No Compass Marker

Discussion in 'Fallout 3 and New Vegas Modding' started by nad02s, Oct 29, 2008.

  1. nad02s

    nad02s It Wandered In From the Wastes

    125
    Jan 31, 2008
    First up get an old Oblivion BSA extractor like the Oblivion Mod Manager.

    Extract 'Fallout - Misc.BSA'
    Move or rename Fallout - Misc.BSA

    Place those extracted folders from the BSA inside Fallout3/Data

    Now look in Fallout3/Data/Menus/Prefabs
    and find the file 'compassicon.xml'

    now copy and paste this over whats inside that file :

    Code:
    	<filename>Interface\HUD\glow_hud_compass_objective_marker.dds</filename>
    	<texatlas> Interface\InterfaceShared.tai </texatlas>
    	<clips> &false; </clips>
    	<visible>&false;</visible>
    	<alpha>	0 </alpha>
    	<width>0</width>
    	<height>0</height>
    	<_Distance>-1</_Distance>
    	<_Heading>-1</_Heading>
    
    
    Simple.
    Now Oblivion I mean Fallout3 wont be telling you where to go all the time.


    EDIT:

    http://www.nma-fallout.com/forum/dload.php?action=category&cat_id=66
    http://www.freewebs.com/s20dan/nowaypointsandmarkersmod.rar

    Get this and you won't have to mess about extracting the BSAs

    Should also be available on NMA shortly
     
  2. Pope Viper

    Pope Viper This ghoul has seen it all
    Orderite

    Dec 9, 2003
    Excellent, thank you!
     
  3. nad02s

    nad02s It Wandered In From the Wastes

    125
    Jan 31, 2008
    Your welcome.

    Did that work by the way? Because applying the code tags seems to have removed a small part, so here it is without code tags:


    <filename>Interface\HUD\glow_hud_compass_objective_marker.dds</filename>
    <texatlas> Interface\InterfaceShared.tai </texatlas>
    <clips> &false; </clips>
    <visible>&false;</visible>
    <alpha> 0 </alpha>
    <width>0</width>
    <height>0</height>
    <_Distance>-1</_Distance>
    <_Heading>-1</_Heading>



    EDIT/
    It was the HTML that was removing some of the code, anyway I updated the first post with the correction.
     
  4. Zumbs

    Zumbs Lurking Swamp Thing

    63
    Oct 11, 2008
    You know ... this is the first Fallout 3 mod I've seen released :clap: Congratulations!
     
  5. nad02s

    nad02s It Wandered In From the Wastes

    125
    Jan 31, 2008
    hehe thanks, I just couldn't play it with the Compass Marker on.

    Here's another useful edit that will allow essential characters to be killed, and also not to force a reload upon their death:

    Inside the folder : \My Documents\My Games\Fallout3

    Open file FALLOUT.ini

    search for 'bForceReloadOnEssentialCharacterDeath=1' and change to 0

    and 'bEssentialTakeNoDamage=1' and change to 0


    Basically its exactly the same as it was for Oblivion.
     
  6. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Hey, if it is possible to extract the data, is it already possible to view the ingame images, edit the textures, etc.?
     
  7. Brother None

    Brother None This ghoul has seen it all
    Admin Orderite Board Cop oTO

    Apr 3, 2003
    If so, anyone wanna get down and dirty and extract a bunch of images for NMA?
     
  8. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Heh, wanted to ask the same. :) Tried to extract some menu graphics but it seems not to work - at least for me. It says, Memory error, etc. etc.

     
  9. nad02s

    nad02s It Wandered In From the Wastes

    125
    Jan 31, 2008
    As far as I can tell the game will just load up whatever files are in place of the BSAs as long as they have the correct name.
    Don't see why we couldn't replace the music or textures or whatever.

    EDIT/
    I extracted the Meshes and Sounds BSAs, but don't have a prog at the moment to view the .Nifs from the meshes.bsa
    I hear that Blender can do it though with a plugin, and thats a free prog. But I'm gonna play it a bit more before I try that :)

    The sounds are all just .wavs and .mp3s so they can easily be replaced.

    The voices though are .lip files or something, never really knew much about them with oblivion.


    Your right, the Textures.bsa won't extract for me either, I hadn't tried that one yet.
     
