UESPWiki talk:Skyrim Map Design/Archive 2
This is an archive of past UESPWiki talk:Skyrim Map Design discussions. Do not edit the contents of this page, except for maintenance such as updating links. |
Contents
- 1 Interior maps with chest probabilities
- 2 Great Lift of Alftand
- 3 Ore vein locations in the Google map.
- 4 Ingredients added?
- 5 Map for Blackreach, Soul Cairn, and Forgotten Vale?
- 6 Hidden Vale and DLC locations
- 7 DLCs and the map
- 8 Soul Cairn
- 9 Dragon Mound names
- 10 bau invisivel
- 11 Quest Destination Locations
- 12 Solstheim
- 13 POIs/Wilderness caches
- 14 Awesome map except for one thing
- 15 How can I help add Elevation details?
- 16 Include Word Walls?
- 17 There seems to be a problem.
- 18 Beginner's tutorial
- 19 New Icons
- 20 Splitting the page?
- 21 Searching "Daedric Shrine" or simply "Daedric" returns 0 results
- 22 Map upgrade
- 23 Float Coordinates?
- 24 A 'street-directory' style option, as well as the 'satellite' style...
- 25 Japhet's Folly
- 26 Broken Links
- 27 Automatic zoom on search
- 28 Door to Bleak Falls Barrow
- 29 Search/Zoom
- 30 Limited Iron Ore Veins
- 31 Search terms
- 32 Hold Borders
- 33 Offline Use
- 34 Why is Bruma in this map?
- 35 Hidden barrow
- 36 Unusual gems locations
- 37 Nirnroot missing from Show Resource?
- 38 Missing road
- 39 Military Camp Mislabled
- 40 Cell grids disabled?
- 41 Parts of the map being blanked out by plain dark blue squares?
- 42 Add world encounter hotspot locations?
- 43 Suggestions: personalize zoom level at which minor locations appear, display all search hits, filter displayed locations
- 44 What is wrong with the zoom?
Interior maps with chest probabilities
I remember the Oblivion part of UESP having interior maps, with the locations of urns/chests/actions points/etc as well.I believe it even had probabilities of what comes in chests. However, I am having a little trouble remembering if the "chest probabilities" i am referring to were found within interior maps (high detail ones), or just on the location's webpage (static interior maps)... Either way, is there a way to find out how many chests are in certain locations, and what the probability is of say, a necklace, gold, or potions being in it? Thats the way I remember the oblivion site doing it. It would have probabilities in this manner "%20 necklace 50% leveled gold 25% potion" among others like armor, weapon etc. Does anyone else remember this? — Unsigned comment by 216.227.27.35 (talk) at 08:50 on 30 September 2012
- The maps are a long-term project. I know Alfwyn had started on them, but I suspect it's going to have to be a group effort to get them done. Unlike Oblivion, it pretty much has to be a manual process, I think, so it's going to take a lot longer. (If you read the Interior Maps section, you'll see just how difficult it is.) As far as the chest contents go, the treasure in Skyrim is significantly more complex and randomized compared to Oblivion, so I'm not sure if it'll ever be as clear-cut as what we saw in Oblivion. It could probably be done as a summary, something like "standard gem treasure" with a link to Leveled Lists that breaks down each level and sublevel of randomization. So in short, we'll get there with time, but we're not there yet. – Robin Hood↝talk 18:30, 30 September 2012 (GMT)
Great Lift of Alftand
I believe that the Great Lift of Alftand is out of place. It's meant to be north of Wayward Pass, not south of it. — Unsigned comment by 124.178.50.248 (talk) at 05:56 on 12 October 2012
- That's Alftand, which has a lift too. But Great Lift at Alftand is a seperate second lift, located south. The map marker will only appear (and the door unlocked) once the lift has been actived from the Blackreach side. --Alfwyn (talk) 10:33, 12 October 2012 (GMT)
Ore vein locations in the Google map.
I love using this site and maps as a resource when playing the Elder Scrolls games. I was wondering if it was possible to have the ore vein locations displayed at one or two levels less zoom to make my gathering trips more productive by allowing me to plan routes and gather multiple types. I know I can use iron+ore+vein to show fifty locations at a time but thought displaying them sooner (or providing a box to check) might increase the overall functionality of the map.
