Requirements ============ MagicLoader - https://www.nexusmods.com/oblivionremastered/mods/1966 Make sure to read and follow the instructions of MagicLoader, else the markers will appear as <MISSING STRING TABLE ENTRY> without it.
Was having a issue where the aylied wells markers were not working turns out if you have the gold to septims mod it breaks magic loader. I deleted the gold mod and reran magic loader. now the addtional map markers mod works perfectly. Go figure.
I had the [MISSING STRING]s for Ayleid Wells despite patching - Didn't turn out to be an incompatibility error but user error:
The .JSON file from this mod goes into a different MagicLoader folder than the folder you unzip in MagicLoader's installation, specifically into ObvData\Data\MagicLoader.
MagicLoader and this mod page as well explain this but hey I somehow overlooked it and so might someone else. Essentially yeah read the instructions carefully lol.
Thank you for the shoutout in the description. Feel free to use my videos any time (embedded, etc.). If I got anything wrong or there is more you want me to cover, just let me know.
The video says they should work fine together. This is an ESP that adds fast travel map marker points, the other is a PAK that changes the visuals of the map. There should be no conflict.
Hi ! First of all, thanks for this mod, it's really great !
But i've got a real problem. I'm french and i use the FrenchyBlivion mod for lang changes. But with the last version of FrenchyBlivion, your mod no more display names, but <MISSING STRING TABLE ENTRY> everywhere, except for house names. I use Magic Loader the right way (work with other mods), and i don't figure out what's wrong.
I just manage to find that the AdditionalMapMarkers.esp need to be loaded after FrenchyBlivion, otherwise marker are no load at all.
Hi! I am not familiar with what FrenchyBlivion is, but given that the mod works normal with the original french translation that ships with the game on install, I have to assume that FrenchyBlivion could interfere in some way. Can you ask the developers of FrenchyBlivion to check for incompatibilities?
Hello, It's simply because we change the names of places, etc., so your mod doesn't recognize them. There's nothing we can do about that. It would be up to the ‘AdditionalMapMakers’ team to make a build adapted to our version, but we can't just ask them to do that. So I think you have to choose between our mod or theirs. Now, to check anyway, because in this Oblivion Remastered, given that it's not really designed for modding, there may be a way to make everything work by installing certain mods in a precise order.
So I take it that this mod does not give me the ability to place more than one custom map marker on the map? This is what I am looking for. Seems there is no mod that allows you to place more than one custom map marker in existence yet. Blows my mind there is not one existing yet. Would improve the game greatly!
Does anybody know what other mods this one may be incompatible with? My map markers randomly disappeared and no matter what I try I can't get them to show back up. I've tried disabling so many mods one by one, re-installing this one, moving the esp around, re-doing the magic etc... they just refuse to show on my map anymore
The only mod that I think could be incompatible would be auto-local map, but it says nowhere on the mod page that it conflicts and I already tried removing it and it still didn't fix it. I'm going crazy trying to figure this out
I don't know where you got the idea this mod isn't compatible with Better Map Menu, they totally get along - Additional Markers is esp, mine is on UE-side.
Great mod! Could you add markers for inside a place or is that not possible? Specifically thieve's den, pirate hideout (dunbarrow cove), archmage quarters, frostcrag spire
Direct interior markers aren't a thing, that has to be achieved with some workaround scripting. I'll try and keep it in mind, maybe I could experiment with that sometime in the future.
241 comments
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MagicLoader - https://www.nexusmods.com/oblivionremastered/mods/1966
Make sure to read and follow the instructions of MagicLoader, else the markers will appear as <MISSING STRING TABLE ENTRY> without it.
The .JSON file from this mod goes into a different MagicLoader folder than the folder you unzip in MagicLoader's installation, specifically into ObvData\Data\MagicLoader.
MagicLoader and this mod page as well explain this but hey I somehow overlooked it and so might someone else. Essentially yeah read the instructions carefully lol.
If I can think of something, I'll be sure to let you know!
So you could see something is there, but cannot fast travel there until you visited and discovered the location?
This is an ESP that adds fast travel map marker points, the other is a PAK that changes the visuals of the map.
There should be no conflict.
First of all, thanks for this mod, it's really great !
But i've got a real problem.
I'm french and i use the FrenchyBlivion mod for lang changes.
But with the last version of FrenchyBlivion, your mod no more display names, but <MISSING STRING TABLE ENTRY> everywhere, except for house names.
I use Magic Loader the right way (work with other mods), and i don't figure out what's wrong.
I just manage to find that the AdditionalMapMarkers.esp need to be loaded after FrenchyBlivion, otherwise marker are no load at all.
Have you the possibility to investigate please ?
I am not familiar with what FrenchyBlivion is, but given that the mod works normal with the original french translation that ships with the game on install, I have to assume that FrenchyBlivion could interfere in some way.
Can you ask the developers of FrenchyBlivion to check for incompatibilities?
I would prefer not to mess with magic loader and 1.2 works fine without it as far as I can tell.