Paradox is one of the deepest and most important secrets of life. Irony is the punishment for not having understood that. -- Some demented eBay auctioneer
Filename:Open Cities 2.1.3 Complete Set [Download]Type:7zip ArchiveSize:6258 KBDownloaded:7 timesAdded on:Oct 28, 2008 10:40 pm by SamsonLast downloaded on:Nov 18, 2008 2:31 am
Open Cities
Open Cities takes all of the cities, except for Kvatch and the Imperial City, and transfers them into the Tamriel worldspace in much the same way all of the cities in Morrowind were by default. The result brings a whole new level of realism and immersion to the city experience. You can physically open the city gates, walk in, and have them close behind you. You can do this either on foot or on horseback. If you're being pursued by beasties in the wilderness, you can draw them into the heart of the city for a battle with the town guards. Your cities actually look like cities from a distance as well.
When this mod was first released in whole back in November of 2006, it went on my instant "must have, can't play without" list of mods. I've never taken it out of the game for any reason since then, except when there were bugs. In early 2008, I finally decided I wanted to clean things up and bring Open Cities up to the full quality and glory I already knew it was. I started by combing over the broken quests and fixed those. Then reduced the number of actual quest edits to only what's essential. I then did the same with scripts and AI packages. After that, there was a very large and deliberate effort made to track down and eliminate all of the duplicate-in-place items that were scattered throughout every city. Unnecessary landscape and path grid touches were removed. I even completely revamped the outdoor lighting in every city, and punched a hole in Cheydinhal's south wall to allow for a better experience with the upcoming Cheydinhal Falls UL mod. After all was said and done, the full ESP file was less than half of its original size, but performed better than it ever had.
Open Cities v2.1.3
* Bravil + Bravil B&M: Merged the land height data in from the OCC Lost Spires patch to quash some unresolveable compatibility issues when combined with UL:Bravil Barrowfields.
The Spires patch is still necessary but no longer edits the landscape directly.
Open Cities v2.1.2
* Anvil: The Anvil Castle object was accidentally marked as disabled and was not showing up in game, though for some reason still worked as LOD.
* Chorrol: Path grid adjustments to accomodate the new Clocks of Cyrodiil patch.
* Bruma: The doors for the Mages Guild needed to be slightly repositioned to expose the proper one when the hall is destroyed durin the guild quest line.
This change will not take place in an existing save without making a clean save. Persistent objects suck!
* Bravil: Corrected misalignment of the tower on the west canal gate, and removed the water gate along the north canal that shouldn't have been there.
* Bravil B&M: Covered up a land shortfall underneath the west canal tower.
* ALL: Due to a few concerning reports about vanilla doors vanishing after uninstalling Open Cities, I've removed the disable flags and instead replaced the doors to the vanilla worldspaces with an invisble door that has no collision data. It's been shown that this will always be a temporary change even though the position data of the door is persistent.
See the readme file for revisions prior to 2.1.2 as the list of changes is extremely long now.