This page is for discussing topics related to the UESP:Elder Scrolls Online Map.
I can confirm at least two - Crow's Wood and Fungal Grotto are both in the Ebonheart Pact group. (Crow's Wood is an alternate plane though - don't think it's Oblivion, but either way it's accessed from the Ebonheart Pact region.) Also, most of the ones listed in "Main" seem to be most likely test-maps. Not sure any are accessible in-game. (And since unlike previous games you can't cheat and teleport into these cells via console commands, it's debatable whether it's worth including them at all.) — TheRealLurlock (talk) 03:46, 28 February 2014 (GMT)
- Nod...I just exported all the map images I could find. There are a few maps that have incorrect tiles that weren't included as well. You can edit a world and set it as disabled but this won't completely remove it from the list yet (the group list is hard coded at the moment). -- Daveh (talk) 13:03, 28 February 2014 (GMT)
Map editing with Google ChromeEdit
Hi! Map editing doesn't seem to work in Google Chrome for me. The bar with the edit buttons underneath the "UESP:Elder Scrolls Online Map" title is simply missing. I tried logging in with Internet Explorer, and it works fine there. ThebigMuh (talk) 22:31, 6 July 2014 (GMT)
- Odd. It actually is the opposite for me. Google Chrome editing works fine, but Internet Explorer doesn't show the edit options. Do you normally use Internet Explorer or Google Chrome to log in/edit the wiki? ~ Ad intellige (talk) 22:40, 6 July 2014 (GMT)
- I can not edit in Chrome either but its probably because I had to reset my account and it still registers as new user. Either way I want to add some Thieves Troves, who can I contact with the locations? ESOARMY (talk) 12:32, 24 March 2016 (CST)
- Are you logged in to the Wiki in another tab in Chrome? If so try reloading the map page in another tab (or doing a full reload by Ctrl+Reload or whatever the command is). If that doesn't work try deleting all cookies for esomap.uesp.net and try again. This assumes you have map editing privileges (I believe all wiki users have it by default). -- Daveh (talk) 19:53, 24 March 2016 (UTC)
Would it be possible to make the default load of the map "spoiler-free", with big obvious buttons for people to click if they want to see those things? I enjoy searching for Skyshards, Lorebooks and treasure chests myself, and only want to look up their locations if I am completely stuck. However, the standard version of the map shows everything including spoilers. For this reason, I don't use it even though UESP is my preferred site for Elder Scrolls information. baratron (talk) 09:22, 25 August 2014 (GMT)
- As it says on the front page, "This site's purpose is to provide information; therefore, most of the content contains spoilers." What kind of spoilers are you even seeing? The map is very minimalistic compared to actual wiki articles. —Legoless (talk) 15:19, 25 August 2014 (GMT)
- I already stated what the spoilers are: Skyshard locations, Lorebook locations, and treasure chest locations. I enjoy solving the clues for Skyshard locations, I enjoy trying to figure out Treasure Map locations, and I enjoy running into Lorebooks as I explore. The UESP Map shows you the exact location of these things.
- I personally have a good enough memory that accidentally seeing a Skyshard on the map means that I will still remember where it is a week later when I happen to be in the right area in the game to pick it up. This spoils my enjoyment of solving the clues. It's not really the same as being told the storyline of a quest because a person consciously chooses to click on the page describing that quest. Whereas these spoilers are out in the open and unavoidable - except by avoiding the UESP Map. Which I'm sure you'd agree is a bad thing - we want traffic to come to this wiki in preference to others.
- If it's too difficult technically, that's fine. But I suspect each of the types of location on the map is in a separate 'layer' (for want of a better word), and it would be possible to have buttons or check boxes at the top for users to choose what information they want to see. baratron (talk) 19:17, 19 October 2014 (GMT)
- Collectible locations wouldn't traditionally really be called "spoilers", although I'm sure toggleable map marker types would be easy enough to implement. However, those unmarked collectible locations are the primary reason people would even be looking at the online map, so it isn't a very high priority in my mind. Why else would you be looking at the map? —Legoless (talk) 20:24, 19 October 2014 (GMT)
- Generally situations such as "I'm pretty sure I've filled in the whole map but I've only found 5 out of 6 delves - where's the other one?". Or "Hmm, there's a massive space in the centre of the map - is it just a big mountain, or is there a location hiding in the middle?". Situations when you don't want to waste time traipsing all over the zone looking for something.
