Are you tired of wondering aimlessly through the endless expanses of Illiac Bay and the never ending mazes of buildings and streets? Find yourself constantly confused and lost, having to ask villagers for directions, only to get back some local gibberish that isn't clear?
Permissions and credits
Credits and distribution permission
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Author notes
If you wish to use any of my work, always contact and discuss it with me first. My work is not open without permissions from me first.
File credits
This author has not credited anyone else in this file
Donation Points system
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Changelogs
Version 4.15
Fixed markers not returning after entering an interior and then exiting.
Version 4.7
Fixed a miscoded input key causing null errors, which were affecting script code.
Added back disabling and enabling effect system, so individuals with performance bottlenecks can easily turn these on and off.
Fixed compass health still not updating properly for equippable compasses, when loading between saves and the health isn't in template range.
Version 4.6
Fixed building icons not generating when existing an enterior from a loaded game.
Fixed building icons not updating to their saved settings (color, size, ect.) when loading a saved game.
Version 4.5
Added an option to the mod settings to force the mod to generate a new compass for you. This should be used to reset any stuck compass issues or to get a new compass anytime you want.
Fixed compass not spawning on new games when the equippable compass option is on. You should always start with a compass now, if you have it selected you want the compass as an item you equip to use it.
Fixed effects not storing or reloading properly between saves. Now it should save and load the previous effects from the last save. Before it wasn't always doing this correctly.
Fixed some hidden compass health bugs. Now, the mod will check the compass item template hitpoints and the current one being used, and if it see's the hitpoints are out of the template range, it will reset them to the proper health amount.
Fixed some bugs when turning on and off the equippable compass option between the same game/saves.
Version 4.1
Added a "Realistic View Map" setting that is off by default. When off the view map will restore the default bright classic view map for dungeons, which is easier to see because it is always lit. If disabled, it will not restore the bright classic view map, and the map will instead see the world as it is, including its lighting, so when in dungeons or low light areas, the compass is harder to view.
When locking the viewport so it doesn't rotate, icons will now stay locked to the current rotation value. They shouldn't rotate with the player anymore, but instead with the rotation value set for the locked mode.
Version 4.05
Fixed mod crashing when turning off the compass as a item that can be equipped.
Version 4.0
Added mesh optimization/combiner. Now only required meshes and their materials are pulled and combined removing countless trys and GPU memory waste.
Created custom shader to minimize GPU demand and allow textures to rotate and move where they want on the mesh, without having to mess with the objects properties, mesh, or materials at all.
Fixed broken transparency slider for GUI overlay.
Added Dream and other texture mod Compatibility. Should work with any mod that replaces textures, as long as they use default or Dream texture sizes.
Other small fixes and cleanup done during code refactoring.
Version 3.75
Fixed building colors not updating when you change them using the scroll.
Version 3.8
Rebuilt how marker materials are being handled. Went from assigning each their own material to creating a dictionary to hold a material for each marker type, and then assign the material to the marker through the dictionary. This ensures the engine goes from loading dozens to hundreds of material shaders into your GPU memory (each marker was assigned its own material shader in the GPU memory) to the engine only having to load into the gpu memory and manage 8 material shaders. This freed up tons of wasted GPU Memory.
I took a new approach for loading new cells which I learned from Travel Options mod when I dug into their code. Tied the location update code to the base engine map pixel routine call. This removed a large chunk of cell checking code from the update loop, which had it running every frame, and put it into a routine that will only get called when a map pixel change is detected. This freed up more CPU cycles/frames.
Indoor frost code fix. Frost effect will now fade away properly when indoors. The fade away timer will go twice as fast as the default fade in timer.
Version 3.7
Fixed NPC script not updating markers correctly when not using realistic view. Now the icons, including the flat textures, should update properly based on your settings.
Version 3.6
Added a null checker on NPC marker scripts. If the NPC is destroyed or any of the script objects magically get destroyed, the script will automatically clear itself out to hopefully stop reported random markers not working and breaking the mod.
Added a time scale change checker. If any mod or the user changes the Time.scale, it will clear out all marker buildings and disable the minimap. This is to ensure no bugs or issues happen when travel mods activate and modify timescale for realistic fast travel.
