Morrowind
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EnvyDeveloper

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60 comments

  1. EnvyDeveloper
    EnvyDeveloper
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    I am currently updating this mod for the latest release. Please watch this space.

    Edit: Done. Will be back for the next TR release.
  2. zax3000
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    Sorry if you've answered this already: does this completely fill the map with icons, or doe sit only add icons after you discover that particular thing?
    1. EnvyDeveloper
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      It only adds icons once you discover the locations.
  3. Lucas9
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    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.
    1. EnvyDeveloper
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      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.
  4. joelanggml
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    Figured you want to know, turns out this mod is incompatible with the mod Boats by Abot. Apparently this renames the TR_Mainland.esm cell 32,0 from Boethian Falls to something else. I changed it in the construction kit and there's no problem now.
    1. EnvyDeveloper
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      Yeah, incompatibilities with such mods are inevitable.
  5. genjurro
    genjurro
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    Thx for the mod !
    An improvement could be to have user map notes displayed on world map/markers
    1. EnvyDeveloper
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      You can technically do that already for all of the locations on the map.
  6. Ciccigomma
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    Interesting mod.
    Maybe you should considering an hide/unhide feature using MWSE to filter and show markers to mantain lighter the overall vision of the map.
    1. EnvyDeveloper
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      I am hoping that it would be possible to have different sized markers for different places at least.
    2. Ciccigomma
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      It'll be a very appreciated addition! I've turned off your mod, but I'll be pleased to turn it on again if there's such a solution!
  7. Thoregor
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    Hello, any idea how to get rid of the empty markers after not using the mod anymore? Its a good mod but it clutters my low res screen too much
    1. EnvyDeveloper
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      You'd need to use Enchanted Editor to delete the FMAP record from your save and the markers will disappear.
  8. Vanossimo
    Vanossimo
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    Hello , If i use no TR version and then install TR mod , can I just disable no TR version and enable TR version of your mod ?
  9. T0M7
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    Waiting for update since TR had updated the mod (albeit bugfixes) and having error like this:

    Spoiler:  
    Show
    1. EnvyDeveloper
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      It should now have no errors.
  10. iamveryfat
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    Hi, Would it be possible to make some markers a different colour? so its possible to determine the difference between a main town and say a cave for example.
    If you cant be bothered to do this, could u maybe give me some sort of brief instruction how and i could probably figure it out for myself. Thanks For your help!
    1. EnvyDeveloper
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      Not possible without OpenMW, I'm afraid.
    2. lawnjartsftw
      lawnjartsftw
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      Love this idea, as it's sorely needed IMHO (and obviously for others as well based on the # of downloads). Given your answer here - any plans on making an OpenMW-only version that could take better advantage of OMW's capabilities?
    3. EnvyDeveloper
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      Oh, absolutely. Once version 1.0 happens, I'll look into the possibility of having different markers for different types of locations, like later Bethesda games.
    4. lawnjartsftw
      lawnjartsftw
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      Hmmm maybe we need an OpenMW version. I mean - why not take advantage of the more modern engine of OMW?
    5. EnvyDeveloper
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      I'll only start developing OpenMW mods, once OpenMW supports at least the mods I use now. Don't get me wrong. I do want the map marker system closer to Oblivion onwards, just as much as you do.
    6. lawnjartsftw
      lawnjartsftw
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      Sounds great! Thanks for the mod, and your consideration. I'll track the mod and look forward to future developments.
  11. Ciccigomma
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    Hi. I'm having trouble with the no TR version with a: Unable to find Region 'Mephalan Vales Region' in Load for cell Vallen-Dun Mine.

    Here's the shot: https://i.imgur.com/HXgtpha.jpg
    1. EnvyDeveloper
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      Managed to use one of the scripts from a previous post to remove all TR places. Should work now.
    2. Ciccigomma
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      Works like a charm! Thanks!
    3. EnvyDeveloper
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      Glad to hear it.