Update: 10/29/16 (please read) Hello folks! IcePenguin here. As of today, Chesko will be taking over this mod and any future updates or releases. This includes the new Skyrim Special Edition.
FAQ!
Q: Does this mod require anything? A: No. This mod does not require anything to work. However, if you want an even more detailed map, you can download Ethatron's map meshes. The recommended file to use is: "HQ3DMap - Meshes Hi-Res". Keep in mind, that these meshes are high poly, and may cause performance issues if your PC can't handle it. Link: http://www.nexusmods.com/skyrim/mods/4817/?
Q: What are those little water squares on the map, above my player icon? A: This anomaly is not a result of my mod. I've seen them occur in the vanilla map, as well. I can't say what causes it, unfortunately.
Q: How do I manually install this mod? A: It is quite easy. Extract the folder of whatever map option you downloaded. Inside the extracted folder, right click and copy the 'data' folder. Navigate to your Skyrim directory on your computer and paste this mod's data folder there. The file path should look like this: ..\steam\steamapps\common\skyrim\data\
Q: IcePenguin, what is your favorite mod? A: Okay I admit, no one has actually asked me this, but I wanted to share it anyways. Ha ha. I would have to say that Kenney's Fairy Cursor mod is my favorite. It's simple, it's compatible with pretty much everything, and it makes the cursor 1000x better. Link: http://www.nexusmods.com/skyrim/mods/687/?
Q: When is the next update? A: Version 9.0+ will be the final update, unless Chesko decides to do anything further with the mod. Eventually I plan to draw a paper map for Solstheim, but I can't say when I'll have time to work on it.
I have released updates to the Vivid style (Stone and Flat).
* The file size was greatly reduced with no perceptible loss of visual fidelity. * The files are now distributed as loose files in order to improve compatibility. * A short script now sets the world map blur INI settings, instead of distributing a separate INI file with the mod, to improve compatibility.
To address concerns that were brought up on the Skyrim SE page: If you do not trust me, or otherwise want to make these INI changes yourself, and don't want any scripts included with this mod, you can safely delete both of the scripts included if you want to make the following INI edits yourself:
If you do trust me, then, the work is done for you when you start the game.
I think it's important that you understand what is in the mod and what it does, and how it does it, and to try to dissuade you from the feeling that "script" is a bad word. The game is full of scripts, it's how many things in the base game runs.
Here are the scripts. I'm happy to walk you through them. I hope this calms any fears you might have.
There is a quest. It needs to be started when the game runs. The quest doesn't do anything other than give us something that's needed to listen for a game load event.
The script reads, effectively, "If I'm not running, start myself."
Event OnInit() if !self.IsRunning() self.Start() endif EndEvent
-----------------------
There is a Reference Alias filled by the player. (A Reference Alias can be thought of as a "container" for another object, and lets us listen for events on that object without affecting the object itself. In this case, the object is the player.)
When the quest starts, this script runs. When it first runs (OnInit), and when the game is reloaded (OnPlayerLoadGame), it makes INI settings changes. INI settings changes via script are temporary, which is why we do it when they reload the game, too. This temporary-ness has the nice side-effect that if you uninstall the mod, the changes automatically revert to the defaults. There are no persistent changes or things "sticking in your save game". There are no loops or continuously running code.
This script can be read as: "When I initialize, or when the player loads the game, set the camera settings. When I set the camera settings, I should set the value of these 4 things and stop."
A previous post says this mod works with the original version of Skyrim, which is the one I have, but after downloading it Vortex gives me a warning about "missing masters" and says it depends on Dragonborn.esm, and the game won't run (exits back to Steam) with the mod installed. Does this mean I need the Dragonborn DLC to use this mod? Is there a similar mod that works with just the base game?
I've manually installed the Hi-Res Quality Map - All Roads (Classic), but it doesn't show up/ load on my game - the vanilla map's still here (without the roads). Does anyone have a solution to this? Edit: in this case, only the Data folder (textures)
When I manually download and unzip, I do not get a DATA folder, just some files and sub folders. I tried placing these direct into my game DATA folder but nothing appears in the game Load order. Am I doing something wrong?
I cannot believe how beautiful the world map actually looks with this mod. No more weird fog/clouds everywhere! Biomes in distinctive colors! Visible roads! No joke, the first time I loaded the game with this mod on, I nearly cried for joy. It is beautiful, stunning, gorgeous, fantastic. Big thanks to all the modders involved in this! (Also, as a plus, works flawlessly with the OLD old version of Skyrim, aka not LE but the actual release from 2011.)
By Far the Best Map Rehaul Mod Out There!! Also I Find it Kinda Disorienting that This Mod Came Out on my 13th BDay, and I'm here about 8yrs Later Using It LMAO
2888 comments
Hello folks! IcePenguin here. As of today, Chesko will be taking over this mod and any future updates or releases. This includes the new Skyrim Special Edition.
