File information

Last updated

Original upload

Created by

IcePenguin

Uploaded by

Chesko

Virus scan

Safe to use

789 comments

  1. Chesko
    Chesko
    • supporter
    • 6,385 posts
    • 3,006 kudos
    Locked
    Sticky
    Hey everyone,

    I have released updates to the Vivid style (Stone and Flat).

    * The file size was greatly reduced with no perceptible loss of visual fidelity.
    * The files are now distributed as loose files in order to improve compatibility.
    * A short script now sets the world map blur INI settings, instead of distributing a separate INI file with the mod, to improve compatibility.

    To address concerns that were brought up: If you do not trust me, or otherwise want to make these INI changes yourself, and don't want any scripts included with this mod, you can safely delete both of the scripts included if you want to make the following INI edits yourself:


    [MapMenu]
    bWorldMapNoSkyDepthBlur=1
    fWorldMapNearDepthBlurScale=0
    fWorldMapDepthBlurScale=0
    fWorldMapMaximumDepthBlur=0


    If you do trust me, then, the work is done for you when you start the game.

    I think it's important that you understand what is in the mod and what it does, and how it does it, and to try to dissuade you from the feeling that "script" is a bad word. The game is full of scripts, it's how many things in the base game runs.

    Here are the scripts. I'm happy to walk you through them. I hope this calms any fears you might have.

    There is a quest. It needs to be started when the game runs. The quest doesn't do anything other than give us something that's needed to listen for a game load event.

    The script reads, effectively, "If I'm not running, start myself."


    -----------------------

    scriptname _WorldMap_MapSettingsQuest extends Quest

    Event OnInit()
    if !self.IsRunning()
    self.Start()
    endif
    EndEvent

    -----------------------


    There is a Reference Alias filled by the player. (A Reference Alias can be thought of as a "container" for another object, and lets us listen for events on that object without affecting the object itself. In this case, the object is the player.)

    When the quest starts, this script runs. When it first runs (OnInit), and when the game is reloaded (OnPlayerLoadGame), it makes INI settings changes. INI settings changes via script are temporary, which is why we do it when they reload the game, too. This temporary-ness has the nice side-effect that if you uninstall the mod, the changes automatically revert to the defaults. There are no persistent changes or things "sticking in your save game". There are no loops or continuously running code.

    This script can be read as: "When I initialize, or when the player loads the game, set the camera settings. When I set the camera settings, I should set the value of these 4 things and stop."


    -----------------------
    scriptname _WorldMap_SetMapOnLoad extends ReferenceAlias

    import Utility

    Event OnInit()
    SetCameraSettings()
    EndEvent

    Event OnPlayerLoadGame()
    SetCameraSettings()
    EndEvent

    function SetCameraSettings()
    debug.trace("[A Quality World Map] Applying map camera constraint settings on load." )
    SetINIBool("bWorldMapNoSkyDepthBlur:MapMenu", true)
    SetINIFloat("fWorldMapNearDepthBlurScale:MapMenu", 0)
    SetINIFloat("fWorldMapDepthBlurScale:MapMenu", 0)
    SetINIFloat("fWorldMapMaximumDepthBlur:MapMenu", 0)
    debug.trace("[A Quality World Map] Settings applied." )
    endFunction

    -----------------------


    That's all there is to it. I hope this provided some clarity.

    Enjoy,

    -- Chesko
  2. PaleHorseRiderX
    PaleHorseRiderX
    • supporter
    • 15 posts
    • 0 kudos
    HELP!
    After generating LODs with DynDOLOD, I'm having problems with the map! Especially in the water areas!
    The world map ESP is at the bottom of the load order, even after DynDOLOD ESP.
    Can someone give any advice?
  3. ArngrimEinherjar
    ArngrimEinherjar
    • member
    • 79 posts
    • 1 kudos
    Why does this mod have a plugin and even scripts? Is there any version that only has meshes/textures?
    1. MoltenWarrior
      MoltenWarrior
      • member
      • 4 posts
      • 0 kudos
      I've been wondering the same thing. I would also like a version where there's just roads with no landscape textures.
    2. MoltenWarrior
      MoltenWarrior
      • member
      • 4 posts
      • 0 kudos
      I've been wondering the same thing. I would also like a version where there's just roads with no landscape textures.
    3. fraquar
      fraquar
      • member
      • 1,064 posts
      • 6 kudos
      His instructions in the sticky.Essentially, it's for people that didn't want to be bothered with changing the .INI settings.Read the sticky, you don't need to use the scripts. To be honest, Chesko is damned if he does and damned if he doesn't - because either way people who don't read are going to bomb him with these kinds of questions. "Why scripts"? (when he explains why), or "What are the proper .INI settings" (when he details what they are).
    4. ArngrimEinherjar
      ArngrimEinherjar
      • member
      • 79 posts
      • 1 kudos
      Take a chill pill, Fraquar.

