Skyrim Special Edition

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David Richard

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avidichard

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  1. avidichard
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    Update specific details
    v2.1.2 (Fix)
    • Lights are supposed to be turned on during night time and turned off during daytime to avoid over-exposure but I forgot to release the script that does this. That's the only difference, nothing else is new. I found out this error when uploading this mod on Bethesda's website today.

    v2.1.1 (Patch)
    • Removed all edits of Editor IDs. Everything is back to Vanilla Editor IDs.
    • Renumbered all FormIDs
    • Recompressed and ESL-ified the ESP properly with no errors
  2. jen8047
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    Thank you for this mod. I am dislexic and hate to alt tab just to try and remember were that town was on the map in other game lol.
    Now i will not need to alt tab so many time a day rofl.
    1. avidichard
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      Well, thanks a whole lot for taking time to drop by your comment. Me it was not the Alt-Tabing, it was the constanmt need to turn on the light, get up, check the wall, sit back, stand up again (forgot to turn off the light), sit back down, stand up (forgot where it was, need to check again), check computer screen (forgot what the name was again), check the map, turn off the light (won't do the same mistake twice), sit down...Gosh...I need to pee....Drove me nuts so I'm happy you like this, we all have our struggles. Please DO enjoy your play time!!!
  3. capronjoshua
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    I've been looking for a mod that would simply add a search engine to your map so you can look up discovered locations and find them that way (it becomes hard to find anywhere specific once you reach late game and your overworld map is filled with clusters and clusters of map markers). So far, this is the closest I can find that fulfills that utility. Am I correct in assuming that I can do this using this mod? Or is there a different mod more catered towards that function that anybody knows about?
    1. avidichard
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      Well, this map is made to be used like a real world old style map. Seek up in the index, check on the map and you can try to position yourself using surrounding place names in your Skyrim map. It would be difficult to add a typable, searchable GUI to position you directly on the map. I use a controller on PC and never use the keyboard so having a simple visual aide like this map helps me a lot.

      I understand that the map is cluttered with lots of stuff but if you seek a place, you can help yourself in orientation with the position AND surrounding location names to help you position a marker and then search the surrounding when you are there. But typable and searchable keys and maps, I do not know of a mod that does this but seeing that the key is alphabetically ordered, you should be able to fullfill a good part of your needs with this map. Of course, this is Vanilla only and does not add the Creation Club contents or other popular DLC sized mods.

      But I open permissions for whoever would like to add to this map with proper credits and link to this mod.

      I hope this answers your question.
    2. capronjoshua
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      It does answer my question. I play using controller too, but still must use the keyboard for things like Console Commands or anytime I have to name characters, enchanted items, etc. So I feel you. Thank you for your response! I appreciate how detailed and helpful it was for me. I will further consider using this mod.
  4. OketoKing
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    if you can only view maps  on traveling sign post and in taverns, then  Wow game gets crazy hard... people would actually have to play with a compass and guess the distance they walked before getting distracted.

    Breaking into hidden houses and cabins hoping they have a map on the wall!

    Talking to ncp for direction would be life changing.
    1. avidichard
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      The way I positioned these maps were made to be as compatible as possible. Adding maps to taverns and inns or other NPC houses would require this mod to need patches for other mods changing these locations. I DO love your idea though and something interesting could come from it. This mod has been designed at first to be the most compatible it can be. As you have seen, there needed to be a patch for a mod just by adding an extra spell to the list for vendors to sell so imagine adding maps in houses and other indoor locations, many mods may require patches after modding these locations.

      The maps in other houses and locations could actually mark an "X" to show the player where they are instead of searching uselessly on the map a bit like the maps in big malls in some countries where they state "You are here" with a big dot.

      Nice comment, I think there's some food for thought there. Thanks for dropping by
  5. Abbraaxus
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    If I had an option to install just the Conjurable Map it would be wonderful. A map like that, that I can make appear and disappear at will.
    Ahh. Delightful.

    But I couldn't take the chance of installing it as it is, as several of the locations where you've placed the permanent maps are already modded in my game (er, three, maybe four of them - have to double-check - I have a very heavily modded game). I feel sure that I am not the only one who has at least one of those spots modded - so the option to not install them, either AIO or preferably, individually, would be HUGE!

