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Hidden map 9
Hidden map 9













hidden map 9
  1. #Hidden map 9 mod#
  2. #Hidden map 9 Patch#

#Hidden map 9 mod#

Why? Every update for the mod would destroy the changes and after a few edits you'd simply forget what you've already changed in your plugins, patches are way more convenient. But you don't want to edit the original plugin, instead you'll want to create your own patch. Once you think you've found the right one click on it and check the right side of 圎dit, there it should say 'NAME - Base MapMarker'.Ħ) When you scroll down on the right side you can already see the 'FNAM - Map Flags' entry you need to edit to make map markers invisible. If you're not entirely sure note that map marker records got just their name as 'Name' in the list on the left while all the other entries got their IDs right next to them like in our example.

#Hidden map 9 Patch#

Now you got a nice, immersive, vanilla behaving map marker.Ĭ'mon, I still don't get it, how does it work step by step?Īllright, remember that group of people knowing nothing but the very very basics of 圎dit from above? Here you go, step by step:ġ) Start 圎dit (the x is a placeholder btw, in this case I'm talking about SSEdit) through your mod manager (which is hopefully MO2 or Vortex)Ģ) When it asks you which modules should be loaded, loading the mod you want to patch is enoughģ) Once loading is finished (the last message in the log on the right should be 'Backgroundloader finished') expand the mod you want to patch by double clicking on it and look for 'Worldspace' at the bottom, thats where all the objects that are added to the world are inĤ) Now expand 'Worldspace' with double click while holding the left Alt key, that way everything inside 'Worldspace' will expand, not just the top level on entries like beforeĥ) Go through the names until you find one that is identical to how the location appears on the map, in our example that's Blackthorn.

hidden map 9

So all I've done was removing the 'Visible' and - if present - the 'Can Travel To' flags, thats literally it.

  • "Show All" Hidden = dont dare to ask me what exactly this does, we won't need it.
  • Can Travel To = fasttravel is enabled from the start of the game.
  • Visible = the map marker is visible from the start of the game.
  • That record got an entry 'Map Marker' and under that 'FNAM - Map Flags' where you can set certain flags. What I did was finding the respective 'Placed Object' record, which is easy as the 'Name' in 圎dit is the same as the name of the location on the map. Map markers are nothing but objects placed on the map just like barrels or trees. I just put these up as in my experience the majority of people hasn't even touched 圎dit apart from maybe cleaning stuff according to a guide. The process of creating your own 'hidden map markers' patches is really simple. How it works aka how you can do it yourself Why would I have two dozen random locations marked on my map without ever hearing or reading about them before? But if you're like me and end up with really large mod builds a totally cluttered map at the start of the game is just annoying.

    hidden map 9

    I understand that mod authors want people to be able to get to their location right from the start. But in all other cases its just unimmersive as f in my eyes. This might be useful if you want to roleplay a character that starts with a certain player home or under some other really special circumstances. Were you every annoyed by the fact that so many mod added locations come with visible map markers right from the beginning? To some you can even fasttravel right away. Undriel for Ebongrove - Recall and Teleport TwinCrows for Akaviri Ruins of Savirien-Chorak

    hidden map 9

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    Hidden map 9