Not to nitpick too much, but a couple of the mines on the map have 2 markers. For instance, when I approach Iron-Breaker Mine; it shows both "Iron-Breaker Mine Discovered" and "Iron Breaker Mine Discovered". Just thought I'd mention it.
Do you know if this is compatible with "Stackable Stones of Barenziah (with optional quest markers)"? I know you already include "Stones of Berenziah Map Markers" in this, but was hoping to have them stack.
I like this idea, but I have the problem, that I want to use the translated markers (if available). When I use both of them I have to markers on the same spot. So I decided to install every single mod by myself. It would be a nice update, if you could put this in as optional, when installing it with nmm.
I like this idea! Be nice if a lot of these modders would get together and "arrange marriages" for their "children" lol (but that probably will never happen, too much of "look at what I can do")
Don't know if you are any good at coding, but an MCM version that allows hiding of certain markers, just for the sake of clutter, would be awesome!
Indeed, that's why I ask them first. Also There's a "perms'" section under every mod that indicates what the mod author permits and won't permit to do with the file
*deleted previous comment* I was going to say something about you uploading my mod before getting my permission (even though I would have said yes), but I forgot that I expressly gave permission on the original mod page that allows it to be messed with...so...nevermind! Do take a look into your inbox though, I sent you a short list of issues related to my mod that you should look into fixing. I'd do it myself, but to be perfectly honest, I have serious adult ADD (no joke.) and I just haven't been able to find the focus for modding Skyrim for a while. It seems like that will be changing soon, but for now, take a look at that list
Many of the errors, see the logs from xEdit (TES5Edit). Return to the page with the script, CAREFULLY read the merge procedure.
xEdit LOG
[00:00] Checking for Errors in [02] ARDX - Map Markers Collection.esp
[00:00] [REFR:02008CF5] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 0,0) [00:00] REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP [00:00] [REFR:02008CF6] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 0,0) [00:00] REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP [00:00] [REFR:02008CF7] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 0,0) [00:00] REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP [00:00] [REFR:02008CF8] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 0,0) [00:00] REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP [00:00] All Done!
Ok, found out waht you're talking about. However, there's very little documentation on How to correct error found by the "Check for error" script in TES5Edit. Have you some pointer on how correct those errors?
i used to have it too but noticed with atlas i dont need 4 of the mods u have listed and only one missing and that is the stones of barenziah quest markers
other than that i would probably add the dragon priest markers and the dawnguard necklace quest markers (sorry dont remember name )
A Primer : I didn't knew that mod. Simple as that.
I looked at it and the problem is that the mod is still "active". I mean, the last update was last month : if the original modder does an update, the user of my mod won't have the update...
For the 2 other quest markers mod, I'll see. Can't make any promise
16 comments
When I use both of them I have to markers on the same spot. So I decided to install every single mod by myself.
It would be a nice update, if you could put this in as optional, when installing it with nmm.
Don't know if you are any good at coding, but an MCM version that allows hiding of certain markers, just for the sake of clutter, would be awesome!
i don't think this is allowed, unless you get premission from every author to do this
Also There's a "perms'" section under every mod that indicates what the mod author permits and won't permit to do with the file
I was going to say something about you uploading my mod before getting my permission (even though I would have said yes), but I forgot that I expressly gave permission on the original mod page that allows it to be messed with...so...nevermind!
Do take a look into your inbox though, I sent you a short list of issues related to my mod that you should look into fixing. I'd do it myself, but to be perfectly honest, I have serious adult ADD (no joke.) and I just haven't been able to find the focus for modding Skyrim for a while. It seems like that will be changing soon, but for now, take a look at that list
Return to the page with the script, CAREFULLY read the merge procedure.
xEdit LOG
[00:00] Checking for Errors in [02] ARDX - Map Markers Collection.esp
[00:00] [REFR:02008CF5] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 0,0)
[00:00] REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP
[00:00] [REFR:02008CF6] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 0,0)
[00:00] REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP
[00:00] [REFR:02008CF7] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 0,0)
[00:00] REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP
[00:00] [REFR:02008CF8] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 0,0)
[00:00] REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP
[00:00] All Done!
[Filtering done] Processed Records: 890416 Elapsed Time: 00:07
Removing: MarkarthMines [CELL:00020EED] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,0)
Removing: [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)
Removing: MarkarthKeep [CELL:00020EEA] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,1)
Removing: MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)
Removing: GRUP Exterior Cell Sub-Block 0, -6
Removing: GRUP Exterior Cell Block 0, -2
[Removing "Identical to Master" records done] Processed Records: 512, Removed Records: 6, Elapsed Time: 00:00
However, there's very little documentation on How to correct error found by the "Check for error" script in TES5Edit. Have you some pointer on how correct those errors?
i used to have it too but noticed with atlas i dont need 4 of the mods u have listed and only one missing and that is the stones of barenziah quest markers
other than that i would probably add the dragon priest markers and the dawnguard necklace quest markers (sorry dont remember name )
I looked at it and the problem is that the mod is still "active". I mean, the last update was last month : if the original modder does an update, the user of my mod won't have the update...
For the 2 other quest markers mod, I'll see. Can't make any promise