This mod is massively outdated and unstable, sometimes works, but commonly not. Who has issues with corrupted scaling (when POIs and basemap spatial references fall apart) use this version linked below. The optional file is the fixed original one: https://www.nexusmods.com/fallout4/mods/50927
Thank you! The map was off for me with this mod. Using the updated There It Is mod fixed this for me (download the optional file only if you want the equivalent to this mod).
just so nobody need to find it like i did, when people say"fallout4custon.ini" they mean "this pc/documents/mygames/fallout4" .hope i could help you to not turn into an adventurer to find whats what. cause i did not know it myself
Thank you very much. This mod still works great! The map is still the best of all offered. Never had any problems or glitches despite many mods. (Loading order: last!) --- After request: Console (~) copy & paste this command: Setini "bPipboyDisableFX:pipboy" 1 Or backwards: Setini "bPipboyDisableFX:pipboy" 0
Can anyone explain to me a technical reason why this map mod is not just a simple retexture and has an esp, as opposed to mod like Improved Map with Visible Roads?
Ideally it shouldn't, and according to a post below, it makes edits to the world itself to accommodate the large map texture so it can function... that's incompetent. And unfortunately, having to load it last so it can make its own edits conflicts with some major mods and ultimately hurts those mods since they should take priority. So in essence, this mod can and will break mods making world edits.
I'd suggest anyone wanting this exact world map texture, with ACTUAL CORRECT TEXTURE SIZE, to look up "Satellite Color World Map Combo 1.3" on Loverslab. No esp, map is the right size, and comes with other options this mod doesn't have.
This version of the map includes the ENTIRE Fallout 4 map, even the areas that are out of bounds. So the map markers on the Pip-Boy have to be adjusted to accommodate for the new map size. Otherwise, the map markers would be in the incorrect spots. The esp file makes these changes. It makes NO changes to the world itself, only the Pip-Boy map markers.
How to fix misalignment: Place this mod below any mod that edits any cell in the Commonwealth worldspace. Otherwise, any mod that adds any content to the Commonwealth worldspace will override this mod and misalign the world map.
Most mods that claim they must "load last" are lazily suggesting that they must be the conflict winner in an override order, but neglect to mention why. Most mods that claim they must load last are also erroneous in that assumption, for that matter. This mod is not erroneous in that assumption: it makes edits to the internal "dimensions" of the worldspace, and since no other mod carries forward that edit, it must load after them. It does not necessarily have to load last, but it does have to load after any other mod that edits the world map -- which is any mod which adds anything to any exterior space other than Diamond City or Goodneighbor. This mod can also safely go after any other mod that claims it must load last, because it makes no other changes to your game.
You do not need any INI edits, texture edits, or anything else (beyond the basic requirements of having archive invalidation/mod support). You simply need to load the mod in its correct position in your load order.
Screenshot after adjusting the load order, with no other changes to my mod set (also running FallUI Map with Pip-Boy FX enabled): https://www.dropbox.com/s/kt02gn0kp2716xt/Screenshot%202021-11-25%2019.52.41.png
Anyone who claims that load order has not fixed the problem is not correctly adjusting their load order: you must change the load order of the .esp file in the plugins list, not the order in which the mod appears in the list in NMM, MO2, etc.
Hardcore users: If for whatever reason you don't want to load this mod last (and there is literally no reason not to), all you need to do is copy the changes to the Commonwealth worldspace record from this mod to a merged patch in xEdit. Done. Note that if you don't already have a merged patch, then all you'd accomplish by doing so is creating an exact copy of this plugin, since that's all that the plugin does.
Assuming it's going to do the same for far harbor when i play it as it's doing for Nuka world for me if you wanna play the game with this map do those DLC's first or just don't download this mod. It makes me unable to see my Nuka world map and probably Far Harbor also.
I wrote all the edits in the ini file, but the color remained the same. The map is not colored. I tried to run the game and change the profile settings via NMM and MO2. I'm insanely tired. Why is nothing working? What am I doing wrong? Please help friends. I don't have any friends who would help me with this problem.
My Mods
0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 Unofficial Fallout 4 Patch.esp 8 8 WorkshopFramework.esm 9 9 ArmorKeywords.esm 10 a Homemaker.esm 254 FE 0 CanarySaveFileMonitor.esl 11 b SpringCleaning.esm 12 c SS2.esm 13 d SC_ExpandedScrapList.esp 14 e ScrapButton.esp 15 f NAC.esp 16 10 NAC-NW.esp 17 11 NAC-FH.esp 18 12 SettleObjExpandPack.esp 19 13 Homemaker - Streetlights Use Passive Power.esp 20 14 Homemaker - Unlocked Institute Objects.esp 21 15 VerySmallGenerators10.esp 22 16 VerySmallGenerators100.esp 23 17 VerySmallGenerators1000.esp 24 18 VerySmallGenerators10000.esp 25 19 VerySmallGenerators5.esp 26 1a VerySmallGenerators50.esp 27 1b dinoshelf.esp 28 1c SanctuaryParts.esp 29 1d LongerPowerLinesInf.esp 30 1e Armorsmith Extended.esp 31 1f Invisible Armors.esp 32 20 Vivid Fallout - All in One - 2k.esp 33 21 SatelliteWorldMap.esp
591 comments
https://www.nexusmods.com/fallout4/mods/50927
Mod installed towards the end of the loading order, and MO2.
