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UESPWiki talk:Morrowind Map Design/Archive 2

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This is an archive of past UESPWiki talk:Morrowind Map Design discussions. Do not edit the contents of this page, except for maintenance such as updating links.


I just posted a UESPWiki:Morrowind Map Design#new section on the article with some suggested guidelines that will hopefully make it easier to coordinate what we're doing with the map. One difference between the map and the wiki is that there is no type of history feature with the map: there is no way to undo changes, but even more importantly there's no way to see what's new on the map or what's been changed. Obviously, we're all used to relying on that capability on the wiki, so it's easy to feel blind without anything similar on the map. And we're also used to being able to flag wiki pages that need attention as a way for other editors to find problems and fix them.

So what I'm suggesting is basically that cartographers start using the SearchTags to add keywords on map markers that other editors may want to look at, for whatever reason. The two main keywords at this point are newloc for any new location (just so other editors can get an idea of what places have been added) and approx for locations without accurate X/Y/Z coordinates. Sound useful? Any suggestions? --NepheleTalk 22:22, 30 June 2008 (EDT)

Sounds like a very good way to add a trail and transparency to what has been done to the map. --BenouldTC 23:53, 30 June 2008 (EDT)
One question - is somebody volunteering for the task of periodically removing all the "newloc" tags every once in a while? Because otherwise they're basically useless - every marker was new once. We'd almost need some sort of Patroller system for people to approve of new markers and then manually remove the tags so that we don't end up with everything marked as new. Unless there's some way to program these tags to go away automatically after a week or so, which I doubt would be worth the effort of coding. --TheRealLurlock Talk 00:44, 1 July 2008 (EDT)
As I said on the article, I can do periodic maintenance to clean up the newloc tags. In a couple of weeks, I'll clear up all of the ones that are there right now. I can do it with a single mysql command, so it's really not much effort. And I don't think the newloc tags should be patrolled... because we want everybody who is interested to be able to see them, not just the first person to refresh the map each day. --NepheleTalk 00:57, 1 July 2008 (EDT)

Maplinks and location codes

I've started to implement maplinks {{Map Link|place=<place name>}} on quest pages that don't have obvious locations, eg. House of Troubles. However, these pages already have location codes for PC users. Should we keep the redundancy, or replaces all location codes with maplinks? A third solution is to add maplink parameters to the quest template, although I am partial to have the maplink in the text at the end of the location description, as it is in the example. I will hold off with implementing more until there is some feedback on how to proceed. --BenouldTC 13:40, 6 July 2008 (EDT)

