Vvardenfell map — the elder scrolls online: morrowind (eso)
Содержание:
- 4 Oblivion (41 km)
- Character Information
- Related Quests[edit]
- Достопримечательности
- 5 Skyrim (37 km)
- Gameplay Information
- Settlements[edit]
- World Information
- 6 Morrowind (16 km)
- Навигация
- Bodies of Water[edit]
- 2 Arena (Unconfirmed; Supposedly 9,656,064 km)
- Foyada[edit]
- Major Landmarks[edit]
- Getting There and Around[edit]
- Города
- Map Specifications[edit]
- Problems[edit]
- Maps[edit]
- Todo List[edit]
- Чит-коды
4 Oblivion (41 km)
The Elder Scrolls IV: Oblivion has the opposite problem of Morrowind. Many fans look back on this game as much smaller than other entries, but it is the opposite. Oblivion is a larger game compared to the latest 3 main entries, allowing players to explore the province of Cyrodil.
At 41 kilometers, this game has a massive landscape for players to explore. Like other Bethesda games, major towns and dungeons keep players busy while exploring. This size gets even larger when the Shivering Isles is considered—a unique zoned that is roughly 10 kilometers in size. When all of Oblivion’s content is accounted for, it is one of the largest games Bethesda has made in recent memory.
Character Information
- Attributes — A guide to the character attributes
- Birthsigns — A guide to the birthsigns, their granted abilities and in-game influence, in Morrowind
- Classes — Guide to the game’s built-in character classes, both for the player and NPCs
- Diseases — A complete catalogue of all diseases contractable within the bounds of Morrowind
- Level — Explains how your character gains levels, and how to make the most of each one
- Races — A thorough explanation of the defining characteristics of each race found within Morrowind, including their starting attributes and special abilities
- Skills — A definitive guide to character-based skills, with descriptions where applicable
- Vampires — Complete guide to vampires in Morrowind featuring information on becoming a vampire, vampire clans, how to cure vampirism, and vampire-based quests
Related Quests[edit]
Quests related to any of the cantons are listed in the canton’s pages above. More general quests related to Vivec are listed below:
Main Questedit
- Vivec Informants: Speak with three informants in Vivec about the Nerevarine Cult and the Sixth House.
- Mehra Milo and the Lost Prophecies: Find Mehra Milo in Vivec.
- Hlaalu Hortator: Persuade House Hlaalu to name you their Hortator.
- Hortator and Nerevarine: Make the arrangements to meet the god Vivec and receive the plan to defeat Dagoth Ur.
Miscellaneousedit
- A Friend in Deed: Help a businessman in Vivec squash some local competition.
- Mysterious Killings in Vivec: Solve the mystery of seven recent murders in Vivec.
- An Apothecary Slandered: Investigate the source of some inflammatory leaflets about Aurane Frernis.
- Roland’s Tear: Find five of these rare flowers for the alchemist Aurane Frernis.
- Sleepers Awake: Save several people from Dagoth Ur’s spell.
- Free the Slaves: Receive a reward for freeing some slaves.
- An Invisible Son: Help a mostly invisible man become more visible.
- The Dwemer’s Bone: Help Balen Andrano’s failing business by sabotaging his competitor, Jeanne.
- A Rash of Insults: Cure Tarer Braryn who was cursed by Arch-Mage Trebonius Artorius.
- The Bad Actor: Get rid of an annoying fool looking for a troupe.
- Ennbjof’s Nord Burial: Give some mazte to Ennbjof to hear the tale of a legendary lost tomb.
- The Short Unhappy Life of Danar Uvelas: Find a missing husband for a lady in the Brewers Hall.
- The Enchanter’s Rats: Find the cause of a rat infestation for a Telvanni enchanter.
- For the Love of a Bosmer: Find and investigate the source of a love letter from Gadayn Andarys to Eraldil.
- Liberate the Limeware: Steal a shipment of limeware from a ship at the docks.
- The Price List: Find out how the East Empire Company sets its prices.