With regards, --Barenjager (talk) 18:29, 29 October 2012 (GMT)Barenjager
- I'd second this, though I don't have an account to sign with. :P The game itself does a good job of showing where locations are, but this map is indispensable for its ore vein coverage. At the same time, having to be so closely zoomed in to see the ore veins means I have to always switch windows to update the visible area. — Unsigned comment by 67.185.76.41 (talk) at 19:07 on 19 April 2013
Ingredients added?
I have a heck of a time finding certain ingredients (canis root specifically) and I was thinking maybe some of the regions with many plants could be noted as well as where those plants are in the region. — Unsigned comment by 72.211.145.3 (talk) at 01:29 on 1 November 2012
- I'm not sure how easily this could be implemented on the map, but each of the individual ingredient pages should have sections detailing where to find the most plants/sources of the ingredient as well as the most loose/harvested samples of the ingredient, and they usually have a general description of where to find the plants at the top of the page. For example, the Canis Root page says you can find that ingredient in the Rift and Hjaalmarch, with the largest groups of the plants around Folgunthur, Pinepeak Cavern, and the Apprentice Stone. It would require going to each ingredient page you're interested in, but at least the info is available. — ABCface◥ 03:11, 1 November 2012 (GMT)
I was looking for Nirnroot and missed it. Is dropdown list "Show Resoureses" miss it too?--193.227.251.76 22:47, 11 October 2017 (UTC)
Map for Blackreach, Soul Cairn, and Forgotten Vale?
As I noted in a couple related talk pages before being directed here, a good idea for these massive areas would be to have maps just like the main Skyrim map (zoom function with different things showing up at different levels, everything from ore veins and soul fissures to doorways noted). I can't seem find any such maps with a quick search, so they would certainly be a useful and possibly unique addition to the wiki. Would it be possible to do this and link to the associated pages instead of doing maps on the pages like the one on the Forgotten Vale page?--Playerseekingbugs (talk) 00:52, 20 November 2012 (GMT)
Hidden Vale and DLC locations
Is there any chance that DLC locations like the hidden vale or the vampire island be added to the map? — Unsigned comment by 190.164.18.110 (talk) at 21:11 on 20 November 2012
- Some of the locations may pose challenges, but yes, it's something we intend to do eventually. Unfortunately, the map editor is broken at the moment, so we can't add anything at all. – Robin Hood↝talk 00:17, 21 November 2012 (GMT)
DLCs and the map
How are you going to handle DLC content?
Will there be separate maps? Separate "layers"? Or everything in one soup?
As you might guess, I find the last option undesirable - if you play the vanilla unextended game you don't want a map littered with stuff only to find out on the wiki that the reason you can't find any of it is because you need a DLC.
(This mostly revolves around DG/HF on the Skyrim map. Obviously the answer for DB is gonna be "a separate map" :)
CapnZapp (talk) 20:10, 9 December 2012 (GMT)
- To my knowledge, there's no built-in way to distinguish DLC content from base content if they're using the same map. That said, it might not be that difficult to add in. There's a "region" column in the map data that's unused in Skyrim currently, so when I added the clay mines and stone quarries, I added "Hearthfire" as the so-called "region" for the time being. It doesn't display on the map, but it would only take a minute or two to add a label that would display that information. That wouldn't de-clutter the map, but at least it makes it obvious at a glance that it's a DLC-related item. I don't know of any reason we couldn't add a filter to let you show or hide DLC content, but I haven't delved into PHP programming much myself, so one of our other programmers might have more to say about that. It would definitely be more work. – Robin Hood↝talk 20:44, 9 December 2012 (GMT)
Soul Cairn
I'm not sure if this is where I should post it or even if I'm embedding the image right, but I did a bit of editing on the Soul Cairn map for my own ease. Just thought I might share it as it combines multiple maps on the Soul Cairn that I think would help. In case it causes an issue, I copied the map already on the Wiki but I placed all the markers myself. Anybody can take my picture and post it, or edit it, where it should be if the map gets accepted. I don't care about credit.[1] — Unsigned comment by Chinmister (talk • contribs) at 16:30 on 24 December 2012