      It does list the ini settings, but it doesn't say if they go into skyrim.ini o skyrimprefs.ini. Also, while it explains the use of the scripts and the quest, it doesn't say if, in case we make the changes ourselves, we still need the plugin or not.
  4. Richardo11
    Richardo11
    • member
    • 1,205 posts
    • 8 kudos
    Fantastic mod, thanks

    One question: I am using this mod alongside with Remove Map Camera Limits - Skyrim and Solstheim - and will like (with this mod or not) to be able to zoom further away (high above)
    I wonder if there any ini setting that can be used for that and for zooming a bit faster as well

    Thaks to everyone in this fantastic world of posting and messages
  5. Megamaniac99
    Megamaniac99
    • member
    • 68 posts
    • 0 kudos
    I only downloaded the main version with only major roads, no clear skies addon, yet my in game map has no clouds on it. Does anyone have a clue as to what is going on?
    1. Pandanimals
      Pandanimals
      • supporter
      • 5 posts
      • 0 kudos
      Same here, although I didn't notice it until now (at least that it shouldn't be happening). Maybe it's just the way the mod is designed? That would really suck, since peeling away the fog is definitely fun.
  6. dodooku
    dodooku
    • member
    • 14 posts
    • 0 kudos
    [HELP] I installed Vivid version AQWM and it is super bright. Can anyone help? I have Luminosity patch but with or without it does not change a thing.

    EDIT: Nevermind I fixed it
  7. kuczaja
    kuczaja
    • member
    • 431 posts
    • 3 kudos
    Is it still form 43?
    1. mred1602
      mred1602
      • supporter
      • 255 posts
      • 11 kudos
      Some of the map variants are still form 43.
      Check the esp header using SSEdit to see.
      If it is form 43, just open the esp in the creation kit and save it again to convert it to form 44. The conversion is automatic, you don't need to change anything.
      Not a bad habit to get into when using any mods that were ported from the old 32 bit Skyrim.
    2. TacticianLyra
      TacticianLyra
      • member
      • 423 posts
      • 2 kudos
      Yes, it's still Form 43. Easy fix with the creation kit, thankfully.
    3. Crokadilla
      Crokadilla
      • premium
      • 11 posts
      • 0 kudos
      Could one of you guys maybe post the Form 44 version that you converted? I don't own Oldrim and don't feel like spending $20 just to open and save a single file.
    4. Gummiel
      Gummiel
      • member
      • 362 posts
      • 15 kudos
      Distributing it without authors consent would be against the rules, that said you don't need to own oldrim to convert it. just download the file, download the Bethesda Launcher, and through that get the SSE CK(which cost nothing), and save it though there
  8. Solderon
    Solderon
    • member
    • 21 posts
    • 0 kudos
    This is excruciating hard work I'm sure, and is definitely irreplacable. Thanks IcePenguin, thanks Chesko. This is one mod that will live on as long as the game does.
    .
    .
    Can anyone here please tell me how to obtain a proper full resolution image file of the paper map? Any suggestions appreciated.
  9. OmarAZ
    OmarAZ
    • member
    • 4 posts
    • 0 kudos
    When I use an ENB with this mod, the map is super bright, any fixes?

    Natural & Atmospheric Tamriel with NVT
    1. DarkDominion
      DarkDominion
      • supporter
      • 5,781 posts
      • 124 kudos
      same, not this mod's fault.
      something in NAT/NVT doing that
  10. ncudnik
    ncudnik
    • member
    • 37 posts
    • 1 kudos
    Love this mod, thanks for all your hard work! Well done!
  11. Cak3Yay
    Cak3Yay
    • supporter
    • 39 posts
    • 0 kudos
    When I open this map it doesn't show the roads or the ocean at all. It's reflecting the sky. I do use xLODGen but it's below it.

    EDIT: Well if I turn off xLODGen it works but when I turn it on it doesn't. A quality world map is on the lowest order in my left panel in MO2, how can I fix this?
    1. fraquar
      fraquar
      • member
      • 1,064 posts
      • 6 kudos
      I use the Paper World Map mod and had a similar problem. I use MO2 so all I needed to do was go in and HIDE all of the files in xLODGen that were .32 files. Problem solved.Also I had to make sure that Paper World Map was absolute last in the load order, below DynDOLOD.esp.
Top