#Lively Map
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Thanks I'll make a note to add the setting ๐
But stilll it might be a good shot since we can modify ui scale of the OpenMW itself
No problem, happy to help

yes, with extra icons I can't place any icons on the map and they won't show up. data path and everything should be fine.
as soon as I # the extra icons out in config it works flawless
Hi I have a problem. I am on Android
It seems to be almost working
Other than missing pins it also crashes when I try to click 'a' and move it around
Android is based on some pre release ver of om0.50
did you run that sync script?
Do you think it is solvable or should I wait for the next version of a docker
Yes
On a desctop
And copied folder back
I was once an adventurer like you, but then I took an arrow to the knee
I don't think that's how it's supposed to work ol
Well I couldn't do it on my phone I guess
Setting up those brand new Lua mods on Android is yet a bit of a headache
Looks like Android doesnt support normal maps
my char is always oriented at north when I open and close the map. as soon as I move the mouse I look to north
but I have some other hud mods running, maybe thats why
The map is in normals afaik
When I set UI scale to 1 the markers showed up
Working on it!
Maybe I some error occured during generating textures?
yeah that looks like a generation failure. You'll have to post your sync log here for me
Where is it?
when you run the sync script, it spits out a bunch of text to the console. if you do sync.sh > logdump.txt it will make a file with the log
but I must warn you that I did not test on pre-.50
Also I just noticed that I might have maxed out my c drive while generating
if you are really struggling I can edit the sync program to add a new flag to only make potato
you can delete the textures in unused folders (but not the folders)
Your mod Is main reason I am building Morrowind once again
Detailed also work
Also I'm worried about those crashes
Setting textures aside, those two icons on top work, zooming in and out works but when I hit 'a' button game crushes
Should map move then?
what does "a" do? mouse click?
Pushed up 1.0.1 that has icon scaling and a fix for More Stamps
Mouse click tries to pan the camera to the spot you clicked, or optionally edit a marker if you clicked the marker
I wonder if you will also crash if you pan all the way to the edge
looking at this again makes me suspect that the sync tool can't find or read some of your .ESPs
Paning doesn't work at all
I even tried moving with a touch screen
I really need your logs to help, something funky is going on for you
Maybe emulated coursor doesn't cooperate
I probably need to add https://openmw.readthedocs.io/en/stable/reference/lua-scripting/openmw_input.html##(TouchEvent).position handling
I have no way to test it
yeah I need your log
wonder if this is a pre-0.50 issue
Also Lua log or something?
the log that openmw makes. yeah it's got lua prints in it
Ok I'm looking for it
@junior pivot do you have this file?
LivelyMap/00 Core/scripts/LivelyMap/data/maps.json
Yes I do
Only use LivelyMap.omwaddon, do not use LivelyMap.omwscripts
to play the game. this might break stuff
Ok I'll try
wow you have a ton of broken mods
Without scripts everything works the same
does the rest of your game work? it looks like your whole install is super busted
the crash log you posted is from your java input emulator
Then moved the whole thing to my phone
And messed with it a bit
I tried advanced map for example
But I crashes on start-up
I'm sorry but I don't think I'll be able to find an easy fix for your crash ๐
I don't know why the java thing you are using is crashing
maybe more luck in #android for the input crash (the first log you posted)
I hope you get it working! ๐
Also you should set your Neravarine's Journey to Volatile on your phone (this won't fix your crash but will help with disk space etc)
I did
Hey @mossy tide what's the cell coordinates in your https://www.nexusmods.com/morrowind/mods/56154 mod? I think these could be used with Lively Map
it's based on the TR gridmap so the base unit is game cells&origin but I cut out a fairly random section of that map for mine based more on thoughts like "this looks nice" than strict adherence to cell borders. https://www.nexusmods.com/morrowind/mods/46821
it looks really good! I'm just trying to figure out the pixels-to-cells unit and where 0,0 is ๐
0,0 is in Vvardenfell, South of Ghostgate I think. Where it is in the vanilla game.
yeah but I need the basis for the image map
Ooooo, I see
looks like maybe 35x35 pixels per cell?
more like 42x42
yeah I mostly scaled it based on some desired output resolution (based, again, on a fairly arbitrary cutout of the larger map) so unit conversion is going to be a bit tricksy
the original gimp file might have some better insights, it does have the original map with cellgrid layer in it
oh it does?? that's great ty!
one of the 200 layers I'm sure
wow this is making my computer catch on fire 
.>
perfect, 40x40 it is ๐
I like the part where I just gave up and it's all
[layer copy#5]
[layer copy#6]
[layer copy#7]
ah crap I got to edit it
borders?
yeah. they are offset by 1.5 cell lengths
I need the map image to perfectly align on cell borders
๐คฃ
ok I scooched it over by -20,+4 pixels ๐ซก
[2 RAM banks catch fire in the background]
nice! the path tracing is super neat btw
ah shit it's still not lined up
ty! it was a lot of fun to make. if you look closely the dots are not equidistant and it disturbs me
Mod looks great! Thanks for all the amazing work!
Pretty please submit images to the nexus page so people know it doesn't just work on my computer ๐ ๐
Woah, even a semi-interactive map in this style would be damn amazing ๐ฎ
I was working on it and then this
omg nothing saved
ok I have a 102x102 cell aligned version
@mossy tide do you want to upload it your resource?
cells are an even 40.1568627451x40.1568627451 pixels now ๐
lol sorry about all the effort required, I was assuming people would print it out or at most use it for one of those paper map mods, never imagined someone would want to integrate it with a gps tracker! Yeah I'll upload but feel free to include it with your mod if you want to.
surely TR will never update again ๐
Ok sent a DM with a link ๐
finishing up the patch mod now. just gotta do a lot of counting
Yeah. They never do redos. Don't worry. We are perfectly safe ๐๐ป
that's not Balmora ๐ญ
Close! ๐ฏ
But WOW. How does THAT look
Epic...
Only would love that without the names at all (except region names), since there are markers to discover ๐
https://github.com/ernmw/Stranger-in-a-Lively-Land
the offsets in maps.json need to be fixed and I don't want to do it anymore
please do it for me and submit a PR
๐
already made a textless version
Oh right! The extents in maps.json are inclusive btw
hm sorry i dont know at im lookin at, are the numbers ho much each edge is moved?
Those are supposed to be cell coordinates
coords? how so? the Extents, top/bottom etc?