It has been pointed out to me by a member of the UESP Guild that Upper Craglorn is missing from our map. Please can we add it? I don't really know how adding stuff to the map works, but I run UESPlog and one of my characters has discovered most or all of the locations. The file containing this (and a lot more) is apparently to be found at: /home/uesp/www/esolog/log/upload/uespLog3S2OpL baratron (talk) 19:22, 19 October 2014 (GMT)
- Dave, who can add those sorts of things to the map, is currently engaged in another project and so hasn't had quite as much time for things such as this. It is possible that a few others, (maybe RH?) could add it, but I'm not entirely sure if any of the people who have the privileges also play ESO and would know what to add and where. Jeancey (talk) 19:26, 19 October 2014 (GMT)
- If the "background" map can be adjusted, I (or anyone else) can add on most of the new locations by eye; not sure if they're supposed to be done using the correct coordinates or if by eye is normal though. --Enodoc (talk) 20:28, 21 October 2014 (GMT)
Hey guys, I can't edit the map, but the link on the Rivenspire map for M'aiq the Liar isn't working, it redirects to http://www.uesp.net/wiki/Online:Http://www.uesp.net/w/index.php which definitely is not M'aiq's page. I haven't found any other broken links aside from this one thus far but I don't use the map that often unless I'm looking for anchors. If someone could fix it, because I can't seem to (might be a privilege issue with my account, also might be Firefox beta not playing nice with the code here) that would be great.
Map List by GroupEdit
Psst, it seems the Group feature of the maps list has made Khenarthi's Roost childless. The Mistral, Cat's Eye Quay and Temple of the Mourning Springs maps are supposed to be listed under it; they're listed under Malabal Tor's heading instead. —likelolwhat talk lulzy to me 05:51, 18 June 2015 (UTC)
Map Edit ProblemEdit
Wansalen, Auridon's skyshard was in the wrong location. I deleted the one that was placed wrong, but when I added the correct location it just disappeared when I clicked save. I have added items on other maps without any problem. (Win 10, Firefox.)JimBobMcKrakken (talk) 05:17, 17 April 2016 (UTC)
- Unable to edit, but, the Woodworker's Survey in Eastmarch appears to be in the incorrect location. I found it more to the East-NorthEast. SharkChap (talk) 16:04, 30 July 2016 (UTC)
- @JimBob, and for anyone else, saving without editing the zoom level auto-sets it to level 11, below the standard view level. They can be viewed when zoomed in and then set to level 10. I've set Wansalen to level 10 now. @Shark, now you have an account you should be able to edit the map, I won't touch it without seeing it myself but if you are certain go ahead. Silence is GoldenBreak the Silence 16:18, 30 July 2016 (UTC)
Sorry for causing problems my first time posting on here instead of helping to fix other ones, however I broke the Craglorn link and sub-area portion's of the map such that its no longer available to the end-user.
