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acidzebra

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  1. acidzebra
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    EDIT: HI THERE! FOR NEARLY ALL MAPPING USE CASES YOU SHOULD USE THIS INSTEAD: https://www.nexusmods.com/morrowind/mods/54791

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    (Jun 21) Welcome to 0.7!

    New features: output is now split to three html files - main map, interiors, exteriors, mainly for performance reasons, but it also enables a fancy new filter/search bar on interiors and exteriors - search for any mod/cell/coordinate! It's just simple text filtering, no wildcards or regex. This version also exposes some new config switches, open modmapper.py with a text editor to have a look. Additional code cleanup and better cell coloration code, cells will be more saturated instead of trending to white) The github.io link below is updated with the latest version, have a look if you want to see the differences. IMPORTANT: the main output file will be called index.html instead of modmapper.html

    demo here: https://acidzebra.github.io/modmapper/  - 5K+ mods mapped! (not mobile device friendly)

    Known issues/limitations:

    • the tooltip tends to go offscreen if you're at the top or far right of the screen. It's fine, just click the yellow text or scroll a little (this is because CSS is terrible and I'm terrible at CSS)
    • some odd (pretty rare or manually generated) mods may cause the map generation to go haywire and generate huge maps, use this version of tes3conv if you have this issue (or really use it in general, it's better)

    the GitHub page is here, consider that a dev version and the nexus page a release version. Dev version may have sharp edges.
  2. vv4rd3nf3ll
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    Thank you so much for this tool!!! It worked fine on MO2 for me. I don't know anything about coding but it worked for me by doing this, sorry if it's obvious or if there's a simpler way haha, but maybe it can help someone:

    - I put the files provided by this mod + tes2conv.exe in the og Data Files folder,
    - created a batch file in the same folder (the d: line is because my game is in the d drive):
    @echo off
    D:
    cd "insert_your_og_morrowind_data_files_path_here"
    python modmapper.py "insert_your_og_morrowind_data_files_path_here"
    - added the file to the executables list of MO2 (binary),
    - the generated .html file will be in the overwrites.

    Same idea works if you create an empty mod in MO2, put the files provided by this mod + tes3conv.exe inside, and execute the .bat from MO2 file without editing it (besides changing the batch's new path in 'binary').
    1. acidzebra
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      I was kind of hoping a MO2 user would come along and show how it's done for others, glad you like the tool and thanks!
  3. Edeldios
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    Having a little trouble figuring out how to use this tool. I have installed the modmapper.py and the tes3conv.exe into my data files, but I have no idea how to bring up a command prompt for it so I can actually use it. Clicking on tes3conv.exe whether by itself or trying to open through administrator makes a small window appear onscreen for a passing second before going away. I've also tried opening it up through the windows commands window to no avail. What do I need to do to get the command prompt to actually open so I can type in the code to make this thing run?


    Update: figured out how to use the command prompt (still very new to this level of programming) and navigate to my Morrowind Data files. However, when I type in the instructed command from your description page results in 'python' is not recognized as an internal or external command, operable  program or batch file. I've tried reinstalling python and rerunning it, but it gives me the same result. If it helps I am using python 3.8.10, the last version that works on windows 7
  4. arcvoodal
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    Great tool, thanks. But I don't think it is pickup up everything. I have some broken cells and trying to find which mod is causing it, but this tool only shows two plugin affecting those cells. I have three screenshots to show you what I see:





    


    The tamriel plugin is obviously not the cause by itself or else there would be many posts and bug reports on the TR forums/mods, and the grass plugin isn't enabled (I even reran distant land generation without it in another test but it made no difference). So these cells are being edited by a different mod that this tool somehow isn't picking up. Any idea how that's possible? (not using tamriel preview mods either)
    1. acidzebra
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      the only case I know of where modmapper will fail to add a mod to the map is when that mod can't be converted with tes3conv - usually when that mod has a problem. You would have to look at the commandline output of modmapper ('converting file X of Y' etc etc - it will likely show a tes3conv error along the way, that will be your problem mod). Most instances where I've had this were with really, really old mods.
    2. arcvoodal
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      I see at the top of the map it says "Skipped 4 files on the exclude list". 
      Is there a log of the command line output? It goes through the list too quickly for me to catch any mentions of errors before the command window closes.
    3. acidzebra
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      excludelist is just a couple of mods that wouldn't give any map result and just waste time, you can see what they are by opening modmapper.py with a text editor. I don't think I included logging options, you can just direct output to a text file by using something like
      modmapper.py d:\mymods > d:\log.txtthe
      > [destination file]part makes sure all output goes to your chosen log file.
    4. arcvoodal
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      Great thanks!

      Okay I only see the four skipped files:
      skipping file 23 of 258 : Better Bodies.esp (excludelist)
      skipping file 132 of 258 : OAAB_Data.esm (excludelist)
      skipping file 190 of 258 : Sky_Main_Grass.esp (excludelist)
      skipping file 203 of 258 : Tamriel_Data.esm (excludelist)

      No errors or any other anomalies. all the mods examine and run, with only those four doing something different (skipping).

