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: 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."
The mod is fine (and I've converted in 44 form); the 'problem' is, the mod is 'ancient' and the textures are 1K only. Is there (anywere) an update with much more higher resolution for the map's textures?
This mod is severely out of date now, and our legendary Chesko has been away for years. For new modding builds with Skyrim SE/AE/VR, try the following two mods instead as suggested by Lexy's modding guide: https://www.nexusmods.com/skyrimspecialedition/mods/56367 (tool which works with several land expansion mods) https://www.nexusmods.com/skyrimspecialedition/mods/79205 (tool to generate more map content based on your game)
I know these mods; the one is generating lods for the world, the other is a similar map mod like this here. But what I asked is, can we find the ground/map textures with larger resolution? Or, when I'll run the LODGen, I'll pick a large res. output?
I know this mod is ancient but I was hoping to find some help here. I thought I removed all of the paper version and this, but even starting a new game, I have no map makers for Solitude, Riften, or Windhelm. I have to go to their stables and when I open the map in town it looks like those cities are so flung off the main map that I can't even fast travel from the city. I don't want to have to purge my entire mod folder to remove this thing entirely and get my map back to normal.
[repost with minor corrections] Mar 2023: This mod is severely out of date now, and our legendary Chesko has been away for years. For new modding builds with Skyrim SE/AE/VR, try the following two mods instead as suggested by Lexy's modding guide: https://www.nexusmods.com/skyrimspecialedition/mods/56367 (tool which works with several land expansion mods) https://www.nexusmods.com/skyrimspecialedition/mods/79205 (tool to generate more map content based on your game)
Please understand that the map functions as its own "WorldSpace" (like Tamriel for the default when the character is in an outdoor 'CELL' or Solstheim) assigned to it. This WorldSpace has its own textures, meshes, normal maps, parallax(if any), and level of detail (LoD). The implication is that you need to understand what you are doing, as this is a bit more of a complex change than an armour texture replacement.
As always, READ THE FLIPPIN' MANUAL of mods you are downloading.
A lot of users report z-fighting. The funny shapes around water on the map could be cause by a number of things: water level changes, mesh or texture conflicts, ENB/postprocessing, video card driver bugs. If you do see them, I recommend extracting the BSA and manually solving the conflict with "Mod Organizer 2" (and may the Lord have mercy on you if you do not use it and have 100+ mods).
--------------------------------------------------- Dearest noobs, Here are the form44 converted ESP files. Created using Bethesda Launcher Creation Kit with CK64 fixes rev 2.8. This likely does nothing beside getting rid of the annoying error prompt from your mod manager ("not for this game version"). A user previously reported that this fixed their issue with the Anniversary Edition. If you have updated to AE, remember to update your generated patches (bash, zEdit, reProccer, etc.)
Microsoft OneDrive (UK) link: https://1drv.ms/u/s!Av0pgZ6-84p1aF8ut2jMusTKKsU?e=qgt8TU Megaupload (NZ) link: https://mega.nz/file/xFxjSYBb#KJQdWSW9oqWMlF2dj1tMVnNcgjhzOTX7oM-lOTcOutc
To install:
install mod
get file you need from URL
overwrite .esp
verbose instructions:
from the link above select the same version as the one you have installed.
just in case (i don't know what mod manager you are using), remember the load order number of the .esp plugin.
either copy-paste & overwrite the .esp where the mod is installed
(optional) for Mod Organiser 2 users, you can also define a new folder and create a new virtual mod, ensuring the new mod is below the original "a quality world map", so that it gets overwritten. In case you use multiple profile, "STEP SSE modding guide* " good practice is to also hide the original esp you are replacing (either by manually renaming the extension of the file or using MO by right clicking-> optional esp, and moving the old esp to the left).
check that your plug-in load position is unchanged. If it did, drag it to where it should be from point 2).
If you use DynDoLOD (default in STEP/Lexy guides): Overwrite DynDoLOD files with those contained by this mod. If doubling occurs, in the DynDoLOD options untick the map LOD generation.
