Ralzar wrote: ↑Sat Sep 25, 2021 5:24 pm
Before you go too far into this and run into problems making this compatible with Travel Options: Have you checked if it is possible to simply set the locations to being undiscovered? Like most dungeons start out in the game? This might be an easier way of doing this than overriding the travel map and building your own.
The checkLocationDiscovered method in DaggerfallTravelMapWindow is what I'm overriding, which in turn looks at the MapTableData.Discovered property, the MapSummary.Discovered property and the PlayerGPS.discoveredLocations.
PlayerGPS.discoveredLocations is a private collection, and the class cannot be overridden. You could potentially make this public, but that means changes to core code, and then updating all the data in there (and it's probably private for a reason).
ContentReader.mapDict houses all the MapSummaries, and is also private and can't be interacted with. You could again change this, but probably not advised for the same reasons.
The way I'm doing it is letting the mod determine whether or not a location is discovered, seems overall safer to me, and it makes it less complicated than making all those changes.
However, the mod needs to work with Basic Roads in my opinion, I don't think I'm too far off a basic prototype now, so we can see how it looks without it and go from there.