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  1. Caites
    Caites
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    Changelog:
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    1.85

    • MCM and setting loader added (huge kudos to MaskedRPGFan who did 90% of work here)
    1.86 - very minor update

    • Lux patch updated for Lux 6.0.3 (thx to Steve The Bandit for pointing Lux update out)
    • Markers whitelisting added for new maps worldspaces: Masmer (Calastai), Akavir - Curse of the Immortals and Extended Cut - Saints & Seducers.
    • Sky Above Weathers added to list of compatible weather overhauls without a patch (kudos to bingus the cat)
    1.87 - minor update

    • Apocrypha worldspace whitelisted for markers flattening
    • NATII and NATIII weather overhauls doesn't need weather overhaul patch anymore
    • Lux patch updated (Apocrypha and some dungeon worldspaces added, please place it below Apocrypha map in load order)
    • Realistic Water Two patches added
    • One more background added (Anniversary Edition art)

    25.07.2023 - added lite version of FOMOD, for those who is going to use fantasy-themed maps only and don't need most backgrounds. 1.75Gb saved (kudos to JaySerpa for this idea).

    1.9 - FWMF FOMOD Lite got a small update and BETA status for a while:

    • Ultrawide and higher FOV settings support (background mesh scale increased). You won't see vanilla 3D map on the edge of the map now with the standard map inclination/rotation angles 20/10 on 16:10 aspect ratio/FOV up to 110, on 16:9 aspect ratio/FOV up to 105, UW screens (21:9)/FOV up to 90.
    • Previous change required more detailed backgrounds, so they are remade and upscaled to 8k (archive is ~50 Mb heavier now).
    • Default Fantasy Package map (by Aesoterik) got upscaled to 8k too, should look better on 4K screens now:

    • updated Water for ENB, Lux and RW2 patches.
    • on multiple requests returned Skyrim as a default Blackreach parent map in FOMOD for those who don't want to use Blackeach map (mind that it has side effect I mentioned many times before - Blackreach markers will be visible on Skyrim map).
    • fixed map camera in Alftand Cathedral worldspace.
    • removed assets leftovers from the full FWMF FOMOD.
    • tested and updated list of weather/lighting overhauls supported without patch (Picta, Faithful, Azurite II).
    • updated markers flattening whitelist (added Kirkmore, Beyond Reach, Akavir and Siege at Icemoth worldspaces), will remove respective Flat Map Markers configs from those mods later to keep single config on FWMF FOMOD side.
    1.9.1 - added Baka World Map FOV support. FWMF Lite will allow to pick preferable FOV for map menu only in FOMOD.
    1.9.2 - recompressed all textures without losses (when installed mod will occupy 50Mb less), fixed Baka World Map FOV settings in FOMOD for Lowvision option and added Beyond Bruma option (this map requires 80+ FOV).
    1.9.3 - added map imagespace fix for Community Shaders/Vanilla HDR setup (with possible Azurite Weathers II on). Should be a better option than default weather/overhaul fix (which washing out maps) or standard FWMF Fantasy maps package imagesapce (too bright for Vanilla HDR).

    1.9.4 - main FWMF FOMOD got the same update as Lite previously. All map and background textures were upscaled for better quality and re-compressed to BC1 for less memory/disk usage, support of Seasons of Skyrim added to all packages as default, added support of UW screens (21:9) and higher FOVs, added Baka World Map FOV support (highly recommend it!), updated Water for ENB and Lux patches, added Community Shaders/Vanilla HDR patch, worldspace whitelist for marker flattening updated, max/min zooms for packages tuned, 2 background removed, 6 added.
    1.9.5 - added Olenveld support.

    1.9.6/7 - minor update: 1) added markers flattening support for "Sleepwalking..." and "DAc0da" maps to FWMF/FWMF Lite FOMODs, 2) added config for recently released Baka World Map Filter SKSE plugin, which I highly recommend for paper maps consistency. It prevents opening map menu in those tiny worldspaces in some landmass mods (Vigilant, DAc0da, Beyond Reach etc), they are small enough to not need any map for navigation, but you won't accidently see ugly low-poly 3D vanilla map. You still can use Minimap there.
  2. Caites
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    Framework FOMOD bundled with very few maps in it. You will most likely want to complement basic FWMF with standalone maps. Thumbnails and links to them are on the main page.
    Important!
    Please, before reporting an issue, provide load orders for mods and plugins. I will also need to know what options you have picked during FWMF FOMOD installation (Flat Map Markers version, whitelisted worldspaces, main package and patches). Worldspace/location where you experience issues may help too. I will delete posts written in "halp, nothing works" fashion. 

    Also before reporting triple check FWMF maps are dead last in your load order, wrong load order is the reason of reported issue in 99 cases out of 100 (including "purple map" issue).
  3. Azarilh
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    I don't understand why, my markers on the fantasy map are seriously misaligned. It used to work perfectly well, i don't know why but now it doesn't anymore. I tried to remove comap, all the extra maps, i reinstalled this mod, pushed it at the bottom, plugin included, nothing, still misaligned. This can't be due to the drawing, but i have no idea what else to try. My partner is having the exact same problem.

