Skyrim Special Edition

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deland

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102 comments

  1. IanCelo
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    Thanks for this mod. I wanted to have a paper-like map without the player marker for roleplay, and 'Paper World Map" was the only one I found. Sadly, it's quite buggy... But, you just saved my day, thank you again.
    I found it sad to not have the map of Soul Cairn and Blackreach, but I realized that it makes no sense in terms of RP to have those as they are unknown and forgotten places, so it's ok.
  2. acrolous
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    can we have an atlas map marker patch?
    1. Glanzer
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      I'm using Atlas Map Markers without problems. Just be sure you use the download link on the main page because that has the flat mesh fix built in.
  3. Benc158
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    Can someone explain to me how to fix the soul cairn z-fighting/texture flickering bug? 
    1. Glanzer
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      That's probably caused by persistent LODs which is the result of using the 2 ini settings in this mod. See my post below for the fix, especially the Soul Cairn map section.
  4. Glanzer
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    I've spent the last few days tweaking these paper maps to get them working optimally. I think I've come up with some decent settings that make them all work, so I wanted to share those settings here. Note that I am using the converted "all-in-one" download posted on the main page here; it's the one that includes the extra maps from Bruma, Falskaar, The Gray Cowl, and Wyrmstooth.

    FIRST, THE PROBLEMS:

    1. Without any tweaking, Soul Cairn looks horrible. None of the structures are even visible.
    2. The mod comes with an ini file that sets uLockedObjectMapLOD and uLockedTerrainLOD to 32, but those settings can be very problematic because they prevent LODs from unloading as you travel around. In particular, they cause horrible texture flashing in the Forgotten Vale and in Blackreach. Even in Skyrim you'll come across a number of tree LODs embedded in the full models.
    3. Zoom levels were not optimally set, so you couldn't zoom back very far on several maps.

    NOW, THE SOLUTIONS:

    I will be addressing only the following 6 maps (I'm not using Beyond Skyrim, Wyrmstooth, or The Gray Cowl in my current playthrough):

    Skyrim (I'm using paper map texture 2)
    Solstheim (I'm using paper map texture 2)
    Falskaar (I'm using the only available paper map)
    Forgotten Vale (there is no paper map for this)
    Soul Cairn (there is no paper map for this)
    Blackreach (there is no paper map for this)

    For Skyrim:
    Spoiler:  
    Show

    Here is what my map looks like after the changes:


    To test it in your game, you can go there using this in the console: coc whiterun

    Here are the Worldspace values you need for FormID 0000003C -- note the values for MNAM and ONAM:


    Here are the 2 .ini LOD values you need:

    ;uLockedObjectMapLOD=32
    ;uLockedTerrainLOD=32

    In other words just COMMENT THOSE TWO LINES OUT. They are not needed. The map will look fine, and you won't have any persistent LODs caused by having them set.


    For Solstheim:
    Spoiler:  
    Show

    Here is what my map looks like after the changes:


    To test it in your game, you can go there using this in the console: coc DLC2RavenRock01

    Here are the Worldspace values you need for FormID 04000800 -- note the Cloud Model, MNAM, and ONAM areas:


    Here are the 2 .ini LOD values you need:

    ;uLockedObjectMapLOD=32
    ;uLockedTerrainLOD=32

    In other words just COMMENT THOSE TWO LINES OUT. They are not needed. The map will look fine, and you won't have any persistent LODs caused by having them set.


    For Falskaar:
    Spoiler:  
    Show

    Here is what my map looks like after the changes:


    To test it in your game, you can go there using this in the console: coc falskaarlighthouse01

    Here are the Worldspace values you need for FormID 01A1CF42 (your ID may be different) -- note the MNAM and ONAM areas:


    Here are the 2 .ini LOD values you need:

    uLockedObjectMapLOD=32
    uLockedTerrainLOD=32

    In other words, you must use the default values of 32 or the map simply won't work. BUT the good news is that in my testing I did not encounter any persistent LODs.


    For The Forgotten Vale:
    Spoiler:  
    Show

    Here is what my map looks like after the changes:


    To test it in your game, you can go there using this in the console: coc falmervalleystart

    Here are the Worldspace values you need for FormID 02000BB5 -- note the blank Parent field, and the MNAM and ONAM areas:


    Here are the 2 .ini LOD values you need:

    ;uLockedObjectMapLOD=32
    ;uLockedTerrainLOD=32

    In other words just COMMENT THOSE TWO LINES OUT. They are not needed. The map will look fine, and you won't have any persistent LODs caused by having them set.


    For Soul Cairn:
    Spoiler:  
    Show

    Here is what my map looks like after the changes:


    To test it in your game, you can go there using this in the console: coc dlc01soulcairnorigin

    Here are the Worldspace values you need for FormID 02001408 -- note the blank Parent field, and the MNAM and ONAM areas:


    Here are the 2 .ini LOD values you need:

    ;uLockedObjectMapLOD=32
    ;uLockedTerrainLOD=32

    In other words just COMMENT THOSE TWO LINES OUT. They are not needed, and if you include them the structures will disappear!


