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Removing map markers


nazguleater

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I'm trying to remove the map markers in some of the mods i'm using, namely T-60 power armor as well as an unidentified mod which adds The Tops Casino as a (can travel to) map marker (it is there from the beginning of a new game and doesn't need to be discovered to FT to). These markers are breaking my immersion and are the last hurdle for me to start my modded playthrough. I've seen tutorials on how to add markers but not how to remove them on GECK. Any help?

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Don't remove them ... just disable them ... so go to the spot on the map where it is ... will be an "M" in a box with a large circle around an area. Click on it to bring up it's reference interface window ... and then check it as "initially disabled"

Click OK , and save the file.

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This is much easier with FNVEdit if you apply a filter to only show map markers.

  • Start FNVEdit and load your current load order (selected by default).
  • When it's done loading, right-click somewhere in the left panel and select Apply Filter.
  • In the Filter dialog, check the option titled Base Record EditorID contains and in the field below it type MapMarker.
  • Confirm by pressing Filter and wait for a minute or two while the program is working.
  • Find the map marker you want to disable.
  • Find the Record Flags subrecord (in the right panel, almost at the top). Right-click the subrecord and select Edit.
  • At this point you may be introduced to a warning. Accept it.
  • When the Edit Value dialog pops up, check the Initially disabled option and press OK.
  • The subrecord is now shown with a bold font, indicating that it has been modified.

If the map marker is in FalloutNV.esm or one of the official DLC, you need to save your change as an override in a new plugin. It may also be prudent to avoid modifying mod files directly unless you fully grasp the consequences of the changes you're making. Saving your change to a new plugin makes it easy to revert.

  1. Right-click the record and select Copy as override into....
  2. In the dialog that opens select <new file> and enter a name for your new plugin.
  3. Selecting the record will now also list the override from your new plugin in the right panel.
  4. Proceed from step 6 in the previous set of instructions, but apply them to the record in your new plugin.

When you're all done, close the program. You will see a list of all the plugins that has been modified in your current session. If a plugin is listed that you did not intentionally modify, deselect it. Press OK to save your changes and close the program.

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If you wish to unset the visible flag instead of disabling the marker, that can be done in FNAM - Flags (near where the name and location type is also defined.)

 

If the visible flag is set, it'll be listed below and you can right-click the entry and select remove to unset it.

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No, the visible when distant flag is for objects that has a low-detail mesh for use in LOD generation (I think). Map markers are invisible, so this doesn't apply to them.

 

The visible flag for map markers should be listed in the marker data section. That section is empty on the GECK wiki though, but the map marker info on the Creation Kit wiki also applies to FNV.

 

"Show All" hidden isn't explained though, but I think it has to do with how the hidden flag on the ShowAllMapMarkers function.

 

Edit: I copied the relevant information and added some more to the GECK wiki. I'm not sure if the marker data tab can change depending on the type of object, so I added it as a sub section.

Edited by Ladez
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