If you use SSELodGen/XLodgen: You will also have to overwrite these files, because your roads will disappear. How to unpack the BSA file to ensure manual file overwriting/conflict handling: Only do this if something doesn't look right. Do this with other mods at your own risk.
Manual Conflict resolution (without unpacking BSAs) In your data folder ( or virtual file structure), delete the following files: -------------inside----- textures\terrain\tamriel tamriel.32.-32.-32.dds tamriel.32.-32.-64.dds tamriel.32.-32.0.dds tamriel.32.-32.32.dds tamriel.32.-64.-32.dds tamriel.32.-64.-64.dds tamriel.32.-64.0.dds tamriel.32.-64.32.dds tamriel.32.-96.-32.dds tamriel.32.-96.-64.dds tamriel.32.-96.0.dds tamriel.32.-96.32.dds tamriel.32.0.-32.dds tamriel.32.0.-64.dds tamriel.32.0.0.dds tamriel.32.0.32.dds tamriel.32.32.-32.dds tamriel.32.32.-64.dds tamriel.32.32.0.dds tamriel.32.32.32.dds tamriel.32.64.-32.dds tamriel.32.64.-64.dds tamriel.32.64.0.dds tamriel.32.64.32.dds --------------inside---- textures\terrain\dlc2solstheimworld dlc2solstheimworld.32.0.0 Compatible with ATLAS map markers. Please stop asking, you're doing something wrong, I don't know what it is. Generally mods that alter the meshes of the map tend to obscure map markers. Check that first.
Weird/jagged water edges which clip when you move around map: What you are likely experiencing It's called Z-fighting, a common problem with any 3D rendering. This is likely caused by generation of 3D party meshes which do not seem to play nicely with this mod. You could try fudging the settings of DynDoLOD/xLODgen as to exclude mesh generation for the map space, or try a newer alternative mod such as https://www.nexusmods.com/skyrimspecialedition/mods/56367
Colours appear weird: Do the above conflict resolution. Also delete corresponding normal maps (.n) often generated by tools. Update graphics drivers. Disable any loaders /ENB/DirectX injectors. Check if video card is overheating.
No map search function: Install SKY UI https://www.nexusmods.com/skyrimspecialedition/mods/12604. You need Skyrim Script Extender http://skse.silverlock.org/
Missing custom map markers A user suggested installing Flat Map Markers SSE https://www.nexusmods.com/skyrimspecialedition/mods/22122 You might also try to remove the corresponding custom meshes (in the meshes folder)
Recommended to use "Classic" or "Classic-all roads" for maximum mod compatibility. All mods that add new meshes to the "Tamriel" map are potential trouble makers.
Kudos go to JarNOWAY https://www.nexusmods.com/users/67244591 here's a better solution for the following -- don't use the paper map and don't uninstall mods after starting a gameplay. simple. Figured out the solution to uninstalling the paper version safely! I've seen many other people having issues with uninstalling the paper version of a quality world map, where it resulted in floating map markers, the camera being upside down, etc. So I'll give my solution that worked.
I generated my Texgen, DynDOLOD and xLOD files while I had the paper variant of a quality world map installed. I took the following steps to fix the world map (I don't think these are all necessary, but it worked this way):
Disable the plugin for the paper world map, then go in-game; obviously, the map is now broken
leave the game, and disable everything that is remotely related to DynDOLOD: that is, Dyndolod output and resources, texgen output, xLODgen output. For me, it was also everything to do with Majestic mountains, including patches. If you now enter your game, you should see the fixed, normal, vanilla world map.
delete everything you just disabled, including the archives
Now you can regenerate all your LOD's with texgen, xLODgen and DynDOLOD; now that the paper world map is gone, it'll create normal LOD's for the world map (which is its own tiny worldspace) that were wrongly generated before, because there was a paper world map instead of a normal world map. Of course, generating your LOD's again sucks, so here's a useful guide for DynDOLOD 3.00 that I used. makes it more clear for me: DynDOLOD 3 for all game versions (steam guide).