Yeah that's right ๐๐
Those describe the rectangle of cell coords that the texture is responsible for
hmm i think i might be bugged out. if i left click it zooms back in and starts to drift slowly so i cant drag it and my icons are a bit floaty so im not sure if im getting the alterations right ๐
i cant believ you built this its wild lmao
It will help if you don't add the Normals data folders and set parallax depth setting in mod settings to 0
That will get rid of float
ok removing normals helped but can you see here? its mostly on point till i click to scroll and the icons slightly float of point
Ugh yeah that's a lot of float
Side to side float is confusing to me. Does that happen without the paper map patch???
yeah
Woah, this paper style is so nice. I know that there are issues but still.
yeah im loving it already, this exact map has been on my radar for a while to try and get in my game somehow
Yeah. It would be even better with fog of war effect 
sorry i cant figure this out. i just dont see a correlation to anykind of coordinate data i can find
feel dumb, i almost got it i think
what the hell is this mod
how do I not know about it
why did nobody ping me?
๐
this looks so cool
Oh man
I have a feeling I'll make a special video just for the mod
assuming it looks and feels as good as it seems
yeah its a good way to start the year off
are there any revolutionary features planned that I should wait for before I make the video?
or can I start tomorrow
Very close!!! ๐
THEY WILL BRING US PAPER MAP SOON I HOPE
OH PAPER, PRAISED BE
At some point I'll expose positions and paths for your other characters.
You just gotta run sync to extract the data.
Far future is a web browser UI or maybe a map window replacer or HUD replacer
Okay, sounds like I can get started tomorrow, then. It's getting late now but tomorrow, I'll try out the mod and see
And for future reference, when someone releases an awesome map/inventory/UI mod, someone please ping me ๐
What's your resolution and FoV? This will drive me nuts
res 1920 x 1080 (16:9)
fov 60
my fov is 66 ๐ค
checking
yeah just checked at 70 and it seems a bit better
that's so annoying
hmm yeah wierd
what'd you get for map.json so far? ๐
just pushed it for you to have a look
ok i tried lol, my first time
ohhh
making a texture debugger thing
actually you could just keep an eye on the log for "click!" when you click the map. that tells you the world position
divide world position by 8192 to get cell position
damn it's way off in solstheim
I'm getting there
{
"Maps": {
"0": {
"Extents": { "Top": 34, "Bottom": -69, "Left": -50, "Right": 53 },
"ID": 0,
"ConnectedTo": {},
"CenterX": 1,
"CenterY": -17
}
},
"MaxHeight": 21168,
"Heights": {}
}
-2,-1 on map -> -8,-8
-2,19 on map -> -8,13
16,-1 on map -> 10,-8
simple offset
boom got it I think
will upload to nexus soon
you can actually add more paper maps for other regions into this patch, too
just need to get the extents and Center and connectedTo correct in map.json
cool! ill definitely look into it, ive found a few good maps that hopefully could be used
cant promise results but iill try
Niiice. BTW can I install this and Lively Map mid-game?
Blur - have you considered modifying the red mountain cloud effect you showed earlier to make something similar as fog of war?
This would be the cherry on top ๐
yes np
yeah that's a good idea
shouldn't be too hard. it's a looot of icons though
volumetric fog of war
that would be cool
oh interesting thought
i could technically spawn 3d nifs on the map
Doesn't have to be icons
I wanna take a break though
This weekend was supposed to be a computer free weekend
Take it easy and take your time๐
There is life outside the computers? 
how else would we get new textures?
Does this mean that in this case it's just plug-and-play or do I need to do anything else than just downloading and activating the mod?
Also, is there a way to zoom out the map faster?
would be nice if the cities/forts were vertical elements
gotta make little fort models
otherwise its possible
like children books
yeah haha
the paper map version is a simple plugin if you have the map working already just drop it on top
yeah, but do I need to do anything besides downloading the map plugin? The installation process in the readme is much more involved
for the main map you need to download an outside program (go) to run a .bat that makes textures based on your cfg
you only need to do it once
also, this is not compatible with Project Tamriel right?
It is haha, it reads all the mods in your cfg that add or change landmasses
it's plug and play if you use the patch. No need to run go
oh cool
Ok. Map controls seem way too slow for me. Zooming out takes way way too long and it seems to reset when I move the map again. Moving around is slow as well but it's faster if I hold the right mouse button. I'm also not sure the map is well-aligned because I'm near Balmora Temple on load yet the map shows the position near Fort Moonmoth.
How can I add the custom markers? I only see two blue ones right at the top but I'm not able to interact them with in any way.
You can't click the buttons at the top??? That's how you add markers.
The alignment issues are annoying. What's your fov and resolution?
I could add a setting for pan speed
yeah i think a higher elevation button would be good to quickly zoom in and out, it might be a bit close to start with
ok, I will check
I don't find the default zoom level practical for any purpose whatsoever
This is literally my map after installing the mod mid-game. My FOV is 60. My resolution is 1920x1080
my character is standing outside Balmora Temple
I see two blue icons at the top but when I click them, I don't know what's supposed to happen. I might be using them wrong or sth.
I installed "core" version and "no text" plugin
just appended in OMW
did nothing else
literally nothing
They are just normal buttons up there
I think the paper patch might be messed up then
it works for me
Also those blue buttons on the top should be centered
oh really?
fresh playthrough? Mid-game? Show a screenshot, maybe?
can you make markers?
how?
Are they not for you???
Maybe UI scaling is the culprit
I assume that the map being its own "worldscape" is intended and it cannot be used in the inventory screen like the normal map?
midgame 1100 mods same as always. if i say it works for me, i mean it can take some punishment
uploading a screenshot now, but yeah they were never centered for me
load order? i had better results putting it near the top
the top? You mean near the esms etc.? I have it as my last mod. Literally the last one, i.e. at the bottom, as far from the esms as possible.
yeah i had issues like that so i put it just after my esms
not sure
no mod is doing anything even remotely related
a few lua scripted mods are like that though im not sure why

all the icons should have some left click interaction
you place them from that little menu at the top
id like to make some more morrowindy symbols. maybe a daedric set too

I moved it near esms but it's the same
I also click on blue icons and nothing happens
Do you have UI scaling?
The map is a physical mesh loaded as an activator in the sky. So it uses your current shaders and lighting
Pretty sure you do based off of screenshots Iโve seen
Yeah I've just waited for night and map changed colour
How can I check?
It would be in the launcher settings or your settings.cfg, the place where you change font size, โGUI scalingโ is what youโre looking for I believe
Ok, sth is def wrong because I moved to Caldera, discovered it for the first time. The map is misalinged and no marker (I turned automatic ones on).
here is where it thinks I am
If you use textures from the sync tool it would help me deduce if the problem is with the patch or with the actual mod
Launcher shows 1,35 for UI scaling
Do you mean that I should remove the mod, install the base version with all the steps from readme, check it in-game and then install paper one?
woah setting my gui scaling to 1 massively improved my game
and now my map is aligned ๐
and moves way faster
What changed?
put all ui elements where they belong prolly
I have no problem with UI
it runs better
FPS?
i havent tested yet but its noticably smoother to quickly look around
wierd
and yeah the map works much better now, way faster to pan around and perfectly aligned. im kind of in shock
Good luck blurp ๐ซก
I've just checked without this mod. Now I know why I'm using 1,35. With 1,00 everything is too small. Menu, text etc.