I think place links should only be put on quests where the initiator or target is in the middle of nowhere. In other words, if people want to know where, for instance, the Pudai Egg Mine is, they can click the link, look at the page and get the location from there rather than having a link on the quest page. For quests such as Lead the Pilgrim to Koal Cave, the quest page should have a link to their principal actor (Fonus Rathryon in this case) because they can be tricky to find.
While we're at it, I think the X,Y,Z coordinates should be taken off all the pages that they're currently on. They don't help XBox users, are purely for cheating with the console, look ugly, and are largely obsolete with the new map. –RpehTCE 15:03, 6 July 2008 (EDT)
I agree that X,Y,Z coordinates on pages now seem unnecessary. Anyone who can use the map will be able to find the location more easily based on the map's visual references than from coordinates -- both Xbox and PC players, rather than just PC players. Any PC players who really do want the coordinates can get them from the map (they're provided in the link info on the right-hand side, and in the popup).
In places where a link is needed in-text (e.g., for hard-to-find places) the Map Link seems like the best way to go. But in addition, I think it would be useful to find a way to incorporate overall quest links to the map, for any quests that have quest-related search tags on the map. In other words, given that we've added the ability to have a link like this, I think that link should be added to the site so that readers are aware of the capability, too. I think having such a link incorporated into the quest header somehow would be the most useful overall: find a consistent place where readers can always quickly and easily find the link. It wouldn't replace in-text links for more specific cases; it would just be an alternative. Perhaps adding a map link to the "Locations" section of the quest header would be the best way to do it?
Hmm, except now that I just went to check how that map link works, there are some coding tweaks that need to be done. I'd like to have quest-specific map links that make the old MQ maps truly obsolete: where you can see in a glance the various locations for that quest and where they all are in relation to one another. I'll try to find some time to fiddle with the code some more. --NepheleTalk 20:25, 9 July 2008 (EDT)
Having just created a [[Template:pos|template]] to replace these, I'm bringing this issue up again. I guess there isn't necessarily any reason to keep X,Y,Z coordinates for places which CAN be linked from the Map Link template, but for locations in the wilderness which have no markers on the map, this template could still be useful. (Unfortunately, not for Xbox users, but what can you do?) Unless we can find some way to send the numerical coordinates to the Google mapping software and center you on the exact coordinates without there being a marker already there - I know it's possible on Google Maps, you can search for any latitude and longitude without knowing beforehand what's there. Can that feature be used on our map as well? (It might require running a little math on the numbers to make them line up, but it apparently is possible to do basic arithmetic in a wiki template, though I've yet to attempt it.) Or should we instead endeavor to place a map marker at each of these locations that we can link to explicitly instead? --TheRealLurlock Talk 14:39, 6 January 2009 (EST)
I think the existing Map Link template does the job given X and Y coords: {{Map Link|x=58675|y=-92545|ns_base=Morrowind}} (map) for the Hlaalu Hortator example you gave, for instance (the ns param is only necessary because we're on a non-MW space here). I'm not keen to see the x,y,z pos codes given such prominent status - as my comment above indicates - but if people want them kept then your new template is definitely the way to go, as long as map links can be worked in too. –RpehTCE 15:19, 6 January 2009 (EST)
I've converted the template so that it now takes the X and Y values separately, which makes them transferable into the Map Link template. The "map" parameter now may be unnecessary, since it will automatically generate a link to that location even without the location name, but I left it in just in case there's something I didn't take into account. I'm also not sure about the necessity of the "Z" coordinate - does't the game automatically place you at whatever height is appropriate when you use this command? Or is there a chance that leaving it out may end up with people accidentally teleporting themselves miles in the air and then dropping to their deaths? The coordinates are still necessary if you plan to use the console to teleport to a given location. ("COE" isn't accurate enough in many cases.) Maybe it'd be better if we used a smaller font on the coords? Especially if this template is going to be more widely used (say, if we decided to add the coords to all location pages or something). --TheRealLurlock Talk 16:41, 6 January 2009 (EST)
The point is that the location on the map should be enough without having to give people a cheat code. Whilst we had no mechanism for directing people to a location the cheats were, arguably, required: now we have the map they're undoubtedly unnecessary. Simple map links should be all that is required to direct people to a location, unless we want to encourage people to cheat. –RpehTCE 17:04, 6 January 2009 (EST)


  • i would like to have something that when you click on it would show a specific item catagory on the map like dwemer ruins, small towns etc. you get the point. thank you
  • you should add so that whenever you click on the entrance to a door (castle, cave, tomb)-any door it will pop up a detailed map of the inside of that place. — Unsigned comment by (talk) on 6 July 2008
    • Feature is already implemented. When you click on a door, a "Wiki Page" link appears on the popup which takes you to the wiki page, where all available information on that location is provided. Many locations already have detailed maps on the wiki page; eventually, detailed maps will be added to all wiki pages.
  • Can you make a lag-free executable of this? I'm interested in using this map, but, since it requires loading and stuff, it's rather annoying to use in a browser. I find myself using an exe version of some older map that I downloaded literally years ago just because of this.
  • Could you make a downloadable off-line version of this map to use off-line?
    • Code-wise, yes. Copyright makes it impossible though. Any such EXE would need to duplicate the Morrowind map in its entirety. Hosting it on a website where the idea is that the downloaded files are transient is one thing; permanently copying it to a user's computer would probably not be acceptable. –RpehTCE 05:49, 8 August 2008 (EDT)

I'm glad that this map is available online. It is very useful. However, I have a problem. When I click and drag the map up or down, part of the map disappears. It amounts to about half of the viewing screen being just white, while the rest of the map moves around as it should. I am viewing the map using Safari version 3.1.2. I will download Firefox to see if I encounter the same glitch. — Unsigned comment by (talk) on 1 November 2008

