The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Open Cities Skyrim
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Showing 11-20 of 62 entries
Update: Apr 1, 2014 @ 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.

Update: Feb 21, 2014 @ 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.

Update: Nov 10, 2013 @ 11:47am

Open Cities Skyrim v1.0.2

Adjustments to synchronize fixes with USKP 2.0.0.

Update: Jul 27, 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.

Update: Jun 9, 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)

Update: Mar 11, 2013 @ 9:14pm

Open Cities Skyrim v0.9.9a

Fixed improper initialization of the MCM menu.

Update: Feb 27, 2013 @ 10:03pm

Open Cities Skyrim v0.9.9

Solitude: The bridge scene during To Kill an Empire (DB09) would freeze the player's controls out and never re-enable them after Maro's monologue.
Solitude: Maro's monologue scene in To Kill an Empire (DB09) had him delivering it from behind the 3 guards due to the lack of a navmesh at the scene marker he's supposed to use.
Solitude: Vittoria's wedding scene during Bound Until Death (DB05) was not functioning correctly due to the lack of a navmesh on the balcony where she gives the speech.
Solitude: Some of the audience members for Vittoria's wedding were not in the correct worldspace due to the AI markers not having been moved properly.
Solitude: A smelter has been added in front of the Fletcher's shop. (Issue #12162)
Whiterun: During the battle to defend the city on the Imperial side, the city gate needs to be unlocked. The trigger governing the lock state during the battle did not take Imperial players into account. (Bug #11875)
Markarth: Margaret and Weylin were not always at the proper scene markers for Forsworn Conspiracy (MS01) due to one of the markers being held as a script property. (Bug #11905)
Riften: The landscape edits under the south gate somehow got lost, leaving an ugly gap below the road.

Update: Jan 17, 2013 @ 1:48am

Open Cities Skyrim v0.9.8

General: Syncronized fixes from updates to the USKP.
General: Implemented a SkyUI MCM menu to provide a means to enable or disable the following: Oblivion Gates, City Gate Attendants, Outdoor Lighting System. Note that no other optional toggle system will be supported. SkyUI 3.1 or above is required for this to work, and SKSE is required for SkyUI. SKSE will not be a strict requirement for OCS though. Without SKSE, the MCM menu simply won't function.
General: Removed several navmeshes that the mod does not need to edit, which should help improve compatibility with mods that edit things near the cities.
Solitude: The decorations for the wedding scene during the Dark Brotherhood are never cleared once the quest is done. This fix will rely on the USKP to trigger it at the appropriate time.
Riften: Added another AI door for the children at the orphanage to prevent them from sometimes getting stuck outdoors in the closed worldspace.
Markarth: Fixed the trigger that modifies Dryston's ambush and brawl scene during Forsworn Conspiracy (MS01).

Update: Jan 15, 2013 @ 9:50pm

Failed package update.

Update: Jan 15, 2013 @ 9:50pm

Failed package update.