I hope this'll help someone, because I spend the whole day trying to figure this out. No need to start a new game, yay!
STEP SSE can be found here https://wiki.step-project.com/STEP:0.3.0b or https://stepmodifications.org/wiki/SkyrimSE:2.2.0 (for the 2021 Anniversary Update version) This guide is newer and easier to use than Lexy's https://lexyslotd.com/ modding guide.
Please do not upload these files to Nexus as a new mod unless you have Chesko's written permission (because the mod permission list says so). This service is provided as courtesy to new users or for those that don't want to bother with Bethesda's Launcher.
jaydawg55 icepenguin, the original creator no longer seems to have a nexus account, and Chesko is on a long hiatus. I did actually ask Chesko, so it's not like I didn't think this through before writing this post; i've held on the idea for several months, but decided most users might be put off having to download Bethesda's launcher to the install the construction kit for what is a 1 minute load/save operation.
Steam only provides Skyrim "Legendary Edition" (2011) creation kit. You would have to use the Creation Kit obtained exclusively via the Bethesda launcher, in case you have similar mods. You don't need to own Skyrim thorugh the bethesda platform to do so.
I came here to say that the BSA needs to be extracted to overwrite SSELODGen's output only to find the same thing BURIED in this thread. Please put this on the main description page!
oneDrive link works fine. Use a VPN if your provider is blocking access to western internet sources, or if that's not an issue perform an offline boot-mode rootkit, spyware and malware check.
@TylerN97 grumble, grumble, unkind words, grumble. here, have an alternative. s'wit. https://mega.nz/file/xFxjSYBb#KJQdWSW9oqWMlF2dj1tMVnNcgjhzOTX7oM-lOTcOutc it works fine. Perhaps your browser settings or provider do not allow access to UK onedrive assets due to cyberterrorism concerns. DPO laws mean that the cloud is physically present in UK.
it is not recommended to uninstall mods midway through the play. your best bet is to load a save file prior to the paper map, or start a new game. If you do attempt it, first make sure your last save is in an interior cell.
Thanks Lokzaza for these detailed instructions. As soon as I study what all this means, (its as good as reading Greek at this moment), I'll be able to do these things. When I actually get around to the reading/ research, it should be no more than a day or two to perfect what your explaining. I'm pretty good at learning new things and pretty quick at catching on. Finding time in my schedule, to do this is the bigger challenge. But detailed explanations such as yours helps make the learning process all that much easier.
ZeniahStarfire modding for the first time can be daunting especially as you'd have 10+ years of Skyrim modding to catch up with. my post above can be summarised to: 1. use a newer mod that does the same 2. use a modding guide (I recommend Skyrim STEP as a base, then gradually add your own customisations as you gain confidence) https://stepmodifications.org/wiki/SkyrimSE:2.2.0)
If you are stuck, note that I monitor my Nexus account infrequently.
I was using Classic with All Roads. I never had any problems with it, and suddenly this happened:
Spoiler:
Show
I reinstalled things but there was no solution. Can anyone help me? This is at the end of my loading order (practically). I loaded Lod and Dyndolod after it worked fine.
hello I have Question? MO 2 tells me that this mod is a file 43 and needs to be converted to a 44, which is telling me that this mod for what MO 2 is saying that it is for the LE and not for SE, and that it was not converted properly, is this just MO 2 being picky or do I need to convert the files? I don't even know how to do that, but its just a question.
I have no idea how to mod but am really thinking about investing time to learn as I really like the paper map mod, however I would like to be able to:
- zoom closer in and all the way out. - Remove the vanilla city markers and have them just on the map as they are already. - have minor locations appear on the map as a drawn on location with written name once discovered
I would also like to make the map more editable, so could say write a note on it wherever i like or just more specific marks for random locations.