First I unchecked the enabled part of the craglorn sub-area while i was already on that map which caused the Craglorn link on the main page to lead nowhere, then on the main map page (tamriel) i disabled Craglorn so that it's no longer labeled as such nor even defined on the map itself. I thought the reset link would fix this, i was just trying to get a feel for the editor, and then realized that I may have actually disabled them in a more permanent manner. Hopefully this is just a matter of setting the enabled flag again, and not a dissociation of the parent/child relationships however I havent tried to look into the JS being called yet to get a feel for what's going on. Sorry again for the problem, let me know if theres anything else I can do to help get this resolved - Ronokay
Edit: I was able to re-enable the sub-area by going to http://esomap.uesp.net/?centeron=Belkarth&world=Craglorn manually in my browser and re-checking the enable box. Still working on finding out how to fix the tamriel map to show the link to Craglorn however — Unsigned comment by Ronokay (talk • contribs) at 01:37 on 26 November 2016
Alchemist survey DeshaanEdit
- I made an account just to fix this. I use the map for like all my surveys and usually end up forgetting Deshaan is wrong and waste like 10 minutes looking before I remembered it was on the island and not where it said on the map. It should be good now. I don't know how to sign my name like everyone else here has. - Zention — Unsigned comment by Zention (talk • contribs) at 03:06 on 21 May 2017 (UTC)
Wrong and missing positionsEdit
I can confirm that some safebox positions (for example Reapers March) are wrong (not inside the quest area) and at least one at the Bandaari Traderpost is missing. Where or to whom can I report them? Or how can I get edit rights? — Unsigned comment by X x5x0c3 X (talk • contribs) at 16:06 on 2 June 2017 (UTC)
- You should already have the rights, if you are logged into the wiki. See here for basic instructions on how to edit. If you just need to change the position of an already-existing pin, click on it and Edit -> Set Pos. Then click where it should be on the map (you should be zoomed in all the way for best results). If you create a new pin and type "Safebox" for the name, it will fill in the proper icon and such for you. —likelolwhat talk lulzy to me 16:31, 2 June 2017 (UTC)
Changes to display level standardsEdit
Some of the standards for display levels are not consistent with the current map or should be changed to make it more useful. The most notable one is marking resource nodes at level 11. From my experience with the map, there are no resources shown. Adding these markers is a futile task and would only serve to clutter things. If anyone needed to see where resources were, they would likely use an add-on such as HarvestMap.
Another inconsistency and clutter issue is with lorebooks. The standard says place them at level 10, but the auto-fill default is 11. I've been changing them to level 10, but noticed that it detracts from other points of interest that display at that level like skyshards. Eidetic memory is similar and already at level 11, except for the 36 Lessons of Vivec, which are more like quest objectives.
As a side note, it isn't made clear how the description for lorebooks should be formatted. I saw several styles like "Lorebook: [Collection]" and "Lorebook, [Collection]" and think the first option is best. Most of the existing lorebooks don't even have names yet, so this will be an ongoing effort.
Therefore, I propose the following changes:
- Remove standard for resource nodes and possibly mention that they should not be marked.
- Move lorebooks to level 11 and specify the format "Lorebook: [Collection]" as the standard description.
- Add 36 Lessons of Vivec to level 10 list.
- Add-ons are no good for consoles, and I have yet to see any other online resource which marks the locations of nodes. We do have some on the map already, but not many .
- The Lorebook standard says 10 because that was the original unopposed proposal by Jeancey, but if it does end up being too cluttered at 10, then maybe 11 could be better. Lorebooks are arguably as important as Skyshards though, as both are relevant for skill progression. Specifying the format sounds good.
- Sure, we can add 36 Lessons to the list for Level 10.
- Enodoc (talk) 08:21, 12 June 2017 (UTC)
- I also want to chime in and say lorebooks are perfect at level 10. Skyshards and lorebooks are the two things I go out of my way to collect when I'm roaming around, and it's important (for my purposes at least) that they're visible at a higher level on the map so I can see where they are over a wide area and plot my route accordingly. I would prefer that they stay at their current level.
- No objections either way when it comes to displaying resource nodes. I don't use this map to locate them since they're frequent and relatively easy to spot in-game, but if other people would find a map that displays the nodes useful, I wouldn't want to deprive them of such a resource. Croaker (talk) 19:13, 12 June 2017 (UTC)
- All right, it sounds like lorebooks should stay at level 10. For consistency, we should change the auto-fill default to that as well (currently 11). I still think resource nodes are largely a waste of time, but if they are eventually added, I'd recommend waiting until everything else is finished. The ones Enodoc linked need updating anyway to reflect how the material type changes with character level and skill.
- Here is a new list of changes for starters:
- Change auto-fill default for lorebooks to 10.
- Specify the format "Lorebook: [Collection]" as the standard description.
- Add 36 Lessons of Vivec to level 10 list.
- Here is a new list of changes for starters:
Map Filter by KeyEdit
The filter also persists through different maps. If the item doesn't exist on a given map, all icons will be shown along with a message stating "Item not found".
It uses jQuery and jQuery Cookie (this protects the filter against dragging/map changes). The code can be viewed here: here.
