Open cities skyrim mod free download






















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Open Cities Skyrim 2. By Arthmoor Find their other files. Share More sharing options Followers About This File Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens.

Previous File Whistling Mine. Next File Expanded Towns and Cities. Recommended Comments. Link to comment Share on other sites More sharing options RIP Nexus modding. Trivier 2 Posted August Astraeos 0 Posted August ZX52 0 Posted September Arthmoor Posted September Try it now, I just repacked it and reuploaded it so it should be fine. Jojo 1 Posted September TheMightyNine 0 Posted September TheMightyNine 0 Posted October 2.

VroomVroomSpork 0 Posted October 9. Yes, the mod is also designed to be installed midway through a game and the NPCs have never had any trouble with that either. Well, perhaps it's working for you, but for me nope it doesn't work.

Before I continue, I manage to fix the issue I mention in my previous post about a standing Jon Battle-Born just outside of Belethor's shop. This is what I did. First, I make a normal save then I uninstalled OCS and waited for 24 hours before making another normal save then I fast travel to Whiterun.

Everything was back to normal. I returned to Whiterun as soon as I could just to see what happens and notice these things I mention below. Doing that actually fixed the issue I had with Jon Battle-Born, however, other things like the dialogue for Ysolda about she is trying to learn more about trading doesn't show up in-game, unless a skill level for the Speech skill is required I doubt there is but not sure?

I also notice the scene with Adrianna talking about ordering weapons, but she is talking to no one and she is alone at the forge. However, I tought everything was working as intended, but since I waited indoors in High Hrothgar for 24 hours I think there might an issue with OCS that somehow affects Arngeir. After I returned to High Hrothgar to find Arngeir just to get another radiant word of power quest from him, he is gone and I have been looking for him multiplied times without finding him anywhere.

Arngeir is definitely MIA and I suspect he hasn't transferred to the correct worldspace yet, otherwise I should being able to find him somewhere in High Hrothgar. None of that is the result of problems with OCS. You're seeing AI delays that are old random bugs leftover from Patch 1. Shroob has mentioned them before. They cause oddities like Idolaf not showing up for his scene on time and such.

He thinks they may have made some of that worse and it may be related to why consoles have NPCs getting flung all over the map even without mods. Also, your save is broken if you uninstalled OCS and then put it back. Nothing can fix it now. I see. I didn't know about the random bugs leftover from the original Skyrim.

Well, I still have that save before I starting this, so perhaps my game isn't broken after all. EDIT: I thought I could continue, but hell no my game is a complete mess so I decided to toss out everything and start over after the first game patch is released.

Arthmoor, I've only tried this one city start with ocs active, but I definitely had strange behavior in Whiterun when I didn't immediately wait 24 hours. I did that twice, and waited twice new game each time, of course. Waiting fixed everything, except that one odd difference with vilkas sparring.

One example, when I didn't wait, I could not reenter jorrvaskr in the open cell, I had to go to the closed cell. And half the npcs in the city were going back and forth through the AI door.

I'll test it with other city starts when i can. In the old game i was able to add it mid game without issues like this. When putting my snout in OCS I saw that the city lighting system works almost flawlessly but is totally unimplemented in Windhelm. Is it intended? Yeah, pretty sure I left those on for Windhelm because the beggar uses them to warm her hands so it would have looked dumb to do that with no fire lit.

I think I figured out the weirdness. I caught up on various threads the other day and learned two things about which I was previously unaware. Guess which two things I had already done? Anyway, I restored my masters from backup and confirmed them. Then uninstalled all 3 mods and reinstalled them with NMM. Both without waiting for 1 hour. I did not see any of the issues I saw before. Now, I only ran this one test. I doubt most people who've reported things cleaned their masters, but I'd bet they all used the in-game mod organizer.

I haven't clean the masters yet and I'll wait for another game patch, but I also want to wait for another update for SSEEdit before I clean the masters.

