These are the addons I had active at the time, save for Map Pins which I disabled when I had this addon active. I don't have Destinations at all, and I made sure Map Pins was completely disabled. I'm not really sure what's causing the conflict and didn't mean to imply anything negative toward your work. I think this is a fantastic idea and would love to have it working.
@Galiferno what doesn't work about it? can you screenshot and post the error? or describe what's going wrong
when I have addon conflicts I usually disable half of them, reloadUI, see if it makes a difference, if it does then I know the faulty addon is in that half, and then repeat the process until I find the faulty one.
also here is a snapshot to a version i know to be working: https://github.com/Thal-J/AccurateWorldMap/tree/1b707f3e1d2c27d3a950c3fb47dfb9ce7f6ce4e3
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That one definitely works, thank you! Not sure what's different about it compared to the version I downloaded off Github. With that one, I was not able to zoom out from the local map in Vivec, and it was displaying prompts for other zones while I was looking at the city map. After that, my entire UI would break so no other menu could come up until I reloaded ui.
Also on the topic of feedback, I don't use ESO houses, and I have the No Thank You! addon that turns off unowned houses.
I've tried to place/move the base game ones and a couple of the DLC ones to where they should be, but it's likely that I've missed a lot.
If you download the in-development version and find that some of your houses are misplaced, please tell me the following info so I can fix them:
- the name of the house
- where the entrance is in-game (the zone and general area)
- where it should appear on the map, a screenshot of vanilla would be useful here too
Also note that we sometimes make special exceptions for houses by moving the icon on the map, or adding a new landmass to the map for them (Topal Hideaway for example has its own island in Topal Bay), so if it makes sense we can think about that too.
I was blown away by map's resolution, you guys are doing Divines' work here.
Also on the topic of feedback, I don't use ESO houses, and I have the No Thank You! addon that turns off unowned houses.
I've tried to place/move the base game ones and a couple of the DLC ones to where they should be, but it's likely that I've missed a lot.
If you download the in-development version and find that some of your houses are misplaced, please tell me the following info so I can fix them:
- the name of the house
- where the entrance is in-game (the zone and general area)
- where it should appear on the map, a screenshot of vanilla would be useful here too
Also note that we sometimes make special exceptions for houses by moving the icon on the map, or adding a new landmass to the map for them (Topal Hideaway for example has its own island in Topal Bay), so if it makes sense we can think about that too.
@TiaFrye thank you for the kind words!
if you give me the above info i can get that house fixed
also i'm not sure about the settings error, it works without any addons (and with some enabled), so i think it's an addon conflict, im looking into it still.
Another update from me, we're now focusing on wrapping things up on the addon for it to be released on/near High Isle's release date, depending on how things go. Breaux is focusing on adding the final polish to the map and I'm doing finishing up on the addon side.
First things first, here's what the map(s) currently look like:
seecodenotgames wrote: »
What happened to north west Summerset and almost all of Glenumbra?
Awesome job, both of you! Has there been any feedback from ZOS about this mapping addon? I'd be surprised if they'd never read this thread, given its current size.
Small update post, nothing too major to report today
Foremost, I changed my forum name because I hated my old one. Only took me 3 short months to come up with a new alias I actually like (I'm extremely picky lol)
Also, I reworked a few things on the map. Notably, I added the island of Caecilly off the coast of Glenumbra, which exists in lore but for some reason isn't in game. Caecilly eventually gets sucked off the map and into Dagon's Deadlands, but that hasn't happened yet in-universe, so it should still be there. I also made some adjustments to skyrim's coastline according to TES V, mostly just adding a few islands and redrawing the coastline to account for where Dawnstar's bay is supposed to be. And finally, I slightly tweaked the bottom of Summerset to make it less lopsided. No major changes were made and you probably wouldn't have noticed it unless I pointed it out, but it bothered me greatly.
Also today is my brithday! I'm 23 now, so it won't be long before I'm finding myself a retirement home and after that going to be with the Lord. lol
Thank you all for the support and the feedback so far for this addon - we are getting very close to release and I'm like 99% sure we'll have it out and ready to download for the release of High Isle.
Small update post, nothing too major to report today
Foremost, I changed my forum name because I hated my old one. Only took me 3 short months to come up with a new alias I actually like (I'm extremely picky lol)
Also, I reworked a few things on the map. Notably, I added the island of Caecilly off the coast of Glenumbra, which exists in lore but for some reason isn't in game. Caecilly eventually gets sucked off the map and into Dagon's Deadlands, but that hasn't happened yet in-universe, so it should still be there. I also made some adjustments to skyrim's coastline according to TES V, mostly just adding a few islands and redrawing the coastline to account for where Dawnstar's bay is supposed to be. And finally, I slightly tweaked the bottom of Summerset to make it less lopsided. No major changes were made and you probably wouldn't have noticed it unless I pointed it out, but it bothered me greatly.