Dragon Mound names
Currently, all dragon mounds are called "Dragon Mound" and also link to Dragon Mound. But since Novermber 2012, that page doesn't exist any more. What I would suggest is to give all mounds specific names and maybe link them to pages with the same name. Jibsta-Man (talk) 19:05, 8 January 2013 (GMT)
bau invisivel
a um bau invisivel em dawnstar perto da mina atras de umas plantas acho que vale apena colocar isso — Unsigned comment by 189.72.21.156 (talk) at 01:05 on 9 January 2013 (GMT)
- If I understand you, I believe you're referring to Ahkari's merchant chest that is infamously not properly planted in the ground. I'm not entirely sure this is worth putting on the map as it was an unintentional error, but it would highlight its location for those who want it or are curious. While I don't think we should add any merchant chest as most are entirely inaccessible, it might be worth including this one. --AKB Talk Cont Mail 01:05, 9 January 2013 (GMT)
Quest Destination Locations
I am unsure how this map stuff is created, but I would be interested in helping to add some locations for some quests. I would need to know the console commands and the info for adding to the map, so any info would be appreciated. — Unsigned comment by 173.55.225.124 (talk) at 02:26 on 3 February 2013
Solstheim
Is there any chance you may add Solstheim? — Unsigned comment by 190.47.167.211 (talk) at 00:42 on 5 March 2013
- I'm sure that a map of Solstheim will eventually be added. One of our gifted cartographers just needs to take on the challenge. --Xyzzy Talk 04:22, 5 March 2013 (GMT)
- Really looking forward to it. Is it a pure expert job, or would it be possible for an amateur to help adding to the work? —MortenOSlash (talk) 20:00, 28 March 2013 (GMT)
POIs/Wilderness caches
It might be worthwhile to add points of interest and wilderness caches to the map. The POIs would be similar to the secondary locations found on Prima Games' map, while the wilderness caches would include the seemingly random locations for chests and strong boxes strewn over the land. Examples of this would be the chest located NE of Dragonsreach near the gold vein, or the strong box on the hill west of the Whitewatch Tower.
I was thinking if this were implemented at the third line from the + zoom, along with changing the level ore veins are shown the player could really know what was in the area, and what might be worth a slight detour on the planned route, or used to assist in the planning of a route. — Unsigned comment by Barenjager (talk • contribs) at 17:45 on 27 March 2013
- I like the idea, as long as they are added as a selectable layer. The large volume of these would clutter up the map if they appeared by default. --Xyzzy Talk 21:48, 27 March 2013 (GMT)
Awesome map except for one thing
The map currently doesn't give you no reference points for where to go to get the place your looking for, how about addinvg a starting location and your destination location and have the map show you the quickest route to get there like google or bing maps do in real time. — Unsigned comment by 67.241.254.145 (talk) at 23:02 on 31 March 2013
- That's well beyond what we can do with the tools Bethesda provides us. Your best bet to do that is use Clairvoyance in-game. – Robin Hood (talk) 00:44, 1 April 2013 (GMT)
How can I help add Elevation details?
It would be nice to have some reference to the elevations at various places. Is it possible to have an overlay that would appear like a topological map? I think the elevation data could be obtained by referring to the "Z" data from the coordinates on the map. — Unsigned comment by 107.196.15.152 (talk) at 15:46 on 1 May 2013 (GMT)
Include Word Walls?
It seems a little odd to include ore mines but not the Word Walls that can be found above ground (ex: the Word Wall for Elemental Fury right next to the Statue to Meridia). Funny enough, that was actually what I was attempting to use the map for. — Unsigned comment by 74.9.76.166 (talk) at 12:45 on 7 May 2013 (GMT)
- That might not be a bad idea. Does anyone else have any thoughts on this? – Robin Hood (talk) 17:26, 9 May 2013 (GMT)
There seems to be a problem.