    I don't know how to get the plugins list (MO2). For this mod, i've installed the EVLAS patch, and installed all fantasy maps ( Skyrim + Solstheim + mods ).

    EDIT: Seems like the Traditional map (8K) works. Weird... I'll use that i guess.
    1. nopse
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      Thank you! The map icons are really much better aligned with Traditional map (8k), as with the original Miryahasu map.
    2. Azarilh
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      You're welcome.
  4. Jilvane
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    I'm encountering an odd issue with flickering only when I first open my local map.
    its hard to show because when I take a screenshot it doesnt show in the screenshot.

    what happens is

    1. open Local Map.
    2. the map flickers only on the top right and bottom left edges.
    3. swapping to global map removes the flickering.
    4. going back to local map removes the flickering.

    additionally, the borders of the Local Map (where you can see the world map behind) are extremely bright, but as above, everything reverts to normal when I toggle between Local>World>Local

    the options I selected in the FOMOD are

    Flat Map Markers version,
    whitelisted worldspaces,
    the main package and Lux generic patch and W4Enb Patch

    This happens with or without Bakas Map FOV mod and/or Local Map Upgrade
    Of course, opening the global/full map normally incurs no flickering, its exclusively with the local map.
    and of course, all FWMF plugins are at the bottom in the respective bottom load order.
    1. Caites
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      ok, but how exactly that related to FWMF? mod doesn't affect local map.
    2. Jilvane
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      Oh my bad I thought it might be tangentially related.
      In that case I'm stumped...
    3. Lo4us
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      have you solved this problem ?i got the same question
    4. willfeliperamos
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      Did you find any solution? I have EXACTLY the same problem.
  5. revenant8711
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    Overexposed
    

    Normal

    Hi guys, when i open my map at indoor the background of the map seems to be overexposed, i need to toggle the world map on and off then toggle the local map again to regain the right background, But when I'm outdoor it work completely fine. Does anyone know how to turn it off or is it even a glitch? 
    1. Caites
      Caites
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      your normal isn't normal, its overexposed already. most likely because you forgot to pick a lighting/overhaul patch in FWMF FOMOD. concerning additional exposure in interiors - do you have SoS installed?
    2. revenant8711
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      P.S I have took a screenshot for accurate description of the pictures and attached above, 

      Hi Pavelk, Thank you for replying. Currently I'm using this Nolvus(v5.2.3) with all attach mod installed with just nude mod option selected, Modlist https://www.nolvus.net/modlist. First I did reinstall the FWMF FOMOD v1.86 and select lighting/overhual patch which didn't work, I also deleted v1.86 and install v1.87 and selected vanilla option for NAT II & NAT III which doesn't work also. SoS is Schlongs of Skyrim? if it is yes.
    3. Caites
      Caites
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      yes, it is a bit overexposed (and darkened) in Nolvus (without a patch), suppose its a team choice to fit project gamma/flavor. NAT 2/3 doesn't require lighting/weather overhaul patch, only the first one. SoS is Seasons of Skyrim, I've got a few reports it may affect map lighting in interiors. that's the only reason of overexposure that comes to mind.
    4. willfeliperamos
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      I have the same problem as you, but with my own mod list, with fewer mods. And yes, I installed the weather patches provided by the FWMF fomod (I use NAT 3 + Cabbage ENB).
      Have you managed to find a solution?
      This is really bothering me.
  6. willfeliperamos
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    Hi! First of all, I just want to say that I understand this mod might not be the cause of the issue — it could actually be getting affected by something else.

    I'm posting here in hopes of finding some help or a possible solution. When I open the local map inside a dungeon, the background becomes extremely bright, like in the image I attached. This doesn't happen outside of dungeons.

  7. Nightcactus
    Nightcactus
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    I love the topographic map by Tim Cook but, do you have any idea why it says "compiled in 4E 203?" The game starts in the year 201.
    1. Caites
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      ask Timothy :)
  8. binarynova
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    Is it possible to install this manually? I play on Linux so I don't use any mod managers. Looking through this zip file (even the Lite version) is a nightmare. T_T
    1. Caites
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      totally possible, but you need to take a look at FOMOD on windows to check steps and order to reproduce it by copying content of respective folders. if you don't have mods requiring compatibility patches (WENB, LUX, RW2, Seasons, Community Shaders, EVLaS), you can just copy content of Flat Map Markers of your Skyrim version to Data, config file for it (choose one) and FWMF for Fantasy Paper Maps and that will give you flattened markers for chosen wordlspaces and basic paper map for mainland Skyrim.
    2. Azarilh
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      Forget about manual installation. Get Mod Organiser 2 on Linux with this simple tool: https://github.com/rockerbacon/modorganizer2-linux-installer

      I've been using it for a few months, it's perfect. Tho if you want to run FSR upscaler from Steam, it's gonna fullscreen the Mod Organiser 2 window in an annoying way, but it's no big deal.
    3. jeffragsdale
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      FWIW I used MO2 on Pop OS for over a year and no issues. It will make your modding life a million times easier and faster. :-)
  9. DarkorEve
    DarkorEve
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    Hello, new modder here.