I just tried Firefox and the map runs fine. The glitch is isolated to Safari. — Unsigned comment by (talk) on 1 November 2008
...and chrome — Unsigned comment by (talk) on 8 November 2008
Chrome is still in Beta so is likely to suffer from glitches. With our map, I found maximising my Chrome window and then restoring it again fixed the glitch. I don't have Safari. –RpehTCE 02:09, 9 November 2008 (EST)
  • i know i am doing this wrong, and probably in the wrong place, however..balmora in morrowind, at full zoom is missing a link to east tower, referanced by the sword of white woe, and the info on plants has locations in (5,-3) formatt, does this have any relation to the map? or is it for pc players??? Orran margath 16:29, 19 November 2008 (EST)

  • Would it be an idea to show on the map whether the place is involved in a quest of some sort? Usually when I'm going somewhere I check the map for tombs and shrines on the way there. I only clear out the ones that aren't involved in any quests, since I might mess up a quest if I kill the target before I receive the quest. Maybe an put an asterix with the name? Or make the name a different color?Pinguin333 11:29, 30 November 2008 (EST)


Is there any way to tell how long in miles or kilometers Vvardenvell is? C Teng [talk] 13:36, 26 October 2008 (EDT)

I believe Bethesda said Morrowind was 10 square miles large. To do an actual measurement is a bit more complicated, as you have to find out first how big one cell is. --Timenn < talk > 18:41, 27 October 2008 (EDT)
You could make an estimate by looking at other objects and characters. C Teng [talk] 22:02, 27 October 2008 (EDT)
Well it's your question, so you could do that yourself. Timenn's answer is good enough for government work. –RpehTCE 01:53, 28 October 2008 (EDT)
I'll look. I might be able to tell how many feet a single cell is, but if my measurement is just a bit off, it could change the whole equation. C Teng [talk] 07:17, 28 October 2008 (EDT)
According to Wikipedia, Vvardenfell is approximately 6 square miles, but it doesn't list a source. C Teng [talk] 22:08, 10 November 2008 (EST)

Far Out!

I just found this map. I can't even put into words how BIG of a help this is!!

minor comments

Just started a new game a week ago and using this map to get around. I love the fact that you can go straight to the wike page of a dungeon from the map. I have two minor comments though: a) when you search for a place on the map you only get the zoomed in part of the map. When you zoom out or scroll left or right it shows the map without the dungeons. You have to reset the map and manually zoom to the location to browse the surroundings. b)the wiki reference to sorkvild's tower doesn't exist. There is no actual page called "Sorkvild's Tower", but the map has a reference. All the information you need can be found in the quest page (Sorkvild the Raven), so either the reference should go there or should be removed. I'll be playing a lot of Morrowind the coming month, so if I run into any other things I'll add them here.Pinguin333 08:24, 30 November 2008 (EST)

Thanks for pointing the Sorkvild one out - I've pointed it at Morrowind:Sorkvild the Raven (person) for now. If you come across more like that, please let us know! As for the first point... that's pretty much by design. If you've searched for a place it's reasonable to assume you want to find it quickly and easily. Having all the local map markers on would be distracting. As you point out, there's a reset link that makes it easy to show all the other places. –RpehTCE 09:06, 30 November 2008 (EST)
This would be taken care of by the Homes Revamp I've proposed. In this case, it would either be a redirect to Morrowind:Dagon Fel Homes (currently doesn't exist), or possibly it could be its own page - I'd have to check to recall how big the place is. --TheRealLurlock Talk 13:03, 30 November 2008 (EST)
About the first point, I agree. It makes it difficult to find locations that you are completely unaware of, though having all the map markers would be a significant distraction from the point you are trying to find. I would suggest highlighting the search point by some means. — Unsigned comment by (talk) on 17 June 2009

The Unmarked Shipwreck isn't on the map. The only reason I found it was that there's a reference to it on the Yasammidan page. It's well worth the visit since it has a crate with random glass armor parts in it, so adding it to the map would be great. Coordinates are x -199521 y 120499. Pinguin333 08:49, 7 December 2008 (EST)