Added mod setting to choose how often a npc marker state is checked and updated based on the user settings for npc markers. Defaults to every .3 seconds. Decreasing this will make npc markers pop up on the minimap faster, but will take more cpu calls and thus frames. Increase this if having FPS issues on your system.
Fixed the rain droplets to scale properly. Accidently setup the wrong size and scaling code. Now it is set to its proper 96X96 size, and then the code uses the scale property to adjust its size.
Fixed quest indicator turning green, even if an active quest wasn't in the players current location. Quest indicator and bearings should not show until you move into the location with the active quest.
Fixed blood dripping down unrealistically fast.
Version 3.5
Added background minimap mod settings.
You can now enable a background texture. This replaces the minimap background color with the custom texture that's in the streaming assets folder. if you want your own custom compass background, merely change out the current dwemer gears background texture with yours. Just ensure to keep it at a 256X256 ratio multiplier. Default texture is set to 256X256 but could be improved for sure.
You can disable the background texture and set it to a number of preset background colors.
You can adjust the brightness of the background color or texture.
You can adjust the transparency of the background color or texture.
There is now an effects performance option to tell the mod how often to update the effects. This is for performance increases and allows users with lower end systems to turn down the effect calls to get better fps at the cost of choppier effect animations. Specifically effects rain, blood, and magic rip effects.
Fixed the bug that wouldn't allow you to enable/disable building icons.
Version 3.1
Capitalized folder in texture directory. Possibly causing missing texture bug on none window systems.
Version 3.0
Item System: Now the compass can be an in game item along with the needed equipment to keep it running.
Updated Effect System: Effect system has had numerous updates to optimize and make it more realistic and random. No more looping reel effects.
Script Optimizations and Hyperthreading: Script code was profiled, debugged, and broken apart where and when needed for hyperthreading and minimizing gl.allocation use.
Numerous other fixes, additions, and optimizations.
Version 1.1
Updated location setup method so locations always change when any terrain or location block changes. Stops wilderness crashes and miss placed icons when leaving a town area.
Updated clean up routine with null checks to stop mod crashes when nothing around to clean up.
Markers now stay fixed facing proper readable direction when using locked camera settings.
Camera layers setup correctly. Automap and minimap should work in tandem again and minimap dungeon render should be correct.
The mage guilds have the solution for the lost traveler and adventurer. The enchanted compass. This little trinket is nothing more than a cheap compass embedded with a soul gem fragment and enchanted by a guild recruit learning and honing his skills. Pick it up and see the world in a whole new enhanced vision as your senses are honed and a part of your mind floats above your surroundings.
Version 4 Complete Rebuild With Item System, More Mod Settings, Viewport Background Options, & Optimizations
4.7 Fix/Additions:
Fixed a miscoded input key causing null errors, which were affecting script code.
Added back disabling and enabling effect system, so individuals with performance bottlenecks can easily turn these on and off.
Fixed compass health still not updating properly for equippable compasses, when loading between saves and the health isn't in template range.
4.6 Fix/Additions:
Added an option to the mod settings to force the mod to generate a new compass for you. This should be used to reset any stuck compass issues or to get a new compass anytime you want.
Changed default compass keys to bracket left and right keys to assist with people not having
Fixed building icons not generating when existing an enterior from a loaded game.
Fixed building icons not updating to their saved settings (color, size, ect.) when loading a saved game.
Fixed compass not spawning on new games when the equippable compass option is on. You should always start with a compass now, if you have it selected you want the compass as an item you equip to use it.
Fixed effects not storing or reloading properly between saves. Now it should save and load the previous effects from the last save. Before it wasn't always doing this correctly.
Fixed some hidden compass health bugs. Now, the mod will check the compass item template hitpoints and the current one being used, and if it see's the hitpoints are out of the template range, it will reset them to the proper health amount.
Fixed some bugs when turning on and off the equippable compass option between the same game/saves.
Features
Item System: Compass can be an item required to be equipped to use the compass map.
Compass Condition System: Compass has health and can get damage and broken over time.