Also today is my brithday! I'm 23 now, so it won't be long before I'm finding myself a retirement home and after that going to be with the Lord. lol
Thank you all for the support and the feedback so far for this addon - we are getting very close to release and I'm like 99% sure we'll have it out and ready to download for the release of High Isle.
Small update post, nothing too major to report today
Foremost, I changed my forum name because I hated my old one. Only took me 3 short months to come up with a new alias I actually like (I'm extremely picky lol)
Also, I reworked a few things on the map. Notably, I added the island of Caecilly off the coast of Glenumbra, which exists in lore but for some reason isn't in game. Caecilly eventually gets sucked off the map and into Dagon's Deadlands, but that hasn't happened yet in-universe, so it should still be there. I also made some adjustments to skyrim's coastline according to TES V, mostly just adding a few islands and redrawing the coastline to account for where Dawnstar's bay is supposed to be. And finally, I slightly tweaked the bottom of Summerset to make it less lopsided. No major changes were made and you probably wouldn't have noticed it unless I pointed it out, but it bothered me greatly.
Also today is my brithday! I'm 23 now, so it won't be long before I'm finding myself a retirement home and after that going to be with the Lord. lol
Thank you all for the support and the feedback so far for this addon - we are getting very close to release and I'm like 99% sure we'll have it out and ready to download for the release of High Isle.
This will be on minion right?
We're uploading to NexusMods and ESO UI
NeuroticPixels wrote: »
Another update from me, we're now focusing on wrapping things up on the addon for it to be released on/near High Isle's release date, depending on how things go. Breaux is focusing on adding the final polish to the map and I'm doing finishing up on the addon side.
First things first, here's what the map(s) currently look like:
The Western Tamriel / Eltheric Ocean map will be clickable via a circle button on the main Tamriel map, as mentioned previously.
Main reason I wanted to post this update is something I've been struggling with on the addon side for quite a while now - moving the player's location to match where it should be on the map. This part will be a bit technical, but I'll include some pretty pictures to make up for it.
The addon in its previous state before was more or less a texture replacer but with moved wayshrine icons, the player didn't actually move. In practical terms, you could be standing in the middle of Eastmarch, but visually appear in the Velothi mountains on our map, because the player location was still where vanilla's map was. In previous update posts I always moved to furthest east part of Eastmarch in the game so that the player would visually appear inside the zone, to hide this fact.
Quick comparison:
Vanilla:
AccurateWorldMap:
The irony of having the addon being called "Accurate" worldmap, and then having the player's location be very inaccurate wasn't lost on me, but due to several technical reasons I wasn't able to pull it off. It was looking like this would be how the addon would be released, with incorrect player tracking.
But then I networked with the authors of two popular addon libraries, LibZone and LibGPS, and was involved in a patch for both of them to allow me to get the location data that is needed to make player tracking work.
After a lot of back and forth, and lots of maths, the result is this:
Standing at Kynesgrove wayshrine in Eastmarch
Standing nearby Stormhold in Shadowfen (Player is correctly below the Shadowfen gap)
Standing inside Daggerfall whilst looking at the Eltheric Map (Player tracking works in the Eltheric Map too)
I am super happy to get this finally working, as it was the main thing left stopping this addon from being a seamless world map replacer. The goal was to "install and forget" - that there'd be nothing to take you out of the experience. That's done now, with a small caveat.
Those patches I mentioned before are still making their way through, so depending on timings, AccurateWorldMap may still launch without correct player tracking, but I've set it up so that when they update, AccurateWorldMap should have its player tracking feature turned on automatically.
Finally, here's some bonus screenshots as a reward for reading this big update post:
Vanilla vs AWM zone movement offset difference:
NeuroticPixels wrote: »
We're currently looking to get this out in an official Beta test on Nexusmods (full release will be on both Nexus and ESO UI but I already made the nexus page so it's easier to test it there) as early as this weekend if we can get everything that needs to get done, done.
I'll update everyone here and possibly make a new thread entirely when the beta is out for testing.
The_one_i_seek wrote: »
nexus is dead long ago especially for ESO addons
use ESOUI and dont bother about nexus at all
NeuroticPixels wrote: »
We have just released the official Open Beta test for Accurate World Map!
Come check out the new forum thread:
https://forums.elderscrollsonline.com/en/discussion/606319/accurate-world-map-a-map-correction-addon-is-now-out-for-beta-testing/p1?new=1