K4thos Posted January 13, 2016 Posted January 13, 2016 (edited) This topic has been created to provide an up to date worldmap and areas reference for EET and compatible mods. While the EET itself is fully compatible with the BP-BGT Worldmap, it also comes with it's own unique worldmap that covers all supported games, generated on the fly during EET installation, using areas, links and strings exported directly from vanilla BG:EE and BG2:EE maps. Keep in mind that coordinates for BG:EE areas are provided externally. Whole game is using a single worldmap that doesn't change even in ToB (worldm25.wmp is not used at all). Same is true if you are using BP-BGT Worldmap. The map itself is basically BG2 and ToB maps merged together and expanded with areas north with BG1, SoD and Icewind (used by unreleased optional IWD-in-EET mod) landmass. When it comes to BG2 and ToB areas it allows for cross-platform modding without separate script blocks for patching EET Worldmap. Modder can use same weidu code as for SoA/ToB worldmaps, by simply assigning additional X and Y coordinate correction depending on the platform. BG2 and ToB icons have the same numbers as in vanilla BG2:EE. BG1 icons also preserve the numbering, but you need to add a starting number correction, if you want to use the same code for worldmap patching between BG1 and EET - more information in the mod documentation. Example code for setting up platform specific variables: ACTION_IF GAME_IS ~eet~ BEGIN OUTER_SET wmp_xCoord_SoA = 0 //in relation to BG2/BG2:EE WORLDMAP.WMP add 0 px correction to X coordinate OUTER_SET wmp_yCoord_SoA = 2283 //in relation to BG2/BG2:EE WORLDMAP.WMP add 2283 px correction to Y coordinate OUTER_SET wmp_xCoord_ToB = 893 //in relation to BG2/BG2:EE WORLDM25.WMP add 893 px correction to X coordinate OUTER_SET wmp_yCoord_ToB = 3011 //in relation to BG2/BG2:EE WORLDM25.WMP add 1681 px correction to Y coordinate OUTER_SET wmp_mapIcon_BG1 = 29 //in relation to Tutu YAC22MAP.BAM add 29 cycles correction to map icon OUTER_SET wmp_mapIcon_ToB = 85 //in relation to BG2 25MAPIC.BAM add 85 cycles correction to map icon OUTER_SPRINT wmp_worldmap_ToB "worldmap" //when editing ToB worldmap use WORLDMAP.WMP instead of WORLDM25.WMP END ELSE BEGIN OUTER_SET wmp_xCoord_SoA = 0 OUTER_SET wmp_yCoord_SoA = 0 OUTER_SET wmp_xCoord_ToB = 0 OUTER_SET wmp_yCoord_ToB = 0 OUTER_SET wmp_mapIcon_BG1 = 0 OUTER_SET wmp_mapIcon_ToB = 0 OUTER_SPRINT wmp_worldmap_ToB "worldm25" END Example usage from Almateria's Restoration Project for both EET and vanilla SoA worldmap patching at the same time: ACTION_GET_STRREF 61301 GrovName LAF sc#addWmpAre INT_VAR mapIcon = 16 xCoord = 1095 + wmp_xCoord_SoA yCoord = 660 + wmp_yCoord_SoA tTime = 2 inclSv = 0 visible = 0 reachable = 1 visited = 0 visibleAdjacent = 0 STR_VAR areName = ~ar2700~ strName = EVAL "%GrovName%" strDesc = EVAL "%GrovName%" worldmap = "worldmap" RET areNum = areNum END Below image (art by Kirara) shows the EET Worldmap as a whole and can be also used as an Area Reference for EET content and all supported mods. If you compare the map with actual Faerun continent maps you will notice that in order to provide focused presentation of the visitable areas default EET Worldmap ignores part of the landmass – there is a jump from Delimbiyr River (near Daggerford) right to The Spine of the World. Without this there would be a lot of nothing in between. Initially the map was meant to end on Delimbiyr River (which would cover all space needed for SoD) but has been expanded with The Spine of the World, in order to support upcoming IWD-in-EET mod (its inclusion is also justified even in vanilla game due to TotSC Ice Island where you're teleported from Ulgoth's Beard). Reference image will be updated whenever new mod that adds areas to worldmap becomes compatible with EET and author decides to make it support EET Worldmap too. Hopefully this will make it easier for modders to assign icons without worrying about compatibility with other mods. Worldmap Area Reference BG1 areas BG0100 //Baldur's Gate North WestBG0200 //Baldur's Gate NorthBG0300 //Baldur's Gate North EastBG0400 //Upper Chionthar River (Farms over Chionthar)BG0500 //Durlag's TowerBG0600 //Baldur's Gate WestBG0700 //Baldur's Gate CenterBG0800 //Baldur's Gate EastBG0900 //Wyrm's CrossingBG1000 //Ulgoth's BeardBG1008 //Ice IslandBG1100 //Baldur's Gate South WestBG1200 //Baldur's Gate SouthBG1300 //Baldur's Gate South EastBG1400 //Lower Chionthar River (Ankheg Farms/South of Wyrm's Crossing)BG1600 //Cloakwood Grove (Cloakwood Druids/Cloakwood 3)BG1700 //Cloakwood Crossings (Cloakwood Wyverns/Cloakwood 4)BG1800 //Cloakwood MinesBG1900 //Bandit CampBG2000 //Balduran's Isle (Werewolf Isle)BG2100 //Cloakwood Falls (Cloakwood Nest/Cloakwood 2)BG2200 //Cloakwood Lodge (Cloakwood 1)BG2300 //Friendly Arm InnBG2400 //PeldvaleBG2600 //Candlekeep [prologue]BG2626 //Candlekeep [ch.6]BG2700 //Lion's Way (Gorion's Rest)BG2800 //Coast Way (Crossroads)BG2900 //LarswoodBG3000 //Spider Wood (The East Wood)BG3100 //Shipwreck's Coast (North Sword Coast)BG3200 //High HedgeBG3300 //BeregostBG3400 //Temple of Lathander (Beregost Temple)BG3500 //Sharp Teeth Plain (Mutamin's Garden/Basilisk Monument)BG3600 //The Lighthouse (Sword Coast)BG3700 //Red Canyons (Zombie Retreat)BG3800 //Trade Way North (Badlands/South Beregost Road/Beregost Wilderness)BG3900 //Ulcaster SchoolBG4000 //GullykinBG4100 //Ancient Ruins (Archaeological Site/South Sword Coast)BG4200 //Wilderness Lake (Fisherman's Lake)BG4300 //Trade Way South (Nashkel Pass/North Nashkel Road)BG4400 //Lonely Peaks (Firewine Plains)BG4500 //Firewine BridgeBG4600 //Bear River (Ogre's Reach)BG4700 //Xvart VillageBG4800 //NashkelBG4900 //CarnivalBG5000 //Valley of the Tombs (Southern Wastelands)BG5100 //Gnoll StrongholdBG5200 //Dryad Falls (Western Cloudpeaks)BG5300 //Fire Leaf Forest (The Cloudpeaks)BG5400 //Nashkel MinesBG5500 //Gibberling Mountains (Dragon's Run/Cloud Peaks) TU0015 //Duchal Palace (tutorial area)BG:EE new areasOH2000 //Adoy's EnclaveOH3000 //Cloud Peaks BG2:SoA areasAR0020 //Athkatla: City GatesAR0300 //Athkatla: DocksAR0400 //Athkatla: SlumsAR0500 //Athkatla: Bridge DistrictAR0700 //Athkatla: Waukeen's PromenadeAR0800 //Athkatla: GraveyardAR0900 //Athkatla: Temple DistrictAR1000 //Athkatla: Government DistrictAR1100 //Umar HillsAR1200 //Windspear HillsAR1300 / AR1304 //de'Arnise HoldAR1400 / AR1404 //Temple RuinsAR1500 //The AsylumAR1600 //BrynnlawAR1700 //Small Teeth PassAR1800 //North ForestAR1900 //Druid GroveAR2000 //TrademeetAR2100 //UnderdarkAR2300 //Underwater CityAR2500 //Underdark ExitAR2600 //Forest of TethyrAR2800 //SuldanessellarBG2:EE new SoA AreasOH4000 //Abandoned AmphitheaterOH4100 //Heretic TempleOH5100 //Resurrection GorgeOH5300 //Helmite CampOH6000 //Wild ForestOH6100 / OH6200 //Hidden RefugeBG2:ToB AreasAR3000 //Watcher's KeepAR4000 //Sacred GroveAR5000 //SaradushAR5200 //Marching MountainsAR5202 //Forest of Mir - The TempleAR5203 //Siege CampAR5500 //AmkethranAR6000 //Abazigal's LairAR6100 //Sendai's EnclaveAR6300 //The OasisAR6400 //Forest ValleyBG2:EE new ToB AreasOH4200 //Deepstone ClanholdOH6400 //Clearing Siege of Dragonspear BD0010 //[Ducal Palace City