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  1. Feyawen
    Feyawen
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    Hello again everyone.
    Thanks for the warm welcome back.

    I hope you all enjoy the latest version of CMM. It was a pain in the butt to rebuild. However, I think it was worth it and I hope you do as well.
  2. 1000101
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    I'm reposting this in the comments section for those that didn't see it under the applicable bug-report.

    How to fix map markers erroneously being flagged as a settlement:

    There seems to be a few locations with this same issue. The problem stems from linking to the wrong location reference. For Commonwealth locations (as opposed to Far Harbour or Nuka-World) the location reference should be CommonwealthLocation "Commonwealth" [LCTN:00002CF0].

    The only way to fix this issue is with xEdit as FO4CK does not give you access to the object reference field that controls this.
    I think that FO4CK is the actual cause of the issue as it seems it automagically sets location reference to the closest location or the worldspace location if the closest location is beyond some [unknown] threshold.

    Anyway, the xEdit location reference fix:
    + Make note of the effected map marker(s) while playing then quit the game
    + Load xEdit and find the effected map marker reference(s) (see the Worldspace tree)
    + Change the Location Reference (XLRL field) to the appropriate worldspace location (see top of this post)

    eg:
    Notes from playing:
    + "House Frame Campsite Ruins", North of Starlight Drive-In

    xEdit Info:
    + FormID: xx00711D
    + EditorID: cmm_ruins_012
    + Erroneous XLRL - Location Reference: StarlightDriveInLocation "Starlight Drive-In" [LCTN:00024F96]
    + Correct XLRL - Location Reference: CommonwealthLocation "Commonwealth" [LCTN:00002CF0]
    1. kraag
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      Thanks very much! Kudos.
    2. Bundy714
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      Awesome, thanks. So that's why I get some odd places marked as settlements and displaying when I choose to show supply lines. I was wondering why I was getting places marked as settlements and listed on my supply lines that were not settlements. They were always close to the actual settlements, but just a little off. I remember Starlight drive in, and Covenant off the top of my head, being like this. Really appreciate the information and the solution to fix it, 1000101.
    3. MerryMalfunctioning
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      Can anything else cause this? The Root Cellar in Sanctuary is getting marked as a settlement and has a supply line going to it, but its Location Reference field is already correct.

      Edit: NVM, another mod was adding another marker there, which had this exact problem.
    4. MerryMalfunctioning
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      No, it's definitely still happening. So far I'm seeing it happen with the Stilt Shack near Sunshine Co-op, and the House Frame Campsite Ruins by Starlight Drive-in. The Stilt Shack already has the correct value for the Location Reference field... so something else must be able to duplicate this issue.
    5. Khaibit
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      So, just to follow up on this even though it's like a year and a half since the last comment, heh :) It turns out this isn't due to the XLRL records -- it appears to be an engine bug that happens when you place a map marker within a cell that has the location reference of a settlement (in other words, in a cell that touches a settlement, basically). Not much can be done aside from flat-out removing the marker in question or trying to 'nudge' it enough that it's in the next cell over, unfortunately -- the good news is that it doesn't actually break anything as far as settlements goes, it just looks weird.

      https://forums.nexusmods.com/index.php?/topic/7334686-map-marker-within-settlement-border-is-mirroring-settlement-stats/
    6. Tanuii
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      Do you know how to delete self placed map markers?
  3. Tanuii
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    How to delete marker?
  4. SlavicBoy2006
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    Compatibility with 1.10.984 ?
  5. Ninja2dan
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    This has been a great mod, been using it for several years. The only issue that I have is the known bug regarding markers that are too close to settlements. Because I play using SS2, this has been causing a lot of problems. And there have been a few settlement-related mods that partially break because of it. Again, I'm aware it's not an issue caused by this mod, it's a vanilla issue.

    So I was wondering what's the easiest way to simply remove the problem markers? Those markers are not vanilla, they were added by this mod. So getting rid of them shouldn't cause any issues, what matters is getting rid of them correctly/safely. Would I just go into xEdit and delete/disable those entries?
  6. mjhusn
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    I don't see any markers on my map, am I doing something wrong?
  7. GHETTOCAT
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    This is working in VR too. Thank you just what I needed!! 
  8. reveredpharmacist
    reveredpharmacist
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    Great mod, love it, but I assume it's not safe to disable this one midgame?
  9. Augoeides
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    Absolutely amazing mod, really rewards exploration! Definitely going to be a regular in my Mod list from now on.

    One note, some of the locations cannot be triggered. So far, only found two though, which is pretty good, considering the scope of the mod:
    I think there was a parking garage over near the "College Square" in Cambridge (I forget the area, noticed it days ago).
    A boat directly east of the Minutemen's Castle, waaaaaaay out in the ocean doesn't seem to trigger as well.
    1. ptmc2112
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      It's possible the location is high up in the air or way below the surface (2nd one can happen out in the water), as the "discovery" of a map marker does not happen by going in an invisible cylinder around the map marker's location, but an invisible sphere around the map marker's location.

      So that 1st location is likely on an upper floor of said parking garage, and the 2nd is likely the ocean floor.
  10. ptmc2112
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    One suggestion I would have made is the crafting recipes have a condition, so that whatever name you set in the holotape, only that crafting recipe would show. Say, using a Global variable to show which one is used, default set to whatever initial one is given to the player.

    I would do it myself, but couldn't get scripting to work. (btw, the creation kit is available on steam, since bethesda's servers aren't hosting it anymore)
  11. DumbbunnyD
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    Installed using Mod Organizer 2, at the bottom on the load order, and...am not able to see any new icons on the map.

    Does this require a fresh game?

    Thanks!
    1. ptmc2112
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      they don't immediately show up, if you don't have the the holotape called commonwealth map markers (or something like that), you can craft it at a chemistry bench.

      To be honest, I only used it with a new game.