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On resetting the world map
      #2612524 - 05/23/04 06:46 AM

It has been a recurring question how to remove landmasses from mods from the world map. Since bloodmoon newly added mods at least appear on the world map, but landmass from a removed mod will stay until another mod is added that uses these cells. I had the same issue and played around with Morrowind Enchanted Editor a bit. These are my findings that I would like to share with you:

- Deleting the entry "Player Map":
The map is completely reset, active mod lands show up, inactive mods are removed. However, all the map is "fogged" and locations are no longer marked. The local maps appeared unaffected.
If you load any other savegame before loading the one with the deleted map, you will see the worldmap as it was in the previous savegame. After you save the game with the empty map, this will no longer happen.

- Deleting the "MapH" subrecord seemed to have no effect.
- Deleting the "MapD" subrecord had the same effect as deleting the entire player map entry.


This opens the opportunity to do two things:

- You can reset the world map to a virgin state
- You can copy a worldmap from an old savegame to any savegame with a deleted worldmap.

Heres my theory: I think this should be useful especially if someone would make a "clear world map mod" that simply has "unclean entries" for the entire world map area.
Then you could load with this mod (you may now only see the original landmasses as the new mod is probably overriding other mods), save. Remove the mod, start MW again load that save. Without quitting the game, Load a save with empty world map, Save again. Reload the save, now active plugins worldmasses should reappear (IF you have Bloodmoon). Now if I am correct you have a clean save, with a cleaned world map that still has your exploration in it!

Please share your own thoughts. Is there an easy way to make such a "world map cleaning" mod? Have you made different observations?

Oh, and be careful when tinkering with savegames, always keep a backup!



Edited by GhanBuriGhan (05/23/04 06:58 AM)

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SirOnTheEdge
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Reged: 05/13/04
Posts: 469
Re: On resetting the world map [Re: ]
      #2612539 - 05/23/04 06:53 AM

This could prove useful to many a gamer

--------------------
This is my first Mod so please leave feedback Now Its released!!!

Look hear for the pics

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Re: On resetting the world map [Re: ]
      #2612562 - 05/23/04 07:05 AM

Always one of my favourite modders, I had long considered Mr GhanBuriGhan to be somewhat retired from the CS. But lo and behold, he is back! And from the heads pack, the regulars and now this, it seems he is back with a vengeance. This is awesome.

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bigchief
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Reged: 07/19/02
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Re: On resetting the world map [Re: ]
      #2615021 - 05/23/04 07:46 PM

That should work. Klinn actually did a plugin like that to overwrite the Firemoth landmass a while back. He would know how difficult it is to alter each cell slightly.

On the part about using the enchanted editor to start with a fresh map, I have done the same thing with TESAME. Using TESAME on your save game, if you remove the "fmap" entry and save, it will give you a fresh map and you loose the areas that you explored.

--------------------
My Mods
Wizards' Islands

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Re: On resetting the world map [Re: bigchief]
      #2615054 - 05/23/04 07:53 PM

*How embarrasing*

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Ronin49
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Reged: 03/08/04
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Re: On resetting the world map [Re: ]
      #2882395 - 08/03/04 09:24 AM

A very useful thread that some newer members of the community may not have encountered and for which many thanks.



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"And to everyone seeing naked and headless people, READ THE README!!! It's the answer to all your troubles." Neoptolemus

Mythic Mods ----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.

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