pkmcgowan Posted February 17, 2012 Share Posted February 17, 2012 Is it possible to create a custom map icon that can be accessed as a marker data type (i.e. Whiterun Castle) and appear on the map? I'm interested in creating one for a large mountaintop city mod that I'm tentatively locating somewhere SW of Pelagia Farm. I want it to appear on the map and be similar in size to the one for Whiterun. Link to comment Share on other sites More sharing options...
kromey Posted February 17, 2012 Share Posted February 17, 2012 I've done some looking into this, and my conclusion (albeit based on only very cursory investigation) is that custom map markers require editing the Flash UI files. I'm pretty sure it's possible, but requires a UI mod that would likely break your mods compatibility with UI mods like SkyUI and QD Inventory. Then you'd have to somehow make the CK recognize the additional map marker type, and I'm nor sure if that's even possible. There is a .gfx file that I'm guessing stores the actual icons themselves, however simply adding your icon likely wouldn't change a thing. Link to comment Share on other sites More sharing options...
pkmcgowan Posted February 17, 2012 Author Share Posted February 17, 2012 I've done some looking into this, and my conclusion (albeit based on only very cursory investigation) is that custom map markers require editing the Flash UI files. I'm pretty sure it's possible, but requires a UI mod that would likely break your mods compatibility with UI mods like SkyUI and QD Inventory. Then you'd have to somehow make the CK recognize the additional map marker type, and I'm nor sure if that's even possible. There is a .gfx file that I'm guessing stores the actual icons themselves, however simply adding your icon likely wouldn't change a thing. Blast! I cannot afford to spend $700 for the Flash editor suite. I guess I'll have to mark my envisioned city as a town (albeit a very LARGE one). I'm thinking of extending the main quest where when the player sleeps the first time after defeating Alduin, he/she wakes up in Aetherius and is confronted by Talos himself. The deity knows what the Thalmor have been doing and he is thoroughly LIVID about it. The player then embarks on a lengthy quest to raise up Alduin as a gigantic dragon construct (think third Numidium) and wage a holy war of extermination against the Aldmeri Dominion. The mountain city is intended to be the capital of a fourth empire ruled by Skyrim. Bear in mind that I might not be able to finish this project: I'm STILL working on my Imperial Academy mod for TES4: Oblivion! Link to comment Share on other sites More sharing options...
kromey Posted February 17, 2012 Share Posted February 17, 2012 Sounds sweet! I similarly wanted a new city marker for my own project (Dovahheim, see link in sig), but sadly I, too, have to settle for only getting as "important" as minor settlements like Rorikstead and Riverwood. :( Link to comment Share on other sites More sharing options...
Sunnie Posted February 17, 2012 Share Posted February 17, 2012 Except I fully expect a Thalmor conflict to be a fully realized and already planned DLC (all the signs are in the game that a large scale conflict is planned). I also don't care for adding Talos as an actor, it's rather lore broken to do so, or bringing back Alduin after you destroy him (I believe only Akatosh would be able to even remotely do that). Remeber that only the Daedra Princes meddle in the affairs of men and mer. Link to comment Share on other sites More sharing options...
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