[MOD] Hidden Map Locations

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BadLuckBurt
Posts: 948
Joined: Sun Nov 05, 2017 8:30 pm

Re: [MOD] Hidden Map Locations

Post by BadLuckBurt »

I found your repository on Github and had a go at making those regional maps. I have a working concept but I had to remove the namespace from your mod and rebuild it to gain access to AddMapSummaryFromLocation since that currently can't be accessed through the mod message system and I don't think there's a way to access a namespaced class directly between mods.

The important thing is that it works :lol: and it was simple to do.

I will flesh it out a bit more tonight, some time should pass when you USE the map and the player should see a message like "You spend some time studying the map and memorizing the new locations in REGION.".

You can find the repo here: https://github.com/BadLuckBurt/blb-regional-maps.

Please, feel free to re-use anything you find useful.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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Macadaynu
Posts: 263
Joined: Sun Mar 07, 2021 1:18 pm

Re: [MOD] Hidden Map Locations

Post by Macadaynu »

BadLuckBurt wrote: Sun Jan 02, 2022 4:29 pm I will flesh it out a bit more tonight, some time should pass when you USE the map and the player should see a message like "You spend some time studying the map and memorizing the new locations in REGION.".

You can find the repo here: https://github.com/BadLuckBurt/blb-regional-maps.

Please, feel free to re-use anything you find useful.
Wow thanks for the help with this! I may be struggling a bit for free modding time so this is much appreciated, not sure when I'll be able to look at merging this in but thanks :)

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BadLuckBurt
Posts: 948
Joined: Sun Nov 05, 2017 8:30 pm

Re: [MOD] Hidden Map Locations

Post by BadLuckBurt »

Macadaynu wrote: Sun Jan 02, 2022 9:23 pm Wow thanks for the help with this! I may be struggling a bit for free modding time so this is much appreciated, not sure when I'll be able to look at merging this in but thanks :)
No problem, I really enjoy your mod. I just wanted to have a slightly better chance at learning more locations so I hacked my own version together.

I'll see if I can expose the AddMapSummaryFromLocation method through the mod message system. If that works, my mod can work side-by-side if you could add that until you have time to see how you'd like to merge this. I also wouldn't mind building the .dfmod for your mod to allow people to get the maps too.

I will work on this a bit more anyway, I spent some time isolating the region shapes from the map image files and turning them into vector shapes. Since all these map item classes are unique, I might as well see if I can do something like the paintings where it shows the region as a drawn map, I suck at graphics but I'll see how far I get :D I think I still have a cartography brush set in Illustrator somewhere.

- edit

I have changed the item group from Books to UselessItems2 and changed the rarity to 2. This makes the maps appear in general stores of buildingQuality 2 and up. The only problem is that a lot of maps turn up in a single store, I need to see if there's a good way to limit that other than using multiple rarity values.

I gave them a base price of 100 gold but both the rarity and gold price can easily be varied since I'm generating the item classes. A map for Orsinium for example should be really rare and expensive. I need to dive a bit into the lore of the regions to determine which maps might cost more.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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Asesino
Posts: 66
Joined: Fri Aug 16, 2019 3:14 am

Re: [MOD] Hidden Map Locations

Post by Asesino »

Hi, let me start out by saying, I just love this mod; This and Travel Options are two of my favorite mods.

I did notice one issue though; as you travel with travel options, it discovers locations but they do not appear on the hidden maps. I believe the issue is that PlayerGPS.DiscoverLocation doesn't have an event that you can subscribe in order to flag when you need to run AddMapSummaryFromLocation.

The most comprehensive solution would be to add the event to the core code, so you can get notified every time discover location is called, but a quicker option is to create a message receiver in hidden maps, and then Travel Options can sendmessage that it just discovered a location and you can run AddMapSummaryFromLocation. Real Grass https://github.com/TheLacus/daggerfall- ... alGrass.cs from TheLacus is a great template for how to create the message receiver.

thanks
a

cim
Posts: 5
Joined: Sun Apr 03, 2022 9:28 am

Re: [MOD] Hidden Map Locations

Post by cim »

Having good fun with this mod - and discovered an interesting challenge for myself: if you disable cities on the starting map too, can you actually get to Hammerfell? (playing a Redguard who's had enough of all this intrigue and just wants to go home)

So far:
- Brisennia doesn't reveal Sentinel City
- Prince Lhotun's letter doesn't reveal Sentinel City
- the Lord K'avar quest doesn't reveal Sentinel City
- Morgiah's quest would reveal Scourg Barrow ... but that's not a port and I have "sea travel to and from ports only" set.

Next plan:
- gradually wander on down to Wayrest, enchanting up a bunch of levitation items on the way, and fly from the southern spur over to Mournoth's northern island, then wander back down the coast to Sentinel.

Thanks again!

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Macadaynu
Posts: 263
Joined: Sun Mar 07, 2021 1:18 pm

Re: [MOD] Hidden Map Locations

Post by Macadaynu »

cim wrote: Mon Apr 18, 2022 7:33 pm Having good fun with this mod - and discovered an interesting challenge for myself: if you disable cities on the starting map too, can you actually get to Hammerfell? (playing a Redguard who's had enough of all this intrigue and just wants to go home)

So far:
- Brisennia doesn't reveal Sentinel City
- Prince Lhotun's letter doesn't reveal Sentinel City
- the Lord K'avar quest doesn't reveal Sentinel City
- Morgiah's quest would reveal Scourg Barrow ... but that's not a port and I have "sea travel to and from ports only" set.

Next plan:
- gradually wander on down to Wayrest, enchanting up a bunch of levitation items on the way, and fly from the southern spur over to Mournoth's northern island, then wander back down the coast to Sentinel.

Thanks again!
Haha, nice idea. I did wonder if people would experiment with the default settings so that's cool.

Unrelated but I'm looking into another optional feature for this mod, which would mean you'd only be able to fast travel to places you have actually visited. A bit like later entries in the series.

Jarlyjarljarl
Posts: 64
Joined: Sat Aug 01, 2020 6:37 am

Re: [MOD] Hidden Map Locations

Post by Jarlyjarljarl »

cim wrote: Mon Apr 18, 2022 7:33 pm Having good fun with this mod - and discovered an interesting challenge for myself: if you disable cities on the starting map too, can you actually get to Hammerfell? (playing a Redguard who's had enough of all this intrigue and just wants to go home)

So far:
- Brisennia doesn't reveal Sentinel City
- Prince Lhotun's letter doesn't reveal Sentinel City
- the Lord K'avar quest doesn't reveal Sentinel City
- Morgiah's quest would reveal Scourg Barrow ... but that's not a port and I have "sea travel to and from ports only" set.

Next plan:
- gradually wander on down to Wayrest, enchanting up a bunch of levitation items on the way, and fly from the southern spur over to Mournoth's northern island, then wander back down the coast to Sentinel.

Thanks again!
Travel Options now allows for point travelling (click anywhere on the map)

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