Skyrim Special Edition

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AndrealphusVIII

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AndrealphusVIII

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About this mod

This mod restricts using the map menu. You will need to have a physical map equipped in order to open the map menu.

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Description

It always bothered me that I was able to open a map, without having a physical map. So I decided to take it one step further and integrate maps into the world, in order to be able to open the map menu.

With this mod, each map will be an equippable item. (shield slot) By default, this mod will block you from open the map menu. But when you have the relevant map equipped, you will once again be able to open the map menu.

This mod contains maps for Skyrim and Solstheim. For other worldspaces, please check out my patches here.

Where to find these maps

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There are several options for that:
  • Soldiers (both the Stormcloaks, and Imperials will sometimes carry them.) The higher officers have a slightly higher chance of carrying them.
  • Bandits may also carry a map.
  • General stores. Good ol' Belethor could have some lying around.
  • Court wizards sometimes sell them.
  • The East Empire Company vendor at Solitude has some for sale.
  • Three vanilla NPCs, which now function as map sellers for common and uncommon maps. These three are Captain Wayfinder, Gjalund Salt-Sage and Tharstan.
  • For the more rare maps, you might need to visit Urag in the College of Winterhold.



Degradation System

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From version 2.0, there's a new optional degradation system. To disable (or re-enable it), check the "Debug Console Commands" section.

How it works:

Each map will come in 5 ranks of degradation state. When it reaches rank 0, the map will be destroyed beyond repair.

  • Rank 5: Pristine
  • Rank 4: Chipped
  • Rank 3: Worn
  • Rank 2: Fractured
  • Rank 1: Tattered


Maps can be repaired at Tanning Racks, by using charcoal (1 rank), or a quill and inkwell (2 ranks). The higher the rank, the more materials you'll need to repair it.

In addition: There are 2 enchantments that decrease the degradation rate:

  • Durable: half degradation rate.
  • Indestructable: one fourth of degradation rate.


Note: repairing a self-enchanted map will remove the enchantment. This is an engine limitation, unfortunately. So, it's recommended to fully repair prior to enchanting.

Degrading one rank might occur in the following situations:

  • When opening the map menu, while having a map equipped and swimming or in combat: 72% (unench), 36% (durable), 18% (indestructable).
  • When opening the map menu, while having a map equipped and being outside and it's raining: 40% (unench), 20% (durable), 10% (indestructable).
  • When opening the map menu, while having a map equipped and being outside and it's snowing: 32% (unench), 16% (durable), 8% (indestructable).
  • When opening the map menu, while having a map equipped and being outside and it's NOT raining or snowing: 8% (unench), 4% (durable), 2% (indestructable).
  • When opening the map menu, while having a map equipped and being in interior, namely a cave or dungeon (aka "dangerous" interior.): 12% (unench), 6% (durable), 3% (indestructable).
  • When opening the map menu, while having a map equipped and being in interior, but NOT in a cave or dungeon (aka "safe" interior.): 4% (unench), 2% (durable), 1% (indestructable).
  • When shieldbashing with the map: 88% (unench), 44% (durable), 22% (indestructable).
  • When being hit in combat, and having a map equipped: 80% (unench), 40% (durable), 20% (indestructable).
  • When being hit in combat, and blocking with the map: 92% (unench), 46% (durable), 23% (indestructable).




Debug Console Commands

Globally turning on/off map reqs.

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To bypass the map requirements for opening maps, (Either for testing purposes, or cheating.) you can use the following console command: (This applies for all maps, including the ones in the patches.)


set mapreqsdisabled to X


If set to 1, the map reqs are disabled. If set to 0, the map reqs are enabled. (default 0)


Toggling equiping requirement

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You can toggle between "needing to have a map equipped" and "needing to have a map in your inventory" by using this console commands: (This applies for all maps, including the ones in the patches.)


set MapEquipmentReqEnabled to X


If set to 1, you need to equip a map in order to open the map menu. If set to 0, you need to have the map in your inventory in order to open the map. (default 1)
If you want to disable this, you can also use the optional file "Helps To Have A Map - No Equipment Reqs".