Достопримечательности
- Arvel Plantation (ориг. Arvel Plantation)
- Bal Isra (ориг. Bal Isra)
- Dren Plantation (ориг. Dren Plantation)
- Fields of Kummu (ориг. Fields of Kummu)
- Призрачные Врата (ориг. Ghostgate)
- Holamayan Monastery (ориг. Holamayan Monastery)
- Khartag Point (ориг. Khartag Point)
- Manor District (ориг. Manor District)
- Mount Assarnibibi (ориг. Mount Assarnibibi)
- Гора Канд (ориг. Mount Kand)
- Odai Plateau (ориг. Odai Plateau)
- Sanctus Shrine (ориг. Sanctus Shrine)
- Shrine of Azura (ориг. Shrine of Azura)
- Uvirith’s Grave (ориг. Uvirith’s Grave)
- Valley of the Wind (ориг. Valley of the Wind)
Ald Daedroth, a Daedric ruin
5 Skyrim (37 km)
It’s a meme amongst the community that Bethesda has resold Skyrim half a dozen times by now, including the Special Edition of the game, the Greymoor expansion for Elder Scrolls Online, and there’s even a port for your Alexa.
People keep buying it though because of how incredible the world is. There is always something interesting happening near the player, whether that’s random encounters or unexplored dungeons. Skyrim is much larger than Morrowind, more than doubling that game’s size at 37 kilometers. Some of that space is water and mountains, but nearly all of the landscape has something for players to discover. It’s breathtaking vistas and quests keeps fans coming back almost a decade since its release.
Gameplay Information
- Alchemy — A thorough guide to the process of alchemy
- Artifacts — A complete and descriptive list of all magical items and artifacts in Morrowind
- Combat — A guide to the combat system in Morrowind
- Crime — Information about the laws of Vvardenfell and how to stay on the right side of the authorities
- Enchanting — An exhaustive guide to every aspect of enchanting items
- Hints — A variety of gameplay tips to further your enjoyment of the game
-
Items
Item Materials and Styles — A complete archive of all armor and weapons available in Morrowind
— Listing of items with more in-depth info
- Magic — A basic guide to understanding and using magic
- Making Money — Tips on how to earn a few extra coins on your travels
- Reputation — List of quests that give you fame points
- Shrines — Tribunal, Imperial, Daedric and other shrines
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Spell Effects
Spells — A complete list of all purchasable spells in the game
— An all-inclusive list of spell effects in the game
- Starting Out — A list of hints to help you start your adventures in Vvardenfell on a good note
- Stealth — Info on the art of stealth and its uses
- Differences Between Morrowind, Oblivion, and Skyrim — A guide containing the main differences between the three games, and useful tips for adapting
Settlements[edit]
Citiesedit
- Ald’ruhn — A town to the southwest of Red Mountain, dominated by House Redoran.
- Balmora — A large town in the West Gash, and Hlaalu council seat.
- Sadrith Mora — A large city at the eastern periphery of Zafirbel Bay, and Telvanni Council seat.
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Vivec — The largest city in Vvardenfell, off the southern coast of the island.
- Foreign Quarter: This canton houses non-Dunmer citizens, their shops and the Imperial Guilds.
- Hlaalu Canton: This canton is occupied by Great House Hlaalu.
- Redoran Canton: This canton is occupied by Great House Redoran.
- Telvanni Canton: This canton is occupied by Great House Telvanni.
- Arena Canton: This is where duels to the death between honorable competitors take place.
- St. Olms Canton: The St. Olms canton offers low-cost housing and shop space to deserving merchants.
- St. Delyn Canton: This canton is owned by the Dunmer Temple, and offers low-cost housing to deserving members.
- Temple Canton: Also known as the High Fane, the Temple Canton is the largest Dunmer temple in Vvardenfell.
- The Ministry of Truth: This gigantic floating rock is riddled with tunnels and serves as a base and ‘re-education center’ for the secretive Ordinators.
- Palace Canton: This is the home of the living god Vivec and site of the Puzzle Canal.
Townsedit
- Ald Velothi — A tiny Redoran outpost north of Gnisis.
- Caldera — A small Imperial mining town in the West Gash.
- Dagon Fel — A tiny Imperial fishing village in the far north, populated almost entirely by Nords.
- Gnaar Mok — A Hlaalu fishing village on the Bitter Coast.
- Gnisis — A small Imperial eggmine town with a notable bazaar and a cranky Telvanni wizard.
- Hla Oad — A tiny fishing village and smuggler’s stop-off on the Bitter Coast.
- Khuul — A small fishing village and Redoran trading post on Vvardenfell’s northwest shore.
- Maar Gan — A small Redoran outpost and pilgrimage destination.
- Molag Mar — A single-canton floating town built for pilgrims by the Temple.
- Pelagiad — A former retirement community northwest of Vivec.
- Seyda Neen — A small Imperial trading post in the southern Bitter Coast, and the port where the game is begun.
