1.1.0 is out! New Features - Waypoint VFX: added a waypoint VFX to 'THE HOLLOW' and 'ARRON' options. Fixes and Improvements - Handling Grove lockdown: handled the case where the Grove is under lockdown, in case Larian stops disabling the waypoint due to lockdown in the future. - Speed: mod/teleport should be slightly snappier now. - Volition Cabinet: added Volition Cabinet as a dependency.
Please report other issues in the Bugs tab with the output from your SE console if possible. Thank you!
i can see the mod in MCM and its enabled. but no waypoint in emerald grove. I have done all quests etc. in the area, still nothing. tried a long rest, tried changing the waypoints placement in mcm
Curious about one thing: I came across Waypoint Inside Emerald Grove in the IGMM/Mod.io and in the description it states "It will appear on the waypoints list AND on the minimap." would the latter feature also be possible to adapt for this mod or is it due its adjustable nature, that this or a similar solution doesn't work to indicate the waypoint on the minimap?
From a quick check on an existing playthrough (even though not recommended) it is clickable on the minimap to teleport like a vanilla teleport:
Not sure however how good the other mods' safeguards against showing up when the Grove is locked are and so far it seems to work in tandem with your mod installed (which I could set to the Sacred Pool to have both areas covered then :P) without issues too.
Asking because I sometimes forgot your mod is installed as there's no icon to click on the map :D.
Adding a full waypoint is something a few modders have been experimenting with recently. When I have the time, I might look into what mine is missing to display an icon on the map, but even then, it would have to be displayed in the default location, cause changing that during runtime (according to settings) isn't possible as far as I am aware.
Hello. After completing Shar Trials, the waypoint inside Grove doesn't disappear from the list like the other ones from Act 1. Doubt it will be too much of an issue, if it won't be changed, but I decided to report that just in case if any issue related to that arises.
It hasn't disappeared for me, I actually came here to report the same thing. I'm almost finished with Act 3, few things except the big fights remain, and the waypoint is still there as the only non-act 3 waypoint. This is with the latest version as of October 31 (i.e. downloaded after your comment).
I didn't know this was even possible. Very cool idea. I'm familiar with the debug teleport flags but how are waypoints listed in the game? Are they flags as well?
i have entered the Grove I loaded a saved game i don't see any waypoint on the rocks...where should it be exactly? i chose the hollow but i see nothing and i see nothing also in the minimap to click on, if i want to go directly to the grove
163 comments
New Features
- Waypoint VFX: added a waypoint VFX to 'THE HOLLOW' and 'ARRON' options.
Fixes and Improvements
- Handling Grove lockdown: handled the case where the Grove is under lockdown, in case Larian stops disabling the waypoint due to lockdown in the future.
- Speed: mod/teleport should be slightly snappier now.
- Volition Cabinet: added Volition Cabinet as a dependency.
Please report other issues in the Bugs tab with the output from your SE console if possible. Thank you!
I came across Waypoint Inside Emerald Grove in the IGMM/Mod.io and in the description it states
"It will appear on the waypoints list AND on the minimap."
would the latter feature also be possible to adapt for this mod or is it due its adjustable nature, that this or a similar solution doesn't work to indicate the waypoint on the minimap?
From a quick check on an existing playthrough (even though not recommended) it is clickable on the minimap to teleport like a vanilla teleport:
Not sure however how good the other mods' safeguards against showing up when the Grove is locked are and so far it seems to work in tandem with your mod installed (which I could set to the Sacred Pool to have both areas covered then :P) without issues too.
Asking because I sometimes forgot your mod is installed as there's no icon to click on the map :D.
Doubt it will be too much of an issue, if it won't be changed, but I decided to report that just in case if any issue related to that arises.
This is with the latest version as of October 31 (i.e. downloaded after your comment).
Running v2.0.2 of the mod, loaded a save-game that's already in Act 3, and the Emerald Grove waypoint is still there, under the Wilderness heading.
Thanks for making this very useful mod. I still don't get why Larian decided not to put one inside the grove.
I loaded a saved game
i don't see any waypoint on the rocks...where should it be exactly? i chose the hollow but i see nothing
and i see nothing also in the minimap to click on, if i want to go directly to the grove
ah the list on the right...i never use that. i always click on the icon on tha map and i can't see it.