    I have seen many people having an issue with this mod enabled that makes some water and Lod textures disappear in some regions. This is most likely an issue between Seasons of Skyrim(SoS) and FWMF.
    After several hours of researching (believe me, this sh#t took me hours) I was able to find a "fix".

    Here is what I did:

    Seasons of Skyrim implements, well, seasons (bruh) to set up different Lod terrains for the game. This mod IS COMPATIBLE with those seasons without having to select the plugin on the FOMOD (some previous versions had it), but make sure that you select your other mods in use (Lux, Water for ENB, EVLaS [This one was causing issues for me as well so I did not select this addon]). As default, the game will load "tamriel.32.0.0.btr" as default Lod for map, and depending on your current Season it could use "tamriel.32.0.0.*Season abreviation*.btr" (i.e. tamriel.32.0.0.SUM.btr for Summer, tamriel.32.0.0.SPR.btr for Spring, etc.)

    * In the description of this mod, author says it is compatible as long as you generate lods with xLODGen selecting the option for Seasons btw
    * I did it multiple times, but somehow it was not working for me, so I started investigating further on this, although this might not be the proper way to "fix" this "issue", it worked for me:

    1. Install the Mod normally as you would, and then go to "\meshes\terrain\tamriel" and you will find here the LOD files for each Season (SPR,SUM,WIN,AUT).
    2. Delete ONLY the SUM Lod file ("tamriel.32.0.0.SUM.btr"), and do the same for every map pack that you have installed that uses a specific Lod for Summer (It will contain SUM on the name, and I found that Dayspring Canyon maps also contain the file).
    3. Open you Overwrite folder (If you using MO2), and delete "Seasons" archive (it will be auto generated back, dont worry)
    - Once you delete it, load the game and try again (I made a new save to test, but it should work on existing saves as well). You should have your textures back where they belong now.

    SoS Summer uses the default season Lod. FWMF provides a "Summer" mesh, so somehow SoS expects to match all Summer Lod meshes, but they are missing, therefore you get the invisible water/terrain. I don't know how exactly it works because I am not an expert on this, sorry.

    It should work when you manually build new Lod meshes with xLODGen because it creates the missing SUM meshes when you follow the instructions from Caites, but somehow it was not working for me (and looks like it didn't for some other people as well).
    This makes it so there is no need to run xLODGen or Dyndolod, but I still recommend to run new Lods for your load order since it can resolve other missing meshes that appear too far away.

    I hope this helps those who were asking for this with no fix anywhere, and let me know if it works for you. Im not native English speaker, sorry if I made grammatical errors.

    PS: Love the maps, that's why I tried so hard to fix this because this mod is now a must-have for me :)
  10. devpieron
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    If using community shaders and the map is too bright setting "Eye adapt strength" to 1.0 and brightness to 0.8 in FWMF ImageSpace (ISWorldMapWeatherFWMF) worked for me.
    1. Caites
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      there is patch for CS in FWMF FOMOD. but if it still too bright for you, then sure, feel free to tune imagespace to your needs.
  11. Jaquavyus
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    It says the EVLaS patch has not been fully tested, but 600,000+ unique people have downloaded this mod by now. Is that patch working? If it causes issues, are they minor or CTD?

    As a noob, I'm so confused as to why a map mod affects a lighting mod in the first place lol.

    I really want to use this mod! But I also don't want to remove EVLaS.

    If anyone sees this and knows if the EVLaS patch works reasonably well, let me know! :)

    (Also, I've generated my own underside with DynDOLOD if that matters. I barely even know what that means lol, but I did it using instructions.)
    1. Caites
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      I haven't heard about any issues with EVLaS beside cases when people installed underside. there is no need to do that, underside for Skyrim already included in patch in FWMF FOMOD.
    2. Jaquavyus
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      Thanks! Using the mod rn and it looks great!

      So should I not generate my own underside with DynDOLOD then and just use the one included in the FWMF FOMOD?
  12. kiondc
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    Hello, Good Sir
    First of all, thank you for your mod, can't play without it - I am highly alergic to 3d maps
     
    So...
    I want to try to make satellite based maps for all smaller world spaces (cairn, vale etc) and some mods - (falsaakar, wyrmtooth and cowl) (tons of work i know, but i just finished balancing ALL items in game, and filtering ALL textures from 3 texture packs, so i think i can manage :D)
    So i will have a consistent looking maps across all worldspaces. Can you help we with aligning? I mean i need "how to" advice, and i ll do it my self.  Did you make any help about how to add ws and add maps to it, couldn't find anything (but maybe i am just blind).
    P.S. I am working on edit of skyrim sat map in photoshop, so it will look "painted"... kinda informative and lore friendly at the same time, maybe i ll make maps in this fashion
    Thank you in advance.
    1. Caites
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      you asking a wrong person. satellite map tiles were made by UESP team, I just compiled FWMF compatible texture with imagemagick. aligning isn't a problem since all worldspaces have already calibrated meshes, you can get any existent map and use its mesh as underlayer to align yours.
    2. kiondc
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      well, you gave me the exact info i needed, so i ll just go for it :D thank you