Mainly in that... I don't know. It showing things from the Oblivion map. I don't even know how. Its also showing things from the Skyrim map.
http://www.uesp.net/maps/srmap/srmap.shtml?centeron=Treva%27s+Watch it says theres a reman rune stone and a gate to Oblivion nearby. That's not right. But it has Treva's Watch marked perfectly. 74.132.252.16 14:37, 22 May 2013 (GMT)
- Thanks for the notice. I've looked at the database, and it looks fine, so my guess is that Daveh has been working on the map code and introduced some small bug. I've notified him, so hopefully, he'll have it fixed shortly. – Robin Hood (talk) 14:45, 22 May 2013 (GMT)
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- Dave just fixed it. You might have to do a hard refresh. – Robin Hood (talk) 15:12, 22 May 2013 (GMT)
Beginner's tutorial
Following Vely's suggestion I have added the beginner's tutorial here. If you are not comfortable correcting div's and css then, I would be happy to implement corrections or suggestions left here that involve their use. As for substance, facts, errors and content, they are all fair game! The educational philosophy used here is to present the neophyte with a simple example. Problems like, Xmarkers pointing to other cells and reducing the .dds to a 16 pixel square, or problems rotating drawings so that a second black layer needs to be created and pushed down after the cropping, well those exceptions can wait for an advanced tutorial. Kalevala (talk) 22:13, 27 June 2013 (GMT)
New Icons
While thinking about interior maps, I came across an old discussion, and created some new Icons. You may use them if you like, but if you think the map shouldn't be changed any more or they're unneeded, prod them.
— Unsigned comment by SarthesArai (talk • contribs) at 17:49 on 30 June 2013 (GMT)
Splitting the page?
Should the tutorial be moved to its own page?
Should the Interior Maps Status report likewise be moved? Its hidden list seems to break the next section's header which does not indent correctly. Kalevala (talk) 22:35, 1 July 2013 (GMT)
- The Status report is a very complex thing that would require an ongoing maintenance to really be of use. I've no doubt of your devotion to this project, I think we need a more... reliable way. Maybe we should use the Category:Skyrim Pages Needing Maps and/or the help of a Bot? I think an (updated) version of the status report could have its place on this page, while the tutorial could be separated. -- SarthesArai Talk 16:02, 2 July 2013 (GMT)
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- So the proper way to do this is to either manually (or by using a bot) have every page needing an interior map marked with the
{ { NeedsMap } }
tag. - I will assume that if it is a page about an interior cell and not a test cell then a map is needed, in other words all 677 listed in the Status Report except for those 158 that already have maps.
- That seems like an elegant way to go about it. There appear to be at least three options:
- So the proper way to do this is to either manually (or by using a bot) have every page needing an interior map marked with the
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- 1. Write a bot. I have no experience writing bots although from what I understand it involves using an API called DotNetWikiBot Framework in some language like C#. My experience was with C, and C++. I have no compiler. So if you are relying upon me to write the bot, it may take some time to put all of the pieces together, learn the API, write it, test it and get permission to run it.
- 2. Do it by hand. 519 sounds like a lot but it may actually take less time than option 1. Although option 1. would leave me with a bot, a compiler and a lot of knowledge. That's not an altogether bad exchange. ;)
- 3. Find a bot. We would need one whose owner would be willing modify the bot to accept a list of pages that need the tag. The list can easily be made by sorting the current Status Report List. I could copy and paste a list of pages needing maps into an Excel sheet and modify the text to whatever format the bot required and upload a text file for its use.
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- See UESPWiki:Bot Requests. — ABCface◥ 22:41, 2 July 2013 (GMT)
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(←) I'll hold off on making a new page for the tutorial for a day for further comments in that regard, though I'm inclined to move it. Kalevala (talk) 00:00, 3 July 2013 (GMT)
Searching "Daedric Shrine" or simply "Daedric" returns 0 results
Although, searching just "Shrine" comes up with all shrines available (Daedric and The Nine). Is there any reason for this that I am unaware of, given that the tag for each is exactly "Daedric Shrine"? [2] -DimitriusTepes (talk) 21:33, 9 July 2013 (GMT)
- My best guess as an unqualified user and not a developer of the map is a simple one. There are a lot of map markers called something with "Shrine" but non called something with "Daedric". The map marker for the Shrine of Azura is called "Shrine of Azura". The word "Daedric" is nowhere in the title "Shrine of Azura". If you rather search "Azura", the map marker "Shrine of Azura" will show up, as the word "Azura" is a part of the title "Shrine of Azura". —MortenOSlash (talk) 21:55, 9 July 2013 (GMT)
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- Yes, but on the map, each "Daedric Shrine" is marked with that tag, as appears after the name of the actual shrine (i.e. "Shrine of Azura (Daedric Shrine)"). None of these tags seem to be searchable, as evidenced by searching "Dragon Lair". This is true except for the major exception of "Standing Stone". Searching that will show all of them. -DimitriusTepes (talk) 16:46, 10 July 2013 (GMT)
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- A very interesting and good point. I have always thought the tag in parenthesis was not searchable, as they are not part of the link shown on the left side. Let us wait for someone who know more about the map to tell us.