Seems that UI scaling affects map alignment, then
Yeah whatever you set your GUI scale to isnโt accessible from lua so it has to be calculated manually
sync.sh keeps searching for the opposite '01' folder of whichever one I have installed and fails as a result
BTW it's not important here because it's the paper text version but it would be good to have markers with floating text as an option
If I have '01 Classic' set in the cfg and try to sync:
~/Downloads/LivelyMap-main ~/Downloads/LivelyMap-main
/home/sweezly/Downloads/LivelyMap-main
~/Downloads/LivelyMap-main/cmd/lively ~/Downloads/LivelyMap-main ~/Downloads/LivelyMap-main
~/Downloads/LivelyMap-main ~/Downloads/LivelyMap-main
cfg: "/home/sweezly/.config/openmw/openmw.cfg"
threads: 5
maps: true
saveFiles: true
vanity: false
rampPath: "classic"
FAILED: draw maps: open directory "/run/media/sweezly/2177c6f4-2b05-4f9b-9be7-3f8a3f75eac7/Programs/MO2/Morrowind/Mods/01 Detail Map/textures/LivelyMap": stat /run/media/sweezly/2177c6f4-2b05-4f9b-9be7-3f8a3f75eac7/Programs/MO2/Morrowind/Mods/01 Detail Map/textures/LivelyMap: no such file or directory
~/Downloads/LivelyMap-main
vice versa for if I had '01 Detail' set instead, it would try to then search for Classic
Looks like you are trying to run this from your downloads folder
you need to install the mod first, then run sync
I think I can fake it by using relative positions instead :sigh:
did you get all these markers by travelling after you installed the mod or did the mod showed them to you automatically on load because of travels in pre-installation phase?
if you visit somewhere before you install the mod, the mod will not know that you've been there
Iโve been sick and havenโt had a chance to play much but I can test what it looks like on a 1.65 GUI scale if thatโll help
feel better!
now that I know the issue I can test it on my side later. I just need a break rn
Real
and thank you
Just to clarify then, do all the required directories need to be in the same folder (Mods/LivelyMap/00,01,02)? I was hoping I could install each one separately so that the cfg exporter could read them
They need to be in their normal spots
just amazing wizardry, all hail the big map mesh in the sky
Huh, either way it keeps trying to looked for the wrong folder. I have Classic yet it keeps searching for Detail
FAILED: draw maps: open directory "/run/media/sweezly/2177c6f4-2b05-4f9b-9be7-3f8a3f75eac7/Programs/MO2/Morrowind/Mods/LivelyMap/01 Detail Map/textures/LivelyMap": stat /run/media/sweezly/2177c6f4-2b05-4f9b-9be7-3f8a3f75eac7/Programs/MO2/Morrowind/Mods/LivelyMap/01 Detail Map/textures/LivelyMap: no such file or directory
This is what my cfg looks like:
data="/run/media/sweezly/2177c6f4-2b05-4f9b-9be7-3f8a3f75eac7/Programs/MO2/Morrowind/Mods/LivelyMap/00 Core"
data="/run/media/sweezly/2177c6f4-2b05-4f9b-9be7-3f8a3f75eac7/Programs/MO2/Morrowind/Mods/LivelyMap/01 Classic Map"
data="/run/media/sweezly/2177c6f4-2b05-4f9b-9be7-3f8a3f75eac7/Programs/MO2/Morrowind/Mods/LivelyMap/02 Normals"
data="/run/media/sweezly/2177c6f4-2b05-4f9b-9be7-3f8a3f75eac7/Programs/MO2/Morrowind/Mods/LivelyMap/03 More Stamps"
content=Morrowind.esm
content=Tribunal.esm
content=Bloodmoon.esm
content=LivelyMap.omwaddon```
It needs both folders to exist
I guess I was thrown off by this
That's just meant for the cfg itself then, gotit
Beautiful
That bright white border is awful I gotta do something bout it
If only I had a big skybox cube
Maybe I can fake it. Put a bigger square below it
Note for future me for UI scaling fixes: #development-lua message
Laziest answer is swap ui.screenSize for ui.layers[1].size
Okay, I set my hotkey as M. The fact that the map closes every time I try to use the letter to name a marker is... not ideal ๐
And I suppose I'm not the first person to notice but... when I click and drag the map after zooming in or out, it misbehaves
Wow, thats really crazy, dunno how you got an idea this would work in the first place. Truly impressive
Have you considered extruding a subdivided mesh using the heightmaps instead of using POM? It might be useful for people who aren't messing with their shaders and it could let you do cool stuff in theory like have little 3d cities and castles icons on the map like a board game or something
what happened with the one with walls?
like this?
or do you mean a seperate cube to go around it?
I needed a simple square for the map because the math was getting insane
I considered that but I don't have a library for dealing with NIFs. It would be way cooler though
well its there if you want it (cube), im happy to do whatever if it helps
A topless cube with inward facing textures would be perfect. I can't remember if you sent that to me already ๐
Oh you just did?? Wow I'm really off this morning
i put a top on it, i can take that off though
Stuff for me to fix:
- use relative positions in UI space. This will fix alignment issues for people using UI scaling.
- don't reset zoom level in the trackTo function. This will fix weird dragging behavior.
- if an output directory is missing, don't fail. Just don't write to it. This will fix an install problem.
- add setting to change default zoom level. Set min and max zoom levels so they are not based on this default value anymore.
- make xy panning speed faster while zoomed out
- disable map controls (particularly the toggle button) when the marker edit popup is showing
- swap dpad and right stick controls
- don't reset zoom on map open
And features:
- touch controls
- skybox
- fog of war
Actually I think this will mess with shadows a lot ๐ค might need to spawn a light
i was just thinking that, a fake sun would be good. probably best to spawn that in? i can add luminance to the nif too pretty sure, lol could probably even make a litlle sun ball but idk
Invisible light would be best I think
nexus comments are always so wild to me "here's a cool map mod" "oh hey can you add guar herd tracking btw I'm playing on the Zodiac Tapwave"
i sent the wrong nif again sorry haha ffs
ok this is what i meant to send you, it doesnt have alight yet, 3d cube all angles are transparent from the outside and its walls/roof are set to textures\sky_cloudy.dds might be good idea to repack the sky texture to avoid replacer oddities
Heres one with a light at the top
Ok, I regenerated textures, everything looks fine( I did not enable data files of the main game itself lol), paning still doesn't work as expected
what happens when you pan?
yeah not expected ๐
I just wanted to report that textures bug was on my side
Well, I expected that correctly generating textures does not fix issue on android
I will ask to on Android chat
Panning might be due to the UI scaling issue. Shouldn't crash though!