Yes it is: here (and no I didn't just create that). What made you think it wasn't there? –RpehTCE 09:42, 7 December 2008 (EST)
(edit conflict) The shipwreck is there. For example, just follow the map link on the Unmarked Shipwreck article. As with all other shipwrecks, it doesn't normally appear until the map is fully zoomed in. If you're scanning the map looking for unknown features in an area, you should zoom in first because the locations that appear are dependent on your zoom level (otherwise the map would be unusable at most zoom settings). --NepheleTalk 09:44, 7 December 2008 (EST)
My bad. I guess I was thrown off by the fact that the forgotten shipwreck is visible while zoomed out a little. Pinguin333 10:59, 7 December 2008 (EST)

Suggestion, unless it is just me

I love the map and especially the links from the quests BUT I find that when i try to use it that way or from the search i only get the one spot and when i zoom out i sometimes lose that place when what i want is to find some nearby locations to help mark it. LadyPegasus - There are no wrong choices in life, only different paths we choose to take. 01:29, 10 December 2008 (EST)

That's what the "Reset Search" button is for. --NepheleTalk 02:07, 10 December 2008 (EST)

{smacks forehead} "DOH!"LadyPegasus - There are no wrong choices in life, only different paths we choose to take. 21:52, 11 December 2008 (EST)

Dwemer icon

mapicondwemercog.png What do you think of this, instead of the Ayleid icon, for Dwemer ruins in Morrowind? Yes, it's based on the ubiquitous Dwemer cogs, in the style of an inactive map icon from Oblivion's map. --Gez 16:00, 7 March 2009 (EST)

I like the idea. Obviously it would need taking down to 16x16px, and I think the background should be darker to fit in with the others, but otherwise great! (30s later) Hmm... I just did the resize to 16x16 and my first thought is that it looks like a Star of David. Am I being paranoid? –RpehTCE 16:10, 7 March 2009 (EST)
mapicondwemercog16.png I guess at so low resolutions, with the shape blurred out, it does look more "pointy" and the cog shape is less blatant. --Gez 16:47, 7 March 2009 (EST)

Mount Kand

Searching, zoomed in at Mount Kand, I noticed two things that I would like to bring to your attention.

1: The wikipage link to "Mount Kand, Cavern" takes you instead to the "Mount Kand" page.

2: Shouldn't, at least at the highest zoom level, Linus Lulus' body be labeled? Even standing on top of Mount Kand, it took me a while before I found it the first time, and I know it would help some people (unless I'm just THAT horrible at finding that dead guy, XD)

Justeazy 21:01, 1 June 2009 (EDT)

Thanks for pointing those out. Both have now been fixed. FYI, Linus Iulus is almost equally hard to find in the construction set, which is why his corpse wasn't previously added: his body is a container, not a dead NPC (unlike other dead NPCs, such as Arlowe or Processus Vitellius), so he wasn't picked up in the scan for remote NPCs. Plus his corpse is just named "Corpse", not Linus Iulus. But challenges always make things more interesting ;) --NepheleTalk 21:28, 1 June 2009 (EDT)

Balyn Omavel

Correction - It should be "Balyn Omavel" not "Balyn Omarel" in Balmora (beside Caius Cosades house). — Unsigned comment by (talk) on 22 June 2009

No, his house is actually called that, the typo was Bethesda's. Though I did notice the link to the Wiki article was misspelled, as well as that of Rararyn Radarys, so thanks for bringing it up. The links have been fixed now. --Timenn < talk > 14:13, 23 June 2009 (EDT)

Zoom on Shishi

Hi, I was wondering if there was a way to have the building "Shishi" north of Mar Gaan show up when zoomed further out? As it is now, you need to use max zoom just to see it. This wouldn't be a big deal except that the place is essential in the House Telvanni quests. Dlarsh 07:27, 25 June 2009 (UTC)

Done. I've changed it from 17 (Highest zoom only) to 14, which is the same as the other Velothi Towers I checked. –RpehTCE 07:32, 25 June 2009 (UTC)
Wow you guys are fast. ThanksDlarsh 07:34, 25 June 2009 (UTC)

Spirit Bear

  • Can we get a location for the good beast (snow bear) on the map? I understand if you can't and I am greatful that you made this map!!! — Unsigned comment by (talk) on 26 June 2009
Done (map)! And thank you :) –RpehTCE 18:52, 26 June 2009 (UTC)



