I love this mod, pls make a mod that focused on the anniversary edition version, it comes with some mods that leave visible places on the map even without you having gone there, from what I saw there are four places in total, if you make a patch or another mod only for this version i will be grateful
Just found this. It's a small mod but something I really needed lol. I got several mods, such as darkend and companion valfar, that add markers right from the get go which is annoying and unimmersive. Thanks for putting this up!
I love the complete explanation on how to "do it yourself" on the main page. I don't think I have any mod-added markers but I love this concept and how you've helped the community that I gave you a kudos. God bless.
This mod deserves praise, really, cannot thank you enough!
It's so small but so great change at the same time, feels like a new sense of discovery (expecially when you forgot about stuff you installed) I got tricked about locations I thought there were vanilla, then only later realized they were mods.
I'm happy I'm not the only one appreciating that feeling :)
Next I'm gonna find out how to make free houses buyable (should be easy), upload some patches and tell you how to do that. Not sure when tho, I'm in the middle of building my new modlist, finishing my first proper mod that gives every farmhouse based town a distinct look, maybe coming back to my unpublished tree overhaul thats still very very WIP and caring for the modpages -_-
Thank you! I have been looking for this for a year! :)
I tried to follow your guide to hide 3 locations that are not on the list (unfortunately I am terrible and cannot figure out how to do it :( )
Eventually do you think you plan to add them in the future? I talk about theese 3: Breezehome Basement https://www.nexusmods.com/skyrimspecialedition/mods/18958?tab=description ( it's a problem with Open Cities because it fast travel on an Empty clone of Whiterun :/ ) Blackthorn (Buildable town in the rift) https://www.nexusmods.com/skyrimspecialedition/mods/2242 (you cannot fast travel but you can see it on the map at the start) And last Waterview in Bruma https://www.nexusmods.com/skyrimspecialedition/mods/12537
Even if they are out of your plans, thank you for this mod, I will start a new game thanks to this! :)
1) I don't have OCS installed right now but that sounds like a general issue with Breezehome Basement, not with your patching. Open Cities works by cloning the entire separated Whiterun cell out into the wilds. So basically, with OCS there are two versions of Whiterun. All mods that take place in Whiterun and that don't have a patch will still be in that old cell so even if you managed to patch fasttraveling there you couldn't get into the modded interior the regular way. I'm not experienced with patching OCS as I haven't had it installed for ages, sorry. I have an idea how to do it but that'd be a bit difficult to explain if you're not that experienced.
2) Check the files section
3) Check the description - I'm sure you'll be able to patch that one for yourself, I've expanded the guide a bit :)
Hi! I did not notice it was so descriptive last time, strange!
Thank you! I will follow the guide and try to do it myself :) I can pass you the fixes if I succeed (hoping that I will not blow up my skyrim of course! :P )
Will report back boss! >;3
---- Edit: Asking for a little suggestion: Breezehome basement adds a marker inside the original Whiterun, the "problem" with Open Cities is because the original Whiterun (the closed one) is used in the Civil War so it's accessible, but empty in the rest of the game.
So I think to make it compatible with open cities I must disable the marker altogether correct?
Haha yeah, strange. That's because I added that descriptive section after your post :)
After seeing there is an Enhanced Solitude/LotD/OCS patch Im thinking of using OCS myself again, Id have to look at stuff in xEdit tho to give you a proper answer. Maybe try the xEdit or Nexus Discord if you dont wanna wait till I figured it out myself, people are super helpful in those ;)
I tried to remove the marker in breezehome basement, and failed. :/
Anyway the guide you made is good, I managed to create the patch, it just doesn't seem to do anything (but at least I didn't blow up my game, that's already a success for me :) )
Possibly I am missing a step because I use Vortex and cannot find the override function. By the way in case I want to completely delete the marker what should I do? Selecting remove on the object is it enough?
Override is just a folder in MO2 where all the output from mods (logs, character presets,...) and tools (xEdit, DynDOLOD,...) ends up. I'm sure Vortex got something similar but I really don't know. You could just create your patch and then check Vortex after you exit xEdit, maybe it pops up somewhere in the program. If you don't find it there maybe check Vortex' folders, it has to end up somewhere :)
Do not remove the object with remove. That doesn't work in a patch, you could only remove it from the original plugin and that's not very convenient as mentioned in the guide.
If you want something (like that map marker) to entirely disappear from the game you still do steps 1) to 8) of my guide. After that you got a copy of that map marker record in your own plugin. You can see both on the right side of xEdit looking identical. But instead of editing the 'FNAM - Map Flags' line you edit the 'Record Flags' one right at the top and set it from nothing to 'Initially Disabled'. By doing that you're basically deleting the object from the game. After that you continue with 10) or 11) and save your new patch.