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- By the way, you do not have to mark your own contributions unsigned. You can sign by putting four ~ in row. Then the Wiki will make a signature with a correct time stamp. By the way, your manual time stamp missed the time by an hour in your "unsigning", as time is given in GMT, not your local time zone, as I guess you referred to. —MortenOSlash (talk) 20:10, 10 July 2013 (GMT)
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- Makes sense, thanks. No, I didn't want to post anything ignorant here, felt that it would be a waste of everyone's time, so I researched what I was saying first. My time stamp was right for GMT, according to my IP's contribution page (at least I think so. I'm actually 7 hours behind the meridian.) -DimitriusTepes (talk) 15:50, 11 July 2013 (GMT)
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Map upgrade
I was just wondering if you were considering upgrading from the google v2 maps API any time soon- to quote the google maps API site:
Note: The Google Maps JavaScript API Version 2 was officially deprecated on May 19, 2010. The original deprecation period has been extended from May 19, 2013 until November 19, 2013. As of this date, all applications requesting v2 will be served a special, wrapped version of the v3 API instead. We expect this wrapped version of the API will work for most simple maps, but we strongly encourage you to migrate your code to version 3 of the Maps JavaScript API before this date.
So the maps might break in November.
The other reason I'm enquiring as to whether it'll be upgrades is to pimp my own code; Another alternative that I'd be interested in helping out with is using my own JS library for maps :D It's got a google v3 maps renderer, but also supports a 2D canvas renderer. I'm always interested in improving the project and if there's anything specific to the needs of the Skyrim map, I'd be up for helping out if things need tweaking :D
SignpostMarv (talk) 12:08, 3 September 2013 (GMT)
- The old map was better as it had he next button when a search showed more than 50 results but I could just be getting ahead of the conversion to the new map. Martingolding96 (talk) 17:56, 30 October 2013 (GMT)
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- I will use the old map until the bug has been fixed then. Martingolding96 (talk) 23:28, 31 October 2013 (GMT)
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- I just saw the new look and im loving the show resource functionMartingolding96 (talk) 17:11, 9 November 2013 (GMT)
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Float Coordinates?
This is a bit of a surprise to me. When I look at the coordinates for an ore vein, or any type of location marked, I get coordinates, but I do not receive a floating point set to use with the console command, PlaceLocationMarker. Coordinates for that command use floating point variables only? How do I convert the coordinates from as-is to floating point. What kind of numbers are they on the coordinates, signed short, or signed int, since they both use negative numbers?
--TheN1K0L4Z (talk) 18:38, 4 October 2013 (GMT)
- They're currently being stored as 32-bit signed integers in our database. We have some backups of older data where they were floats, but I can't comment on why they were changed, since I wasn't involved in that process. I've never used PlaceLocationMarker personally, but I would imagine the difference between the original float and the rounded integer would be negligible. Is there some reason that the extra precision is important to whatever you're doing? – Robin Hood (talk) 20:18, 4 October 2013 (GMT)
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- Why, yes. As a matter of fact, I am marking the locations of all the ore veins in the Tamriel Worldspace. It's to help with smithing, mining ores and such. But, thanks for the hint, Now I need to plug those coordinates into a calculator and I will have my batch made.
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- --TheN1K0L4Z (talk) 21:41, 4 October 2013 (GMT)
A 'street-directory' style option, as well as the 'satellite' style...