This map shows exactly what you see on that large map in-game. We could probably make the rivers a little bluer, but they're already quite visible. If you're falling into things that says less about the map and more about your need to watch where you're going! –RpehTCE 06:40, 28 June 2009 (UTC)

Specific Location Marker

I love this thing! It is going to work very well in conjunction with the GHF Census and Excise Office site we're building. The idea is that we are harvesting game data and displaying it online in a character profile. I intend to get the character's cell coordinates, and feed them through to this map. Could we have some sort of X to mark the coordinates that are included in the URL? Maybe something like the white X that shows where the Mark spell was cast. --Fligg

Tweaks to Temple entries

Just so you know; I did some modifications to the Temple entries. Basically I've changed the wiki articles they link to, to the specific Temple article (e.g. Balmora Temple) instead of the generic Tribunal Temple. I've also changed the names from generic "Temple" to their specific name (e.g. "Balmora Temple, again), so they can be found with the map link provided in the Place Summary. --Timenn-<talk> 12:24, 15 October 2009 (UTC)

Tamriel Rebuilt

Hi.I think that there should be an option for the large amount of people who use TR to have the TR maps:1 and 2 on the online map for morrowind.Vevel 08:06, 16 October 2009 (UTC)

Someone must be willing to run the mod to generate all map tiles, then use some scripts to create the map images for all zoom levels. The coordinates and details of all locations need to be exported from the mod so they can be used to create the full map. That's no small task! --Timenn-<talk> 10:18, 16 October 2009 (UTC)

so you can do it?Vevel 04:39, 19 October 2009 (UTC)

I don't have the mod. --Timenn-<talk> 12:51, 19 October 2009 (UTC)

you can find it on their main page or on planet elder scrolls.Vevel 21:31, 19 October 2009 (UTC)

Sorry, I've should have been more clear. What I meant was that I don't have time to start on another (huge) mod. It requires much work to make a map like that, and the people who created the Morrowind map are not around. --Timenn-<talk> 14:08, 21 October 2009 (UTC)

oh, I see never mindVevel 03:10, 22 October 2009 (UTC)

to make the job easier a bit this map has all of the locations.[1]


Blue:Dwemer ruins

Orange:Daedric ruins

Green:Egg mines

yellow:Other mines

Red:Ancestral Tombs


Lite green:Grottos

Lite orange:Shipwrecks. Vevel 09:06, 23 October 2009 (UTC)

No, sorry. The locations need to be exported straight from the mod file so they can be converted to a workable format. The map you've uploaded here, are you sure you've got the creator's permission to upload it here? --Timenn-<talk> 12:58, 24 October 2009 (UTC)
I'd love to do a full map for TR but it's distinctly non-trivial. The first problem is that we'd have to keep changing things. The "origin" of the map assumes that nothing major will get put to the west of Vvardenfell, which is obviously not going to be the case when later maps appear. I can't remember exactly how the map code works but I'd rather not have to re-upload hundreds of megabytes of data each time a new map appears and we have to re-jig things.
The other problem is that not everybody has TR (as Timenn has already pointed out). Rather than have people adding comments saying that they swam east for hours from Sadrith Mora and didn't find anything, we would probably need an entirely separate map and that adds other technical problems.
There are ways around all of this, and eventually (I imagine) we'll have a TR map. Right now, there are too many unknowns to begin serious work on it. –rpehTCE 22:28, 17 December 2009 (UTC)

Thats all i wanted to hear, thank you.Vevel 08:53, 25 January 2010 (UTC)

Lakes and Bodies of Water

At the moment, the places here all have the "view on map" link but none of them have corresponding map markers. Please can a cartographer add them, or please can I have my old cartographer group back so I can make this kind of tweak myself? rpeh •TCE 11:37, 13 March 2010 (UTC)

Done! -- Daveh 15:39, 13 March 2010 (UTC)
Thanks! I'll get to work on the missing markers. rpeh •TCE 17:14, 13 March 2010 (UTC)
How about the Bloodmoon Rivers? They have "view on map" links too, without map markers. Brf 19:19, 1 October 2010 (UTC)
Good point, well made; now fixed! Thanks for pointing those out. I can't believe I didn't include them. rpeh •TCE 23:35, 1 October 2010 (UTC)

This Is a Huge Help for All Quests

I have been looking for a map like this for weeks. I had already been using this website (which is incredible), but I had no idea it was right at my fingertips. This map makes finding specific locations and out-of-the-way caverns worlds easier to find. I love the fact that it uses so much detail and has a search bar to find everything instantly.

