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MiniMap by Kyoma
Version 0.6.1 Beta
http://www.bethsoft.com/bgsforums/index.php?showtopic=1022954
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1. Description
2. Installing and Requirements
3. Version History
4. Known Issues
5. Contact and Feedback
6. Credits

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1. Description
==============

Tired of having to open up the local map each time you want to know where you are in a cave? Well, not any more for this mod gives you a MiniMap, like in Morrowind. The layout is fully configurable to suite your taste. Do you want it in the upper right corner? No problem. Do you want it to be as big as half the screen? Once again, No problem. See the MiniMap.ini for more details and settings on the layout of the MiniMap.

You have several options regarding the display of door icons on your MiniMap. Like the option to only display doors you have previously used/found (seperate variable for interiors and exteriors) or not display them at all. Future versions will also include a radar-ish feature, probably linked to Detect Life but that will ofcourse be configurable.

The appearance of the MiniMap texture is determined by your Oblivion ini setting "blocalMapshader". It controls if you have the detailed colored local map or the more vague yellowish local map. Obviously the latter is less detailed but it also means less issues with the MiniMap (see Known Issues).

You can zoom in and out using the Numpad- and Numpad+ keys; zoom values lie between 50% and 200%. You can also toggle the MiniMap on and off by pressing the Numpad* key. Keys are configurable in the ini.

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2. Installing and Requirements
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* Copy the esp, ini file and menus folder to your data folder. This mod requires:
	- OBSE v0017a or higher. You can find the latest version at http://obse.silverlock.org/.
	- Oblivion v1.2.0.416.

* Rename the correct "Menus\Main\hud_main_menu_xyz.xml" to "Menus\Main\hud_main_menu.xml". UIs supported:
	- Vanilla
	- DarNifiedUI
	- DarkUI'd DarN
	- OblivionXP, Vanilla
	- OblivionXP, DarNifiedUI
	- OblivionXP, DarkUI'd DarN
	- If you have a different UI mod installed you will need to open your "Menus\Main\hud_main_menu.xml" file and add the following line: <include src="minimap\minimap_main.xml" />. I've uploaded a picture at TESNexus which shows at what line it should be added, If you do not have a "Menus\Main\hud_main_menu.xml" you should use the Vanilla file as stated above.

* If you are updating from below version 0.5.1 you have to delete the textures that are already generated.
	- You can find them in "Textures\Maps\..."

* If you are updating from below version 0.6.0 you need to check a value in the ini to make sure the MiniMap will function properly.
	- Look for a line with "MiniMap.iScreenWidth" and follow the instructions that are above it.

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3. Version History
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* 0.6.1
	- Re-added the precise positioning values from v0.5.3 for users that still experience stretching issues.
* 0.6.0
	- Finally a proper fix for people with a widescreen resolution or otherwise problematic. See the ini for a setting (iScreenWidth) that needs to be adjusted according to your resolution.
	- Fixed a specific crash when entering the IC Market District, other crashes might have had the same cause so they might be fixed aswell.
	- Fixed door icons not appearing when entering a new cell for which the textures needed to be generated.
	- Added option to turn off the zoom info displayed on the MiniMap.
	- Fixed door icons appearing above the player marker instead of below it. They now also appear beneath the MiniMap frame at the edge.
	- Fixed sometimes getting weird blotches on the MiniMap due to the distantLOD being off.
* 0.5.3
	- Made the precise positioning values of the MiniMap configurable. Should be used to find the correct values for when you experience stretching on the MiniMap.
* 0.5.2
	- Added debug setting to halt all MiniMap script processing. To be used to determine cause of CTD for some.
	- Made zoom in/out and toggle keys configurable.
* 0.5.1
	- Forgot to pack the textures needed for the MiniMap. Player arrow should now work.
	- Last minute change resulted in strange layers appearing over the MiniMap.
* 0.5
	- Beta release

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4. Known Issues
===============

* This mod uses a command called "OutputLocalMapPictures" (OLMP) which generates textures to the harddrive of the current cells around the player. They will only be generated once per cell (grid) after you visit it. The texture files are located in "Textures\Maps\.." and are each 256Kb.A better overview : A quick runthrough from one side of Shivering Isles to the other results in a total size of just over 42Mb. It is safe to delete these files when they become too large - they will be generated again should it be nessecary.

* There is no Fog-of-War on the MiniMap and there's nothing I can do about it. Either accept it or don't use this mod.

* When in or around cities, you may notice black areas or strange gaps. This is, unfortunately, beyond my control as well. It happens because there simply isn't any land at those black areas. Under normal circumstances you never reach those areas and because of the Fog-of-War on the local map you never see it either.

* The appearence of the water on the MiniMap can look a bit odd. This is because the current type of weather and the time of day affects how the water looks like on the textures from the above. Because the files are only generated once per cell it can result in strange transitions of the water color. This is beyond my control and the two 'fixes' have their own problems. But should you really be annoyed by this you can try one of the following two settings in the MiniMap ini:

	- Look for "iWaterHack" and set it to 2. This methode produces a bit of blinking with the water. It will be smoothen out for one frame, removing the waves and reflection. Result is almost as consistant as the above fix but can still notice some color transitions on the MiniMap. The difference is almost invisible so I recommend this setting for a good balance between water consistancy and intrusive blinking.

	- Look for "iWaterHack" and set it to 1. This methode is the same as the above but it will additionally change the time-of-day to a consistant value for one frame. result is even greater than the above since the water will always be dark or light depending on the time-of-day setting.

* Sometimes the trees can appear to be cut off around the border of a cell grid. I already use code to minimize this as much as possible but if it happens alot or really annoys you, you can set bToggleTrees to 1 in the MiniMap ini. I have a possible fix but that will require a function from OBSE that may or may not be available soon.

* Sometimes when you enter a new exterior cell and the MiniMap needs to generate textures the DistantLOD land stays hidden but the trees and objects are visible as normal. This should go away as soon as you move or look around a little bit. The worse that can happen is that it takes a few seconds to restore the DistantLOD. But most of the time you won't notice the effect.

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5. Contact and Feedback
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Should you have any questions or comments, you can PM me (kyoma) at the Elder Scrolls Forum or post in the forum thread (see top of readme). Alternatively you can email me at daaf(dot)paradox(at)gmail.com

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6. Credits
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* The OBSE team, for the many many new functions they provided.
* DarN, with help trying to figure out alot of XML problems.
* shadeMe; for support, harassment and suggestions. And ofcourse bumping the mod..... :P
* DragoonWraith, for the mega-help with a translating coordinates system!
* Scanti, for explaining how the ModWaterShader command works.
* All the other people whose name I forgot.