    I'll keep a hopeful eye on this page...  
    1. avidichard
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      I would really love to know which locations are modded and which mods are being used at these places because I really did everything to avoid any vanilla interactions, places were setup OUTSIDE any vanilla activities. And the areas were put at a certain distance of the major cities to make sure to not overwrite other major city overhauls.

      Would you be so kind to load this mod at the end of your load order and run your game. Then travel to the map locations and maybe supply me a screenshot of how these locations look and explain briefly what they overwrite. Once that is done, you can load a previous save that was played WITHOUT this mod once you removed the ESP file or disable this mod in your mod manager.

      As for a conjurable only file, I'll have a look at that because it requires me to do a completely new ESP file. I'll have this idea in the brainwash machine. But I really would love to know where are the locations that are in conflict and if this mod may even cause a CTD with your modded game. I need more details if you can, that would help me out. In the meanwhile, I'll see if I can create a conjurable only version.

      Thank you for your comment and suggestion. It's noted!

      **edit**: This mod DOES NOT overwrite any meshes or textures so it should not break any saved game as long as you remove the ESP file from your DATA folder and load a previous save that was done before enabling this mod, you should not break anything. All meshes and textures are inside a custom drmods folder which is unused and all file names should be unique to World Map.
    2. Abbraaxus
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      Copy that. I can do that. However, it will take me... probably about a week or so. RL is busy, and my character is kind of busy right now - need some playing time to extricate myself and get back to town. I only do mid-game installs or updates when in a player home, because I always use Save Cleaner - CTD Fix and Cell Reset, alongside ReSaver, to make sure saves are kept clean (it works wonders!) Need to be in a small, safe, interior space for that.

      I can tell you right now that the first worry that immediately caught my eye when I checked out your images, is the potential conflict with Lakeview. Manor - As It Should Be. Although I am level 45, I have not actually been there yet (true of several of those spots.) But it's a pretty big mod, and I do have the exterior modules installed. I'll make it the first I check.
      EDIT: Oh, also Bleak falls barrow - Revisited.

      By next weekend you should hear back from me. 
    3. Abbraaxus
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      I guess I should explain that I have 1152 mods. I am playing a "wandering adventurer" game - no great drive to tackle main quest or civil war, although I will get to everything eventually as I come upon things. So I wanted a wild, dangerous, world where there's something everywhere.

      It took a very long time and a lot of work to get my very full and busy world working smoothly - but it is, astonishingly so. However, this also means that I must follow the procedure in my above post or any new install will crash my game. It's simply too complex to just dump something in - even for a tryout. So yah, a week or so. But I'll do it...
    4. Abbraaxus
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      So I just installed it, and opened it up in SSEEdit, intending to run a Conflict Filter and see what comes up - won't be opening up a Save with it until I get to a player home. This, however, I can do now. But upon loading, the following has appeared: World Map esl Issues

      It seems your eslification went out-of-bounds.
      Okay, I've run a Script to check, and it appears that this plugin needs the FormID's to be Compacted before eslification. Otherwise, no matter what, it was going to start causing CTD's, corrupting, and eventually breaking Saves over the long-term.
      Right now as long as it is in use it is slowly corrupting every Save made with it.

      THIS  MEANS THAT ANYONE WHO HAS ALREADY USED THE PREVIOUS, IMPROPERLY ESLIFIED PLUGIN, MUST MAKE A CLEAN SAVE, AND BE SURE OF IT, BEFORE UPDATING, OR THE CORRECTED ONE WILL BREAK THE SAVE AS SURELY AS THE PRESENT ONE. Quicker, too.
      Save Cleaner - CTD Fix and Cell Reset is highly recommended after updating in such a situation. For everyone.

      I removed the esl Flag, compacted the FormID's, ran the script and checked it again - all good this time - and re-enabled the esl Flag.
      Opened it back up in SSEEdit - and it's clean and happy now.

      Spoiler:  
      Show
      Sorry that this post so loudly proclaims - but this particular issue - eslifying without compacting FormID's when required, and replacing a plugin with the same thing with FormID's Compacted, it's a game-killer. It'll break every Save until properly corrected. Again, my apologies.

