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Bullfrog
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Map Marker status incorrect

I'm playing the 0.65 version of Morroblivion and I have a problem with map markers in Morrowind. Most map markers that are revealed on the map are shown as "discovered", not as "known" as it should be, before I get close to them. For example I'm in Pelagiad and on the map the markers for Panat and Punammu (NE of Pelagiad) are already shown as white (discovered), although I haven't been there yet.

I'm using Map Marker Overhaul 3.9.3 and I have set the "revealDistance" to 500 game units, so basically I have to be standing on top of the marker to reveal it (mark it as discovered). This is working fine in the "Tamriel" worldspace, but not in the "WrldMorrowind" worldspace.

Does anyone have an idea how I can fix this or is it a known issue that can't be fixed?

For now I helped myself a bit by tagging the markers that I have visited with a "Done" tag, a feature introduced in Map Marker Overhaul. Otherwise I would completely loose track of which locations I have visited and which I haven't.

ponyrider0
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Please post your load-order. 

Please post your load-order.  What you are describing is not the default behavior.  The default behavior for map-makers in v065 is unchanged from v064:  they should be hidden until a quest or NPC dialog activates them, then they are "known" until the player travels to their location, then they are "discovered".

Bullfrog
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Load order is:

edit: Removed the load order because it's not important anymore.

These are my observations:

The "default behavior" is working perfectly fine in the Oblivion worldspace "Tamriel". Map markers are shown as "known" because of dialogue or because they are seen from the distance. They are marked as "discovered" when I'm near enough (500 game units). I noticed that it even works the same in Morrowind worldspace IF the marker is unlocked through dialogue. If I see the marker from the distance it is immediately set to "discovered" instead of "known".

I did another test and disabled the "Map Marker Overhaul" ESPs. When I explore the map now, I can see unknown locations on the compass when I get within a certain range, but they are not added to the map. This may be vanilla game behavior. I don't remember it, as I have almost always played with the Map Marker Overhaul.

Now I need to check the Map Marker mod and figure out if I can fix this issue. If I can, I will post the solution here, so others know what to do in the same situation.

Bullfrog
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This went rather well. I

This went rather well. I managed to isolate the problem and fix it. The culprit was in script "MapMarkerCheckVisibility" in "Map Marker Overhaul.esp".

This is the code responsible for adding a map marker to the map if the player is within the dynamic add distance:

if distance <= currAddDistance
    rMarker.SetMapMarkerVisible 1
    ShowMap rMarker
    DebugPrint "MMO:Make %n visible at distance %.0f", rMarker, distance
    Call mmoMapMarkerAdded rMarker
endif

If we query this marker with the "CanTravelToMapMarker" function, it will return 1 in Morrowind worldspace. This means that it is "discovered" instead of "known" and can be fast traveled to.

This seems to be the difference to the Oblivion worldspace. I have no idea why this difference exists. I fixed it with a simple addition:

if distance <= currAddDistance
    rMarker.SetMapMarkerVisible 1
    rMarker.SetCanTravelToMapMarker 0
    ShowMap rMarker
    DebugPrint "MMO:Make %n visible at distance %.0f", rMarker, distance
    Call mmoMapMarkerAdded rMarker
endif

The "SetCanTravelToMapMarker" function forces the marker to be "known" instead of "discovered".

Now the Map Marker Overhaul works as it should with Morroblivion. You see the place from the distance, the "known" state marker gets added to the map. You get close and the marker changes to "discovered".

ponyrider0
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Quote:

Quote:

I did another test and disabled the "Map Marker Overhaul" ESPs. When I explore the map now, I can see unknown locations on the compass when I get within a certain range, but they are not added to the map. This may be vanilla game behavior. I don't remember it, as I have almost always played with the Map Marker Overhaul.

Correct.  That is default Oblivion/Morroblivion behavior -- locations will show up on the compass at long distances before they are within range to be marked as "discovered", but these long distance, compass-only locations will NEVER affect the "known" markers.  These are "game settings" which can with a custom ESP or via Bashed Patch configuration: Tweak Settings -> Compass: Recognition Distance.  The relevant game settings are here for reference:

https://cs.elderscrolls.com/index.php?title=IMapMarkerVisibleDistance

https://cs.elderscrolls.com/index.php?title=IMapMarkerRevealDistance

 

Bullfrog wrote:

The "default behavior" is working perfectly fine in the Oblivion worldspace "Tamriel". Map markers are shown as "known" because of dialogue or because they are seen from the distance. They are marked as "discovered" when I'm near enough (500 game units). I noticed that it even works the same in Morrowind worldspace IF the marker is unlocked through dialogue. If I see the marker from the distance it is immediately set to "discovered" instead of "known".

That sounds like the Map Marker Overhaul quest script is probably checking for the Tamriel Worldspace and assuming that the player is in the Oblivion worldspace if not in the Tamriel Worldspace, and then treating anything that is "NOT Tamriel" differently.

AllisterHenderson
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I noticed this issue myself,

I noticed this issue myself, even when playing Morroblivion v064. Starting a new game in Morroblivion, I was able to fast travel to locations I hadn't discovered before..... now I know it was a fault in Map Marker Overhaul.

I am still not very familar with Construction Set, how do I go about actually adding the line rMarker.SetCanTravelToMapMarker 0 into the Map Marker Overhaul.esp's script.

I would have to assume that Map Marker Overhaul would most likely create a similar issue with other mods that add a new worldspace.

Bullfrog
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I have sent a request to the

I have sent a request to the mod author to implement the fix.

AllisterHenderson
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Good, hopefully the mod

Good, hopefully the mod author gets back to you.....