Implementing the Reveal Map(Erase fog of war) Command

I can't help but be bothered by the grey areas displayed by pressing the M key

So I hope they'll implement a Reveal Map Command
I've recreated the save data a few times, but each time I do, it's a pain to have to spend time in fly mode erasing the grey areas of the map

Is this technically difficult?

P.S. This text was created using a translation service
 
I can't help but be bothered by the grey areas displayed by pressing the M key

So I hope they'll implement a Reveal Map Command
I've recreated the save data a few times, but each time I do, it's a pain to have to spend time in fly mode erasing the grey areas of the map

Is this technically difficult?

P.S. This text was created using a translation service
No idea why TFP came down on the growing vs. showing side of ways to handle game maps. Not a fan of it in general, but growing makes sense in a game like Elden Ring that provides triggers for showing more of the map (and regions) as you go. The game world is so huge, some might be overwhelmed if presented with a full map -- all regions, all parts of those regions -- and have a hard time deciding what to do first, but in subsequent playthroughs, I've made a beeline for the steles to complete the map so I can decide where to go and what to do in what order. "Growing" the map has become fashionable and/or a statement in a way, but I'd also like to see the whole map created as in the RWG window. The wilderness is empty of everything but resources and serves only as a space to traverse between towns and cities rather than something to spend any time in because there is nothing unique (items, weapons, gear, story) to discover there. Some might still build a base in the wilderness, but that's about it. Possibly will have to be modded in, but once again, that doesn't help console players.
 
No idea why TFP came down on the growing vs. showing side of ways to handle game maps. Not a fan of it in general, but growing makes sense in a game like Elden Ring that provides triggers for showing more of the map (and regions) as you go. The game world is so huge, some might be overwhelmed if presented with a full map -- all regions, all parts of those regions -- and have a hard time deciding what to do first, but in subsequent playthroughs, I've made a beeline for the steles to complete the map so I can decide where to go and what to do in what order. "Growing" the map has become fashionable and/or a statement in a way, but I'd also like to see the whole map created as in the RWG window. The wilderness is empty of everything but resources and serves only as a space to traverse between towns and cities rather than something to spend any time in because there is nothing unique (items, weapons, gear, story) to discover there. Some might still build a base in the wilderness, but that's about it. Possibly will have to be modded in, but once again, that doesn't help console players.
I don't think the fun of exploring is taken away from having the full map displayed from the start. I get excited looking at the map and wondering what this building or terrain is, and not being able to see it in grey is just frustrating for me.
 
you can view the map in full by using the console command "visitmap full" and using the map TFP ships with the game for use in webbrowser.. Nobody has interest in what InfinitniteWarrior thinks about that. Just do it.
 
you can view the map in full by using the console command "visitmap full" and using the map TFP ships with the game for use in webbrowser.. Nobody has interest in what InfinitniteWarrior thinks about that. Just do it.
This is merely a substitute, and is not reflected in the map that appears when you press the "M Key." The static map that can be switched in Debug Mode is also merely a substitute.

I would like a way to reveal on the map that is most easily displayed in-game, not the map that can be viewed in Debug Mode, Creative Mode, or a web browser.

It would be nice if visitmap also worked on the map that can be opened with the M key...
 
Is this technically difficult?

Possibly. Keep in mind that I am guessing...

The player map has a lot of detail on it. Things like where nodes of ore are and where "decorations" get placed. That information isn't available to the game until it is generated which is triggered by a player visiting that area for the first time.

My guess is if you wanted a detailed map, you'd have to have some process crawl the map and generate all of that stuff, which would take time. On the other hand, if you wanted a rough map showing only roads and POIs until then I think that might be viable as an alternative to the gray.

... and a reminder that I'm guessing based on my observations.
 
Possibly. Keep in mind that I am guessing...

The player map has a lot of detail on it. Things like where nodes of ore are and where "decorations" get placed. That information isn't available to the game until it is generated which is triggered by a player visiting that area for the first time.

My guess is if you wanted a detailed map, you'd have to have some process crawl the map and generate all of that stuff, which would take time. On the other hand, if you wanted a rough map showing only roads and POIs until then I think that might be viable as an alternative to the gray.

... and a reminder that I'm guessing based on my observations.
I think the visitmap behaves similarly to a crawler, so if that is reflected in the player map, it should be possible to achieve this.
 
I think the visitmap behaves similarly to a crawler, so if that is reflected in the player map, it should be possible to achieve this.
Unfortunately not. It uncovers chunks and writes to the region files with no relation to any player, BUT

I found this gem:
** Command(s): playervisitmap, pvm ***
<x1> <z1> <x2> <z2> : start teleporting through the area defined by the coorindates, should be such that x1 < x2 and z1 < z2
stop : stop moving
height <int> : set the height off the ground to move the player to
stepradius <int> : set distance between teleports in chunks, default is half the player's view dimension

This will uncover the local map of a player by automated teleports. (at a safe height)
 
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