Amazing map, but could there be a 'political map' option which is more akin to a really uncluttered street directory without all the vegetation? In google maps you can switch to 'satellite' or 'road-map' styles. -- Unsigned by 220.244.48.100 14:18, 15 November 2013 (GMT)
- Good idea and one I've been thinking of and just have to figure a way of creating the map tiles for it. -- Daveh (talk) 15:36, 15 November 2013 (GMT)
Japhet's Folly
On the map, Japhet's Folly is shown as being in Whiterun Hold near Bleakwind Basin. This may be because it is outside the regular gamespace and its coordinates were entered as 0,0. 69.40.32.21 03:23, 18 December 2013 (GMT)
- Yes, it looks like the offset for it's worldspace were forgotten. If I add the offset of JaphetsFollyWorld (40/30) to the coordinates of the Map Marker 0x00016245 (~ 621/2046) I end up with 40*4096+621/30*4096+2046 . This does look like close to the position in the game (after enabling the map marker via console, patch 1.9 seems to have disabled it), but a bit to the south of it. That effect seems to be caused by 3D map peculiarities, the marker has a height of 1507 and moves around alot when panning through the map. Anyway, I changed the marker to show there. --Alfwyn (talk) 17:14, 18 December 2013 (GMT)
Broken Links
The links for Bard's Leap Summit and Serpent's Bluff Redoubt are broken. Actually, looking further, it appears any link from the map to the wiki with an apostrophe is cut off and thus either leads nowhere or redirects to something else (Bard's Leap Summit goes to the Bard's College via "Bard", for example). Likelolwhat (talk) 20:56, 22 December 2013 (GMT)
Automatic zoom on search
When I link to a house like Breezehome (map), or anything else with a higher zoom level set, I will need to manually zoom in to see it. What about having the map automatically doing that if the found item has a higher zoom level than the default one? I haven't yet looked at the code if that would be easy to implement, though. --Alfwyn (talk) 22:29, 26 January 2014 (GMT)
Door to Bleak Falls Barrow
There's a door on the map:
– Location: Tamriel (9513, -21120, -3688)
– Internal ID: 1284
Found this door in the CK – it leads to an area E3demoBleakFallsBarrow. It's a hidden door.
Should this really be shown on the map? -- CompleCCity (talk) 18:48, 5 March 2014 (GMT)
- It's a leftover from the demo, not enabled in normal gameplay. I disabled it on the map, thanks. --Alfwyn (talk) 19:04, 5 March 2014 (GMT)
Search/Zoom
Shouldn't the search results default to only those results visible at the current zoom level?
Let's say you are interested in identifying ore veins between your current location and your next location.
If you zoom to a level that allows the screen to comfortably show your source and destination (let's say Riften - to Redbelly Mine), then search for "ore vein", you'll get a completely empty map. What? there are no ore veins between here and there?
When you zoom out (or check the results returned), you can see that the search has returned the first fifty results regardless of location (i.e. 50 Corundum Ore Vein locations).
Is it beyond the capabilities of the Google maps API to restrict results to "local" results? — Unsigned comment by 86.28.173.142 (talk) at 16:25 on 13 June 2014
Limited Iron Ore Veins
Why are there so few Iron Ore Veins listed on the map? They seem to be concentrated in one particular path as if the locations were all collected on one outing where someone started at Whiterun and traveled north. SDShannonS (talk) 23:24, 30 September 2014 (GMT)
- The map only shows fifty results at a time. If you click "Show Search Results" and then "Next", it'll move onto the next set. --AKB Talk Cont Mail 23:33, 30 September 2014 (GMT)
Search terms
Is it possible to have mutliple search terms (eg. by seperating them with a apecial character) at the same time? I would like to search for all safe places to have a nice overview of them. -- Leifrson (talk) 09:43, 24 December 2014 (GMT)
Hold Borders
How hard would it be to add hold borders? I'm currently looking into extracting the coords for hold borders so as to make a map replacement with them. Would there be any problem with me using pics of this map to release the mod on Nexus? — Unsigned comment by X79 (talk • contribs) at 00:00 on 20 April 2015 (GMT)
- Hold borders aren't defined in game. Locations have hold parameters, and we used that, plus lore based maps, to determine the holds. There is no way to extract the coords from the game, however. Jeancey (talk) 21:32, 16 May 2015 (GMT)
Offline Use
Hello all. I've currently got limited access to the Internet but have skyrim offline. I wondered if there's a way to access the map offline? Almost as in download the entire thing. Has anyone tried something like this as I know it draws on a lot of source material from Google. Emrys DSD (talk) 20:52, 26 June 2015 (UTC)
- No, there isn't. We don't currently have any downloadable maps for Skyrim, interactive or otherwise. —Legoless (talk) 21:10, 26 June 2015 (UTC)
Why is Bruma in this map?
