Endorsed. I was looking for something like Map Marker Overhaul (Oblivion) but actually I like the simplicity of Global Map Marker better.
The DESCRIPTION page for Global Map Markers says nothing about how the mod works, though. I thought all the map markers would be on the map right after the mod gets installed but it doesn't work this way. Instead, each marker gets positioned on the map as we discover them. But this is actually what I wanted! :)
Envy, are you also Envy123 from Beth's original forums? If so, I am Renee Gade. We used to write stories way back. Xenaclone is the chat name I chose when first discovering the internet in 1997.
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.
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.
It's an Oblivion mod that ports Morrowind and its expansions to the Oblivion engine. I really like the QoL features like map markers for every place, so I seek to recreate them for Morrowind, as much as I can.
What if I just deactivate the .esp? I haven't unlocked any marker yet, do I still need to wipe the map? Or can I just deactivate the .esp and play without any problem?
Oh wow, EnvyDeveloper. This is a small world. You do Fallout 4 mods, Oblivion mods, and Morrowind mods. Uh, do you know if this mod will require a new update for the latest Tamriel Rebuilt version?
Any idea how to repair this: Interior Cell 'Murahn-Cithal Mine' trying to become Exterior Cell (20, 15)! Object reference "ex_cave_door_01" missing in master file.
A bit late for reply but uh the exact offset of the TOTSP Solstheim landmass from its vanilla position is 7 cells to the east, 6 cells to the north. Ima just leave this here in case you ever wanna work on a patch for it
Hey, not sure if you're still looking at this mod or not--but it's completely bugged out for me on all of my save files. No map markers whatsoever, even though locations have been found. I do not have any custom locations or any type of map or terrain mods that could be interferring with it. I'm using the version you created for Vanilla Morrowind (non TR). Any clue what could be causing this? I'm not getting any errors, the map is just totally blank--even the "fill map" command doesn't show any markers.
Not sure either. This mod works by me painstakingly renaming every exterior cell that belongs to a dungeon. My only theory is that a mod could be overwriting the cells back to their vanilla values, hence no markers.
This is just what I needed... however primarily just for Ancestral Tombs, specifically for the Vampire stuff so i can jot down which is what bloodline, and what clan home, and well, the tomb housing the vampire who directs you to SpellBreaker, only if you are one. Still going to use this regardless as it seems too useful to pass up, but having just only Ancestral Tombs added, and even Daedric Shrines, opposed to every single other location I am told of or discover, for me personally atleast. Anyways great mod!
Hi my map is 100% blank and for some reason i became unable to uncover it not sure why, then i saw your mod so i figurer two birds one stone perhaps but im getting a pop up thaty say somthing like plugin couldnt find its master files? check the warnings? personally im brand new to modding and havnt a clue what to do the map markers dont appear though i did see a smaller vvardenfel and a larger vvardenfell now but both were blank can anyone help with this???? thank you in advance
just read that it only labels locations once i discover them ill reenable it and activate it and see if finding a location again does it im starting to thing it because of what ever cause my problem in the first place :/ ughh lol
Thanks for the mod. It would be Ideal if important places like towns and cities had different different colored squares to make them stand out. As it is now having information on a cluttered map is is an improvement compared to a unmodded map.
I do plan, once either MWSE or OpenMW allow for it, different markers for different locations like in Oblivion onwards. So, distinguishing between cities, towns, villages, caves... etc. Just that it's apparently not possible yet.
Yeah, it's intentional. If the dungeon entrance is part of an existing named vanilla exterior (like Pelagiad, Vivec... etc), then I don't rename the cell and leave it be.
85 comments
Edit: Done. Will be back for the next TR release.
The DESCRIPTION page for Global Map Markers says nothing about how the mod works, though. I thought all the map markers would be on the map right after the mod gets installed but it doesn't work this way. Instead, each marker gets positioned on the map as we discover them. But this is actually what I wanted! :)
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.
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.
To answer your question, this should be up-to-date for the latest TR. I made a big update quite recently.
Interior Cell 'Murahn-Cithal Mine' trying to become Exterior Cell (20, 15)!
Object reference "ex_cave_door_01"
missing in master file.
I've noticed quite a few things arnt marked, for example arys tomb near ball fel. Among others, is that purposely or did you miss a few?
Yeah, it's intentional. If the dungeon entrance is part of an existing named vanilla exterior (like Pelagiad, Vivec... etc), then I don't rename the cell and leave it be.