    For Blackreach:
    Spoiler:  
    Show

    Here is what my map looks like after the changes -- yes it still looks pretty ugly, but I couldn't find any way to tweak it better. Even the maps I found posted in google were all horrible, so I think this is as good as it gets. If yours is better, let us know!


    To test it in your game, you can go there using this in the console: coc blackreachcity

    Here are the Worldspace values you need for FormID 0001EE62 -- note the blank Parent field, and the MNAM and ONAM areas:


    Here are the 2 .ini LOD values you need:

    uLockedObjectMapLOD=20
    ;uLockedTerrainLOD=32

    uLockedTerrainLOD can be commented out, but you do need uLockedObjectMapLOD. I spent a lot of time testing these 2 values. Reducing uLockedObjectMapLOD to 16 caused the whole map to disappear under rock. But leaving both values at the default of 32 caused horrible LOD persistence. This seems to be a sweet spot that still shows the map but prevents LOD persistence.


    SUMMARY: As you can see, all the changes are done by modifying the Worldspace record for each map, and by customizing the .ini file based on what map you're going to be playing on that day. Fortunately 4 of the maps share the same .ini settings; only Falskaar and Blackreach are different. Yes, you do need to save the game, exit, change the settings, then reload your save to get the .ini file changes to show up.
    1. Aegarain
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      Is there a way to not have the map stay on Skyrim when you're in Blackreach or the Forgotten Vale, similar to how it works in the base game?
    2. Glanzer
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      I'm not sure what you mean by "stay on Skyrim." Did you look at the screenshots of my Blackreach and Forgotten Vale maps? If you don't see that it means you probably missed something in the install. Be sure to use the link on the main page to download the "CLICK HERE TO DOWNLOAD" version posted by the user; that's the ONLY install you need (don't install any other separate flat mesh mod or paper mod). And of course DISABLE any of the plugins for lands you don't have after you install it. For example I disable these:

      Paper Maps - Wyrmstooth.espPaper Maps - The Gray Cowl.esp
      Paper Maps - MusicMerged ELE Patch.esp
      Paper Maps - ELE Patch.esp
      Paper Maps - Bruma.esp

      As far as using the optional "paper map texture 2" that I have in my screenshots, you can do that by downloading this file and ONLY installing the following directories and their files (map the textures directories under Data of course). I keep this as a separate mod that overwrites the main paper map mod:

      /02 Skyrim_T_2/textures/Map/Skyrim/*
      /04 Solstheim_T_2/textures/Map/Solstheim/*

      When you install those you should have the files in these directories:
      textures/Map/Skyrim/
      textures/Map/Solstheim/
    3. LuxuriousP
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      Not really understanding your post, the skyrim, solsteim and falskaar are what you said to put them by default using the all in one file on the main page.... there's literally nothing to change, and you say "note, value, value, value" but those are the same as default....

      Only thing different is the max height value which i changed on skyrim, but on solsteim, your xedit looks vastly different than mine, (yours has the value right next to mhdt - max height data" whereas i can't put anything into mine and can only edit Cell Data, which isn't in that photo.

    4. Glanzer
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      I was trying to be thorough by showing everything whether it needed to be changed or not. That way everyone can check their game and make sure no stray mod is interfering with anything in the worldspace records. But there definitely are needed changes for EVERY map, whether it's the uLocked variables (which need to be turned OFF for the first 2 maps via the semicolon) or the changes in xedit. Do not make any cell edits, all edits need to be made at the top level worldspace records. For example, you may have to forward Blackreach's worldspace record to a new patch at the end of your load order and make changes to it there, otherwise dyndolod will override it (that's what I had to do).
    5. Aegarain
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      Sorry about my earlier comment, I phrased it weirdly. Is there a way to have map smoke on the 3d map(Blackreach, Forgotten Vale, Soul Cairn), but not on the paper maps?
    6. MisterFlames
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      Holy shit. Thanks for writing this. I won't be using Paper World Map. It's just not worth the effort to get it running.
    7. LuxuriousP
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      Hey Glanzer, do you know of a solution to the cloud's appearing on the map, i've looked at tweaks and done them all (disabling cloud shadows automatically when entering map with enbseries ini tweaks as well as bloom) but even with both disabled, there's still a sort-of cloud imprint behind the map that's super noticeable, any solution to completely disable it ?

      (my paper map plugins are at the complete bottom of my load order fyi) 

      thanks.
    8. Glanzer
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      I have a very slight imprint of the clouds behind the map too, but they're not that noticeable. I put on my list of "to-dos" to look into this but haven't gotten to it. Maybe you made the same ENB tweak I did to make things better? Here's what I did:

      1. In your ENB's _weatherlist.ini file, I added this new section to the bottom:

      [WEATHER020]
      FileName=!_SKYRIM_Map.ini
      WeatherIDs=A6858

      2. Then I copied my clear ENB ini weather file (!_SKYRIM_Clear.ini) to the filename listed above (!_SKYRIM_Map.ini) and modified it to remove the bloom from it (i.e. set all bloom values to 0). Those settings will then only apply to the weather ID A6858 which is the weather for the map.