Is all if that or some of that realistically to be able to achieve to build upon this mod? If so I think I will think about learning to mod.
the first one is an .ini tweak the second one is considerable modding. the third one is done by these:
This mod is severely out of date now, and our legendary Chesko has been away for years. For new modding builds with Skyrim SE/AE/VR, try the following two mods instead as suggested by Lexy's modding guide: https://www.nexusmods.com/skyrimspecialedition/mods/56367 (tool which works with several land expansion mods) https://www.nexusmods.com/skyrimspecialedition/mods/79205 (tool to generate more map content based on your game)
Recently I noticed that my world map started to look like crap, I don't remember such ugly pointy water surfaces. The most important thing is that roads disappeared, though I was using this mod for quite a time without any issues, version 1.6.1170. To put it simple, mod just stopped working anymore, tried to reinstall mod and even the game, still no roads and ugly water, even on a vanilla game with only this mod installed. Any tips what's the cause and how to revert all back? To make things even more complicated, I tried to install another map mod, and still got no roads
LOD generation got messed up somewhere. The map is derived from Terrain LOD32 and if you've generated your own LOD or downloaded a premade one it may have overwritten this mod. If you're using ModOrganizer, you could try adjusting where the mod is in the left panel. Move it so it overwrites any conflicts.
If you've generated your own LOD and just want to get rid of the ugly water, you need to delete your LOD files and run xLODgen again. Change the Optimize Unseen on the LOD32 settings to 550. You'll have nice shorelines again.
"A Clear Map of Skyrim" needs the "ACMOS-Lazy Roads" option if you don't generate your own roads for the map. The main file doesn't have any roads.
1685 comments
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: 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
Is there (anywere) an update with much more higher resolution for the map's textures?
following two mods instead as suggested by Lexy's modding guide:
https://www.nexusmods.com/skyrimspecialedition/mods/56367 (tool which works with several land expansion mods)
https://www.nexusmods.com/skyrimspecialedition/mods/79205 (tool to generate more map content based on your game)
But what I asked is, can we find the ground/map textures with larger resolution?
Or, when I'll run the LODGen, I'll pick a large res. output?
Mar 2023:
This mod is severely out of date now, and our legendary Chesko has been away for years. For new modding builds with Skyrim SE/AE/VR, try the following two mods instead as suggested by Lexy's modding guide:
https://www.nexusmods.com/skyrimspecialedition/mods/56367 (tool which works with several land expansion mods)
https://www.nexusmods.com/skyrimspecialedition/mods/79205 (tool to generate more map content based on your game)
Please understand that the map functions as its own "WorldSpace" (like Tamriel for the default when the character is in an outdoor 'CELL' or Solstheim) assigned to it. This WorldSpace has its own textures, meshes, normal maps, parallax(if any), and level of detail (LoD). The implication is that you need to understand what you are doing, as this is a bit more of a complex change than an armour texture replacement.
As always, READ THE FLIPPIN' MANUAL of mods you are downloading.
A lot of users report z-fighting. The funny shapes around water on the map could be cause by a number of things: water level changes, mesh or texture conflicts, ENB/postprocessing, video card driver bugs. If you do see them, I recommend extracting the BSA and manually solving the conflict with "Mod Organizer 2" (and may the Lord have mercy on you if you do not use it and have 100+ mods).
---------------------------------------------------
Dearest noobs,
Here are the form44 converted ESP files. Created using Bethesda Launcher Creation Kit with CK64 fixes rev 2.8.
This likely does nothing beside getting rid of the annoying error prompt from your mod manager ("not for this game version"). A user previously reported that this fixed their issue with the Anniversary Edition. If you have updated to AE, remember to update your generated patches (bash, zEdit, reProccer, etc.)