Ty! I will check this week. I'm back at work now, vacation over
ok no worries. good luck DLTBGYD
The image was taken with UI scale 1 so markers are on screen at all
Normally I play at 2.15 so I can read
Also updated the mod
Ok I found that paning the map with arrow keys actually works great
So I can't use stick or touchscreen
I guess controller menu option shouldn't matter
Yeah works for me but most android users don't have use controller
So most of them use touchscreen
Or emulated thumbstick
Ty for the update! Glad to know it's possible. I'll add touch controls to my list
I will test with controller on PC to compare to controller on android
I have never played with controller on PC
Morrowind I mean
I need to swap right stick and dpad controls. Not what people expect
Yeah but right stick should be pan and dpad should be zoom
the sky works but i havent been abke to make light work so far
Oooo
Are those walls vertical?
Lol I can see the shadow of the wall ๐
This is going to be tricky
The other way to work this is to make the deadzone border way bigger than one cell
It would have to be something like 20 cells
Easiest I think is a doubled up plane below the normal one that tracks with camera panning
No shadow problems that way
And fog of war would hide the seam
yeah or could do a globe around the plane also
OK so basicly an upside down skydome
should be doable, ๐ค maybe just copy the vanilla sky and turn it upside down ๐คท could work
I'll try it out later
The things that need to be done here as workarounds 
Wouldn't be a good openmw mod without abusing todd somehow
So I tested on PC and leftstick + activate works
So it crashing is android specific (maybe it is interpreted as touch screen input idk)
But also I want to report some strange behevior
So when in initial position I zoomed out maximally
Then I move to the side and load next part of the map I am able to zoom out some more
Also this
I would like to not see the edge(when I move left more left part loads in)
And would it be possible to zoom out so I can see at least whole island?
Thanks a lot for such great work
Very excited about mod btw
Idk what it means exactly but...
what's sdl?
Yeah this is on my list but low priority after critical bugs
Idk it a response from android chanel
Or maybe it was urelated
I am to oblivious about this engine stuff to know
I dont know much about it myself, especially android so I can't say if it is or not ๐
I thought it was response to me but more I think about it more doubtful I become
Anyway waiting for fixes impatiently๐
I'm not on vacation anymore so you gotta be patient ๐
I know
Ahhh I forgot about the map generation. Annoys me that the blender nif add-on isn't exposed to python, which would make it trivial to do.
I don't touch python for personal projects because I want to have fun
@regal echo hey check it out, i added an upsidedown skybox underneath, it looks nice along the edges but the mesh sits up on the bowl so it throws out the icons, is there a way you can spawn it so that the bowl is below the "floor" of the map, if that makes sense. i dunno if up the wrong tree here but it seems like progress
This looks fantastic
Yeah I can do a second object below the map object
dope! yeah its really nice seeing the clouds below
it would be cool to dynamically shift with the weather but i havent the faintest idea how to do that 
I can pick a different mesh depending on weather
Just duplicate it and attach different texture
It won't blend
Honestly don't worry about weather stuff rn
oh yeah fair, well its definity not necessary. just daydreamin
wonder if it would look nice with some lithography-type cloud texture
hard to get looking right at all angles I imagine
thats the tricky part
actually i say that but i realise i have no idea how to make it look like that either ๐
That's why it's tricky 
its ALL tricky parts
Hahahaha I already have all the scripts to generate AO maps so it would be easy to just hijack that and export a nif, if only that part worked
i like that it rains on the map when it rains in the world
i know why that happens, i just like it
In case of paper map it may be immersive as it feels more as if you were looking at a real map.
Btw floating names over markers would be a good option to have.
That was quick 
currently done (so I don't forget to write it down when I publish):
- swapped more stuff to relative size UI. havent testing scaling yet
- don't reset zoom when tracking
- faster base panning
- panning is faster when zoomed out
- faster zooming in and out
- swapped dpad and right stick
the change for scaled UI is going to take a lot more work
1.0.5
- Less picky generator.
- Don't reset zoom when tracking.
- Faster panning and zooming.
- Panning is even faster when zoomed out.
- Swapped d-pad and right stick controls.
- Specular maps are saved in the Detail textures folder (previously they were missing).
that's all tonight
Yeah no problem
I also don't get that sync stuff. is my history deleted when I do it again?
Much better! The experience is pretty good now. A couple of things to make it even better...
- Could we also navigate the map with WASD? Arrow keys are fine, but WASD is more convenient.
- After closing the map, the camera looks to the ground. Would it be possible to have it face its original direction?
- Also, it happens rarely, but sometimes when I close the map, I'm stuck high in the air and can't move. Is this a known issue? In fairness, it could have something to do with my load order.
Same question here especially if I don't save my path
And in case I don't have access to pc
I already did that but on clean save with no problem
You don't need to run sync again but you gotta copy your maps.json and the data folders from your previous version
I can add wasd support but it needs to be after I disable inputs when the marker window is up.
The camera should look your original direction when you close the map.
You shouldn't be getting stuck.
These last two are bugs and I'll need your log to fix it
aw its so good with the updated control ๐ ๐ฅ
You don't have both omwscripts and omwaddon do you?
I have only the omwaddon
Hey, can you see openmw.log I just sent? My message just disappeared when I pressed enter ๐คจ
Is the log file too long for discord or something? smh
Here it is as a zip file, I guess
It's a mess to be fair.
I demonstrate two bugs.
After loading in for the first time, I tried to close the map by right clicking (not what you're supposed to do, but an easy mistake after years of habituation') and got the "stuck in the air bug".
After loading in again, I demonstrate the "looking at the ground" bug (after pressing the key I bound the map to).
Let me know if there's any other way I can help
If you want to maintain a pre-sync'ed patch on nexus it would help a lot of people that can't follow my pain in the ass install instructions ๐
I don't know how I would do that. But I can make a video about your mod and show people how to follow your pain in the ass instructions ๐
Hello, I'd watch that. As a person who didn't manually mod morrowind(or ever play it) before until recently, i read the readme file and got confused, failing the installation spectacularly afterwards , and feeling like a S'wit.
Gotta bundle the video with the mod as watchme.mp4 
I will prominently include links to your video everywhere
put a QR code to the video inside of the mod
I will also make a small appearance of your mod when I finally get to making Morrowind Begginer Guide
To show the places where I will be pointing to
I'm seeing doubled up close messages, as if you have both .omwscripts and omwaddon enabled
[scripts/sunsdusk/sd_p.lua]: wtf @daring valve ๐
this error is also suspicious:
[16:13:23.868 E] Global[scripts/livelymap/global.lua] eventHandler[LivelyMaponGetExteriorLocation] failed. Lua error: Can't find cell with name
[16:13:23.868 E] stack traceback:
[16:13:23.868 E] [C]: in function 'getCellByName'
[16:13:23.868 E] [string "scripts/livelymap/global.lua"]:436: in function <[string "scripts/livelymap/global.lua"]:431>
[16:13:23.868 E] [C]: in ?