  10. Skynet 2.0

    Skynet 2.0 It Wandered In From the Wastes

    109
    Sep 10, 2008
    Thanks for the fix :mrgreen:. The compass, along with fast traveling, were some of the worst things about Oblivion for me. They completely removed the exploration aspect of the game, and made it feel even smaller than Morrowind's map.
     
  11. ckinniburgh

    ckinniburgh First time out of the vault

    2
    Oct 30, 2008
    Great work, you inspired me to mess with the UI a bit.

    For those of you who would like no waypoints on your map as well (You will still have markers for the locations, however waypoints will be gone.) There is a long group of edits I did to get there.

    I uploaded these edits here: http://ckinniburgh.com/fallout3/map_menu.xml.txt

    Hope you enjoy!


    Edit:

    I also had to make a slight adjustment to your awesome mod nad02s. I wanted to remove all the quest markers, however I wanted to see the NPC's around me, as I think the distance at which you can notice them is affected by your stats in the game. Here's the edited code:

    http://ckinniburgh.com/fallout3/compassicon.xml.txt
     
  12. nad02s

    nad02s It Wandered In From the Wastes

    125
    Jan 31, 2008
    Nice one ckinniburgh. I stumbled across an easier way to do this:

    I found a setting in the 'FalloutPrefs.ini' in the MyDocuments/MyGames/Fallout3 folder.

    Just set to 0.

    Thats the only edit anyone needs to do to get the same effect as ckinniburgh's and my mods.

    Although this is all or nothing. It won't allow you to see the npcs around you like in ck's mod.
     
  13. qi

    qi First time out of the vault

    52
    Oct 29, 2008
    [RELZ] UI Mod to Remove Quest & PoI Markers

    Hello, you faustian bargains, you. :roll:

    http://www.bethsoft.com/bgsforums/index.php?showtopic=894636

    Not mine, but saw it over on the official forums. Take a peek, dig it, start the "NMA Approved" thread like I told you to, take your daily vitamins and piracetam for smarts.

    farewell you tangerine-scented tarantulas, you :cry:
     
  14. Brother None

    Brother None This ghoul has seen it all
    Admin Orderite Board Cop oTO

    Apr 3, 2003
    So what's the odds of toolin' together a no compass file and a waypoints-b-gone file and puttin' it on NMA?
     
  15. Skynet 2.0

    Skynet 2.0 It Wandered In From the Wastes

    109
    Sep 10, 2008
    So does changing the init setting remove npc's from the minimap or what? And are there any known issues with the mod? I'd rather be able to see npc's, but I'd be willing to remove that feature if I had to to get rid of the compass.
     
  16. nad02s

    nad02s It Wandered In From the Wastes

    125
    Jan 31, 2008
    Im just putting together a little mod to remove it all, will be posting it shortly.

    Basically, the .INI edit will remove all waypoints and quest markers, but the enemies will remain on the compass.
    I will add a file to the mod to also remove enemies.
     
  17. nad02s

    nad02s It Wandered In From the Wastes

    125
    Jan 31, 2008
    Ok here is the little mod Exclusive for NMA :)

    http://www.freewebs.com/s20dan/nowaypointsandmarkersmod.rar

    Let me know if you have any trouble setting this up.

    P.S. Sorry for double post, but I wanted you guys to see that the thread had a new post so you could check it out. :)

    EDIT, Have also just uploaded this to NMA, it's my first time uploading here though, so I'm not entirely sure I did it right :)
     
  18. Roflcore

    Roflcore Mildly Dipped

    579
    Nov 2, 2008
    Hey

    Can I use this mod easily, or does the game punish me if I remove the waypoints? Are all the questlocations described by some person, or do I have to search the entire wasteland to find x/y because no npc can give/tell me the location?

    Anyways, keep up the great work. In order to make this game enjoyable we need people like you!
     
  19. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    In my opinion, deleting the waypoint markers and so on is not a good idea. Most npcs are talking not very deep about the position where you have to go and so on.
     
  20. nad02s

    nad02s It Wandered In From the Wastes

    125
    Jan 31, 2008
    Oblivion was worse, but you will come to points in the game where using no markers will hinder you progress.


    WARNING SPOILER BELOW
    [spoiler:35df537cae]Vault 112 is a Prime Example[/spoiler:35df537cae]

    But when this happens, I just go into my Falloutprefs.ini and change 'bShowQuestMarkers' to a 1. Then you can use your local map to see where you are going.

    But in spite of that, I still think it improves the game a hell of a lot. But that's just my preference.