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Usefull map for you modders
Posted: Fri Aug 24, 2007 6:45 am
by ace62394
My cousin uses this map all the time and he said it helped him greatly:
http://www.baldurdash.org/TESOblivion/UOPCellAudit.jpg
Posted: Sat Sep 22, 2007 11:18 am
by Wyvern
Wow. Very Helpful.
Posted: Fri Nov 30, 2007 5:48 pm
by awatemono-san
What is this map of?
Posted: Sat Dec 01, 2007 5:51 am
by ace62394
Well, I'm not a modder so ask someone who is. Sorry.
Posted: Thu Dec 06, 2007 1:35 am
by lowbart
It looks like there are coordinates but at that resolution they are almost unreadable. That would be useful because you can only see about one outdoor cell's worth of area at one time in the editor, and it's hard to tell where you are exactly. There is a similar map of the Shivering Isles world, with all the grid lines shown.
I have no clue what the blue stuff is for.
Posted: Thu Dec 06, 2007 2:03 am
by Vesna
I see. Each small square is an induvidual cell of the real world map. The lines going up-down and the sideways are like longitude and latitude, respectively. They help you find the location of every cell in the wilderness area.
In the CS, unlike indoor areas (which are clearly labeled "PlacenameZone#") wilderness areas are labeled only using "Wilderness 6, 14" coordinates. The map helps you find the wilderness areas.
For example, if you would like to build your own cabin near Lake Arrius, you need to know the wilderness coordinates so that you can put the entrance to the house cell there, as well as the exterior of the house.
Of course at that resolution it is kinda hard to see, but you can download it and blow it up in size in photoshop or even paint. I see how this would be helpful to many modders. Sadly I don't have CS anymore. :'(
Posted: Thu Dec 06, 2007 2:10 am
by lowbart
I think you would need a better resolution to start with, because the numbers have been pretty much lost to JPEG compression.
Your explanation was much better than mine about the grid. I usually just make the door outside and make it link to the interior cell, though - since it does the doors as a pair you don't have to look around for the exterior door. Too bad the Morrowind CS didn't have that feature.
Posted: Thu Dec 06, 2007 2:15 am
by Vesna
Yeah, but for those picky people who want a Bruma style house near Azura's shrine, finding the exact location can be tricky.
Posted: Thu Dec 06, 2007 2:18 am
by lowbart
Hm, that's true. Especially if the Find Next function is broken.
Posted: Fri Dec 07, 2007 12:08 am
by Jeff
If I remeber correctly, the blue areas are for outdoor cells that are already used for something. Either a loctaion, or an encounter. This way you won't run into a conflict when adding mods to outdoor areas.
There was another similar map that had a color coded grid, for what types of random encounters were set. When i get home, I'll see if I can find it.
Posted: Fri Dec 07, 2007 12:24 am
by Deandra
I like this one better for finding exact coordinates, even though that wasn't its purpose.
http://i87.photobucket.com/albums/k140/ ... 1168223801
Posted: Thu Dec 13, 2007 6:31 am
by Maplassie GTR
Hey guys.
Thank you very much for these maps
I just started making my very first mod in Oblivion, and registered on these forums for exactly this Kinda map
This will Indeed help me out greatly!
Really really stupid question though. Is there any way (mod, console...) That you can display your current map co-ordinates while playing the game? (to find the exact cell you wish to mod Easier)
Posted: Fri Dec 14, 2007 4:39 am
by ace62394
Welcome to the forums! Ask jeff or Vesna.