      Conflict Filter with 1152 mods next. This will take awhile. I'll put a new post below this when it's done.

      NOTE: If there are questions or confusion about eslification, I wrote a short article about it which another mod author Stickied at the top of his Posts page. You can check it out here:  Unofficial Project AHO - Bugfix and Improvement Patch
    5. Abbraaxus
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      Okay. That went pretty quick. I must note that I have found in the past a number of conflicts that never appeared in such a check. Examples: CTD's near crowds - turned out to be an NPC FaceTint mod with an NPC Encounters mod - but nothing ever showed up in a Conflict Filter. Also when approaching certain creatures, or when certain creatures crossed some modded boundaries. Those too never showed up - I had to track them down - a creature mod with my Custom Race was one which I was able to patch myself, and a different creature mod that had problems with some modded territories - had to remove it. Same with The Ordinary Women and pretty much any city overhauls - random CTD's, but no conflict shown. Had to remove that too. Also, some conflicts shown are really never a problem.
      Enough examples - just saying I'm still gonna have to go check the spots with my character.

      Meantime, here's what I've got:
      Spoiler:  
      Show
      I have CELL: Location Flag Conflicts showing for:
      3DNPC
      Cutting Room Floor
      Immersive College of Winterhold
      Mister B's Unique Loot Series
      Snazzy Furniture and Clutter Overhaul
      SFCO - Immersive College of Winterhold Patch
      Relighting Skyrim
      Amulets of Skyrim
      Double Beds Are For Two People
      Legacy of the Dragonborn - Immersive College of Winterhold Patch

      CELL: Fog and Water Conflicts showing for:
      Remove Interior Fog
      SSE Thieves' Guild Headquarters Overhaul
      SSE Thieves' Guild Headquarters Overhaul - Open Cities Patch
      Blacksmith Forge Water Patch (I could try re-running the script with your mod installed for that one)
      Mannequins Improved (also a script; but this means the conflict is with a mod whose mannequins have been improved by the script)

      In WORLDSPACE there are a load of minor conflicts, with a long list of mods, that can be resolved by the Rule of One - simply moving your plugin higher up the load order. Probably not much to worry about re: CTD's, but it might cause some of your maps to be overwritten, either partially or fully, making some weirdness at the spots. If you want that whole long list before I've actually visited the maps, then let me know. But many of these may turn out to be "If it ain't broke don't fix it" types of situations. Not every conflict is a problem - or even bad or wrong.

      There is one XCLR: Region Conflict with Unique Region Names Extended. I think simply moving your plugin above it should solve that too - but a) that can only affect what place name appears when you arrive at a map, and b) I'm done for tonight (Hooray! He's shutting up!)


      There's a start for you. Sorry to have inundated you like this.
      The rest will take the week or so that I said it would. 
    6. avidichard
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      Well, that's a lot of stuff to read. But I found a mistake and I will correct it. Indeed, CreationKit error. It edits the ESL flagged mod but it does not resolve possible errors. I ran SSEEdit once more, disabled the ESL flag, recompressed FormIDs and re-enabled the ESL flag and I got an error for the shack near whistling mines. So I will immediately take a look at this and try to resolve this issue.

      As for the Lakeview Manor mods, the area that I changed is on the other side of a mountain where there's less chance of people modding at that place because it's pretty far from the manor and also requires to mod the mountain itself for modders which is dangerously close to a Talos Statue. But again, I do not have heavy overhaul mods exactly because of compatibility issues.

      As for Bleakfalls Barrow, it's just a conjuration book I added near a stone door handle at the end of the dungeon so unless someone else adds something near that hand;e at the exact location of the book, there's nothing else that should interfere.

      As for the Thieves Guild, same story as Bleak Falls Barrow, just a book added in the cell, nothing more.

      I did indeed rename some editor IDs, notably Wilderness references. It was for easy of use in CreationKit but I'll see if I can simply rename the editor IDs back to their original names since some mods maybe changing these.

      I'll have a look at the rest of what you said and probably try to rename the form IDs. It may break some game saves but, I'll test it out on my end.