Microsoft OneDrive (UK) link:
https://1drv.ms/u/s!Av0pgZ6-84p1aF8ut2jMusTKKsU?e=qgt8TU
Megaupload (NZ) link:
https://mega.nz/file/xFxjSYBb#KJQdWSW9oqWMlF2dj1tMVnNcgjhzOTX7oM-lOTcOutc
To install:
verbose instructions:
If you use DynDoLOD (default in STEP/Lexy guides):
Overwrite DynDoLOD files with those contained by this mod. If doubling occurs, in the DynDoLOD options untick the map LOD generation.
If you use SSELodGen/XLodgen:
You will also have to overwrite these files, because your roads will disappear.
How to unpack the BSA file to ensure manual file overwriting/conflict handling:
Only do this if something doesn't look right. Do this with other mods at your own risk.
- method 1 https://www.nexusmods.com/skyrimspecialedition/mods/974
- method 2 https://www.nexusmods.com/skyrimspecialedition/mods/23316
- method 3 (Mod Organizer) https://www.nexusmods.com/skyrimspecialedition/mods/13486/
- method 4 (Mod Organizer) https://wiki.step-project.com/Guide:BSA_Extraction_and_Optimization
Manual Conflict resolution (without unpacking BSAs)In your data folder ( or virtual file structure), delete the following files:
-------------inside----- textures\terrain\tamriel
tamriel.32.-32.-32.dds
tamriel.32.-32.-64.dds
tamriel.32.-32.0.dds
tamriel.32.-32.32.dds
tamriel.32.-64.-32.dds
tamriel.32.-64.-64.dds
tamriel.32.-64.0.dds
tamriel.32.-64.32.dds
tamriel.32.-96.-32.dds
tamriel.32.-96.-64.dds
tamriel.32.-96.0.dds
tamriel.32.-96.32.dds
tamriel.32.0.-32.dds
tamriel.32.0.-64.dds
tamriel.32.0.0.dds
tamriel.32.0.32.dds
tamriel.32.32.-32.dds
tamriel.32.32.-64.dds
tamriel.32.32.0.dds
tamriel.32.32.32.dds
tamriel.32.64.-32.dds
tamriel.32.64.-64.dds
tamriel.32.64.0.dds
tamriel.32.64.32.dds
--------------inside---- textures\terrain\dlc2solstheimworld
dlc2solstheimworld.32.0.0
Compatible with ATLAS map markers.
Please stop asking, you're doing something wrong, I don't know what it is. Generally mods that alter the meshes of the map tend to obscure map markers. Check that first.
Weird/jagged water edges which clip when you move around map:
What you are likely experiencing It's called Z-fighting, a common problem with any 3D rendering. This is likely caused by generation of 3D party meshes which do not seem to play nicely with this mod. You could try fudging the settings of DynDoLOD/xLODgen as to exclude mesh generation for the map space, or try a newer alternative mod such as https://www.nexusmods.com/skyrimspecialedition/mods/56367
Colours appear weird:
Do the above conflict resolution. Also delete corresponding normal maps (.n) often generated by tools. Update graphics drivers. Disable any loaders /ENB/DirectX injectors. Check if video card is overheating.
No map search function:
Install SKY UI https://www.nexusmods.com/skyrimspecialedition/mods/12604. You need Skyrim Script Extender http://skse.silverlock.org/
Missing custom map markers
A user suggested installing Flat Map Markers SSE https://www.nexusmods.com/skyrimspecialedition/mods/22122 You might also try to remove the corresponding custom meshes (in the meshes folder)
Recommended to use "Classic" or "Classic-all roads" for maximum mod compatibility.
All mods that add new meshes to the "Tamriel" map are potential trouble makers.
Kudos go to JarNOWAY https://www.nexusmods.com/users/67244591
here's a better solution for the following -- don't use the paper map and don't uninstall mods after starting a gameplay. simple.
Figured out the solution to uninstalling the paper version safely!
I've seen many other people having issues with uninstalling the paper
version of a quality world map, where it resulted in floating map
markers, the camera being upside down, etc. So I'll give my solution
that worked.