The only tweaks I would make is putting in a spell-check/autofinisher (like how google shows you possible searches for what you are typing) and fixing the shadows from the information bubbles, they are glitchy/broken up.

Thanks for making the best resources for Elder Scrolls anywhere! Great job guys!

EDIT: Also, you should put a key at the top or right of the map that shows what the symbols mean. 15:40, 24 June 2010 (UTC)

It isn't working

Yesterday it worked and now it isn't...what happened?...this really is a great tool for the player and I would like it to be up again. 10:56, 17 August 2010 (UTC)

It's working fine. What problem are you having? rpeh •TCE 11:52, 17 August 2010 (UTC)
Actually... it just stopped for me. It seems to be coming and going. Just wait a few moments and refresh. rpeh •TCE 11:59, 17 August 2010 (UTC)

Could this ever be a ingame plugin?

I would love to get a ingame searchable map.

If it's tied to a quest or not, it would be instantly one of the most popular plugins in the game, since it would allow one to search for places without getting out of the game. — Unsigned comment by (talk) on 29 August 2010

I'm no expert on modding, but I'm going to say "no". I don't believe there's any mechanism that could be used to duplicate this map in-game. Of course, I'm prepared to be proved wrong if some clever modder can do it, but I think it would already have been done if it were possible. rpeh •TCE 07:38, 29 August 2010 (UTC)

Map Wiki Links

While I was plugging in the mapnames for the Locations with apostrophes, I noticed these Locations on the map whose Wiki-Page links do not go back to the refering page: Morrowind:Arrille's Tradehouse, Morrowind:Fara's Hole in the Wall, Morrowind:Fatleg's Drop Off, Morrowind:Sethan's Tradehouse, Morrowind:Thongar's Tradehouse, Morrowind:Uvirith's Grave, Bloodmoon:Graring's House, Bloodmoon:Kolfinna's Dwelling --Brf 20:08, 7 October 2010 (UTC)

All fixed. Thanks! rpeh •TCE 08:07, 8 October 2010 (UTC)
One of the two Wiki Links for the Vivec Foreign Quarter Plaza map locations leads to [[Morrowind:Vivec Foreign Quarter]] rather than Morrowind:Vivec Foreign --Brf 20:55, 8 October 2010 (UTC)
Fixed. Thanks! rpeh •TCE 22:13, 8 October 2010 (UTC)

() I noticed in Indarys Manor there are locations for Berendas' House and Raram's House with Wiki Links to [[MW:Berendas]] and [[MW:Raram]], which should go to MW:Uvele Berendas and MW:Arvs Raram. There is also a location for Manor Services which could link to MW:Indarys Manor Services --Brf 14:52, 3 November 2010 (UTC)

I wanted a chance to check out my access to the map tools and see how they worked, and everything went perfectly, so these are all fixed now. Thanks for pointing them out! Robin Hoodtalk 15:27, 3 November 2010 (UTC)
Here are some more. In the Zainab Camp, the Wiki links for Ashkhan's Yurt should go to Morrowind:Kaushad, Wise Woman's Yurt should go to Morrowind:Sonummu Zabamat and there is no Kuda --Brf 20:55, 3 November 2010 (UTC)
In Ebonheart, Hawkmoth Legion can go to Morrowind:Hawkmoth_Legion_Garrison, Imperial Chapels can go to Morrowind:Imperial Chapels and East Empire Company should go to the Morrowind one, not the Bloodmoon one --Brf 21:16, 3 November 2010 (UTC)
All done. Thanks. rpeh •TCE 21:57, 3 November 2010 (UTC)
In the Salit Camp, Zalay's Yurt should point to Morrowind:Zelay_Sobbinisun and Zalit's Yurt should point to Morrowind:Salit_Camp --Brf 02:36, 6 November 2010 (UTC)
Done. Robin Hoodtalk 03:52, 6 November 2010 (UTC)

