Compass SE
This mod adds a compass that you can craft and equip.
Screenshots 7 screenshots
About this mod Machine translation
Introduction
This mod adds a compass that you can craft and equip. I made this mod for my personal use. I really want something like this when I can't find it. After a lot of tutorials and some headaches, it's here. Hope you like it :)
Update 2.2
2.2 now uses spell conditions instead of polling to get heading, which is more stable, makes the compass faster and more performance friendly. The compass now uses all 32 pointers without affecting performance.
how to make
You can find the compass under the "Dwarves" section of any forge.
To make the craft you will need:
Ordinary gems full of soul
gold ingot
Dwarf Metal Ingot
a roll of paper
inkwell
So you can buy it from Calcelmo in Markarth. It's added to it via script, so you shouldn't have any compatibility issues.
Notes on the compass
Version 2.0
In 2.0 I added MCM so you can configure the compass more easily. I also added the option to select the compass based on actual compass conditions. By default, the compass is turned off if you don't have one. Set to 50, or half visibility, and if set to 100, full visibility.
A compass is not like an ordinary compass. It is magical, not magnetic. Therefore, the needle points in the direction you are facing, not north.
Each pin position is actually a different object, and the way it works is that the mod wants to equip the correct pin for the direction you're facing.
You can set the maximum position to 8, 16 or 32. See MCM Options for more information.
When the compass is equipped, it will be silent unless the auto-update feature is disabled. This is because you can be silenced, but you cannot be silenced. This is a Skyrim Papyrus bug. So if I don't do this, it will play unclear sound. So annoying. The mysterious drone wants to play when you equip the compass, and it wants to make sounds when the needle changes position. You can turn off sound fx in MCM.
The compass uses additional slots 59 and 60 and is placed in the unarmed animation. The mod will automatically unequip the spell or weapon in your right hand when you equip the compass and will re-equip the spell or weapon when you equip the compass again. You can keep the compass, but this is not recommended unless you disable automatic updates.
This script will only run when a compass is equipped and the direction is changed.
MCM options
Compass direction automatic switching: By default, when you prepare the compass, the mod will automatically check your position when you change direction. This spell wants to disable the feature, and only wants to reposition the needle when you place the compass heading update spell. If Automatic Updates is enabled after being disabled, Compass will need to be reconfigured for it to take effect.
Starting from version 2.1
You can set the needle behavior to not skip. This will position all the needles between their old and new positions, making it look like the needles are actually moving.
You can set the compass hud opacity for different conditions related to the physical compass.
If you don't have a compass: Default is 0 for Compass hud, disabled otherwise.
If you have a compass but are not equipped with one. The default value is 50, or partially visible.
If equipped with compass. The default value is 100, or fully visible.
So you can switch it or not, thus modifying the compass all together.
Spells:
Compass Direction: This spell attempts to shift the north position of the compass toward the direction you are facing. Therefore, if you are facing west, the compass needle position should be north. If you turn 90 degrees to the left, you will be facing south and the compass will point west. This is useful if you want to get where you want to go instead of north.
Compass Direction Reset: This spell will reset your compass so that north is north.
Known bugs/potential issues
When the compass is unequipped, the compass is always unequipped before the needle. This will allow you to see the needle float above your hand for a second before removing it. …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.