I generated my Texgen, DynDOLOD and xLOD files while I had the paper variant of a quality world map installed. I took the following steps to fix the world map (I don't think these are all necessary, but it worked this way):
resources, texgen output, xLODgen output. For me, it was also everything
to do with Majestic mountains, including patches. If you now enter your
game, you should see the fixed, normal, vanilla world map.
now that the paper world map is gone, it'll create normal LOD's for the
world map (which is its own tiny worldspace) that were wrongly generated
before, because there was a paper world map instead of a normal world
map. Of course, generating your LOD's again sucks, so here's a useful
guide for DynDOLOD 3.00 that I used. makes it more clear for me: DynDOLOD 3 for all game versions (steam guide).
I hope this'll help someone, because I spend the whole day trying to figure this out. No need to start a new game, yay!
STEP SSE can be found here https://wiki.step-project.com/STEP:0.3.0b or https://stepmodifications.org/wiki/SkyrimSE:2.2.0 (for the 2021 Anniversary Update version) This guide is newer and easier to use than Lexy's https://lexyslotd.com/ modding guide.
Please do not upload these files to Nexus as a new mod unless you have Chesko's written permission (because the mod permission list says so). This service is provided as courtesy to new users or for those that don't want to bother with Bethesda's Launcher.
icepenguin, the original creator no longer seems to have a nexus account, and Chesko is on a long hiatus.
I did actually ask Chesko, so it's not like I didn't think this through before writing this post; i've held on the idea for several months, but decided most users might be put off having to download Bethesda's launcher to the install the construction kit for what is a 1 minute load/save operation.
Kudos given!!
this is the way!
https://mega.nz/file/xFxjSYBb#KJQdWSW9oqWMlF2dj1tMVnNcgjhzOTX7oM-lOTcOutc
it works fine. Perhaps your browser settings or provider do not allow access to UK onedrive assets due to cyberterrorism concerns. DPO laws mean that the cloud is physically present in UK.
Uninstalling it seems to break vanilla map (markers float in the sky above the actual map).
If you do attempt it, first make sure your last save is in an interior cell.
modding for the first time can be daunting especially as you'd have 10+ years of Skyrim modding to catch up with.
my post above can be summarised to:
1. use a newer mod that does the same
2. use a modding guide (I recommend Skyrim STEP as a base, then gradually add your own customisations as you gain confidence) https://stepmodifications.org/wiki/SkyrimSE:2.2.0)
If you are stuck, note that I monitor my Nexus account infrequently.
I reinstalled things but there was no solution. Can anyone help me?
This is at the end of my loading order (practically). I loaded Lod and Dyndolod after it worked fine.
I don't even know how to do that, but its just a question.
I have no idea how to mod but am really thinking about investing time to learn as I really like the paper map mod, however I would like to be able to:
- zoom closer in and all the way out.
- Remove the vanilla city markers and have them just on the map as they are already.
- have minor locations appear on the map as a drawn on location with written name once discovered
I would also like to make the map more editable, so could say write a note on it wherever i like or just more specific marks for random locations.
Is all if that or some of that realistically to be able to achieve to build upon this mod? If so I think I will think about learning to mod.
Thanks,
the second one is considerable modding.
the third one is done by these:
This mod is severely out of date now, and our legendary Chesko has been away for years. For new modding builds with Skyrim SE/AE/VR, try the
following two mods instead as suggested by Lexy's modding guide:
https://www.nexusmods.com/skyrimspecialedition/mods/56367 (tool which works with several land expansion mods)
https://www.nexusmods.com/skyrimspecialedition/mods/79205 (tool to generate more map content based on your game)
If you've generated your own LOD and just want to get rid of the ugly water, you need to delete your LOD files and run xLODgen again. Change the Optimize Unseen on the LOD32 settings to 550. You'll have nice shorelines again.
"A Clear Map of Skyrim" needs the "ACMOS-Lazy Roads" option if you don't generate your own roads for the map. The main file doesn't have any roads.