Jump to content

Need Help Removing Map Markers in CS please.


TivoAtheos2020

Recommended Posts

I have 172 fantastic mods working perfectly, I use WryeBash, BOSS and edit meshes with Nifskope and I only know how to modify the armor slots and change textures in the CS, I'm a total newb, just to give you a clue about my CS knowledge...Anyway I was wondering if somebody can help and tell me how to remove map markers using the CS. Cyrodiil is just so damn crowded and I wanted to get rid of the non-quest related dungeons close to my houses just to have that isolated feel. As an example I already deleted the interior of Barren Cave, it's already gone, just the door remaining but the map marker is still there. I've read somewhere that the map markers are in the WorldObjects>Static but I don't see any BarrenCave map freaking marker. Please help an aspiring modder who's got tons of great ideas waiting to be realized in the CS. Please!
Link to comment
Share on other sites

A map marker should be in the CS in static as just "mapmarker." In the render window, it looks like a door marker, but has a yellow ring around it. It will be located very close to the entrance and be named just as seen in game. If you delete this, it will no longer show up on the map.
Link to comment
Share on other sites

A mapmarker contains unique information according to where it is used. There is only one MapMarker object. So if you go delete WorldObjects>Static>MapMarker, you will be in a world of hurt because there won't be any more mapmarkers anywhere in Cyrodiil.

 

What you instead should do would be to go to where the individual MapMarkers are and delete them one by one on a case by case basis. So for your example, go to Cell View>Tamriel>BarrenCaveExterior and double click on it. Go to the render window and delete the red rectangle which is the MapMarker.

Link to comment
Share on other sites

@ Genzel,

 

Now I know. Thanks!

 

@ David Brasher,

 

It worked! I appreciate the step by step instructions, was tempted to delete "map marker" in the CS, thanks for the heads up. Barren Cave map marker is gone and soon the rest of Tamriel is gonna get a little less crowded and less cluttered in the in-game map. I use a no respawn mod anyway to keep it a little real although my character is talking to reptiles and cats :biggrin:.

 

 

Permit me to share some ideas...

 

My background idea was that since forts are ruins, the citizens cannibalized and used the stones and blocks for construction purposes rather than letting them become breeding grounds for malevolence. I'm also thinking of getting rid of some non-quest related mines and putting NPC miners to ideally located mines. I'll also be trashing unimportant caves and keep Ayleid ruins further apart, deleting Ayleid ruins in between the bigger ruins. I've thought of this because too many dungeons are unrealistic, Tamriel could collapse and turn into one giant sinkhole and I'm the only Champion of Cyrodiil. I'll just be messing with the unimportant dungeons and after I've looted them of course and since I'm running quite a few mod dungeons, quest expansions and I'm hoping for Under The Sign of The Dragon to hugely expand and Elsweyr DoA content and location distancing is very close to realism.

 

Thanks for reading and please if you may, point me to the right tutorial guides and resources to get my feet wet in modding.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...