Uzietta Posted January 13, 2020 Share Posted January 13, 2020 Hi guys, excited to start my first serious Oblivion playthrough. Spent the past 2 weeks learning all about modding it so I could get a real nice vanilla+ experience. During my learning experiences I did a *bunch* of clean setups as I experimented with different mods and mod managers. One thing that has been consistent from the beginning is this map problem. I'm wondering if anyone might know at least where to start looking to see if this is fixable in .xml or something. I'm using DarNified UI and have a super ultra wide monitor, 32:9 aspect ratio, 3840x1080 resolution. (Problem also occurs with DarkUId DarN.) The global map looks great.https://steamcommunity.com/sharedfiles/filedetails/?id=1967828970(I'm using Elven Map Redux, but vanilla map looks good too.) You can see that the border around the map is too short in the middle, but I don't really care about that. I might be able to fix by finding and modifying the bitmap(s) used for it in DarNified, if I felt like it. But for the local map, it's positioned way off and looks really bad.https://steamcommunity.com/sharedfiles/filedetails/?id=1967829413(It also looks funny because I'm still in the prison cell, so there's almost no discovered area.) But note how the global map seemed to be justified left, so it fit with the UI, but the local map is hard right for some reason. Any ideas from expert modders? Just point me to a file, or give me an .xml keyword to search for, or something. If this is the only blemish to my playthrough, I'll live. But I wanted to at least give it a shot. :geek:Thanks bunches. Link to comment Share on other sites More sharing options...
Uzietta Posted January 15, 2020 Author Share Posted January 15, 2020 Okay, so I made some discoveries. I was looking in the wrong place. The map layout is in \Data\menus\main\map_menu.xml. (I was looking at DarN's prefab files.) I'm starting to figure out how it works by changing some of the hard coded numbers and seeing what happens. It feels like they aren't using pixel coordinates. I change a number, and I get movement of an element in the direction I expect, but the magnitude is never right (if they were using pixels.) Unless I know more about the coordinate system I guess I'll have to guess and check. This could be helpful, is there a way to output a number to Oblivion's debug console from within the xml? Something like <debugout src = "child(map_local_map)" trait = "user0"/> I know nothing of Oblivion modding and almost nothing about xml, but if I had a way to do something like this, I might be able to figure this out. Should I move this to a different forum? Or should I just give up seeing as this is a 14 year old game now? :laugh: Link to comment Share on other sites More sharing options...
Maxsmack00 Posted April 12, 2021 Share Posted April 12, 2021 i guess you gave up Link to comment Share on other sites More sharing options...
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