In the plugins list in openmw.cfg, I only have the omwaddon
No wonder discord didn't like it
But like... I did not enable the omwscripts. It's just not on my content list ๐
ok cool, just triple checking
Yeah, check my .cfg, I definitely could have done something insane there
I don't worry too much about which order I load stuff in. I got the MOMW MSP configuration and added a bunch of mods, mostly at the end where I can clearly see them
If there's a "best practices" course for loading mods, I'd like to take it
But it would be greatly appreciated โค๏ธ
I will do it, I need it for my gameboy. Might just take a week
i had better results loading LivelyMap early in my load order
how do i install this?
@lost tusk is making a video tutorial
right
this will be your response to every question about installation now 
Hah yeah๐
Haha I forget what that was for, I think I was testing things with the settings but that print has come and gone
I reproduced the "look north" thing
it happens when you close the map and then move your camera with mouse or left stick afteward. it can even be a long time after
I think I have to reorient the player object, not just the camera
seems like an openmw bug to me
UI scaling is working now
@lost tusk I added more logging and tried to code a little more defensively. I wasn't able to reproduce your bugs though sorry
@dry burrow UI scaling is published now
Am I the right person to be making the tutorial if I can't make the mod work without weird bugs? ๐
Haven't checked out the newest version yet, I'll do it later
Excellent, thanks!
Really though, what should i type into my openmw.cfg? I installed weapon sheathing and it seemed pretty straightforward, copy the given text to my cfg,surely adding "Data Folders in this folder that you need to add to your openmw.cfg" can't be that bad
And adding 00 Core/LivelyMap.omwaddon as a plugin to openmw.cfg
- Right click and looking at the ground is fixed!
But: - Pressing M still toggles the map even when naming a marker or save file.
- After opening and closing the map a bunch of times, my WASD broke and I couldn't move at all. I had to reload the save.
I moved the map up in my load orded fwiw.
you using pause control or hotkeys mod?
Btw I'm using Pause Control and noticed annoying issues with various hotkeys, e.g. during Alchemy or in the inventory my character gets out a torch when I press V while naming a potion or writing in a search bar (Light Hotkey mod) or a lockpick when I press L (Convenient Thief Tools). I don't recall such issues so it's either sth new after some update or I'm misremembering things. Seems new, though.
yeah there's definitely something funky going on with ui modes. don't know much about how that works though
Thatโs a specific bug with hotkey mods, I had it with devilish undress but ownlyme gave me the fix for it. Havenโt had that problem with other mods though or why it would be new
I don't know. Maybe it's because of 0.50.0 or updated versions of the mods.
I don't recall having such issures before
I've been playing with Pause Control for about 10 months
Nah I have 0.50 and havenโt had that problem with light hotkey and convenient lockpicking, something might not be playing nice with unpaused menus though
Funny enough I have it happen in the scripts settings menu as well 
as for Light Hotkey and Convenient Thief Tools, it's more like 14 months
maybe it's Pause Control, then
it had some update, right? Or maybe sth broke in 0.50.0
No idea, I donโt use that mod
well, if you are not using it and still have the bug, then it might not be caused by Pause Control
I only had it with one mod though and it was a bug from the original mod that was solved
No idea what would cause all of your mods with a hotkey to suddenly start doing that though
it seems similar to what @lost tusk is describing with that M key thing, though
Is it a new thing thatโs been happening?
I've heard something similar a few times from various people recently and I get it from a few mods too, seems like more recently but im not certain it would be nice to figure it out
The icons are probably horribly stretched on super wide monitor now ๐ฉ
Gotta move back to "size" from "relative size" and then find a workaround for partially visible icons
Hi I have a problem whit new update. I checked both 1.05 and 1.06 with fresh reinstall and latter crashes couple frames after opening a map
I am on Android
Ty, will investigate these reports later today
Do you have pause control or something else that might mess with control switches?
this has me thoroughly stumped ๐ตโ๐ซ
there's no useful log showing the crash info; it just stops
Maybe the device is out of memory and closes the game?
I will check again in about 2 hours
I don't know, do I? https://modding-openmw.com/lists/morrowind-starter-pack/ I don't think so...
Still about 3-4 gb of memory free
I even rescaled all textures by half(mod folder) and still one works and one doesn't
Now it crashes after 3 seconds
Last version works fine except UI scaling
Would be possible to change UI scale manually to mine with version 1.0.5?
And still no useful log for the crash? I'd expect to see something
[18:30:09.451 I] Global[scripts/livelymap/loaders/mapdata.lua]: onLoad: Started. Path file: scripts\LivelyMap\data\maps.json [18:30:09.844 E] Can't start L0x10468d5[scripts/third-person-alt-attacks/reanimate.lua]; Lua error: module not found: scripts/MaxYari/ReAnimation_v2/scripts/gutils [18:30:09.849 E] Can't start L0x10468d5[scripts/maxyari/mercycao/improvedai.lua]; Lua error: module not found: scripts.behaviourtreelua2e.lib.behaviour_tree [18:30:10.556 E] Can't start L@0x123[scripts/third-person-alt-attacks/reanimate.lua]; Lua error: module not found: scripts/MaxYari/ReAnimation_v2/scripts/gutils [18:30:10.557 E] Can't start L@0x123[scripts/maxyari/mercycao/improvedai.lua]; Lua error: module not found: scripts.behaviourtreelua2e.lib.behaviour_tree [18:30:10.562 E] Can't start L@0x131[scripts/third-person-alt-attacks/reanimate.lua]; Lua error: module not found: scripts/MaxYari/ReAnimation_v2/scripts/gutils [18:30:10.563 E] Can't start L@0x131[scripts/maxyari/mercycao/improvedai.lua]; Lua error: module not found: scripts.behaviourtreelua2e.lib.behaviour_tree [18:30:10.567 E] Can't start L@0x114[scripts/third-person-alt-attacks/reanimate.lua]; Lua error: module not found: scripts/MaxYari/ReAnimation_v2/scripts/gutils [18:30:10.568 E] Can't start L@0x114[scripts/maxyari/mercycao/improvedai.lua]; Lua error: module not found: scripts.behaviourtreelua2e.lib.behaviour_tree [...] [18:30:10.584 E] Can't start L0x1020015a6[scripts/maxyari/mercycao/improvedai.lua]; Lua error: module not found: scripts.behaviourtreelua2e.lib.behaviour_tree [18:30:10.971 I] L@0x1[scripts/bufftimers/player.lua]: Attempting to Destroy Tooltip...
this looks not very healthy lol
so I expect it crashed when it wants to load something that isn't existing. look for that stuff
it can't find any of your scripts by the looks of it, very little to do with the map mod. Look at the paths mentioned (everything on every line after /scripts).