Toggling degradation system

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You can toggle the degradation system by using this console commands: (This applies for all maps, including the ones in the patches.)


set MapDegradationDisabled to X


If set to 0, maps will degrade. If set to 1, maps won't degrade. (default 0)


Customizing degradation rates

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You can set specific degradation rates by using these console commands: (This applies for all maps, including the ones in the patches.)

This controls the rate a map will degrade, when opening the map menu, while having a map equipped and swimming or in combat, default is 72:

set DegradeRateMapSwimCombat to X


This controls the rate a map will degrade, when opening the map menu, while having a map equipped and being outside and it's raining, default is 40:

set DegradeRateMapExteriorRain to X


This controls the rate a map will degrade, when opening the map menu, while having a map equipped and being outside and it's snowing, default is 32:

set DegradeRateMapExteriorSnow to X


This controls the rate a map will degrade, when opening the map menu, while having a map equipped and being outside and it's NOT raining or snowing, default is 8:

set DegradeRateMapExteriorOther to X


This controls the rate a map will degrade, when opening the map menu, while having a map equipped and being in interior, namely a cave or dungeon (aka "dangerous" interior.) , default is 12:

set DegradeRateMapInteriorDangerous to X


This controls the rate a map will degrade, when opening the map menu, while having a map equipped and being in interior, but NOT in a cave or dungeon (aka "safe" interior.), default is 4:

set DegradeRateMapInteriorSafe to X


This controls the rate a map will degrade, when shieldbashing with the map, default is 88:

set DegradeRateMapShieldBash to X
(Note: If you set MapEquipmentReqEnabled to 0, maps won't degrade by this.)

This controls the rate a map will degrade, when being hit in combat, and having a map equipped, default is 80:

set DegradeRateMapCombatHit to X
(Note: If you set MapEquipmentReqEnabled to 0, maps won't degrade by this.)

This controls the rate a map will degrade, when being hit in combat, and blocking with the map, default is 92:

set DegradeRateMapCombatHitBlock to X
(Note: If you set MapEquipmentReqEnabled to 0, maps won't degrade by this.)

Whereas X is the rate you want to set it to. (between 0 and 100).


Debugging unmapped locations

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When you happen to be in area, you do have a map equipped for, but the mod keeps telling "You don't have a map of this place equipped.", you can use this console command:


set PlayerIsInMappedLocation_GLOB to 1


Or through the bat file, from the optional download:


bat MapThis




FAQ

Q: Could you make a seperate version that doesn't add the degradation or the requirement to equipping the maps?
A: You can turn off degradation by using the console commands mentioned in the debug console commands section of the description. The earlier versions of this mod didn't have the equipment requirements, but these weren't impactful enough (once you had the map, you never had to think about it again.) For that reason, I added the equipping and degradation systems. I have no plans of going back to the early approach. -> You can now also toggle the equipping requirements mentioned in the debug console commands.

Q: Can you give each hold in Skyrim its own map?
A: No, as that would require each hold to have its own worldspace. The general rule of thumb is: 1 map per worldspace. Since all the holds share one worldspace, they cannot have seperate maps. However, if a mod is released that gives each hold its own worldspace, I'll consider a patch.

Q: ESPFE?
A: Yes.

Q: I can't find the maps anywhere./General stores don't seem to sell them.
A: General stores only sell them very rarely. There might be a mod in your load order overwriting my changes to their shop inventory.
A more consistent way to buy them is to visit Captain Wayfinder in Dawnstar, Captain Gjalund in Windhelm/Raven Rock, Urag in the College of Winterhold, or Tharstan in the Skaal Village. If they don't have shop dialogue, you have a mod in your load order that is overwriting my changes to them and need to look into conflict resolution.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.