      Your comments have indeed beeen very instructive. I may add more to this but at least, I have a few things to look at and it's not 3D positionning anything so I feel a bit better playing arround SSEEdit for those types of fixes. My nightmare is 3D positioning objects, anything else is just easy for me but 3D is my black beast. This mod is one of the greatest challenges I had up to date. I'll keep you updated and possible update my files too if needed.
    7. Abbraaxus
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    8. Abbraaxus
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      Hmm. Since you found an error after Compacting FormID's, I have deleted the link to the one I made, in an above post.
      I'll keep an eye on this page, and when your updated file is available, I'll do the promised inspection of the maps with all mods active.

      Re: Lotta stuff to read.... Yah. Unexpectedness happened.
      Sorry. One of those nights, couldn't sleep, wasn't into playing, and er... you kinda asked, although I know I asked first...
    9. avidichard
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      I PM you with a test ESP file. I'll probably post this patch pretty soon. I just have a few tests to do on my side but the patch seems to work well now. I just had to rediscover all my maps again. It's just good to see good people willing to help instead of criticizing so consatructive comments are always appreciated. User experience is also nice to read too and gives ideas.

      **edit**: No need for the ESP file I PM'd, it's the same as the v2.1.1 update I posted here now. I did a few more tests and used SSE edit to edit the light brightness for the LowLight version which made things a lot more simple for me than navigating through CreationKit and I'm sure to keep the same IDs.
    10. avidichard
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      Just to let you know that I am working on an addon extension to add a summonable unique World Map Wall. I said addon but I am also going to make it independant. So people can have both or just 1. Those wanting a conjured wall only and those wanting both, the locations and a conjured wall. Here are a few things to keep your mouth watering a bit :P

      Since the new spell will be an addition to the current one, I chose to go with some more usefullness to this wall.

      • This will be an additional adept spell to conjure a Fortified World Map wall (DONE)
      • The wall will be much more resistant (permitting you to use it as a physical shield between you and ennemies such as dragon breaths) (DONE)
      • This wall will also be lit so no need to light it up with a torch or Candlelight spell (*?&*!#@ getting crazy figuring this one out)
      • No books will be put in the physical world to keep it most compatible with other mods so I will put this book available in seller inventories. (DONE but crossing my fingers for compatibility)

      I still want to keep it simple so I would push too much on furthor additions. After all, this was supposed to be just a simple World Map availability mod LOL. I did not expect it to go this far. I think that with v2.1.2, the base of this mod is pretty much done. 6 places with a unique world map display and 1 cheap conjuration spell for a World Map anywhere you go. I also love the little backstory of each location of the spell books.
    11. Abbraaxus
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      Wow! I've been busy for a couple of days - and I come back to find that you certainly have too!
      Downloading forthwith. Let me know if you still want me to do any testing - it would certainly be the least I can do...

      Just checking in right now because I had "disappeared" after offering my help - will hopefully get to play either tonight or tomorrow night - and then probably no more than a couple of hours playing time to get back to a player home and install, if still needed. Otherwise, I can still wait for the "separated" version - tho' again, I don't mind installing the physical maps for test purposes if it's still needed.

      Much excitement!!
      Kudos! 
    12. avidichard
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      I've done absolutely everything. But the lighting of the map is my extreme hassle right now. I have no idea how to implement a light on both sides of the wall. I'm struggling in NifScope to find a way to add a directional light but I have failed absolutely everything up to now. I have searched Google for that too, nothing either. It's as if noone has ever attempted to add light within nifscope. I'm also trying to see if while casting, I can actually cast 2 light objects at the same time. I'm checking every possibility.

      Just for the summonable Map Wall, I had to create an actor, REALLY. The game does not simple summon an object, it has to summon an actor. As it turns out, it's helpfull since it can be use to be a target for ennemies making them attack the wall instead. So I think this is pretty cool. But this light is just a huge problem and the last thing I am trying to get implemented since the last 2 days.

      I's really use some help to add such lighting. I also struggled with adding this spell to the merchants because I cannot just add a container and link it to the merchant group. Nope, I have to manually edit a Vanilla Leveled Item List to add this spell tome. So I cross my fingers that doing this may keep this spell compatible with other mods. Or else, I already see the huge list of needed patches for several magic mods. If it would have not been about that freakin' light, this would have been ready 2 days ago.
    13. Abbraaxus
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      Copy that! I empathize - I do. In real life, I am actually a Theatre and Film Lighting Designer. I understand better than most what it's like when light doesn't behave the way we need it to - and how vital it suddenly becomes. But this aspect of lighting - utterly helpless.