- Suran — A medium-sized Hlaalu city northeast of Vivec.
- Tel Aruhn — The Telvanni tower town of Archmagister Gothren.
- Tel Branora — The Telvanni tower town of Mistress Therana.
- Tel Fyr — The isolated home of Divayth Fyr, and site of the Corprusarium.
- Tel Mora — The Telvanni tower town of Telvanni Councilor Mistress Dratha
- Tel Vos — A Telvanni tower and home of Master Aryon.
- Vos — An ancient Velothi farming village on the eastern coast of Vvardenfell.
House Strongholdsedit
- Indarys Manor — A Redoran stronghold located on the site of Bal Isra, near Ald’ruhn and Maar Gan.
- Rethan Manor — A Hlaalu stronghold located on the Odai Plateau, southwest of Balmora.
- Tel Uvirith — A Telvanni settlement in the Molag Amur region, located on the site of Uvirith’s Grave.
Imperial Fortsedit
- Buckmoth Legion Fort — An Imperial Legion Fort located near Ald’ruhn.
- Ebonheart — A large Imperial city to the west of Vivec.
- Moonmoth Legion Fort — An Imperial Legion Fort located near Balmora.
- Wolverine Hall — An Imperial Fort near Sadrith Mora.
Major Tribal Campsedit
- Ahemmusa Camp — The campsite of the Ahemmusa Ashlander clan.
- Erabenimsun Camp — The campsite of the Erabenimsun Ashlander clan.
- Urshilaku Camp — The campsite of the Urshilaku Ashlander clan.
- Zainab Camp — The campsite of the Zainab Ashlander clan.
Minor Campsedit
- Aharasaplit Camp — An Ashlander camp on the southern shoreline of the island of Sheogorad, located southwest of Dagon Fel and northwest of Rotheran.
- Aidanat Camp — A small Ashlander camp just south of Ald Velothi.
- Ashamanu Camp — An outcast Ashlander camp on an island west of Tel Aruhn.
- Bensiberib Camp — A small Ashlander camp located on the mainland of Azura’s Coast between Tel Fyr and Tel Uvirith.
- Elanius Camp — Located in the Grazelands Region, not far northeast from Falensarano.
- Kaushtababi Camp — A small Ashlander camp south of Molag Mar, just over the mountains.
- Mamshar-Disamus Camp — An isolated Ashlander camp located just east of the ruins of Kogoruhn.
- Massahanud Camp — The home of a small group of Ashlanders southwest of the Dunmer stronghold Indoranyon.
- Mila-Nipal — A simple yurt northeast of the Daedric shrine Dushariran and east of Salothan Ancestral Tomb.
- Salit Camp — A medium-sized outcast Ashlander settlement southwest of Tel Mora.
- Shashmanu Camp — A desolate camp east of Ald Velothi and south of Khuul.
- Shashurari Camp — A tiny outcast Ashlander settlement west of Erabenimsun Camp.
- Sobitbael Camp — A yurt on Azura’s Coast, north of Erabenimsun Camp.
- Yakaridan Camp — A yurt south of Tel Vos.
World Information
- Books — A categorical list of all books and other in-game literature; includes contents of all noted titles
- Creatures — A concise directory of all in-game creatures, including their statistics and combat strategies
- Factions — A detailed guide of all facets related to in-game factions
- Houses — A list of the best locations to take up abode or simply turn into a museum
- Master Trainers — A list of trainers which may raise a skill to its maximum level
-
NPCs — Listing of all non-player characters in the game
- Essential NPCs — A list of NPCs that are considered «Essential» by the game
- People — A definitive catalogue of all major NPCs in the game
- Trainers — A list of the various trainers, and those skills they modify, in Morrowind
-
Places
Maps — Assorted interactive and reference maps of in-game geographical features
— A guide to the towns, cities, caves, and ruins scattered about Vvardenfell
- Services — A comprehensive directory of the various services offered in Vvardenfell establishments
- Slavery — An overview on slavery, its use in Morrowind, and related quests
- Spell Merchants — A complete list of spell merchants
- Transportation — A definitive guide to the various modes of transportation available in Morrowind. Notes both methods of transportation and their destinations.
6 Morrowind (16 km)
Veteran Morrowind fans might be surprised that Morrowind is the smallest open-world Bethesda game in the series. Vvardenfell has about 16 kilometers of playable space. The reason it felt much larger than the likes of Skyrim was this game didn’t have fast travel.