      I'm not sure how something could be interfering with those cells without this tool picking it up even if it was a tiny dirty edit.
    5. acidzebra
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      are you using something like distant seafloor? Try disabling that. Or alternatively, I see another issue similar to yours mentioned here: https://www.tamriel-rebuilt.org/bugtracker/serious-chunk-land-missing where the issue apparently was 'Texture fix 2.0' mod. I don't even see how but have a look. Possibly a load order issue.
    6. arcvoodal
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      Fantastic that was it thank you! "Texture fix 2.0" and "Texture fix extended" were the issue!

      The tool did parse those plugins (in a different order than they are in my plugin list, I had "texture fix 2.0" before "texture fix extended"):
      running tes3conv.exe "Texture Fix - Extended.esp" "Texture Fix - Extended.json"
      examining file 209 of 258 : Texture Fix - Extended.esp
      running tes3conv.exe "Texture Fix 2.0.esm" "Texture Fix 2.0.json"
      examining file 210 of 258 : Texture Fix 2.0.esm

      I guess something about how those plugins works is very screwy for it not to show up as editing those cells. Doesn't matter in this case since those plugins are probably obsolete by now, but maybe it can teach something incase a future bug happens with a different cell.
    7. acidzebra
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      texturefix does some stuff with landscape textures and normals, but doesn't appear to make "cell edits" in a way that modmapper can interact with, it's more in the domain of https://github.com/DavidVonDerau/merged_lands/releases - don't think it's obsolete since it was published this october, but it doesn't appear to play well with your TR version (might still be a load order issue tbh).
    8. Pherim
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      So it doesn't take landscape edits into account? I'm looking for the cause of a landscape seam... never mind, found it!
  5. MajorKirrahe89
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    Great tool, but I have a problem - when running via MO2 (thanks to vv4rd3nf3ll instructions) script generates index.html and then crashes, producing empty (0 byte) modmapper_interiors.html and no exteriors one. Unfortunately, the crash message is visible just for a split-second and then the window gets closed.

    EDIT

    I have copied most of my .esp files into separate folder and run the tool via CMD (and not MO2). It worked once and now the same thing happens. Lines just before crash are:

    Traceback (most recent call last):
      File "D:\Games\aaa esps\modmapper.py", line 669, in <module>
        html_file.write(interior_output)
      File "C:\Users\*******\AppData\Local\Programs\Python\Python312\Lib\encodings\cp1250.py", line 19, in encode
        return codecs.charmap_encode(input,self.errors,encoding_table)[0]
               ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    UnicodeEncodeError: 'charmap' codec can't encode character '\xe0' in position 172848: character maps to <undefined>

    ANOTHER EDIT

    It looks like the BCOM main .esp file was the culprit. After removing it from the folder everything went smooth.
  6. elswaino
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    This is one of most underrated mods/tools for Morrowind I've seen in a while, especially the interior cell export data. Makes checking for conflicts so much quicker with each mod-list rebuild/tweak. Found heaps of issues using it that I may have missed otherwise. Thank you.

    If anyone is aware of anything similar for Oblivion or Skyrim SE/AE as well, please let me know. Thanks again!
  7. cmiq589346
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    "Traceback (most recent call last):
      File "modmapper.py", line 392, in <module>
        esplist = sorted(esplist, key=str.casefold)
    AttributeError: type object 'str' has no attribute 'casefold'"

    Any ideas?
    1. acidzebra
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      install a more recent python version.
    2. cmiq589346
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      It literally couldn't have got more recent, as I downloaded it about 2.6 minutes prior to attempting to run ModMapper.

      edit: But restarting the computer helped. :)
    3. acidzebra
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      did/do you maybe have a prior install, or a python2 install somewhere? The casefold thing was added in python 3.3, so really the only way it could complain about it is if it was running a version that didn't understand casefold. (and restarting the PC probably loaded the new/updated path) Something to maybe check - having a bunch of different versions around could be a headache. Anyway, glad it's fixed.
    4. cmiq589346
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      Yes, I already had a python install - but I guess it needed a restart after installing the latest version.