Never had any problems or glitches despite many mods.
(Loading order: last!)
---
After request:
Console (~) copy & paste this command:
Setini "bPipboyDisableFX:pipboy" 1
Or backwards:
Setini "bPipboyDisableFX:pipboy" 0
I'd suggest anyone wanting this exact world map texture, with ACTUAL CORRECT TEXTURE SIZE, to look up "Satellite Color World Map Combo 1.3" on Loverslab. No esp, map is the right size, and comes with other options this mod doesn't have.
Most mods that claim they must "load last" are lazily suggesting that they must be the conflict winner in an override order, but neglect
to mention why. Most mods that claim they must load last are also erroneous in that assumption, for that matter. This mod is not erroneous in that assumption: it makes edits to the internal "dimensions" of the worldspace, and since no other mod carries forward that edit, it must load after them. It does not necessarily have to load last, but it does have to load after any other mod that edits the world map -- which is any mod which adds anything to any exterior space other than Diamond City or Goodneighbor. This mod can also safely go after any other mod that claims it must load last, because it makes no other changes to your game.
You do not need any INI edits, texture edits, or anything else (beyond the basic requirements of having archive invalidation/mod support). You simply need to load the mod in its correct position in your load order.
Screenshot after adjusting the load order, with no other changes to my mod set (also running FallUI Map with Pip-Boy FX enabled): https://www.dropbox.com/s/kt02gn0kp2716xt/Screenshot%202021-11-25%2019.52.41.png
Anyone who claims that load order has not fixed the problem is not correctly adjusting their load order: you must change the load order of the .esp file in the plugins list, not the order in which the mod appears in the list in NMM, MO2, etc.
Hardcore users: If for whatever reason you don't want to load this mod last (and there is literally no reason not to), all you need to do is copy the changes to the Commonwealth worldspace record from this mod to a merged patch in xEdit. Done. Note that if you don't already have a merged patch, then all you'd accomplish by doing so is creating an exact copy of this plugin, since that's all that the plugin does.
Im guessing you didn't install the satellite maps for those DLC?
Nuka-World Satellite Map
https://www.nexusmods.com/fallout4/mods/32456
Far Harbor Satellite Map
https://www.nexusmods.com/fallout4/mods/30966
For the colour version, you'll need to make a few additional edits to your Fallout4Custom.ini:
[Pipboy]
bPipboyDisableFX=1
[Display]
fPipboyScreenEmitIntensityPA=1.25
fPipboyScreenDiffuseIntensityPA=0.15
This will force your pip-boy text colour to white, which is annoying but sadly unavoidable. Your HUD colour will stay the same, though.
My Mods
0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
7 7 Unofficial Fallout 4 Patch.esp
8 8 WorkshopFramework.esm
9 9 ArmorKeywords.esm
10 a Homemaker.esm
254 FE 0 CanarySaveFileMonitor.esl
11 b SpringCleaning.esm
12 c SS2.esm
13 d SC_ExpandedScrapList.esp
14 e ScrapButton.esp
15 f NAC.esp
16 10 NAC-NW.esp
17 11 NAC-FH.esp
18 12 SettleObjExpandPack.esp
19 13 Homemaker - Streetlights Use Passive Power.esp
20 14 Homemaker - Unlocked Institute Objects.esp
21 15 VerySmallGenerators10.esp
22 16 VerySmallGenerators100.esp
23 17 VerySmallGenerators1000.esp
24 18 VerySmallGenerators10000.esp
25 19 VerySmallGenerators5.esp
26 1a VerySmallGenerators50.esp
27 1b dinoshelf.esp
28 1c SanctuaryParts.esp
29 1d LongerPowerLinesInf.esp
30 1e Armorsmith Extended.esp
31 1f Invisible Armors.esp
32 20 Vivid Fallout - All in One - 2k.esp
33 21 SatelliteWorldMap.esp
My fallout4custom.ini
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
[Display]
iLocation X=0
iLocation Y=0
fPipboyScreenEmitIntensityPA=1.25
fPipboyScreenDiffuseIntensityPA=0.15
[Pipboy]
bPipboyDisableFX=1