      Re: the Level List issue - from my reading online in recent months, it seems like Spell Perk Item Distributor (SPID) might be the patch-less solution.
      It seems to be doing so for a whole host of mods. As regards its implementation - I know nothing. But all things being equal, it might turn out to be the easier solution.

      Alternatively, unless the demand is huge, you could give up separating the portable and fixed maps as a bad deal. It may be - I don't know enough to know, of course. All I got to offer is emotional support, and the occasional odd "would this work?" thought (and a game to test on...)

      With ya on this one - whichever way it goes...  
    14. avidichard
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      Guess what? I found a little cheat way to at least have some light on the maps. It's not the most natural way, but at least, the spell is available and people can now test it and play with a true world map that can be seen in the dark. I love this adept spell and it is usefull against dragon breaths, hiding behind it. Hoping to have some news from you soon. But I had to change a Vanilla entry to make this spell available to most conjuration merchants so I just hope it will not interfere with any major spell mods. Technically, it should not, but I opened permissions for those that would have the patience to create a patch of fix. Spell is available in the Optional files now ;)
    15. Abbraaxus
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      Never doubted!
      I've downloaded it remotely - will get my character to a player home later tonight and check it out.
      Looking forward! 
    16. Abbraaxus
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      Okay! Alright! Yeah!
      Details: I found a very minor conflict with Elemental Destruction Magic - it took literally a minute, not more, to make a tiny patch (conflicts were with Spell Tome: Conjure Earth Atronach and Spell Tome: Conjure Bound Wall.)
      Note: I have, as might be expected in my game, a lot of magic mods. This tiny thing was all there was in terms of conflict.

      Got the Tome no problem from Farengar. The map is lovely! Really. Here are a couple of pictures - the first one is a normal 3rd person view, what appeared when I first cast it (this is 4:00 AM-ish in the streets of Whiterun.)
      The second picture is taken first person, but I also hit the hotkey for  A Closer Look, so I could see how closely I can examine the map in detail. This pic really shows up the quality of the map. Stunning!
      World Map 3rd Person
      World Map 1st Person Closeup

      I see what you did with the light - and why you called it a "cheat". I think it's very cool - like a built-in MageLight.

      I must mention - and this is not a criticism, not attall, just an observation - that the map appears at a different distance away every time the spell is cast (once right in my face; once surprisingly far - enough that I had to look for it for a moment. That one took it past the next house over - so about 15 to 20m, or 50 to 65ft, away. The rest of my test casts appeared a reasonable distance from me, mostly.) It also is never facing the same way twice. In truth that's kind of fun - and something I might expect from a magic map. Just FYI.

      The only thing I might suggest for a future update would be to make it toggle-able - so it doesn't suddenly disappear whilst one is in the middle of studying it, and of course then they have to go to wherever it has reappeared after re-casting and around to the front of it. It would be nice to just turn it on until I'm done with it, and then off again.

      But no complaints - I am delighted with this, and very much appreciate the effort you have put in to make this happen, and to do so in such a timely fashion. It's that kind of attitude that makes this game something utterly unique - nothing like it has ever existed before and only that - the freely-given efforts of modders - has made it so.

      Thank you for enriching my game. If I hadn't already given you Kudos I'd give you Kudos! 
    17. avidichard
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      The map's texture size is the exact size of the one from GameBanshee. I did not reduce the texture size. The only slightly and barely noticible texture detail reduction would be because it was saved in BC7 format. But for the amount of very neglectible detail lost, it's not even worth mentionning.

      As for the position of the map being a "surprise", I think the game kind of calculates the possible areas it can spawn this wall seeing it's unatural width. I had a Dragon attack Lakeview Manor and for some weird reason, this dragon got intercepted at the same place as the wall's summon position. I got to see my wall flying here and there and see angles of my wall I would have never even thought of being able to see in the game LOLLL.

