

      int ModActivation
      bool ModActivationStatus
      int wherekey
      int Property WhereKey1 = 39 Auto Hidden
      float currentX
      float currentY
      float currentz

      Int BlockX
      Int BlockY

      Int SubX
      Int SubY
      ObjectReference Property Hero Auto
      int displaypop
      bool displaypopstatus = False


      Event OnConfigInit()
      Pages = New String[1]; for one menu page, 2 for 2 pages, etc
      Pages[0] = "Options" ; whatever you want to name it
      EndEvent



      Event OnPageReset(String a_page)
      ;if (a_page == "") ; this line and the next 5 lines are used to display your logo picture for your
      ; Mod. Graphcis file mustbe a .dds file, example below from my mod
      ;LoadCustomContent("skyui/sandsoftime.dds", 146, 123)
      ;return
      ;else
      ;UnloadCustomContent()
      ;endIf
      SetCursorFillMode(TOP_TO_BOTTOM) ; we start menu on top
      ;
      ;lets add a true/false toggle using the variable from your mod FSM_Shalter
      ;

      If (a_page == "Options")

      AddEmptyOption()
      AddHeaderOption("Toggles")
      ModActivation = AddToggleOption("Constant Output", ModActivationStatus)
      displaypop = AddToggleOption("Display Message Box Instead of Notification", ModActivationStatus)

      AddEmptyOption()

      AddHeaderOption("Hotkeys")
      wherekey = AddKeyMapOption("Key to Display Location", WhereKey1)


      EndIf
      EndEvent



      Event OnOptionDefault(Int a_option) ; TOGGLE
      If (a_option == ModActivation)
      ModActivationStatus = False
      SetToggleOptionValue(a_option, ModActivationStatus)
      ReportLocation.setvalueint(0) ; off
      EndIf

      If (a_option == displaypop)
      ModActivationStatus = False
      SetToggleOptionValue(a_option, displaypopstatus)

      EndIf


      EndEvent


      Event OnOptionSelect(Int a_option)
      If (a_option == ModActivation)
      ModActivationStatus = !ModActivationStatus
      SetToggleOptionValue(a_option, ModActivationStatus)
      If ModActivationStatus== True
      ReportLocation.SetValueInt(1)
      Else
      ReportLocation.SetValueInt(0)
      EndIf


      EndIf

      If (a_option == displaypop)
      displaypopstatus = !displaypopstatus
      SetToggleOptionValue(a_option, displaypopstatus)
      If displaypopstatus == True
      displayMessage.setvalueint(5)
      Else
      displayMessage.setvalueint(0)
      EndIf


      EndIf





      EndEvent

      event OnOptionKeyMapChange(int a_option, int KeyCode, string a_conflictControl, string a_conflictName)

      if (a_option == wherekey)

      bool continue = true

      if (a_conflictControl != "")
      string msg

      if (a_conflictName != "")
      msg = "This key is already mapped to:\n'" + a_conflictControl + "'\n(" + a_conflictName + ")\n\nAre you sure you want to continue?"
      else
      msg = "This key is already mapped to:\n'" + a_conflictControl + "'\n\nAre you sure you want to continue?"
      endIf

      continue = ShowMessage(msg, true, "$Yes", "$No")
      endIf

      if (continue)
      WhereKey1 = KeyCode
      SetKeymapOptionValue(a_option, KeyCode)
      endIf

      endIf
      endEvent


      Event OnKeyDown(int keycode)
      if keycode == WhereKey1
      If !((game.GetPlayer().GetParentCell()).IsInterior())

      currentx = (Hero.GetPositionX() / 4096)
      currenty = (Hero.GetPositionY() / 4096)
      currentz = (Hero.GetPositionZ() / 4096)

      SubX = Math.Floor(currentx / 8)
      SubY = Math.Floor(currenty / 8)
      BlockX = Math.Floor(currentx / 32)
      BlockY = Math.Floor(currenty / 32)


      if displayMessage.getvalueint() == 0
      Debug.Notification("X= " + currentx + " Y= " + currenty + " Z= " + currentz ) ;(+ "Block: " + BlockX + ", " + BlockY + " SubBlock: " + SubX + ", " + SubY)

      Debug.Notification("Block: " + BlockX + ", " + BlockY + " SubBlock: " + SubX + ", " + SubY)

      Debug.Notification("SSEdit X= " + (Math.Floor(currentX * 4096) as Int) + "SSEdit Y= " + (Math.Floor(currentY * 4096) as int) + "SSEdit Z= " + (Math.Floor(currentZ * 4096) as Int) )

      else

      Debug.MessageBox("X= " + (currentX * 4096) + \
      "\nY= " + (currentY * 4096) + \
      "\nZ= " + (currentZ * 4096) + \
      "\nBlock: " + BlockX + ", " + BlockY + " SubBlock: " + SubX + ", " + SubY + \
      "\nCell: X= " + (Math.Floor(currentx) as Int) + " Y= " + (Math.Floor(currenty) as Int)) ; \n is new line




      endif



      else
      if displayMessage.getvalueint() == 0
      Debug.Notification("X= " + (currentX * 4096) + " Y= " + (currentY * 4096) + " Z= " + (currentZ * 4096))
      Else
      Debug.MessageBox("X= " + (currentX * 4096) + \
      "\nY= " + (currentY * 4096) + \
      "\nZ= " + (currentZ * 4096))
      endif
      endif
      endif

      EndEvent



      Event OnConfigClose()
      UnregisterForAllKeys()
      RegisterForKey(WhereKey1)
      EndEvent



      GlobalVariable Property ReportLocation Auto



      GlobalVariable Property displayMessage Auto


    14. Jebbalon
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      Okay, added try number 2 for the script.
      I did it quickly last time using the cast as integer. You are correct, for negative numbers we need to floor it. Like the Block/SubBlock numbers use.

