In all honesty, the mound locations should show up the moment you look at the Dragonstone; Farengar tells you straight up it has a map of ancient dragon burial sites.
Some of the dragons at each mound are only active during certain times during the main questline. Is it possible to add a script or something to show whether or not that dragon is, in fact, around? Delphine doesn't just sit in the bar all day and night, does she? :P
I'll see what I can do, but it might be hard to do, so I doubt that'll happen anytime soon. Besides the map's purpose is to only show the burial mounds, regardless if there just happens to be a dragon nearby.
Awesome mod, finally, the Delphine's map isn't just a useless decoration Also, what do you think about adding a custom map icon for dragon mound, so they can be distinguished from other dragon-related places?
Done. v1.2 no longer requires USSEP. While I was at it, I updated the modpage to reflect my newer stance on modding.
For context, this mod was originally created for LE, while I was still new to modding, and ported to SE without too much thought. At that point, it was still considered good practice to have a USLEEP/USSEP dependency.
Can't seem to get this to work for the life of me. I've tried moving it up and down in my load order, clicking the map does nothing. Is it incompatible with AE? Or maybe incompatible with Flat World Map Framework?
Auto clean doesn't always clean dirty edits. Sometimes things like water flow or location references are added by the CK to a record and they function as an ITM while being technically uncleanable by QuickAutoClean.
Wow, love this mod, thank you !! I love to find dragon mounds, especially the ones at which you can see Alduin resurrect a dragon after the quest "A Blade in the Dark", but they are a bit hard to find, and Delphine's map isn't very precise. So thanks a lot :)
67 comments
10/10
Also, what do you think about adding a custom map icon for dragon mound, so they can be distinguished from other dragon-related places?
For context, this mod was originally created for LE, while I was still new to modding, and ported to SE without too much thought. At that point, it was still considered good practice to have a USLEEP/USSEP dependency.
Also, under "Main files", it says;
I did remove it. Nexus seems to be slow and it isn't taking effect for some reason.
Edit: It seems to be working now...
Thanks for the updated mod!
It should work on AE, AFAIK.
Good work
it's conflicting with granitehill village for no reason it seems
also does this part "This mod adds map markers to all dragon burial mound around Skyrim" mean that we get duplicates if we use atlas map markers ?
Granite Hall and Atlas might need a patch.
but have not found conflict with atlas in xedit , they both probably add markers in different ways !
edit: indeed there are double markers for dragon mounds but no big deal and still totally worth it !!
@ftwranger I am not sure if you still experience this issue but you might want to consider installing Delphine's Map Reveals Dragon Mounds - Atlas Map Markers SE Patch.