Why is Bruma from Oblivion shown here, at the northern part of the map? Is this a mistake? http://srmap.uesp.net/?locx=25607&locy=150850&zoom=15 65.49.14.79 09:09, 28 September 2015 (UTC)
- Yeah, that's definitely an error. It even links to Oblivion's Bruma. —likelolwhat talk lulzy to me 19:21, 1 October 2015 (UTC)
Hidden barrow
There is a hidden barrow here: http://srmap.uesp.net/?locx=133582&locy=-120054&zoom=17, I don't know the name of it (maybe it doesn't even have one), but thought maybe it would be cool to add it to the database to, you know, add stuff. Inside the collapsed building there's just a troll, a dead goat, a dead skeleton, a chest, a burial urn and an Orcish Helmet. Nothing too fancy. Please let me know if this should be posted somewhere else. Manu (talk) 00:27, 15 April 2016 (UTC)
- The place for that would be the Unmarked Places page. I don't currently see that one listed there, which is kind of surprising, but double-check and if you don't see it either, feel free to add it to that page. – Robin Hood (talk) 03:26, 15 April 2016 (UTC)
Unusual gems locations
I was looking a bit for a decent Unusual gems location map and then I thought about adding it here. Sadly, I have no idea to do so. What do you think about that idea? Would somebody add it or teach me how to do it? — Unsigned comment by Europ152 (talk • contribs) at 18:32 on 14 October 2017
- There are only two that would be on the map, all the others are inside locations. As for creating a map, its a matter of downloading the full version of the one on the page, and then editing it by marking just the locations that hold a stone. You could then upload that for use on the quest page here (for safekeeping/hosting). There is, however, at least one mod that adds map markers for the stones, if that is enough. Silence is GoldenBreak the Silence 17:52, 14 October 2017 (UTC)
Nirnroot missing from Show Resource?
Just wondering if there was a particular reason why Nirnroot was left out of the Show Resource dropdown? It doesn't show any results from the searchbox, either. Seems like if we can get a density-by-cell of things like bird nests and flowers, we should be able to get Nirnroot too, unless there's something weird about the code that makes Nirnroot specifically too difficult or impossible to add (seems pretty likely, actually). Thanks. Dunerat (talk) 07:45, 26 December 2017 (UTC)
Missing road
There is a road missing from the UESP:Skyrim Map V2. The north end begins just east of the Ritual Stone and a small distance west of the side path to Guldun Rock. It passes east of the Whiterun Stormcloak Camp and winds south in a switchback route up the slope of The Throat of the World. It turns southeast and passes below High Hrothgar, traversing the slope of the mountain until it meets with a more travelled path west of the Ruined Troll and Wispmother's Well and the Nimalten City Ruins. This provides a shorter route between Whiterun and Ivarstead. 50.26.102.163 19:09, 26 February 2018 (UTC)
- All this time and I didn't even know that road was there! The graphics that make up the map are all taken straight from the Creation Kit, so it'd be almost impossible to completely miss something. I think there are a couple of things coming into play. First, the slight rendering differences between the CK and the actual game; the game's renderer is not surprisingly much better. There's also the fact that most of that road is defined by just a gap in the rocks, with only a little bit of actual flattened pathway to it. It's a bit more obvious when you're on the ground, since you're seeing it at an angle, but when you're looking at it from overhead, it's a lot harder to see. I find it obvious enough if you hit just the right zoom level on our map. – Robin Hood (talk) 20:54, 26 February 2018 (UTC)
Military Camp Mislabled
The map shows the military camp at 147899, 25487, -10070 (just outside Windhelm to the southeast with the catapults) as being a Stormcloak camp, but it is the Imperial siege camp. The link works correctly sending you to the correct page. However the icon (bear paw) and name are wrong. I don't know how to correct it. Kalevala (talk) 21:45, 16 June 2018 (UTC)
- This has been fixed. It turns out two markers existed and the Imperial one was underneath the Stormcloak one. I fixed the display levels and Daveh deleted the Stormcloak marker. —Dillonn241 (talk) 20:53, 17 June 2018 (UTC)
Cell grids disabled?