Exterior]BD0104 //[Flaming Fist HQ]BD1000 //Coast Way CrossingBD2000 //Boareskyr BridgeBD3000 //Coalition CampBD4000 //Dragonspear CastleBD4100 //[Dragonspear Castle Keep, First Floor]BD4300 //[Dragonspear Castle Basement]BD4400 //[Avernus]BD4500 //[Avernus Bridge]BD5000 //Underground RiverBD5100 //[underground River]BD5200 //[The Warrens]BD6000 //[Abandoned Sewers & Caverns]BD6100 //[The Ambush]BD6200 //[sewers Exit]BD7000 //Coast Way ForestBD7100 //Troll Claw WoodsBD7200 //Forest of WyrmsBD7300 //Dead Man's PassBD7400 //Bloodbark Grove IWD-in-EET (IWD areas) ID1000 / ID1100 //EasthavenID2000 //Kuldahar PassID2100 //KuldaharID3000 //The Vale of ShadowsID3600 //Temple of the Forgotten GodID4000 //Dragon's EyeID5000 //Severed HandID6000 //Dorn's DeepID7000 //Wyrm's ToothID8001 //Lower Dorn's Deep IWD-in-EET (HoW areas) ID9100 //LonelywoodID9200 //Barbarian CampID9300 //Burial IsleID9500 //GloomfrostID9600 //Sea of Moving Ice IWD-in-EET (IWD2 areas) IW1000 //Targos DocksIW1100 //TargosIW1200 //Targos PalisadeIW2000 //Shaengarne FordIW2102 //Shaengarne BridgeIW3000 //Horde FortressIW4000 //Western PassIW4100 //Icewall (Ice Temple)IW5000 //Wandering VillageIW5001 //The Fell WoodIW5004 //Cold MarshesIW5005 //River CavesIW5102 //River Caves ExitIW5200 //Black Raven MonasteryIW5300 //The UnderdarkIW6000 //Kuldahar ValleyIW6104 //Dragon's Eye ExitIW6200 //Fields of SlaughterIW6201 //Fields of Slaughter Almateria's Restoration Project AR2700 //Grove Dark Side of the Sword Coast DSC001 //Wood of Sharp TeethDSC002 //Wood of Sharp TeethDSC004 //Forest of Forgotten SoulsDSC010 //Forgotten Mountain Pass Eilistraee's Song ARES01 //Eilistraee's Clearing Fishing For Trouble YS1000 / YS1001 //Porthpentyrch YS0390 //Govt. West (Government District Westside) YS0360 //Cerendor Hold YS0370 //Cloudpeak Mountains (Cloudpeak Caravan) Foundling: Between the Shades L#FOU0 //Hidden Sanctuary Innershade ARISH1 //Innershade Northern Tales of the Sword Coast AR01PB //Wood of the Dead AR10PB //Field of the Dead AR20PB //Northern Coast AR30PB //Northern CitadelAR40PB //Northern WoodAR60PB //Temple of the Black Hand Southern Edge L#ND01 //Southern Edge Tales of Deep Gardens ARLDV1 //Deep Gardens The Darkest Day ARPO05 //Rusted ScabbardDD1000 //EasthavenDD1800 //Snake WoodsDD1900 //PurskalDD2300 //EshpurtaDD2500 //Troll MountainsDD3300 //RiatavinDD5000 //Hall of KnowledgeDD7000 //Orgoth's TowerDD8000 //Deep Mir ForestDD8001 //Haunted ForestDD9000 //Trollford The Drizzt Saga F_7777 //Bruenor's CabinF_9898 //Mountain of the DeadF_0111 //Bear Tribe VillageF_0222 //Storm March Mountains The Stone of Askavar ARS002 //Bluebell woodARS005 //Dystra old watch tower The White Queen WQ0001 //Silent Swamps Edited July 15, 2017 by K4thos Quote
K4thos Posted January 23, 2016 Author Posted January 23, 2016 (edited) Reference image updated with The Darkest Day areas. BG2:EE version of this mod will be available soon thanks to shadowlich. File uploaded on dropbox to make it more readable (no jpg compression). Click to enlarge. Edited January 24, 2016 by K4thos Quote
K4thos Posted February 6, 2016 Author Posted February 6, 2016 Reference image updated with Fishing For Trouble areas. Quote
phaelin Posted April 19, 2016 Posted April 19, 2016 (edited) The map looks wonderful! I have a question, though: let's say I will want to play just the BG parts of the game, and IwD parts are completely optional as I understand. Will the map look different in such a case? I totally understand your approach with cutting the Faerun parts with Waterdeep, Neverwinter and Luskan, but when playing without the IwD content this northern parts would seem redundant. Cheers! PS. Also, Athkatla and Baldur's Gate look drastically different on the map. Would it be possible for the city of BG to have a similar rectangle for the districts? I think this was already done in BGT-Worldmap mod. Edited April 19, 2016 by phaelin Quote