() I noticed that the Maar Gan and Ald Velothi Outposts are both named "Outpost" on the map. Linking to "Outpost" takes you to the Maar Gan one, so I changed the mapname for the Ald Velothi Outpost page to point to the town. The two Outpost map Wiki Links can be pointed to Maar_Gan_Outpost and Ald_Velothi_Outpost. I was wondering if such duplicate-named map locations should have some sort of qualifier, so their Wiki pages can be linked directly to them. This would help the Guild locations too, such as "Guild of Mages" and "Guild of Fighters", which is duplicated in Balmora and Ald'Ruhn.

I've renamed the Maar Gan one to "Outpost (Maar Gan)". It seemed more sensible that way because there's only one door rather than the three at Ald Velothi. I'll wait until people tell me what they think before doing something similar with the guilds. rpeh •TCE 10:04, 2 December 2010 (UTC)
Cool. I am having some weird Refresh problems with the map though. When I follow the link to Outpost it goes to Maar Gan. When I press F5, it goes to Ald Velothi as proper and shows two doors, but when I zoom in, it only shows the one older door. Is this a problem with my webbrowser, or with a server-side cache? --Brf 12:32, 2 December 2010 (UTC)
It's a bit of both, probably. I had to do a hard refresh (shift+F5) to get the changes to show. I know Daveh changed the server-side cache settings recently, and it's caused me a couple of issues when testing. It'll help server performance though. rpeh •TCE 13:23, 2 December 2010 (UTC)

License ?

What is the licensing for the online map itself? I have been using images from the online map for my Divine Intervention project, and I was not sure if I should be using the A-SA or Bethesda license. --Brf 20:02, 11 October 2010 (UTC)

It seems that the Bethesda license is preferred, as rpeh used it when uploading these photos, and a quick search [[:File:Mq ashvamp.jpg|provided]] [[:File:Mq keening.jpg|more]] [[:File:Mq sunder.jpg|examples]] of it being used. -- Jplatinum16 21:13, 11 October 2010 (UTC)
That's what I've always used since they're pretty much what's seen in-game. Bethesda evidently don't mind, since they featured the maps on the BethBlog a while ago. rpeh •TCE 21:19, 11 October 2010 (UTC)
Cool. That is what I thought, so it is what I was using, but I didn't see any sort of licensing link or notice on the online map page.--Brf 21:26, 11 October 2010 (UTC)

Water on Vvardenfell

It's time for Vvardenfell to get the water treatment. Now in place on the test map is my first stab at getting this done.

There are problems I know about and can fix reasonably easily:

  • There are borders around 4x4 blocks of tiles on the level 17 zoom (deepest level). I must have changed a setting in the code that does the zoom - or Microsoft changed a default since I upgraded to VS 2008, more likely. This should be a matter of finding the offending quality setting and specifying a different value. Fixed
  • There are no labels appearing. I think I broke something in the test code when I switched from SI to MW, but I don't have time to fix it right now. Actually I just tried again and everything appeared. 99% sure this is a caching thing. Hmm. I'm now getting things like "Lipsand Tarn" appearing on the map so I might have done something wrong after all.
  • The "off the edge" tile is still the old dark grey colour. Easy fix. Fixed

There are problems I know about and can fix with some effort:

  • I was never 100% happy with the zoom17 anway - it always looked a little blurry. If I can find the time I'm going to try writing some code to do an unsharp mask on the level 17 tiles, but that might worsen the first problem mentioned above. I'll see what I can do about this but it might prove to be more trouble than it's worth. Fixed

There are one or two problems that I don't think I can fix:

  • There are weird lines appearing on the exported maps. You can see what I mean here and more clearly here. They're also present on the existing map - here and here but not as obvious because of the lack of variation in colour. The tiles are what I get straight from Morrowind, so there's nothing I can do about this unless somebody knows of an INI setting I need to change.
  • There are some odd places where water is appearing where it shouldn't. Like here. This, too, appears on the existing map. These could be fixed by hand-editing the tiles, but I really don't want to start doing that because if we have to regenerate the tiles, it all needs doing again. Please - suggestions on a postcard.