Are the cell grids disabled for the map now? This used to be great resource when creating my mods, but without the cell grids it's a lot harder. — Unsigned comment by 84.195.95.148 (talk) at 11:43 on 2 July 2019 (UTC)
- Due to the switch from Google's API (which they make us pay for now), Cell Grids are temporarily disabled as a performance enhancement. I'm sure Daveh will find a way to get them going again! -- SarthesArai Talk 16:47, 2 July 2019 (UTC)
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- Been a while now. Are the cell grids still gone? Or is this an error on my part? — Unsigned comment by 84.195.95.148 (talk) at 13:00 on 3 November 2019
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- I agree, need cell grids badly please. 10/06/2020 — Unsigned comment by 73.202.126.152 (talk) at 05:26 on 7 October 2020 (UTC)
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- Since it seems this will take a while, could you create a screenshot of the map for each ingredient and place the screenshot on each ingredient's page? That way, even without the map's ingredient-selection mode, we could still have the utility of seeing where the ingredients are located and their approximate number in those locations. Nov 6, 2020 — Unsigned comment by 68.10.4.85 (talk) at 12:52 on 6 November 2020
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Parts of the map being blanked out by plain dark blue squares?
When I try to zoom in on the edges of the map, parts of it seem to be blanked out and replaced with featureless dark blue squares - even though the map marker is still present, one can't see the terrain and thus can't see the paths to the location you want to reach. I found this when trying to work out the paths to Northwind Mine and Northwind Summit.
When zoomed out, it looks like a normal map. When zoomed in, the edges of the map get blued out like this. This happens on both eastern and western edges. Similar things happened when trying to zoom in on "Last Vigil". Fixplz? JLE (talk) 17:51, 8 July 2019 (UTC)
- I have the same problem [Sexyowl] 10:14 p.m. (UTC -4) 14 July 2019 — Unsigned comment by 190.213.185.42 (talk) at 02:15 on 15 July 2019 (UTC)
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- Same here. Where the map blanks out changes depending on the zoom level. At max zoom, you can easily see the border at Snow-Shod Farm. As best I can tell, the border at max zoom is at x = 165,888 (81 × 2048). It’s very weird; I was able to use the map to zoom all the way in at Broken Helm Hollow just two days ago. -- Grylliade (talk) 16:21, 16 July 2019 (UTC)
Add world encounter hotspot locations?
I thought it'd be neat to have the hotspots visible in the same manner as the Prima guide as seen here with the green dots at [3]. The necessary location coordinates are extractable via web scraping from the items listed at [4]. Is there anybody around who has the permissions to add these in? If so, can I be of assistance or is this nudge enough? Johanson69 (talk) 15:42, 28 July 2019 (UTC)
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- That's fantastic! I can't tell you how often I've had to look those up. Those will be useful for documentation on several pages. Will you be doing Solstheim as well? – Robin Hood (talk) 23:02, 17 October 2019 (GMT)
Suggestions: personalize zoom level at which minor locations appear, display all search hits, filter displayed locations
As an example, if I wanted to see where all the Giant Camps are located, I would like to be able to see them when fully zoomed out. And, if possible, only those desired results. Being able to e.g. filter to only display the camps by clicking on the icon in the map legend would be useful. Or if I searched for a specific kind of ore vein, I could check which is closest to my ingame character if I could see all the ones available on the map. Johanson69 (talk) 15:59, 28 July 2019 (UTC)
What is wrong with the zoom?
everytime i zoom in, it zooms in on an entirely different location.
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