Environmental Effect System: Compass is affected by the environment with effects including water droplets, blood, mud, dirt, dust, frost, broken glass, and even magical vortexes.
Compass Cleaning System: Putting the compass away when it is dirty will begin cleaning it. The dirtier it is the longer it takes.
Compass Repair System: Using the compass repair kit will repair the compass. If the glass is broken, you need a cut glass in your inventory. If the compass is really damaged, you may need to replace the dwemer dynamo. Don't move when repairing though or you will drop the compass and screw up the repair.
Smart Enchantment View: Your enchantment view will adapt to whatever your location is to ensure you always have the best understanding of your surroundings.
Full Screen Controllable Compass View & Individual Building Highlighting: When viewing the compass up close, you can move the view up, down, left, or right. When hovering over buildings, the compass view will tell you what it is.
Dynamic Entrance/Exit Markers: The compass finds the closest entrance and exit to buildings and dungeons. When inside an interior, the exit door marker will turn from green to yellow to red based on how far away vertical level wise you are. On the same floor, the door is green and the more floors you go up or down the closer to bright red it turns.
Soul Gem Quest Detector: The newest compasses now have a soul gem fragment set in them and enchanted to turn green if your in a region or interior with a quest and red when in a region or interior without a quest.
Dynamic Quest Bearings and Icons: The compass detects the most recent citizen request on your mind and will provide you bearings pointing you towards the request and then mark it with an icon when it comes into compass view. The bearing will then disappear once the icon is in map view.
Adaptive Enchantment View: Your enchantment view will pick up more of your surroundings, including living things, and provide a better understanding of it through colors.
Remembers Unique Locations You Visited: After leaving the local Thirsty Ogre Tavern, or any unique place you visited, the compass will always remember its name for easy locating again.
Memorizing Enchantment View: When in unexplored dungeons and crypts, you will be able to remember the location better increasing your locational awareness. Once you explore an area, it will stay in your enchantment view.
Alternative Enchantment View: Instead of seeing word labels for building types, you will see images that identify their building type.
Magical Scroll Interface: You can use a magical scroll to change many aspects of what you sense and how far your enchantment senses.
Full Map Interactive View:
When you project the compass into a full view map, you can then concentrate and move the map around to see the differing buildings. If you hover over the building, it will tell you the general building name, or, if you already know the building, it will tell you the specific name for easier location in big cities.
The Compass and Items Not To Forget:
Magical Compass: This compass is magically enchanted to project your surroundings into your mind. Be care with it, it is fragile.
Cut Glass: This is simple glass precut to fit numerous ever day objects including your compass. Use it with a compass repair kit to fix broken glass.
Dwemer Mini Dynamo: This is a small version of the larger dwemer dynamo used to power centurions. Dwemer used this to power much smaller contraptions and devices including this compass.
Compass Repair Kit: This small repair kit includes all the small tools you need to maintain and repair you compass. Use it to replaced damage glass or mini dynamos.
Environmental Effects:
Water Droplets: If swimming or raining water droplets will appear and slide down your compass glass.
Frost: The glass will frost over if it is cold enough or snowing.
Mud: Mud will get on the glass if you run around enough, especially in muddy, wet areas.
Dirt: Dirt will get on your glass from running around long enough.
Dust: Dust will get on your glass, especially in sandy places like deserts.
Blood: Blood will get on you glass if you get hit and spill blood.
Glass Breaks: If the compass is hit enough the glass will fracture and break.
Magic Vortexes: Once the glass breaks, little magical vortexes will come and go as the enchantment can't be contained.
How To Use
Install Mod by downloading and installing it in vortex.
Dream Compatible & Fast Travel Mods Compatibility out of the box. I highly recommend the Dream mod to up the compass icon quality and Travel Options mod for fast travel improvements.
Bind keys in mod configuration menu.
Enjoy Compass.
Assigning & Using Hotkeys
Use the unity key property list and type the key into the key mod setting area. All single letter keys, like A, G, I, Ect., must be capitalized. Other inputs, like mouse, gamepad, or non-letter keys, must match their property name exactly, including capitalization from the unity list provided below.