I don't see any mods to explain what's happening.
It's crazy. The mod is pretty much unusable for me.
Hitting M never fails to trigger the map. I can't even type "coc balmora" into the console without opening it ๐
Using the map completely breaks my character controls. I can't even open the inventory ๐คทโโ๏ธ
Also, I've tried putting the mod last in my load order and now my character always looks at the ground after closing the map. Again.
Since it works for everyone else, I assume this is just a question of figuring out the right load order...
But the key trigger seems to be super aggressive. I mean, M opens the map even when the game is paused ๐ค
my char looks in the opposite direction when closing, so there's that
and always northed on the lively map
Yeah theyโve been a few mods with that keybind problem, idk if itโs this mod though
annoying
it's shame because the mod is right up my alley
For fans of a paper map, this has popped up today https://www.nexusmods.com/morrowind/mods/58061
I have it with devilish undress but only for the keybind I set for it (u), but yeah you and a few other people have it with several keybind mods
Haven't tried it myself. It's outdated since the full Gridmap hasn't been updated since 2023 (so Bal Foyen probably still says Andothren, for example)
there is another map as well
yep
with classic MW Paper map
unfortunately, only Vvardenfell though
seems that the flood gates have been opened
Well, obviously I don't. Honestly, I wouldn't even say no to an AI-drawn one at this point
sounds scary
it is.
there is a great one for Thirr River
custom made
it's so damn good
gimme
On the riverbanks of the Thirr, among the buzy plantations and the strange fungus groves lies a silent war for power. Two Great Houses spy on each other from their side, while the Empire grows each day bigger on the towering streets of Old Ebonheart. Will you take part in these conflicts, or simply wander around and discover the hidden treasures...
it's fucking crazy good
Oh yes! I've seen that in a loading screen ๐
yeah
but why would anyone use that?
Well.... we need more 
lol
you clearly don't know what many people want from the maps
many people are trying to make the maps less GPS-like
Hell no. I don't want the map to be useful. I just need it to look authentic!
yeah I also don't know what people do in bed chief sherlock
okey maybe it's cool. I think such maps existed back in medival
MW Vanilla map isn't too detailed by modern standards
but I still want sth that feels more diegetic
I want to be forced to purchase the map for each region. I want to be completely lost despite having one. I want to figure out my location based on the sun and my surroundings.
I just like the vanilla maps. for the reason that vanilla navigation (go to the third street, right turn, on the second bridge left near the tree with the flowers etc) is already hard enough
FOW effect
you shouldn't see anything besides Seyda Neen at start
terra incognita ๐ฅ
it's unknown land

Yes. No automatic markers. You shouldn"t even see the shape of the land.
Unless you buy a paper map, which should be crude.
there are such maps in-game
so guide to Vvardenfell could give you rough Vvardenfell shape
but no details
you need to explore yourself
no player marker unless turned on
True. I just wish you could put them all together in one layout. Just make them a little bit more convenient than they are now. That's all I need.
could be good.
yeah, not for us who all know the map in and out. but maybe for others.
you probably know the map well in commonly traversed regions
not in the middle of the Ashlands
or on the mainland
I often get lost there
Exactly
I think that Lively Map paper map version with potential FOW effect has the highest potential
for a proppa map
immersive one
If you need more convincing, play KCD2. Hardcore also has a negative perk which can spawn you in a completely random location after sleeping. Really forces you to learn the world.
people should travel more often to dagon fell after start. you have an assload, and I really mean an assload, of restoring health ingredients in sheogorad region to pick up right there.
I love the fact that you can ask the NPCs for directions
All negative perks? That is the way.
it's saltrice and the other stuff
and it shows your location on the map
it's not exactly a common destination for newbs
but it's possible
I often play with no in-game map nowadays (I never switch from the local one to the world map one), lol
yes, creatures are strong there but you can go to the ashlander camps on northeast of morrowind, where the white guar is.
you can pick a ton of great ingredients while the guar will help you hunting down any animal attacking you, giving more ingredients
best. start. ever.
he has like a radius of 2 km where he is standing helping you defeating anyone
and relying on your knowledge and in-game maps like "Maps of Vvardenfell"
when the ashstorm hits and visibility is shit
you will probably want to stop
lol
Pretty sure I can disable the activation key when there are any other windows up
I've mashed the map toggle key on and off super aggressively for 10s of seconds and it hasn't locked up
Also I'd like to remind everyone that all my mods are under AGPL so you are free to fork and contribute or adapt etc (provided your work is also under AGPL)
this is the one of the most popular mods this year so far ๐
1.0.7 coming soon
- Disable map toggling when in other inventory windows.
- Disable map toggling while editing a marker.
- Fix positions of Detect icons.
- Fix positions of debug icons.
- De-squash icons for wide screens.
- Emergency "lua unstuck" command.
published
Won't have much time this weekend to work on the mod
It wasn't actually that hard to install at all, installed it with the paper map patch, works flawlessly so far, only thing i noticed is if i left click on the map and move it to the right, when i exit it and try to my mouse , it jerks to the opposite direction i dragged the map to. So if i open it and drag right, it will skip my camera to the left when i move my mouse in the first person. Anyone else got that?
Edit, every time i open the map it jerks my character north, the marker also points north. It's not game breaking, just mildly annoying
Deserved, i will not be turning this off anytime soon
Yeah I also reproduced this bug. Planning on fixing it, just don't know what's breaking yet
Tried new version crashes the same
If it helps Ill describe what I noticed I crash behevior
So when I open map immediately game crashes immediately
If I wait a bit
I am able to open map and I don't move map it doesn't crash
I can pan a little bit to sides
When I move to more to the sides or up-down at all game crashes
Also reinstalled those mods that were pointed to me
Sounds like the crash is happening on tile switch ๐ค
Take your time man. You rock. I have a question, do you plan on adding some kind patreon or buy me a coffee link?
(please don't call me man, thx)
I'm unable to accept money for things I program because it would conflict with my employment
Alright i won't, my bad. Good to know
Sorry about that
Also immediate crash when indoors
I just thought it would be neat to have a way to support a mod creator who's work i like
Poor fella, glad i don't have that
Thank you for the thought ๐
If you post screenshots on Nexus and endorse the mod, that's enough for me
download the mod, give kudos, leave a good comment...