Jarno Mikkola Posted April 19, 2016 Posted April 19, 2016 I have a question, though: let's say I will want to play just the BG parts of the game, and IwD parts are completely optional as I understand. Will the map look different in such a case? I totally understand your approach with cutting the Faerun parts with Waterdeep, Neverwinter and Luskan, but when playing without the IwD content this northern parts would seem redundant.It's extremely laborious to patch the worldmap.wmp file. It's better to try to one one picture file for everything, and then add/remove places based on that. The reason why is coordinates, the map has to start from somewhere and you can't put places where there's no map space. Quote
K4thos Posted April 19, 2016 Author Posted April 19, 2016 (edited) but when playing without the IwD content this northern parts would seem redundant. see that BG1008 place without icon in the upper west corner? That's the maze island from vanilla Tales of the Sword Coast. There you go, the northern part is not useless PS. Also, Athkatla and Baldur's Gate look drastically different on the map. Would it be possible for the city of BG to have a similar rectangle for the districts? I think this was already done in BGT-Worldmap mod. the map is currently being worked on by Kirara. Among other changes in new version Baldur's Gate will be presented in an external frame like Athkatla. Edited April 19, 2016 by K4thos Quote
phaelin Posted April 19, 2016 Posted April 19, 2016 I'm currently at work, and quoting doesn't work for some reason... huh... Anyhoo, K4thos, thanks for more info, mate! Wicked, I was so overwhelmed by the beuaty of the map, that I didn't noticed the maze island up there in the Sea of Moving Ice. Well, I will get used to it nevertheless. And maybe I will combine my playthrough with IwD. This whole gaming experience seems so new and exciting to me. I wonder how the Siege of Dragonspear locations will look on Your map (think I already see the Boareskyr Bridge). She'll be right. Quote
Madieron Posted September 13, 2016 Posted September 13, 2016 This map is truly wonderfull. Thanks for your work. And your work about integrating all those parts together even more wonderfull. Big thanks ! Quote
Madieron Posted September 14, 2016 Posted September 14, 2016 Does this map used by BP-BGT Worldmap when installed or do we have to override it manually ? I used in the past BP-BGT Worldmap and it was different much wider map (I really love the one from Kirara) Quote
GrimLefourbe Posted September 14, 2016 Posted September 14, 2016 I'm not sure I understand the question but the map provided by default by EET is the one in the OP (from Kirara), you can however replace it by the BP-BGT-worldmap by installing the appropriate mod. Quote
Madieron Posted September 15, 2016 Posted September 15, 2016 Hello, Sorry for the confusion. This setup is perfect, I will have the Kirara by default. (I used before the one from BP and its not so good as far as I am concerned). Thanks for the explanation (Would you be french.. according to your pseudo ?) Quote
spblue Posted November 7, 2016 Posted November 7, 2016 There is a problem with the location of Durlag's tower. It was moved in BGEE to 3 maps east of Beregost and cannot be reached from any adjoining map area on the big map. The map con is simply in the wrong place. Quote