Well, it didn’t have convenient fast travel. Players could either pay a fee to use the silt striders dotted across the landscape to travel between towns, or those adept in the arcane arts could mark locations to teleport between. Coupled with the game’s slow movement speed, Vvardenfell feels much larger than it really is. Those that own the Bloodmoon expansion can also travel to Solstheim through boat or having a high enough Acrobatics skill to jump over the ocean.
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Bodies of Water[edit]
- Inner Sea — The ocean surrounding the southern and western parts of Vvardenfell.
- Lake Amaya — A large lake in the Ascadian Isles region of Vvardenfell.
- Lake Hairan — A small lake between Pelagiad and Vivec.
- Lake Masobi — A small lake to the west of Suran.
- Lake Nabia — A small lake in the Molag Amur region, north of Suran.
- Nabia River — A river in the Molag Amur region of Vvardenfell.
- Odai River — A river that flows through Balmora.
- River Samsi — A large waterway in the West Gash region of Vvardenfell.
- Sea of Ghosts — The ocean surrounding the top half of the island of Vvardenfell and all of northeastern Tamriel.
- Zafirbel Bay — A large body of water on Azura’s Coast.
2 Arena (Unconfirmed; Supposedly 9,656,064 km)
If we went off of Bethesda’s marketing alone, The Elder Scrolls: Arena would be the largest RPG ever made by a massive margin. According to Bethesda, Arena is over 9 million kilometers large.
Not only have developers lied about the size of their games, but this is impossible to prove. Players have tried walking from one town to another to measure distance, but the game seems to loop the same terrain infinitely when the player walks too far from a town. Do this long enough and the game begins to break. Cities do have unique playspace, however, but there’s no way it adds up to exceed our final entry on this list.
Foyada[edit]
- Dry Camp Valley
- Foyada Ashur-Dan — The hardened lava river from the crater of Red Mountain into the Molag Amur region.
- Foyada Bani-Dad — The hardened lava river starting at Red Mountain, running just north of Maar Gan to the coast north of Khuul.
- Foyada Esannudan — The short hardened lava river between Foyada Mamaea and Foyada Ashur-Dan.
- Foyada Ilibaal — A foyada leading from Molag Mar to Mount Kand, forming the rugged Molag Amur region.
- Foyada Mamaea — The hardened lava river that runs from Ghostgate past Balmora all the way to Hla Oad.
- Foyada Nadanat — The foyada which runs through the Molag Amur region to the Erabenimsun Camp.
- Foyada Zabirbael — The foyada that runs northeast from Mount Kand to Mount Assarnibibi, two pilgrim sites in the rugged Molag Amur region.
- Valley of the Wind — A fabled valley in the northeastern Ashlands.
Major Landmarks[edit]
- Arvel Plantation — A large plantation between Pelagiad and Suran.
- Bal Isra — A barren location in the western Ashlands roughly between Ald’ruhn and Maar Gan.
- Dren Plantation — A large netch farm in the Ascadian Isles.
- Fields of Kummu — A holy ground of the Temple located on the east-west path running from Balmora to Suran.
- Ghostgate — A fortress that consists of two main towers, called Dusk and Dawn, connected by a hallway that acts as a Tribunal Temple.
- Holamayan Monastery — Located on an isolated island located north of the Shrine of Azura on Azura’s Coast.
- Khartag Point — Located northwest of Gnaar Mok, and east of the Neglected Shipwreck.
- Manor District — The seat of House Redoran Council in Ald’ruhn.
- Mount Assarnibibi — A mountain peak north of Molag Mar, destination of a high ranking Temple pilgrimage.
- Mount Kand — A mountain northwest of Molag Mar.
- Odai Plateau — The site of the stronghold of House Hlaalu southwest of Balmora and east of Hla Oad.
- Sanctus Shrine — A shrine sacred to the Temple located on a medium-sized island in the Sheogorad region, due west of Dagon Fel.
- Shrine of Azura — A shrine to the Daedric Prince Azura on the southeastern tip of Vvardenfell, one of the few Daedric shrines that is not ruined.
- Uvirith’s Grave — An isolated place in the Molag Amur region and the site of the Telvanni Stronghold Tel Uvirith.
- Valley of the Wind — A fabled valley in the northeastern Ashlands.