      The wall is an actor, meaning it has the same frame as a Flame Atronarch but I just chose to create my own personal race to be able to use the wall's nif file. After asking questions on NexusForums, I was officially answered that adding light to NIF files is impossible. So the cheat I did, and some people might notice it when looking at all the details around the wall, only the map is affected by light. The truth is, I simply changed the emmissive values of the maps. I had to find a good balance between bright and dark because during the day, with the additive sunlight, the map would have been extremely bright and too saturated. And the mage lights just give a resemblance of light source and I wanted this wall to have a little something different than the other wall to make it look a bit more special. So the truth is, there's no light LOLL, that's the cheat.

      As for releases, I do really consider user feedbacks. I had some major modifications to do in my other mod Lost Treasures when considering some user feedbacks. So yes, I do listen to people and try to workout the problems or concerns quickly. It turns out that my french friend who translated the mod actually love the Fortified version better than the main mod. So I'm glad I was able to work out something and that's why I thanked you on my description at the bottom because you inspired me to add more to this mod. So thank you for that.

      As for your suggestion, I think that MAYBE the conjuration perks may permit you to double the amount of time that the Fortified Map Wall stays activated since I use all the vanilla conjuration stuff for the spell. And seeing the nature of the fortification I gave it with a 250 health buff, I don't want the wall to be over powered either. You must really be seeking lots of stuff to need more than a minute to find a place LOL. I was not expecting this map to be some kind of study session LOL. I'll keep your comment in note but for now, unless there are serious issues, I'll get my game a go with my list of mods too.

      Initially, I wanted to simply provide an item. Basically, you could carry the wall in your inventory and simply drop it to see it. I just had some very awkward issues with this where the wall would stick in the ground or could be pushed by simply blowing a kiss at it as any items you drop.

      Thank you a lot for your very constructive comment and your enthusiasm. And thanks for your kudos. They're very appreciated. Don't hesitate to comment and share anything. And if you found a way to fix the conflicts easily and a patch is possible, I opened permissions for those that want to post a patch of fix. I don't use heavy magic mods. And this summonable map is actually my ONLY magical addition LOL.

      Thank you very much for your time again and for taking time to post screenshots, that is very appreciated, I got to see my world map with other light settings and it seems to be lit okay!!!
    18. Abbraaxus
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      I'm so pleased that it all worked out so nicely!

      Re: the patch, and permissions from Elemental Destruction Magic:
      The following appears at the bottom of the EDM Description page: "I'd appreciate being notified (by) any modders that they are going to incorporate this mod into their own, but it isn't required. If you want to create a patch for this mod you are free to do so."

      Here it is - you can do what you wish with it:  World Map - Elemental Destruction Patch.7z

      Alternatively, I made a patched version of the espfe. As this makes Elemental Destruction a Master, anyone using this version MUST have Elemental Destruction Magic installed before/above the Fortified World Map in their Load Order.

      Elemental Destruction-Friendly Version of Fortified World Map Wall Spell: WorldMapAdeptSpell.7z

      Let me know if there is any problem grabbing the files.
      Again my thanks! 
  6. Thaellar
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    What a great idea. Now we need one that you can summon on a couple notice/missive type boards wherever you are.
    1. avidichard
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      Initially, I wanted this map to be portable but items can only be zoomed in and out and rotated from the center so it would have been difficult to consult the map properly. This mod is also my very first 3D world placement mod and also the first time I create entirely new NIF and Texture files.

      Thank you for your comment and for taking time to write a post. Very appreciated!
    2. kevkas
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      A 'catographer spell' (patent pending xD) version that allows you to summon it would be amazing, like a notice board which has the map on one side, the locations index on the other side, and maybe the notice board could come with one or two lanterns hanging so that you can see the maps at night.

      Just some feedback based on Thaellar's idea in case you feel like improving on the original idea.
    3. avidichard
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      That's indeed interesting. I'll see if I cannot learn more with this. I like your ideas. But I'm taking a few hours break from Creation Kit's hell LOL - I had to redo my whole setup 6 ot 7 times because of bad edits. Basically I started over. It seems that where I put the map, it's just VERY close to Lakeview Castle and editing one piece of land makes some very odd inconsistencies with Lakevire Manor so I was limited in space. AND, it also turns out that you cannot draw the land you desire because some pieces of land only accept certain textures. So yeah, I learned a lot.