Jarno Mikkola Posted November 7, 2016 Posted November 7, 2016 Just exit due east at BG4900*, yeah it's no exactly where the map "says" it to be in the map, but so what... you should only see it after you go into the Ulgoth's Beard, and meat the salesman*, after Belt send you there. Quote
Ineth Posted November 13, 2016 Posted November 13, 2016 (edited) Wow, that worldmap looks amazing. Makes me want to try out EET! Some comments on the IWD areas: ID2000 (Kuldahar Pass) should in my opinion be closer to ID2100 (Kuldahar). I realize it has a travel distance of 8 hours coded in the original game, but I've always considered that a bug. The in-game lore tells us that the circle of warmth radiating from the Kuldahar tree normally reaches Kuldahar Pass (and it does in IWD2 - it's just that in IWD1 the tree is weakened due to main plot reasons), and that the farms there are usually worked by Kuldahar villagers. So a travel distance of 30 minutes, with appropriate worldmap placement, would be more appropriate. ID3000 (Vale of Shadows) should be a bit closer to Kuldahar as well. The in-game lore tells us that it's the only other worldmap destination which Kuldahar villagers occasionally visit by themselves. (Also, think of Lysan who works as a barmaid in Kuldahar but does secret evil stuff in the Vale of Shadows during her spare time). It's not a large vale, so placing it in between some of the little peaks in the Spine of the World would do fine. ID6000, ID7000, ID8001 (the three Dorn's Deep areas) should probably be closer together and a bit farther away from Kuldahar. ID5000 (Severed Hand) would be much more iconic and easier to recognize if its picture showed a sketch of the actual tower, instead of the bridge at its base.EDIT: This stylized map from the "Survival Guide to the North" PDF manual that comes with IWD:EE, includes a depiction of the Severed Hand tower that could be turned into a map icon. ID9500 (Gloomfrost) is shown on top of the "Kelvin's Cairn" mountain, but this Forgotten Realms map places it farther away. The original IWD:HoW worldmap does make it look like Gloomfrost is on Kelvin's Cairn, but that map is more artistic than accurate, and one might also interpret Gloomfrost to be behind Kelvin's Cairn on that map, the same way that Easthaven (ID1100) is behind the mountain it's painted on in the original IWD worldmap. I also vaguely remember it being suggested in the game that the Gloomfrost is farther to the East, but I'm not sure anymore. Will have to keep a look out for relevant info on my next HoW playthrough. Edited November 20, 2016 by Ineth Quote
spblue Posted November 13, 2016 Posted November 13, 2016 Just exit due east at BG4900*, yeah it's no exactly where the map "says" it to be in the map, but so what... you should only see it after you go into the Ulgoth's Beard, and meat the salesman*, after Belt send you there. That was exactly my issue. I saw it on the map as unreachable, after going to Ulgoth's Beard, and I spent 30 minutes trying to figure how to get there. In the game, it's 3 maps east of Beregost, but on the map it shows in a completely different place. It's not even anywhere *near* where it shows on the map. Another easy solution would be to unlock fast-travel to the tower right away when you're told its location. Or unlock it for fast-travel where it shows on the map in addition to its actual location, if modifying the map is too much work. It should be fixed in any case, no? Quote
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