It would be great to hear what you think, and if everyone's happy with the idea, it would be great to have this feature go live.
Nocenti (talk) 21:27, 5 July 2017 (UTC)
Alchemist survey Reaper's MarchEdit
There is no link for the Alchemist Survey in Reaper's March. Need to update it to be somewhere near coordinates 307007, 645623. — Unsigned comment by 22.214.171.124 (talk) at 21:23 on 23 July 2017 (UTC)
- I am not sure, but I believe it was there before, so I guess somebody have at some point deleted it by mistake. I guess someone who knows how to read older logs than the recent edits found in the map might be able to restore it again. I know about adding map markers from clicking the position, but not from coordinates, so I will not try adding it myself, but if you were a registered user, you would have been able to add it yourself, without waiting for someone else to fix it. —MortenOSlash (talk) 05:02, 25 July 2017 (UTC)
- Actually, this has been missing for some time, because prior to One Tamriel, the alchemy surveys for Reaper's March, Bangkorai, and The Rift never actually dropped. Now they do, but the odds of finding them are pretty slim since you can now get surveys for any zone with equal probability regardless of where you turn in your writs. Since then, the Bangkorai and Rift locations have been added (one of them by yours truly), but so far, nobody that edits the map has been lucky enough to land a Reaper's survey, or if they did they didn't think to add it to the map. — TheRealLurlock (talk) 20:07, 5 August 2017 (UTC)
Very minor. But annoying after a while.
When adding a new location, the map browser has a tendency towards putting the pop-up partly above the page, meaning part of the location (which includes the important areas such as name/wikilink, etc. Are unable to be added. Its can be fixed by reloading back out of the map and back, but this can be time consuming. Anyways - just thought I'd let you know in case there was an easy fix for this. Timeoin (talk) 01:06, 5 October 2017 (UTC)
Current Tamriel Map in AurbisEdit
I know that it is the current map in ESO right now, but it isn't up-to-date nor accurate. I think it was the original map back in the game's original release. But is there a way to fix Tamriel to resemble the proper one (the one before the Clockwork DLC) and not affect the Coldharbour or Clockwork City maps. --Vincentius1 (talk) 21:56, 24 November 2017 (UTC)
Just wanted to let you know that the esomap for Bonesnap Ruins is not correct. (Up the top of the map there is a cave, where the group instance can be found. Timeoin (talk) 20:43, 7 December 2017 (UTC)
Unable to Edit MapEdit
I really hate to post another complaint about not being able to edit the ESO maps, but I felt it was in-line with the long-standing goal of trying to improve said maps, especially since I've tried everything I can think of on my end to attempt to edit the maps (if it helps, I'm running Firefox on Windows 10 64-bit). I can definitely help with the map by pinpointing some more quest NPC locations and by updating many of the fishing holes to their correct type (I know that last part seems extremely minor, but I know it would help me, and I'm sure there must be others who would appreciate it, too). I thank the community for all their help in this matter. I'm an Autistic Fanatic! | Are you a Fanatic, too? | What have I done?! 21:52, 28 April 2018 (UTC)
- New permissions were added to the ESO map so that only those with the cartographer role can edit it. This is how the other maps work for Morrowind, Oblivion, and Skyrim. The map software is very limited when it comes to viewing changes and reverting bad changes, in particular deletions. The main reason for the new permissions is to avoid large-scale deletions that would seriously damage the map and require many map link edits on the wiki to correct.
- I'm not sure how the cartographer role is being handled now, but it's probably going to be reserved for trusted members like patrollers. The best way to get a change made without the role is to join the UESP Discord and post an image of the location of something on the in-game map. —Dillonn241 (talk) 22:44, 28 April 2018 (UTC)
Add the Clockwork Treasure Map I LocationEdit
Since I can't edit, I am asking someone to add the Clockwork Treasure Map I location. It is located to the far west, above the Ventral Terminus location. Specifically, it is right next to the Construct's Integral of Inspection (a smidgen to the north of it). This can be easily confirmed by Youtube videos although I've personally confirmed this with my own Treasure map. — Unsigned comment by Jonnyelder (talk • contribs) at 22:12 on 13 May 2018 (UTC)