Open Cities Skyrim
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Exibindo entradas 1 – 10 de 59
Atualização: 11 de jan às 18:48

Open Cities Skyrim v1.1.1
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Whiterun: The shadowmark at Carlotta's stall needed to be adjusted to match the USKP fix. (Bug #16290)
Markarth: Collision for the grate over the city gate was missing. A collision box has been added to cover it. (Bug #16313)
Markarth: A waterfall next to the blacksmith was visually clipping through the stone platform. (Bug #18255)
Solitude: The Civil War battle failed to swap the doors due to a missing object that was supposed to be holding the script used for this.

Atualização: 12/out/2014 às 14:52

Open Cities Skyrim v1.1.0
====================

Windhelm: Triggering the setup for Blood on the Ice (MS11) was competing with scene fragments on the vanilla side that move the NPCs to their start locations. This would cause the NPCs to sometimes end up having to walk back to the open world side. The scenes themselves have now been edited to eliminate this problem.
Whiterun: The drawbridge mesh extended partway into the city past the normal wall and has been cut back to fit. (Bug #17877)

Atualização: 2/ago/2014 às 15:39

Open Cities Skyrim v1.0.9
====================

Whiterun: Eorlund Grey-Mane went to the closed city to reforge Wuuthrad due to his package being linked to the furniture object.
Whiterun: Entering the Underforge prior to your rampage through the city should now put you at the correct marker when the rampage starts. The script was checking the wrong quest stage and not updating properly.
Markarth: Dryston was not being positioned at the proper marker during Forsworn Conspiracy (MS01).

Atualização: 22/jun/2014 às 13:17

Open Cities Skyrim v1.0.8
====================

Whiterun: Vilkas' forcegreet package when the player returns for Purity of Revenge (C05) was still checking the WhiterunWorld worldspace.
Whiterun: Eorlund's package to reforge Wuuthrad was still assigned to the Skyforge in the WhiterunWorld worldspace.
Whiterun: Enable markers for Kodlak's funeral were not set to use the vanilla markers as toggle parents, so the Pyre would never actually light on fire.
Whiterun: All NPCs who attend your induction ceremony should now be in place and waiting from the moment you enter the city instead of the possibility of a short delay while they navigate out of the closed worldspace.

Atualização: 14/jun/2014 às 23:37

Open Cities Skyrim v1.0.7
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Markarth: Two more AI packs needed to be edited to make sure the Forsworn would fight and then flee properly after MS02 is ready for them to.

Atualização: 23/mai/2014 às 0:26

Open Cities Skyrim v1.0.6
====================

Whiterun: Added a smelter and workbench to the Skyforge.
Whiterun: Fixed several trigger boxes for Companions quests that were not operating 100% correctly.
Windhelm: Cleaned out several unnecessary navmesh edits. This eliminates the need for the OCS+Dragonborn patch file. If you are using this, please delete it.
All: Several improved meshes have been provided by Dwip, or modified from vanilla by Dwip in order to fit the city gates better. Several redundant meshes have been removed from the mod as a result.
All: Navmesh edits to all interior cells (except Breezehome, Proudspire Manor, and the Thalmor Headquarters) have been removed to better facilitate compatibility with mods that alter interior navmeshes.

Atualização: 28/abr/2014 às 13:32

Open Cities Skyrim v1.0.5
====================

Fixes synced from USKP 2.0.4.
Markarth: When siding with the Forsworn, Madanach and company will now flee the city properly, fighting until the appropriate time, then running for their base at Druadach Redoubt afterward.
Riften: Added new meshes to make the canal gates animated so they can be opened and closed. Courtesy of nonoodles.
Riften: Trim gap and wall seam repaired on the new southeast gate using old USKP mesh to copy parts from.
Whiterun: The player should no longer be dropped into the wrong worldspace for the werewolf rampage due to an unreliable transfer script.

Atualização: 1/abr/2014 às 23:29

Open Cities Skyrim v1.0.4
====================

Riften: Added a new mesh for the southeast gate. No more mysteriously boarded up passage to a major road. Courtesty of nonoodles.
Riften: Reversed a USKP edit that caused the major landscape tile in the city to separate from the boardwalk and sink slightly.
Riften: The replacement meshes for the outer walls (to put moss on both sides) were in the wrong folder.
Solitude: Covered up several large gaps in the archway rocks outside the city wall.

Atualização: 21/fev/2014 às 19:47

Open Cities Skyrim v1.0.3
====================

Adjustments to synchronize fixes with USKP 2.0.1 and USKP 2.0.2.
Markarth: Fixed a bug during No One Escapes Cidhna Mine (MS02EscapeMadanachEnding) where the guards accompanying Thornar would be in the wrong worldspace because their AI does not move them.
All: Many buildings were missing their exterior window lighting effects.
Whiterun: Some stray landscape edits the mod doesn't need have been removed to reduce problems with compatibility outside the city walls.

Atualização: 10/nov/2013 às 11:47

Open Cities Skyrim v1.0.2
====================

Adjustments to synchronize fixes with USKP 2.0.0.