Already done
๐ 
If you use the paper map then there won't be any tile switching. Might be worth trying
No idea why it's busted in interiors
Also tried that behevior the same
I don't know I think I will just pass on this mod for a while
I have a suggestion.It turns out it's not that hard to install the thing(if you install the paper map, not the 3d version, hadn't gotten around to that so can't tell), so you could link the https://openmw.readthedocs.io/en/stable/reference/modding/mod-install.html
in the mod description or the readme file for less confusion
I work in delegations. after this week I go back to work so I need mostly finished product(no access to pc and limited data access). So I might try again later. Great mod. Thx for help ma'am.
Sorry it's so busted on Android ๐
Thanks for the bug reports
I still will follow your work though ๐
Looks great!
Thanks for making a great POM shader ๐
I will try to figure out if I can make a script to generate a nif version at some point so people who don't want to change their whole shader setup can use it hahaha
got your sky bowl working @fresh fiber
https://github.com/erinpentecost/LivelyMap/releases/tag/1.1.0 if anyone wants it early
might also be fun to activate a shader while the map is up
not sure what though
We need this! GOT music playing
I'm not sure which version introduced the "always look north" bug but if someone can figure that out for me I'd appreciate it
I dont think I ever got that bug ๐ค
cough ocarina of time song of storms cough
https://www.instagram.com/reel/DSyVsydD2iV/?igsh=MWM0bWVjNGtvdGpjcQ==
Coincidence? What do you think?
All things aside, I actually love Ramin Djawadi and think heโs one of the best modern film composers we have.
#zelda #gameofthrones #vgm #ocarinaoftime #piano
29370
I went all the way back to pre-release and the bug is still there. Something terrible is going on
omg even with a new character

I'm defeated. This makes no sense

it used to work for me, it works for you
it doesn't work for other people
I tried 0.50 and 0.50rc1
oh that's madness
there must be some errant code somewhere.. you don't use a mod pack do you?
all my stuff is manual
mostly content mods
ah you know what
lemme try without one stick
one stick on/off has no change
it's got to be some race condition
you are on latest and the compass points in the right spot, right? and when you close the map and touch your mouse, the camera doesn't teleport north?
just to confirm I'm living in reality
Well now I doubt myself ๐ so I'll have to check again..

I don't get why the player position is changing. I'm just changing the camera!
It's 10.01.2026 
Tamriel is not real.
rules Bethesda
I had this bug too in previous versions (haven't upgraded yet)
after closing I still looked in the same direction, but my compass pointed north. with the slightest mouse movement it instantly switched my view to north
and somehow I did a 180ยฐ or something during that process, like from looking forward to instant backwards
just tried again. this screenshots are 1. before open 2. open 3. right after closing 4. moving the mouse 1 mm
the thing you see in the third screen is probably my sheated weapon, it's already turned to the right direction as it seems
(notice the compass)
OK that's nuts I just checked and it is happening to me too 
I swear I would have noticed if it was happening before, like its extremely disorienting. I can only confirm that you are no crazier than me ๐คท

I put in a workaround: https://github.com/erinpentecost/LivelyMap/releases/tag/1.1.1
pretty please someone confirm this works for them before I publish on nexus ๐
I would love to test but still got a trauma from the initial installation
just put the linux binary into the folder of the lively mod and exec?
The binary goes in /cmd/lively , I think I put a comment in the readme
somehow I hate those git sites. where do I find the readme there?
put the binary here: cmd/lively
panning to new tiles works still ๐
okey I put it there but I think I still have the bug
my other files from januar 3rd though
update everything now
no it's better now
so the direction is now right
when I'm northed the mouse stays vertically in the correct position
when I look in other directions it flips horzontally
tried a video, couldn't
mom screens
Oh no ๐ฉ
this are two examples when you look in the "wrong" direction
north works perfectly and smooth somehow
but it's far better now. the complete "where tf I am?!" moment when you made a 180ยฐ is gone.
feels very smooth now for me ๐
very not-performant fog wip
I don't think I can get away with shoving these into the normal icon system
there are too many
5000 icons to deal with
This might be a really dumb idea, im not sure. but what about using something like this that s3ctor was using for shifting textures on icons. i dont know what the logistics would be like to set up, im just imagining a single huge texture overlayed above the map with transparency instead of the colour change displayed here. i guess it might be an impossible range of combinations but maybe thers some magic that could be done. just putting it out there..
I'm actually already using s3ctor's atlases ๐
for the fog frames and compass pointer
upside of trying to get fog to work is fps is better at least
I kind of have to invert the whole icon pipeline to get fog to work at a reasonable fps. like pass in the viewable cells rather than get all registered icons
maybe I can get away with a new hook that triggers when the camera moves
I haven't been able to reproduce this ๐ฉ
all good, my game is heavily modded with tons of UI mods
so maybe fault on my client side
oh yay I got fog down to 40k operations a second ๐ฉ
59 fps when map is down
56 fps when map is up
20 fps when foggy
Looks cool
Fits this map version at least.
It probably won't look as good for paper version
I imagine fog of war for paper map looking as blank space (maybe with just some basic/blurred continent outline and some occassional "drawn" clouds) that you gradually fill up during exploration. This is, however, my imagination running wild, while harsh modding reality is probably different 
Btw I think that this sparser fog looks much better than full fog coverage as it seems less artificial.
To get fancier fog it's gotta be a super wacky shader. This fog is just 2d sprites like the icons. I think a shader version could be way cooler
does it... swirl?
No, these are just static. They change when you pan your map around. It's pretty distracting
could overlay a second flat mesh and scroll a cloud texture on it
but a shader is probably the way to go
using icons/sprites is inventive tho
To get fancy fog:
- Sample the map at regular screen space intervals to determine if that point is in fog.
- Save these samples into a big 2d array.
- Pass this array into a post processing fog shader to render fog. Lerp between the samples
Yeah I think ultimately it would be way better as a shader. Impossible to do in a normal UI though (but I'm fine with that)
Then it can be an animated etc
Do blur or drain hue
theoretically you could, if using sprites, start with the entire map filled and remove them when the player marker gets near to emulate fog of war. But then you're tracking an array of sprites which makes 5000 look like a small number
This caused 4 fps. Current method is pretty cool:
I find the cell extents that are visible in the camera, then subtract visited cells. Then I merge the cells into a list of square extents that get full coverage. Then do one fog icon per extent and just scale it up
Reinvented fustrum culling
lol nice
https://www.faberhama.com/TERRA-INCOGNITA I found this by googling. I think that it looks more or less how I imagined it, i.e. blank map state for terra incognita and more detailed map for known locations 
Faberhama is a design practice that takes a critical approach to objects, situations, and food for thought, expressing a balance between tradition and creativity while celebrating identity and diversity.
or KDC-style
The "blank" map effect is going to be impossible
yeah, I was afraid of that
so maybe stylized fog/clouds like in KDC is the next best thing
At best I'd need a filler texture that could be blended in
Which will work but will look shimmery
And it won't color match at all
btw I don't know if you've ever played Elden Ring but there are some cool af things going on there. Like the map starts zoomed in on one region and as you explore more it gets bigger... and then even bigger... it puts everything in perspective and makes the world feel huge. I don't even know whether sth like that could work in MW but it's just fun to see how other games do it.