      I sure will keep this in my futur list and see if I can get a portable map to work. But I like the idea of the summoning. That could be nice. I would though add to this and not replace it. Ideas are comming in. I'll also check to flagg it as ESL. I think it's possible.
    4. avidichard
      avidichard
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      Summonable map wish granted in v2.0.0. A very good idea and I learned a few things in Creation Kit which included the creation of a new race, an new actor. Yep. There is a World Map Race and a World Map actor LOL. Summoning static objects seems impossible so I had to be creative and it turned out nice. I did want to add some light to the map but I figured that the candle light spell or a simple torch will make it  good enough. I also think that it adds immersion to the game to actually have a choice. It also makes the map locations more theatrical compared to the simple conjured map wall. Very good idea you had for the conjurable map. Initially, I felt lazy to do it because of the insane number of stuff to do in CK just for a simple summon, but the results are well worth it so your comment just pushed me in going further and making this possible. So Thank you!!!
    5. Thaellar
      Thaellar
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      Thank you for such an original and useful mod!
  7. tritonforge
    tritonforge
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    possible for 4k version, for visibility?
    1. avidichard
      avidichard
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      The PNG file provided on the GameBanshee is 2720 px wide. I could not go higher than that. BUT, I did not reduce the quality of the image except for the mandatory BC7 format's compression. If I could have a 4k Version, I would most certainly have no problems in providing a 4k version. But Paint.Net did have a problem saving an image in 3870 px square. Creation Kit always gave me an error. But the 3870 was not a better quality, it was the same map but with the map and indexes all in 1 single image.

      I'll check in the next few days if there is a 4k version unless one of you already supply me with a link containing the 4k version.

      I know clarity is mandatory which is why I did not reduce the size of the map from GameBanshee and I needed.

      Thanks for the feedback and request. I'll have a look at that.
    2. tritonforge
      tritonforge
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      no worries just wanted to see if it was available. I trust the quality, I just thought I had more vram for it hehe
    3. avidichard
      avidichard
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      Unfortunately, I did not find any 4K versions of the map. And seeing that GameBanshee has a very clear 2720 pixels wide map, I think it is VERY readable. If ever I get some news on a unmodified but higher scaled 4K map, I sure will make it available but for now, it's size is the same as the official GameBanshee one.
  8. bwnexus
    bwnexus
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    Oh the nostalgia, i remember having this on my wall back in 2011 before the 4gb patch, awesome! loved the guys voice at the time to was it game shampoo?
    1. avidichard
      avidichard
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      I don't really understand all of what you are saying. But I can at least thank you for posting your nostalgia with us and taking time to comment!
    2. bwnexus
      bwnexus
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      NVM its just the ramblings of an old fart, it was a guy on youtube at the reveal of the map from banshee from when it first appeared.
    3. avidichard
      avidichard
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      Ohhh! I see! Any oldies are welcomed. Thanks for sharing a slice of your life with us :)
  9. Tetrol88
    Tetrol88
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    Positioning these at more common points - like an info board in each city, or at the stables would be great - but then would need patching for any city mod that edited that spot - the stables less likely to be changed , but I bet some mods edit those too. 

    What I would really like is a mod (even if I had to use the console) that could ID a dungeon to the mod that added it - so at least I could then look at the mod page to find where it is!
    1. avidichard
      avidichard
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      Yeah, I played a bit with it and I think people want a map they can see whenever they want and Up to now, I like the summon idea. Adding this map in other holds is also another great idea. But I do not add these in cities or locations that are often touched. I would find a mountain side near or a rock somewhere near. I have a small busy week but I sure am eager to try and figure out how to expand this mod so I will be looking into this. But this also means I need to learn new stuff in Creation Kit. I never created spells before.

      I think I like the idea of having the main maps at places to give them a sort of shrine hotel style. But will most certainly look into making a portable one.
  10. kgohanandkamehameha
    kgohanandkamehameha
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    Works on LE?
    1. avidichard
      avidichard
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      This mod does not require Any Extensions sych as Dawnguard or Hearthfire. It only requires the main game. BUT, I know that Syrim SE mods are ported in a different format that Syrim LE. I'd say, try it but I cannot promis it will work. But it only needs the main game and depends on no mods.