Getting There and Around[edit]
Bridges connect with the mainland between the Ebonheart peninsula and the Hlaalu Compound, between the north bay region and the Foreign Quarter, and between the east bay region and the Telvanni Compound. Roads lead from the Hlaalu Compound bridge south to Ebonheart and north to Seyda Neen, from the Foreign Quarter bridge west towards Seyda Neen, north towards Suran and the Ascadian Isles, and east towards Molag Mar. Roads from the Telvanni Compound bridge are useful mostly for travelers to Molag Mar.
The North Landing is a fast travel hub located just across the bridge north of the Foreign Quarter. The Silt Strider port here offers fast-travel to Balmora, Molag Mar, Seyda Neen and Suran. A small harbor with connections to Ebonheart, Hla Oad, Molag Mar and Tel Branora is located here as well.
Located on the Plaza level of the Foreign Quarter, Flacassia Fauseius serves Vivec’s Mages Guild as a guild guide, and provides transport from the city to the other branches of the guild. Small boats called , each operated by a gondolier, provide a means of cheap, short distance fast-travel between the cantons.
Города
- Альд’рун (ориг. Ald’ruhn)
- Балмора (ориг. Balmora)
- Садрит Мора (ориг. Sadrith Mora)
- Эбенгард (ориг. Ebonheart)
- Вивек (город) (ориг. Vivec (city))
- Квартал Чужеземцев (Foreign Quarter): This canton houses non-dunmer citizens, their shops and the Imperial Guilds.
- Поселение Хлаалу (Hlaalu Canton): This canton is occupied by Дом Хлаалу.
- Поселение Редоран (Redoran Canton): This canton is occupied by Great House Redoran.
- Поселение Телванни (Telvanni Canton): This canton is occupied by Great House Telvanni.
- Арена (Arena Canton): This is where duels to the death between honorable competitors take place.
- Округ Святого Олмса (St. Olms Canton): The St. Olms canton offers low-cost housing and shop space to deserving merchants.
- Округ Святого Делина (St. Delyn Canton): This canton is owned by the Dunmer Temple, and offers low-cost housing to deserving members.
- Храм (Temple Canton): Also known as the High Fane, the Temple Canton is the largest Dunmer temple in Vvardenfell.
- Министерство Правды (The Ministry of Truth): This gigantic floating rock is riddled with tunnels and serves as a base and ‘re-education center’ for the secretive Ordinators.
- Дворец Вивека (Palace Canton): This is the home of the living god Vivec and site of the Puzzle Canal.
Пелагиад
Map Specifications[edit]
- umMapDefaultCenter = new GLatLng(89.92, -179.815)
- umMapBounds = new GLatLngBounds(new GLatLng(89.85, -179.95), new GLatLng(89.98, -179.68))
- umMinMapZoom = 10
- umMaxMapZoom = 17
- umBaseMapZoom = 16
- umObCellSize = 8192.0
- umNumMapTilesX = 64
- umNumMapTilesY = 64
- umObCellOffsetX = 34.0
- umObCellOffsetY = 37.0
Note that several of the parameter names include «Ob», signifying Oblivion, since the code was originally written for the Oblivion map. At the moment, it does not seem worth the effort to change the parameter names. In general, they are completely hidden from readers; the only exceptions are oblocx and oblocy, which can be used in the URL to go to a specific location.
Problems[edit]
There are several problems associated with the world map, mainly associated with adding and removing mods.
- Lands at the right and lower edge of the visible map may wrap around to the other side of the map or do other odd things.
- Landscape associated with mods removed from the loadlist will continue to be shown on the world map. If you visit the area, then the visited area will only partially erase.
- If you use Wrye Mash to add or remove mods, the world map will never be updated.
Wrye Mash now (V 0.54) has a Repair Map function which will update the map as well as add a few tweaks (map border, gridlines).
Alternatively, there’s the brute force solution: delete the world map (FMAP) record from the savegame, or replace it with a correct world map record from another savegame. Several programs can be used to do this, including Enchanted Editor and TESAME. The problem with this approach is that it completely resets the map — i.e., it causes the map to forget marked and visited cells.
Maps[edit]
Map Key |
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Todo List[edit]
Tasks which have already been assigned to an editor:
- Create list of all markers — rpeh has done all doors, and they are now posted (finetuning needed, see below). Do we want more/other markers?
- Update code, post any changes on server — being done by Nephele as needed
- Create new marker icons. Current icons are taken from Oblivion. Potentially, some could continue to be used for MW, too, but there is a need for several MW-appropriate ones. — being done by Vesna, several new ones already added
Volunteers needed:
- Cartographers can now fix problems with markers, using the map editor at User:Daveh/MWMap (to non-cartographers this is a blank page).