When I became aware of the loadorder bug and got Sharlikran's Wrye Bash I decided not to touch the in-game mod sorter, instead I always exit Skyrim and manually sort my loadorder in WB then I rebuild the bashed patch.

Which have worked so far even I use the Mods option in the game menu just to check for updates and new mods. My daughter tested the theory tonight with a new game level 1. LaL and Open Cities are at the bottom of the Load Order will list exact order if you need it and Return to Helgen was in the load order a few slots above both of those.

Door opened fine and the executioner scene played out normally however the pop-up stating Helgen had been rebuilt never came up and when she went back to Helgen nothing was changed. So it seems the MA is right.

This may be expected, from your perspective and maybe nothing can be done to make the two compatible but I wanted to check in with you. Yes, well, the particular MA in question here has a colorful history of being So most of us pay little if any attention to his complaints. He's actively hostile toward the idea of any sort of compatibility fixes and steadfastly refuses to bend on even trying to make his mods play nice with anyone else's work at all.

So under normal circumstances, yes, it could get worked out rather easily, but in this case, nope, there's nothing to be done about it unless he's willing to do the uber-simple thing and just make his mod compatible with others.

It would literally take him all of 5 minutes to do and he wouldn't even need it to generate a patch esp. Ok, thanks. I'll try and ask him about it but if your right, it prob won't go anywhere. Too bad. If he's willing I'll come back to you and see what needs to be done.

Though I doubt he'll take the information to heart. Seriously, don't expect much to come of it and don't be surprised if he bans you either. He has a history of that. Hi Arthmoor. I got you pm in nexus and read all information on the link you gave me.

But I must have missed the answer. I am not the sharpest cookie in the box. Can I bug you for a question? If so, to make a patch for open cities and populated cities, do I make your mod and the populated mod masters, then load them up in ck, then place any,objects used by populated such as npcs and xmarkers again in the cities? So basically redo any changes that populated did to cities?

Excellent article and well written too. Even I, who is just a newbie when it comes to modding, understand how it works in theory well the most of it. I think you could teach Bethesda a thing or two about advanced modding techniques without producing unnecessary bugs in a game s. That's the same how to detect open cities write I read before. Does not answer any of my questions. That article isn't just for detection though.

It lays out detailed information on how you can support it without making patches. If you would prefer to make patches though, yes, you'd need to make both mods that need it into ESMs temporarily, do the work to duplicate whatever needs it, set up alternate AI etc, and then turn the mods back into ESPs when everything is done. The amount of work you need to put in will be the same either way, which is why the methods in that article exist.

At least it would then save some slots for people. I studied the article some more. Lets say I follow it and my mod detects that open cities is installed. Doesnt your mot still need to be a master to the populated mod in order to place npcs inside a open city?

This is the part that confuses me. I fully understand how it detects open city being installed. But then what? If the mod I am supporting just injects npcs here and there inside whiterun, can I place them inside whiterun and your mod will be ok with no patch? But then why is detection needed i fthere is no special procedure required? I am going in circles I know. You need to be a member in order to leave a comment. Sign up for a new account in our community.

It's easy! Already have an account? Sign in here. Existing user? Share More sharing options Followers 8. Recommended Posts. Install Steam. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support. Please see the instructions page for reasons why this item might not work within The Elder Scrolls V: Skyrim. Current visibility: Hidden. This item will only be visible to you, admins, and anyone marked as a creator.

Current visibility: Friends-only. This item will only be visible in searches to you, your friends, and admins. Description Change Notes. Add to Collection. This item has been added to your Favorites. Category: Immersion , Towns. File Size. Required DLC. Unofficial Skyrim Legendary Edition Patch. Arthmoor Offline. See all 9 collections some may be hidden.

You need DLC to use this item. Subscribe to download Open Cities Skyrim. This item has been added to your Subscriptions. Some games will require you to relaunch them before the item will be downloaded. Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens.

The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time.



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