      I think it is correct now. Please test it.

      Thank you, Herowynne for your diligence.
    15. tonycubed2
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      Jebbalon, can you please if you do not mind adjust the whereamaimenu script to match? then we can release 1.8
    16. Jebbalon
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      I'm on it
  10. tonycubed2
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    Some trivia. Updated this after three years because i wanted to get coordinates of locations in dungeons. It was not until I was done that i realized you cannot get coordinates in dungeons. The creation kit does not accommodate them. Sigh....
  11. lobo3222
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    high hrothgar locations
    high hrothgar player1
    x= 17.580664 y=-13.713266 z=2.688038 block: 0, -1 subblock: 2,-2
    high hrothgar player1

    high hrothgar bandit1
    x= 17.440817 y=-14.222589 z=2.878066 block: 0, -1 subblock: 2,-2
    high hrothgar bandit1


    high hrothgar player2
    x= 15.862290 y=-15.517021 z=5.097737 block: 0, -1 subblock: 1,-2
    high hrothgar player2


    high hrothgar bandit2
    x= 15.869985 y=-15.512234 z=5.094908 block: 0, -1 subblock: 1,-2
    high hrothgar bandit2


    high hrothgar player3
    x= 12.216206 y=-15.923110 z=5.216349 block: 0, -1 subblock: 1,-2
    high hrothgar player3

    high hrothgar bandit3
    x= 12.068657 y=-15.956759 z=5.297754 block: 0, -1 subblock: 1,-2
    high hrothgar bandit3

    high hrothgar player4
    x= 10.591414 y=-11.324113 z=4.995488 block: 0, -1 subblock: 1,-2
    high hrothgar player4

    high hrothgar bandit4
    x= 10.273434 y=-10.584332 z=5.195273 block: 0, -1 subblock: 1,-2
    high hrothgar bandit4


    high hrothgar player5
    x= 11.742332 y=-9.196606 z=5.337015 block: 0, -1 subblock: 1,-2
    high hrothgar player5

    high hrothgar bandit5
    x= 11.890721 y=-9.286741 z=5.530586 block: 0, -1 subblock: 1,-2
    high hrothgar bandit5

    1. tonycubed2
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      Will add tonight! Any of them halfway on the mountain, do we need to ban halfway encounters there?
    2. lobo3222
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      3 and 4 is half way, 1 is a start of steps progressing up to high hrothgar, 5 being closest to hh by the talos shrine
  12. tonycubed2
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    Lobo3222 and Jebbalon:

    Please, if you can, test 3.1, uploaded at 4:30am. Should be golden. Please test while running from one town to another. then going indoors, then outdoors. then fast travel to see if it still works. I was playing wackamole with the scripts for hours. tired. don't want to jsut release without more testing from you all.

    remember the command to turn on debug messages is "set diags to 5" in the console.

    as much as i want to release this, i don't want it in the wild if it is not going to work right.

    if anyone else can test it and report all feedback is welcome. talking about the fast travel encounter mod in misc files, NOT the where i am mod.
    1. lobo3222
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      ok downloading now will run around for about a hour (real time) then try fast traveling,..existing game.
    2. tonycubed2
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      tweaking scripts, will post update soon. do let me know what you find, please. pleae turn on diags. the issue is mod deactivating o rmod activating while just walking.

      if we had skse this would ne a done deal. sigh.
    3. lobo3222
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      this was on Fast Travel Consequences and Ambushes RC4-9300-3-1
      well i got 2 of the settings books (both the same just double)
      this was on a save that didn't have fte in it

      debug said things like fork not stuck, fork on cell detach ran, player changed cells spell detected, something about inside while loop, on loop completed items left = -1

      travelled on foot from whiterun to riverwood (entered sleeping giant while there )then to bfb to secunda's kiss then to bleakwood basin back to whiterun (entered)no ambushes while just walking.

      my script latency was bad though ended up doing a check 177ms (about double what i normally have) did some fast travelling and 2 times the black screen didn't come up (that may have been because of the latency)

      but the other times worked as it was supposed to got ambushed by bandits 3 times then werewolves (once) fast traveled to riverwood not sure if it was a vampire ambush or a wolf but had a master vampire plus the death hounds and a bunch of wolves, probably a vampire ambush wolves and riverwood go hand in hand.

      died a couple of times that's why took so long.

      i hope the latency is because of the debug and not something else.

      going to test Fast Travel Ambushes and Consequences-9300-3-2 now
    4. tonycubed2
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      latency not an issue on my side, but that tested version is obsolete. i drastinally changed the scripts for latest version.