If anyone gets on here trying to find these maps for SE, here's the link: https://www.nexusmods.com/skyrimspecialedition/mods/55025
P.S.: If you're interested in how I found it: 1. I tried to install these LE maps on the SE. 2. I downloaded the "Creation kit", mastered it a bit and ported the mods from LE to SE. The maps showed up offset in the game. 3. I tried to correct the map pictures and learned a little Photoshop for that. It didn't work. 4. I changed and combined the files through MO2 in different combinations. Nothing. 5. I started digging through the files via xTranslator and found the name of the author of the maps there. 6. I googled it and found these maps on SE. Yay, finally, gosh darn it, it worked)))))
The Solsteim world map when used with paper world map texture 2 is all black for me, but it seems to work fine with paper world map texture 1, anyone else have this problem and know how to fix it?
Having the same problem. Haven't tried Texture 1 yet. I have turned off all other mods and tried with a new save (coc:ed to Solsteheim). What am I missing? Is this mod not for LE?
So I've fixed it by copying (in Tes5Edit) Weather -> WorldMapWeather -> Directional Ambient Light Colors from the texture 1 esp to the texture 2 esp. The only problem I have now is that the Skyrim map is brighter than the Solstheim map. I'm going to try and change brightness levels in Photoshop instead of relying on a global engine light. Not sure if it's gonna work. Also the Skyrim Paper World Map textures are really weird. they are in a overbright bluish color and I can't make out anything. Does anyone know what's up with that? Some sort of luminance texture? How is that transformed into the in-game map?
Edit: ok, so that's not the texture being used. It is hidden in the old version files.
Edit2: Turned up light colors to max (255). I also recommend turning off the noise shader. If using NifScope: change shader type to LOD Landscape and remove the Model space normals flag. Also make sure Has normals i set to yes on the mesh.
I made a whole new Skyrim map by photoshoping together parts of your maps with Wurburgs then using your method + some other techniques. Not sure if I can post it anywhere since it's using other peoples assets...
Any progress on this? I have the same issue, and I can't for the life of me understand these instructions
Using Nifskope. On what??? All the Solstheim addons have is some btr and bto files, nifskope can only open the btos and I nee no meshes and nothing even remotely resembling a model. It's just empty.
Using Texture 1 doesnt fix it for me. Solstheim is just pitch black map.
I was able to see it in game by turning my enb's brightness settings to maximum, but that's not how it's supposed to work. Especially considering the Skyrim map looks just fine.
To any future poor soul reading this, I fixed the issue by going to "Paper World Map Addons\textures\terrain\dlc2solstheimworld" and resizing all the normal map files (dlc2solstheimworld.32.0.0_n, dlc2solstheimworld.32.0.32_n, etc.) from '10x10' to '8x8'.
hey i have been using this addon pack for years now and its just perfect. I recently picked up the VIGILANT mod, and was extremely impressed. by far recommend to anyone who is brave or likes horror movies
though now im having a problem in the area Coldharbor added by the mod, there is a lot of LOD that is not properly unloading, and the world map for this area is super messed up. I honestly don't care about the world map, im just wondering if there is any way we could get something that would fix the persisting LOD. i have not seen persisting LOD in any area we have a map for, only in Coldharbor, and I know that warburgs map mod can cause this.
Or if anybody here in the comments has run across this issue and fixed it i would be really appreciative of some help.
I already saw this and I dont have these lines in my INI file to delete https://steamcommunity.com/app/72850/discussions/0/2650805184970445161/
For those who have Solstheim skybox problem (pieces of paper map floating in the sky)! Download warburg paper map and addons. Place esp plugins in the very end of your modlist, after Dyndolod and before Requiem for the Indifferent (if you are using these mods) . Then: 1. From Solstheim paper mod archive copy only dlc2solstheimworld.32.0.0.bto and dlc2solstheimworld.32.0.0.btr meshes into appropriate Skyrim folders (with overriding)! No more meshes! 2. Copy all textures. 3. Optimize textures in Ordenador to 16×16. 4. Don't do anything with flatmarker skse plugin. 5. In tes5edit modify DLC2SolstheimWorld Worldspace in Paper World Map - Solstheim.esp: - MNAM - Map Data: Camera Data: Min Height 120000.000000 Max Height 340000.000000 Initial Pitch 90.000000 -ONAM - World Map Offset Data: Cell Z Offset 44072.960938 (the goal is to make the values the same as in the original mod) Everything worked out for me!
This 'fix' did absolutely nothing for me. I've been up all night trying to change values. I found that if you push it past the skybox, it disappears but when I access my map menu, it also disappears there! Help lol
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V1.2 is out, adding support for Beyond Skyrim: Bruma
P.S.: If you're interested in how I found it:
1. I tried to install these LE maps on the SE.
2. I downloaded the "Creation kit", mastered it a bit and ported the mods from LE to SE. The maps showed up offset in the game.
3. I tried to correct the map pictures and learned a little Photoshop for that. It didn't work.
4. I changed and combined the files through MO2 in different combinations. Nothing.
5. I started digging through the files via xTranslator and found the name of the author of the maps there.
6. I googled it and found these maps on SE. Yay, finally, gosh darn it, it worked)))))
Edit: ok, so that's not the texture being used. It is hidden in the old version files.
Edit2: Turned up light colors to max (255). I also recommend turning off the noise shader. If using NifScope: change shader type to LOD Landscape and remove the Model space normals flag. Also make sure Has normals i set to yes on the mesh.
I made a whole new Skyrim map by photoshoping together parts of your maps with Wurburgs then using your method + some other techniques. Not sure if I can post it anywhere since it's using other peoples assets...
Using Nifskope. On what???
All the Solstheim addons have is some btr and bto files, nifskope can only open the btos and I nee no meshes and nothing even remotely resembling a model. It's just empty.
Using Texture 1 doesnt fix it for me. Solstheim is just pitch black map.
I was able to see it in game by turning my enb's brightness settings to maximum, but that's not how it's supposed to work. Especially considering the Skyrim map looks just fine.
though now im having a problem in the area Coldharbor added by the mod, there is a lot of LOD that is not properly unloading, and the world map for this area is super messed up. I honestly don't care about the world map, im just wondering if there is any way we could get something that would fix the persisting LOD. i have not seen persisting LOD in any area we have a map for, only in Coldharbor, and I know that warburgs map mod can cause this.
Or if anybody here in the comments has run across this issue and fixed it i would be really appreciative of some help.
I already saw this and I dont have these lines in my INI file to delete
https://steamcommunity.com/app/72850/discussions/0/2650805184970445161/
1. From Solstheim paper mod archive copy only dlc2solstheimworld.32.0.0.bto and dlc2solstheimworld.32.0.0.btr meshes into appropriate Skyrim folders (with overriding)! No more meshes!
2. Copy all textures.
3. Optimize textures in Ordenador to 16×16.
4. Don't do anything with flatmarker skse plugin. 5. In tes5edit modify DLC2SolstheimWorld Worldspace in Paper World Map - Solstheim.esp: - MNAM - Map Data: Camera Data: Min Height 120000.000000 Max Height 340000.000000 Initial Pitch 90.000000 -ONAM - World Map Offset Data: Cell Z Offset 44072.960938
(the goal is to make the values the same as in the original mod)
Everything worked out for me!