FAQ!
Q: Does this mod require anything?
A: No. This mod does not require anything to work. However, if you want an even more detailed map, you can download Ethatron's map meshes. The recommended file to use is: "HQ3DMap - Meshes Hi-Res". Keep in mind, that these meshes are high poly, and may cause performance issues if your PC can't handle it.
Link: http://www.nexusmods.com/skyrim/mods/4817/?
Q: Will you do a map for Falskaar and Wyrmstooth?
A: The maps for these mods have already been done by swordboy.
Link: http://www.nexusmods.com/skyrim/mods/51339/?
Q: What are those little water squares on the map, above my player icon?
A: This anomaly is not a result of my mod. I've seen them occur in the vanilla map, as well. I can't say what causes it, unfortunately.
Q: How do I manually install this mod?
A: It is quite easy. Extract the folder of whatever map option you downloaded. Inside the extracted folder, right click and copy the 'data' folder. Navigate to your Skyrim directory on your computer and paste this mod's data folder there. The file path should look like this:
..\steam\steamapps\common\skyrim\data\
Q: IcePenguin, what is your favorite mod?
A: Okay I admit, no one has actually asked me this, but I wanted to share it anyways. Ha ha. I would have to say that Kenney's Fairy Cursor mod is my favorite. It's simple, it's compatible with pretty much everything, and it makes the cursor 1000x better.
Link: http://www.nexusmods.com/skyrim/mods/687/?
Q: When is the next update?
A: Version 9.0+ will be the final update, unless Chesko decides to do anything further with the mod. Eventually I plan to draw a paper map for Solstheim, but I can't say when I'll have time to work on it.
I have released updates to the Vivid style (Stone and Flat).
* The file size was greatly reduced with no perceptible loss of visual fidelity.
* The files are now distributed as loose files in order to improve compatibility.
* A short script now sets the world map blur INI settings, instead of distributing a separate INI file with the mod, to improve compatibility.
To address concerns that were brought up on the Skyrim SE page: If you do not trust me, or otherwise want to make these INI changes yourself, and don't want any scripts included with this mod, you can safely delete both of the scripts included if you want to make the following INI edits yourself:
[MapMenu]
bWorldMapNoSkyDepthBlur=1
fWorldMapNearDepthBlurScale=0
fWorldMapDepthBlurScale=0
fWorldMapMaximumDepthBlur=0
If you do trust me, then, the work is done for you when you start the game.
I think it's important that you understand what is in the mod and what it does, and how it does it, and to try to dissuade you from the feeling that "script" is a bad word. The game is full of scripts, it's how many things in the base game runs.
Here are the scripts. I'm happy to walk you through them. I hope this calms any fears you might have.
There is a quest. It needs to be started when the game runs. The quest doesn't do anything other than give us something that's needed to listen for a game load event.
The script reads, effectively, "If I'm not running, start myself."
-----------------------
scriptname _WorldMap_MapSettingsQuest extends Quest
Event OnInit()
if !self.IsRunning()
self.Start()
endif
EndEvent
-----------------------
There is a Reference Alias filled by the player. (A Reference Alias can be thought of as a "container" for another object, and lets us listen for events on that object without affecting the object itself. In this case, the object is the player.)
When the quest starts, this script runs. When it first runs (OnInit), and when the game is reloaded (OnPlayerLoadGame), it makes INI settings changes. INI settings changes via script are temporary, which is why we do it when they reload the game, too. This temporary-ness has the nice side-effect that if you uninstall the mod, the changes automatically revert to the defaults. There are no persistent changes or things "sticking in your save game". There are no loops or continuously running code.
This script can be read as: "When I initialize, or when the player loads the game, set the camera settings. When I set the camera settings, I should set the value of these 4 things and stop."
-----------------------
scriptname _WorldMap_SetMapOnLoad extends ReferenceAlias
import Utility
Event OnInit()
SetCameraSettings()
EndEvent
Event OnPlayerLoadGame()
SetCameraSettings()
EndEvent
function SetCameraSettings()
debug.trace("[A Quality World Map] Applying map camera constraint settings on load." )
SetINIBool("bWorldMapNoSkyDepthBlur:MapMenu", true)
SetINIFloat("fWorldMapNearDepthBlurScale:MapMenu", 0)
SetINIFloat("fWorldMapDepthBlurScale:MapMenu", 0)
SetINIFloat("fWorldMapMaximumDepthBlur:MapMenu", 0)
debug.trace("[A Quality World Map] Settings applied." )
endFunction
-----------------------
That's all there is to it. I hope this provided some clarity.
Enjoy,
-- Chesko
If you don't have Dragonborn, you can try one of the previous versions of the mod under Old Files or use Paper World Map.
Does anyone have a solution to this?
Edit: in this case, only the Data folder (textures)
(Also, as a plus, works flawlessly with the OLD old version of Skyrim, aka not LE but the actual release from 2011.)