Thala Posted February 8, 2015 Share Posted February 8, 2015 OK, I know this has been up before and it has been said that the in-game map can't be changed. I know I'm not the only one who hates the ugly, immersion-breaking 3D map.I reckon someone tried making it flat and that screwed up location discovery. Well, I have an idea for how it might just be possible. I just don't have the skills to write whatever code would be required. Here's what I'm thinking:Write a script that runs when you open the map (in fact, for sake of simplicity, let this be a standalone map, don't bother modifying the vanilla map (it's an entirely different thing anyway)).The script simply fetches the position of the player (getpos x, getpos y). The z axis is ignored.A marker is positioned on corresponding coordinates on the flat map, again ignoring the z axis altogether.This would ONLY be a graphical interface so I can't see why it should cause any trouble.Anyone up for the challenge?(I would manage if it relied on, say, Excel's logical operators. :D But really, how much harder can it be. Someone must be capable.) Link to comment Share on other sites More sharing options...
OpenWorldAddict Posted February 9, 2015 Share Posted February 9, 2015 There is an equippable maps mod, but I don't think they would show you you're location or have any map markers on it. Link to comment Share on other sites More sharing options...
Thala Posted February 9, 2015 Author Share Posted February 9, 2015 (edited) Yeah, pretty sure that's just an object. I think that the kind of map I envision would be easier to have as a separate interface, just like the vanilla map (though it could be cool to have it as an object of course - I assume that would complicate matters though).I looked into the scripts surrounding the vanilla map and from what I can tell, it might be quite possible to just alter those. I kind of half-get them, but... nah, I don't.For example:objectReference Function placeNearMe(Form ObjectToPlace, float xOffset, float yOffset, float zOffset){x,y,z are offsets of the object you are placing at. The placed object will have SetPosition called passing in the calling objects coordinates thus offset.} ObjectReference placedObject = placeAtMe(ObjectToPlace) placedObject.setPosition(X + xOffset, Y + yOffset, Z + zOffset) "called passing in the calling objects..." Uh, maybe it's because English isn't my first language but this kind of wording totally intimidates me. I just don't follow. It does seem, however, that this, and a few other instances, pertain to the whole issue of how scrapping the z axis gets problematic for discovering places. Of course this can be resolved. Just cull the z from the SetPosition. :P How to phrase it in papyrus, I don't know. If something that simple can't be done... well, then I don't know what to say. Please, will someone help me? :)(Edit: trying to change typeface here and it doesn't work for me. Sigh.) Edited February 9, 2015 by Thala Link to comment Share on other sites More sharing options...
Thala Posted February 9, 2015 Author Share Posted February 9, 2015 (edited) To clarify:When you are close to the coordinates (or "offsets" as they seem to prefer) of a locale that can be discovered, a marker is placed on your map - the place is 'discovered'. The "if player is close to" operand (whatever it is) must obviously retain all axes. The placing of the marker would, however, be altered to only include x and y coordinates in this mod. The map itself would be based on some detailed flat map that corresponds perfectly with the actual heightmap.As for the actual interface, I think it would be neatest if this was dealt with 2-dimensionally, no oblique perspective, clouds or other weird crap. Aesthetically, what I want to see is something more along the lines of a Middle Earth map, something that befits the whole medievalesque fantasy shtick (but this is of least concern; if the mod can be made, any look will be possible). Edited February 9, 2015 by Thala Link to comment Share on other sites More sharing options...
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