      Worked very well once sorted. Very impressive, thank you. Sadly it hasn't managed to shed any light on what is causing some landscape edit conflicts in Balmora! I can now see very clearly what mods are changing the cell and what's happening shouldn't be happening! Very odd.
    5. acidzebra
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      You could try having a look and see what merged_lands makes of it: https://github.com/DavidVonDerau/merged_lands/releases
    6. cmiq589346
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      Brilliant. That fixed it - and a few other minor landscape issues too.. Great tool.
  8. Zzarcon
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    This tool doesn't work for me. I followed the instructions exactly and I keep getting told that the directory that I put the plugins and mods in doesn't exist.
    1. acidzebra
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      can you share the command you're trying to run?
    2. Zzarcon
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      Sure. I opened a CMD and typed the following:

      python modmapper.py C:\Users\Ultimum\Desktop\MorrowindMapper

      I all the plugins I wanted to run, as well as the two files required.
    3. acidzebra
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      no idea, try opening a command prompt, type

      cd C:\Users\Ultimum\Desktop\MorrowindMapper
      and if that takes you to the right folder, then type

      python modmapper.py C:\Users\Ultimum\Desktop\MorrowindMapper
      if the first command gives some kind of error, copy it here.
    4. Zzarcon
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      Alright that did it. Thanks.
  9. AstralJam8
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    what would cause this many rows to be generated?
    Sorting through mods and assembling tables, this will take a while...
    Assembling map row 0 of 1065353254 ( 4535937 columns/cells per row)
    I let it run for about 6 hours and it got to "row 7 of 1065353254 ", this is with the loose plugin files fresh out of their released zip files.

    would something like "The Undead Dungeons" with its hundreds of auto-generated levels really create this many cells?  I can reply with the complete list of plugins if it's worth the flashbang.
    1. acidzebra
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      Probably means some mod has some crazy cell flags set that I haven't seen in examining ~5000 mods, the code isn't able to catch the flag, and it thinks garbage data in X/Y are cell coordinates. In essence, it's trying to put an interior on the map with garbage x/y coords.

      The easiest fix is to switch to rfuzzo's fork of G7's tes3conv and replace your tes3conv.exe with it:
      https://github.com/rfuzzo/tes3conv/actions/runs/5330454397
      This version will also be able to tell you more specifically what is wrong with that merged mod you mentioned before.

      I'm waiting for G7 to update his copy with the latest changes (switch from ES3 to tes3lib) which the rfuzzo fork has already incorporated. Going forward, I will probably strip support for the old tes3conv executable from the script, it's just too much of a headache to deal with two versions.
  10. AstralJam8
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    getting this error for every plugin:
    d:\projects\morrowind\Ubermod>python modmapper.py "d:\projects\morrowind\Ubermod\Data Files"
    running tes3conv.exe "[WIP] Elemental Magicka.esp" "[WIP] Elemental Magicka.json"
    error: Invalid value for '<INPUT>': "[WIP] Elemental Magicka.esp" (file does not exist).
    running tes3conv.exe "abotWaterLife.esm" "abotWaterLife.json"
    error: Invalid value for '<INPUT>': "abotWaterLife.esm" (file does not exist).
    running tes3conv.exe "AlchemyStockpileHelper10_bigger.esp" "AlchemyStockpileHelper10_bigger.json"
    error: Invalid value for '<INPUT>': "AlchemyStockpileHelper10_bigger.esp" (file does not exist).
    running tes3conv.exe "AlchemyStorageHelper10_bigger.esp" "AlchemyStorageHelper10_bigger.json"
    error: Invalid value for '<INPUT>': "AlchemyStorageHelper10_bigger.esp" (file does not exist).

    does tes3conv.exe require these plugin files to be somewhere else?  using Win10

    Also is there a way to "sort by number of mods" (looking at the demo for now) for the Interiors view?
    1. acidzebra
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      see step 1 of "how to use" in the description, fren.
    2. AstralJam8
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      Update: I tried moving tes3conv.exe into the same folder as the plugin files and it found them.  Seemed to work mostly but one of the plugins it failed to open:
      running tes3conv.exe "TR_JournalFix.esp" "TR_JournalFix.json"
      examining file 46 of 48 : TR_JournalFix.esp
      running tes3conv.exe "Ubermod.esp" "Ubermod.json"
      Error: Custom { kind: InvalidData, error: "Unexpected Value" }

      Ubermod.esp is 170,963,144 bytes large, and created from 2000+ plugins using the Construction Set (the game can still load it.)  I am still searching for its constituent plugins, it's been some years since I compiled it  :P  
    3. acidzebra
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      It won't be able to map that mod, what you see is a tes3conv error indicating something is wrong with the mod. You can try opening it in the TESCS and saving it under a new name, then replace the original file with that.

      It won't impact the overall mapping function, whatever else mods you have will still be mapped. But that mod is busted in some way.
  11. deleted123617333
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    incredible concept
  12. sunhawken
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    Can you move land masses with these?
    1. acidzebra
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      No, but it can help you determine what exactly needs moving and afterwards lets you see how well you did in moving stuff.

      http://www.oceanlightwave.com/morrowind/TESfaith.html this tool can move the landmass for you
    2. Is there a video tutorial on how to move landmasses for CS newbie's?
    3. abot
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      Long example of hard to move mod
      part 1
      part 2
    4. acidzebra
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      This could have been an email! (I joke, every time you write/post/upload something, I learn stuff, thank you for sharing)