- Scan the map for wikilinks that don’t work (blank the wikilink entry if there is no appropriate link)
- Check whether displayed name is appropriate (e.g., a place with EditorID «Deserted Shipwreck, Cabin» might appear on map as «Cabin»; would «Deserted Shipwreck» be more appopriate).
- Tweak display levels (e.g., should some places in cities be visible at moderate zooms? Are some important places only showing up when zoomed in?)
- Put markers into correct MarkerType (we probably need to add some more types, need feedback on what types would be useful).
- Add quest information to Search Tags.
- New markers can be added as needed, for example, one for the mudcrab merchant. However, if a large set of markers needs to be added (e.g., all quest NPCs outside of cities), it’s best to do that automatically.
Locations to addedit
*Morrowind:Anudnabia — Daedric Ruin
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How is this supposed to be added? It doesn’t have an entrance from the surface. It seems like on the wiki page we should set «|mapname=Omaren Ancestral Tomb» and then add Anudnabia to the SearchTags for the map entry. That seems better than creating a second, fake door that sits directly on top of the Omaren door.Agreed, keyword added to Omaren.
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Silt Striders— add caravaners instead?— added Vivec, Molag Mar, Seyda Neen, Suran, with newloc and approx tags, named «Silt Strider». Can be changed to caravaner, if we decide that
rest of the boat transports, all open vessels used, Tel Branora, Hla Oad, Khuul, Gnaar Mok
missing from Landmark category, needs locations from CS added, with newloc and approx search tags
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Bloodmoon:Altar of Throndvery, very lose approximation Bloodmoon:Brodir GroveBloodmoon:Hrothmund’s BaneBloodmoon:Hvitkald PeakBloodmoon:Mortrag GlacierBloodmoon:Thormoor’s Watch
Coordinationedit
To make it easier for editors to keep track of what’s been happening with the map, there are a couple of new ideas on how to add information specifically to coordinate map-related tasks:
- Add «newloc» to the SearchTags of any new location that’s added to the map. Therefore, this link will always allow any editor to see any new additions to the map:
- Any editor who adds a new location should try to remember to type «newloc» in the SearchTags box.
- Nephele can periodically do maintenance with the list. The current list was created at the database level (all IDs since the initial map creation were tagged, i.e. IDs 1280-1300). After a couple weeks, the current «newloc» tags can be removed.
- If other editors have questions/feedback on a given location they notice, they should post comments on this article’s talk page.
- Add «approx» to the SearchTags of any marker whose position does not come from the Construction Set. Therefore, this link will allow editors to see which X/Y/Z coordinates may need updating:
- Any cartographer who has access to the CS can go through this list and update the X/Y/Z positions, at which point the approx tag can be removed.
- Until someone has manually checked the position, the approx tag will stay in place (unlike the newloc tag which will automatically disappear).
- Add «autoloc» to the SearchTags of all the markers that were automatically generated for addition to the map when it was first posted. All can be seen at:
- These are basically the high-level markers created for all cities, towns, etc. This is probably a one-time only group (i.e., people updating the map don’t need to worry about adding this tag).
- These locations need to be checked to make sure:
- That the marker is needed. If not, it can be disabled (delete isn’t possible from the map-editing box, so disable is probably best for now)
- That the marker is in a useful location. Unlike most markers, the X/Y position of any autoloc marker can be updated (the exact position does not correspond to anything physically on the map). In particular, the position may need to be tweaked so that the marker doesn’t overlap with building markers.
- Once the marker has been checked, the autoloc tag can be deleted from the SearchTags.
Чит-коды
Чит коды в игре Морровинд (The Elder Scrolls III: Morrowind) позволяют настраивать игру по своему усмотрению.
Как вводить коды:
1. Нажимаем клавишу «~» (тильда), чтобы открыть окно консоли.
2. Вводим необходимый код (все коды перечислены ниже).
3. Нажимаем клавишу «Enter», чтобы код запустился.
4. Нажимаем клавишу «Esc», чтобы закрыть окно консоли.
Правила ввода кодов:
— Команды не восприимчивы к регистру букв (то есть, буквы «A» и «a» идентичны).
— В написании некоторых кодов есть символы квадратных скобок — . Это означает, что вместо этих скобочек нужно ввести любое подходящее значение. Сами символы скобочек вводить не нужно. Например: вместо Player.SetAV , вводим Player.SetAV HeavyArmor 100.