I could pretty easily put an upper limit on zoom and pan so you can't go beyond where you've been
And no I haven't played ER because I like slow games
Another possibility is blur/distortion effect. The paper map would be "unfocused" until you discover the location. Could end up looking like shit. Could be cool. Hard to say without seeing the final effect 
Yeah I had mentioned that. Paper map fog could just be desaturation
None of that might be possible though, don't know if I can pass in an array to a shader
Now do I do a float 2d array or just pass in a bunch of points that are "visible"
2d Array is more CPU work
And would not be stable when panning
this is going to look so cool ๐๏ธ
How's that "Look north" bug fix going for ya?
are you saying it's not fixed for you? ๐ฉ
then yeah I hope I nailed it
Will update rn
Also openmw question
Will i be executed by firing squad if send pictures of my screen?
...no?
I want to ask something about some stuff in the launcher
It's not really a trouble shooting thing but I'll go there yeah
I'll give an update once i got the new map version
I know, right? Also, it's thematic. BLURpanda ๐คก
wooo! ty

next update will have more fps and fog
some silent hill fog
I wanted to suggest the fog option but you beat me to it
morrowind without fog is like cereal without milk
might as well embrace your destiny
upside down but getting there
nice
Elden Ring does the map so well. Besides the gradual size reveal, I also love that you can study the actual drawings to find secrets (similarly to KCD) and you can place waypoints to create beacons of light in the world. Really cool stuff.
Yeah. Also, regions are not immediately visible. You have to find the map first. It's really well-done.
Exploration-wise ER is one of the best games I've ever played.
it's because of the map and the way the designed the world
Absolutely. The fact that it was their first open world game is just insane.
then you check some open world slop like AC and just laugh
Unfortunately, the useless rewards and repetitive bossess really bogged the game down, though.
Still very enjoyable
thats amazing
๐ง vibes
I should make the fog super heavy if it samples off-mesh
https://github.com/erinpentecost/LivelyMap/releases/tag/1.2.0 if anyone wants it early
everything is always so confusing to me on Github 
sure, thx. I meant the general UI and such ๐
got some nicer fading going on now
the fog animation is kinda distracting but it hides the slow update rate
Now it's only flickery along the border ๐
what is it? i was just downloading ๐
freaks out on any mouse movement in other windows ๐ฌ
just putting in a setting now and will publish soon
it seems fine for me, do youmean like in windowed mode or something?
no error spam huh?
no errors, thers a bunch of stuff like this
[23:13:19.447 I] L@0x1[scripts/livelymap/draw.lua]: new coroutine
[23:13:19.672 I] Global[scripts/ernperkframework/global.lua]: Saved 3925 variables
but that doesnt seem like errors, is it?
nah those are fine
publishing in a bit
oh I gotta find a canton with big doors so I can ori it
nice, yeah well im having trouble breaking it rn anyway so ๐ ๐
I need the record id
Ex_V_cantondoor_01
thanks, now vivec shows up as blue town instead of blue warning
but warning sign for vivec is correct. nobody should visit this city anyways. 
yeah put in your mod of the month vote guys
i think the clouds are moving a bit fast
yeah I thought so too. it's better in 1.2.1
Ok, published on Nexus ๐
where can I vote btw?
next feature is showing your other characters on the map I think
then someone (not me) can give people a script to sync their player.jsons to a s3 bucket and pull down everyone else's
and then you can see where everyone is
what's that for? MP?
it's next to the endorse button
oh yeah! I wanted to get color maps working (based on textures)
I set that aside months ago because it was so irritating
Ooo I can disable map mesh collision-
#lua-scripting message
I think you can do it like that in vanilla engine but not in openmw
+1, already did
How does this fog work with the paper map? Should be aight?
I imagine it would look slightly different
It just desaturates and darkens any map
The shader could be overwritten in the patch
If someone else wants to take a crack at a paper map specific fog shader feel free
@cunning stag if you've got an HD cell-aligned map with known coordinates I can help you make a patch for Starwind
Uh but I mean the whole reason I was asking about that was because I thought I didn't have to, I don't understand.
There is a world map on the plugins. I thought it would use it.
It doesn't actually really matter if it's cell-aligned at all, to me. There isn't really such a concept. I mean, other than the door markers existing in the real world.
By world map do you mean hand-crafted WNAM subrecords or actual vertex subrecords? The generator doesn't read WNAM
It's WNAMs
is there an existing up to date map for starwind?
I made for .51 but I've been sitting on it since we haven't released yet
I want to minimize opportunity for people to fuck it up. But I'll send it if ya want it.
On earlier builds it will work but have default colors and it looks, uh, bad
can't be harder to read than https://www.starwars.com/star-wars-galaxy-map
might be a fun project but I don't really have a conception of what a star wars map ought to look like
didn't you see mine?
It's not at all accurate to the universe, or frankly even Starwind itself, but the Starwind galaxy map is already just ridiculous (there are, I think, three stars and 12 planets plus most of the DLC planets aren't even in the same solar system and thus should not be on the same map and)
FUCK NO SHIT PISS I FORGOT ONE AAAAAAAAAAAAAAAAAAAAAAAAA
Average monday.
I mean this in the best possible way, it reminds me of https://www.spacejam.com/1996/jam.html
Yea I have a higher res image of this, but
Well, this map dwarfs a finished TR very very badly
The map ESP is like 52MB or something
whoa nelly
So it seemed like a gigantic pain in the ass to figure out what cells any of this actually maps to
4Kx2K map image embedded in ESP 
I even made sure to give Tatooine a second sun as I have been ranting about weather bindings having multi-sun capability since 2023
If there was a Lively Map patch you could do one file per planet if you wanted. Still gotta figure out the cell extents.
I'm not sure how useful it would actually be to players though since they are always in interiors
well that was why I asked about tracking fake exts
and whether or not it would trace fake exts back to their real-world destinations
because if it works in Tribunal, it will work here
Yeah it will work like that. It's just an exterior map though
i'm not really sure if I understand what that means
you say that as if to imply, I should just make the other map images
I do still have all the source images
such as
How many locations are there on each planet? Would it be useful to know where on the planet you are, or is there just like one location per planet?
We could do one world map tile per planet if you want. Then you don't need to pay for a bunch of dead space if you don't want to.
To get any patch to work though, I'd need to know the cell coordinates for the corners of every world map tile
You'll only be able to see one world map tile at a time though
It doesn't (there is no distinguishable fog as far as i can tell), i assume it's because i don't have post processing on and some other stuff in the settings
Yeah you need post processing since it's a shader effect
It was the only way to get fps