You can do this with all kinds of objects like trees, posts, rocks... basically everything that is placed somewhere in the game world. But make sure to not edit the original plugin, else you won't be able to update it ever again without losing your changes. Good luck :)
There you go, check the files section. Works both for the original mod and that navmesh fix one. While I was at it Ive cleaned them (137 ITMs, holy f) and fixed those 10 respectively 11 deleted navmeshes, you can find them over there: https://www.nexusmods.com/skyrimspecialedition/mods/32332
23 comments
It's so small but so great change at the same time, feels like a new sense of discovery (expecially when you forgot about stuff you installed) I got tricked about locations I thought there were vanilla, then only later realized they were mods.
Thanks again! :)
Next I'm gonna find out how to make free houses buyable (should be easy), upload some patches and tell you how to do that. Not sure when tho, I'm in the middle of building my new modlist, finishing my first proper mod that gives every farmhouse based town a distinct look, maybe coming back to my unpublished tree overhaul thats still very very WIP and caring for the modpages -_-
Thank you! I have been looking for this for a year! :)
I tried to follow your guide to hide 3 locations that are not on the list (unfortunately I am terrible and cannot figure out how to do it :( )
Eventually do you think you plan to add them in the future?
I talk about theese 3:
Breezehome Basement https://www.nexusmods.com/skyrimspecialedition/mods/18958?tab=description ( it's a problem with Open Cities because it fast travel on an Empty clone of Whiterun :/ )
Blackthorn (Buildable town in the rift) https://www.nexusmods.com/skyrimspecialedition/mods/2242 (you cannot fast travel but you can see it on the map at the start)
And last Waterview in Bruma https://www.nexusmods.com/skyrimspecialedition/mods/12537
Even if they are out of your plans, thank you for this mod, I will start a new game thanks to this! :)
1) I don't have OCS installed right now but that sounds like a general issue with Breezehome Basement, not with your patching. Open Cities works by cloning the entire separated Whiterun cell out into the wilds. So basically, with OCS there are two versions of Whiterun. All mods that take place in Whiterun and that don't have a patch will still be in that old cell so even if you managed to patch fasttraveling there you couldn't get into the modded interior the regular way. I'm not experienced with patching OCS as I haven't had it installed for ages, sorry. I have an idea how to do it but that'd be a bit difficult to explain if you're not that experienced.
2) Check the files section
3) Check the description - I'm sure you'll be able to patch that one for yourself, I've expanded the guide a bit :)
Have a nice one
I did not notice it was so descriptive last time, strange!
Thank you! I will follow the guide and try to do it myself :)
I can pass you the fixes if I succeed (hoping that I will not blow up my skyrim of course! :P )
Will report back boss! >;3
----
Edit:
Asking for a little suggestion: Breezehome basement adds a marker inside the original Whiterun, the "problem" with Open Cities is because the original Whiterun (the closed one) is used in the Civil War so it's accessible, but empty in the rest of the game.
So I think to make it compatible with open cities I must disable the marker altogether correct?
Thank you!
After seeing there is an Enhanced Solitude/LotD/OCS patch Im thinking of using OCS myself again, Id have to look at stuff in xEdit tho to give you a proper answer. Maybe try the xEdit or Nexus Discord if you dont wanna wait till I figured it out myself, people are super helpful in those ;)
I tried to remove the marker in breezehome basement, and failed. :/
Anyway the guide you made is good, I managed to create the patch, it just doesn't seem to do anything (but at least I didn't blow up my game, that's already a success for me :) )
Possibly I am missing a step because I use Vortex and cannot find the override function.
By the way in case I want to completely delete the marker what should I do? Selecting remove on the object is it enough?
Thank you!
Do not remove the object with remove. That doesn't work in a patch, you could only remove it from the original plugin and that's not very convenient as mentioned in the guide.
If you want something (like that map marker) to entirely disappear from the game you still do steps 1) to 8) of my guide. After that you got a copy of that map marker record in your own plugin. You can see both on the right side of xEdit looking identical. But instead of editing the 'FNAM - Map Flags' line you edit the 'Record Flags' one right at the top and set it from nothing to 'Initially Disabled'. By doing that you're basically deleting the object from the game. After that you continue with 10) or 11) and save your new patch.
You can do this with all kinds of objects like trees, posts, rocks... basically everything that is placed somewhere in the game world. But make sure to not edit the original plugin, else you won't be able to update it ever again without losing your changes. Good luck :)
Looks like I will have something to try this weekend! :)
I will get back to tell you if I managed :)
Thank you! No more Ghost town travel :)
Thanks a lot :3