      It just occurred to me that I never tracked down the A6858 weather record in the ESP. I just did that and found it in the paper map ESP. On a hunch I copied that record to a patch file, removed ALL cloud textures from it, and it did remove the clouds. But there were a few anomalies in it like I could faintly see blowing needles in it from my current area, and there was a faint round black area in the middle. So I think it's a matter of looking at some of the mods that remove the clouds from the maps and tinkering with that A6858 record to get the right effect.
  5. SlowCircuit
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    Heads up to anyone running into issues, here's what got it working for me.

    1. Download this from the description: https://drive.google.com/file/d/1mfTQy2HIsdz8WWuTLDgiOR-t_IBZyTQC/view?usp=sharing
    2. ONLY install the above. You don't need the download from this mod or the flat mesh, flat map markers or even the original paper map mod. All of that is included in the above link.
    3. If you're using LODGen like me, it can still work, you just have to let the paper map's LOD32 overwrite the ones generated by LODGen.
    4. Just put this absolutely last. LOOT won't sort it properly, so you have to do it manually. I couldn't get it to work until I made sure it was below even DynDOLOD and the Occlusion generated by LODGen.

    I have 200+ mods, a lot of them environmental and use the above LOD generation, and it works great for me now.
  6. skullen0x00
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    The unofficial port listed in the description works great out of the box and replaces Flat Map Markers, Paper World Map, and this mod. I've got the following 3 plugins at the very bottom of my load order, each ESL-ified by the porter (bonus!):

    Paper Maps - Vanilla.esp
    Paper Maps - Bruma.esp
    Paper Maps - Falskaar.esp

    Hope this helps someone. And a giant thank you to the porter! Great work.
    1. AllenAlchemy
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      Just want to confirm this is legit - put them at the BOTTOM of your load order, overriding where LOOT puts them, and especially after DYNDOLod if you use that, and its perfect.  Haven't tried rebuilding DYNDOLod yet with them included but for now I'm going to enjoy these maps.
    2. mrwitchhunter
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      I also want to confirm that the unofficial port works great. The only exception for me is Bruma. That map doesn't line up with the map markers for some reason. The markers seem to be 'lower' than they should. Otherwise, it's the best paper map mod port.
    3. NikiRandom
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      I've just tried it but I just get the regular 3D map. No idea what I'm doing wrong.
    4. seancdaug
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      Yeah, I couldn't get the Bruma map working, either. It seems like Bruma is always the difficult one: the last time I played, I had the most trouble getting it cooperating, too. Ah, well.
    5. Skateboards
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      Can anyone confirm if the converted wyrmstooth plugin works with the new wyrmstooth uploaded here?
    6. BraniyaKz
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      I will be testing that over the next couple weeks. Sorry, I'm slow.
  7. caffeinatedNetling
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    Is it normal that when I open the map menu, it starts under the flat map mesh looking down at the 3D map? It looks fine after I zoom out, but I need to do it every time. 
    Does anyone have any suggestions on how I could fix this?
  8. Solora
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    I used the unofficial port from the description page, NOTHING ELSE, and it works perfectly!! Thanks for linking it here! Please everyone also go to Eliadon's page and give him a kudos if you use it!
  9. elwooha6
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    I had no luck downloading the file from google drive when using Firefox, I tried it in Edge and it worked fine though, just fyi for anyone having similar problems.
  10. Ariexe
    Ariexe
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    I've gone a ahead and ensured the JSON files for FlatMapMarkersSSE.json was set to the correct values 354072.968750 for skyrim and 180000.906250 for solstheim, however, it still isn't becoming flat. I have it running in the bottom of my load order through Vortex and I'm using the paper map, and i'm using this mod. I thought maybe flat map markers mod was conflicting with this one, since they both seemed to have the same json file, uninstalled that mod, and i'm still having the same issue.
    1. s462
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      the JSON here is a config for Flat Map Markers, you need Flat Map Markers.
    2. Ariexe
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      I've got the load order as follows

      Paper map
      this mod

      Flat map markers doesnt come with an esp

      I;ve re-installed and replaced the JSON in flat map markers, and it still isn't working. I don't know what I am doing wrong.
    3. Splaetos
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      I've never used vortex, but the data order is what is important here. Flat map markers is a dll and a json, this mod provides a json to overwrite that one, but not the dll. This mod needs to be installed last in terms of data overwrites because it replaces meshes in the map mod, and the json in the marker mod.

      Add just these three mods to a vanilla save (or a new game)-
      Paper World Map
      Flat Map Markers
      Flat Map Mesh <- (Must Overwrite BOTH of the above mods)

      you will have two esp's that can only be loaded in one order-
      Paper World Map.esp
      Paper World Map Unofficial Fix - Vanilla.esp

      and it should work fine. Very easy to test with MO2, but like I said, I don't know vortex.

      -Edit ... assuming you have met the requirements for flat map markers, that is...
    4. Splaetos
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      or better yet...

      Check out the top post and download new map goodness!

      The download includes the dll and json for the markers. Plus, you know, awesome maps.
    5. ManagePasswords
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      Darkend wasn't ported I've tried myself but I'm stuck with the 3d map still any thoughts?