Let me know if there are any other comments / problems / suggestions. rpeh •TCE 19:38, 9 November 2010 (UTC)

I've uploaded a new version of the level 17 tiles that fixes the "lines" problem. I've also done that unsharp mask thing, with what I think are pretty darn good results. Compare this to this or this to this. The sharpening process makes the level 17 image a little brighter than the other zooms, but I don't think that's a big deal.
The random patches of water problem is definitely not something I can fix. Upon further investigation, I've found that the patches even appear on my mini-map when playing the game, so it's something inherent. I even tried a completely fresh installation to no avail. This is a pity, but I don't think it's a game-breaker - they're only really noticeable on the highest level zoon.
If there are no comments I'll contact Dave to copy the tiles to the live system. rpeh •TCE 18:53, 12 November 2010 (UTC)
Right now both maps are messed up for me - gray with location names is all I see on them. Anyone else notice this?--Ghurhak gro-Demril or TAOYes? 19:48, 12 November 2010 (UTC)
I've posted on Daveh's talk page about this, but I don't think it's something I've screwed up. Honest! I didn't have this kind of problem when I moved from OB to SI, and although I've perfectly willing to admit that my knowledge about PHP isn't much above zero, I don't think this is something I've messed up.
The tiles are the main thing: do they look okay? rpeh •TCE 23:31, 12 November 2010 (UTC)
Right at the moment I can't see any tiles. All I get is No Data Availible on all zoomlevels. This happens for all maps (OB, SI, MW and the test map). Maybe the Google server with the API is somehow screwed up. --Killfetzer 00:32, 13 November 2010 (UTC)
Daveh says there are DNS issues at the moment - beyond our control. It's working for me right now - try again. rpeh •TCE 08:18, 13 November 2010 (UTC)
The main map is working but the test is down for me. Kinda weird but at least one of them is up.--Ghurhak gro-Demril or TAOYes? 22:09, 13 November 2010 (UTC)
The test map is still down. Do we know when it'll be back up?--Ghurhak gro-Demril or TAOYes? 15:31, 2 December 2010 (UTC)
No. I dunno what's wrong. I'll try to work it out but I'm sick of maps at the moment. rpeh •TCE 15:40, 2 December 2010 (UTC)
Okay, by changing one or two things, it seems to have started working again. Is it working for everyone else too? rpeh •TCE 15:45, 3 December 2010 (UTC)

(outdent) Working for me :) --SerCenKing Talk 17:33, 3 December 2010 (UTC)

Excellent. Please can you take a look at the outstanding issues above and let me know what you think? rpeh •TCE 17:45, 3 December 2010 (UTC)
Working for me as well.--Ghurhak gro-Demril or TAOYes? 13:25, 4 December 2010 (UTC)

Thanks again!

I got my copy of morrowind used at a game shop years ago. Scratched up horrible, but generally not suffering too bad on the stability front. The full-size map function, however, is an automatic game-crash. I've been using this for years and thought I'd leave a thank-you. 17:55, 10 February 2011 (UTC) Petrus Movus

Skaal test of loyalty stones

...Should be consistently labeled 'Landmark' or 'Monument', should they not? — Unsigned comment by (talk) on 11 March 2011

As far as I can see they're all marked as Landmarks. Which one isn't? rpeh •TCE 08:16, 11 March 2011 (UTC)
When I search 'stone' over Solstheim, it lists all six in the sidebar. The Beast and Wind Stones are labeled Landmarks, while the rest are Monuments. Using map v0.3.1 — Unsigned comment by (talk) on 11 March 2011
Not that it MATTERS, really. Just thought I'd mention it in case the developers are all as anal as I am. — Unsigned comment by (talk) on 11 March 2011
Gotcha. Now fixed. Thanks for pointing it out. rpeh •TCE 09:07, 11 March 2011 (UTC)

Ministry of Truth

The wiki-link for the Ministry of Truth leads to it should be — Unsigned comment by (talk) on 30 March 2011

Thanks for pointing that out. Now fixed, although you may have to hard-refresh the page or clear your browser cache to get the latest version. rpeh •TCE 13:43, 30 March 2011 (UTC)
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