Open Cities Skyrim
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57 sonuçtan 1 ile 10 arası gösteriliyor
Güncelleme: 2 Ağu @ 3:39pm

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).

Güncelleme: 22 Haz @ 1:17pm

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.

Güncelleme: 14 Haz @ 11:37pm

Open Cities Skyrim v1.0.7
====================

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.

Güncelleme: 23 May @ 12:26am

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.

Güncelleme: 28 Nis @ 1:32pm

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.

Güncelleme: 1 Nis @ 11:29pm

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.

Güncelleme: 21 Şub @ 7:47pm

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.

Güncelleme: 10 Kas 2013 @ 11:47am

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

Adjustments to synchronize fixes with USKP 2.0.0.

Güncelleme: 27 Tem 2013 @ 5:41pm

Open Cities Skyrim v1.0.1
====================

Whiterun: The city gate now has a properly combined gatehouse mesh with real collision instead of crappy collision planes and a bad landscape hack.
Riften: The Argonian north gate attentant now has a voiced dialogue line.
Markarth: The large dam that makes up the southern portion of the east wall now has real collsion and the duplicated mesh parts have been trimmed, along with the fake collision planes removed.

Güncelleme: 9 Haz 2013 @ 4:23pm

Open Cities Skyrim v1.0
===================

All: The gate attendants did not have persist locations set, so their AI schedules were not running properly.
Windhelm: Due to complications brought on by the civil war, the Battle of Windhelm will now take place in the closed city instead of in the open. (Bug #12164)
Whiterun: Due to continuing minor complications, the Battle of Whiterun will now take place in the closed city for both Stormcloaks and Imperials.
Solitude: Due to continuing complications in the civil war, the Battle of Solitude will now take place in the closed city instead of in the open.
Windhelm: Brunwulf Free-Winter's house occasionally disappeared upon entering the city. This has now been corrected by flagging the mesh as IsFullLOD which will force it to load regardless. (Bug #3)
Whiterun: Two of Irileth's guards she dispatches to Riverwood were using the wrong marker targets. (Bug #1)
Riften: The city gate mesh will not merge and become one with the northern gate tunnel. It can never be fully corrected though due to the way that spot is set up. (Bug #12794)