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Open Cities Skyrim
Update: Aug 17, 2012 @ 11:29pm
Open Cities Skyrim v0.9.1
The compatibility support system used by the Open Cities mods for Oblivion has been added to allow for authors who wish to support compatibility with Open Cities to do so without requiring a patch file between mods. A new document has been included which explains the system and how to use it.
Solitude: During the tower escape for the Dark Brotherhood, Commander Maro will no longer be missing from the scene due to having been moved to the closed worldspace.
Solitude: The quest marker for the Festival of Fire will now point to the correct worldspace.
Whiterun: The script to deal with unlocking the city gate at appropriate times was accidentally left out.
Whiterun: The Dark Elf gatesman had somehow been given sound data for giants, resulting in heavy breathing sounds near him.
Whiterun: A gap in the stairway leading up to Dragonsreach has been corrected.
Windhelm: The map markers for the city should no longer be shifted slightly out of position on the map.
Windhelm: The door to Hjerim lost its key assignment and has been corrected.
Update: Aug 6, 2012 @ 3:28am
Open Cities Skyrim v0.9
(Yes, this was a somewhat arbitrary version number jump)
With this update, be sure and pay a visit to the gates in Windhelm, Whiterun, and Markarth so that the updates can be registered.
Recompiled all scripts from the mod to be sure they're in compliance with format changes introduced in Skyrim 1.6.89.
Whiterun: When asked to train outside with Vilkas, the participants all ended up going to the closed worldspace instead.
Whiterun: The argument at the gate for "In My Time of Need" will no longer be a one sided show with just the two Redguards and no city guard.
Whiterun: The city gate has been tweaked so as to allow the civil war door flags to operate properly. It will also now lock and unlock itself at appropriate quest stages.
Whiterun: The gatesman was not set in the right crime faction which allowed him to be freely slaughtered without the guards assisting him.
Markarth: Tyranus and Yngvar will now be found waiting in the proper locations for their scene outside the abandoned house.
Markarth: The scene with Endon, Karah, and Adara will now play out in the proper location in the open worldspace.
Markarth: The city gate should no longer displace itself when the mod is uninstalled.
Windhelm: The map marker should no longer be slightly offset from its counterpart in the closed worldspace.
Windhelm: The two city gates should no longer be rotated 90 degrees off center when the mod is uninstalled.
Riften: The fireball floating in the trees northeast of the city has been removed.
Update: Jul 12, 2012 @ 3:59pm
Open Cities Skyrim v0.8.1
Windhelm: Some markers for Blood on the Ice needed to be fixed.
Whiterun: A necessary script for part of the Companions quest was left out and has now been included.
Update: Jul 8, 2012 @ 1:40pm
Open Cities Skyrim v0.8
All: Doors to the player houses will now properly complete the house purchasing objectives if a house hasn't been visited before installing the mod.
Solitude: Stepping on to the execution platform after Rogviir is dead will no longer make the guards hostile.
Whiterun: The city gate should no longer bar access during the Battle for Whiterun.
Riften: A missing piece of wall was added in the area below the Mausoleum.
New Material: Windhelm is now an open city.
Update: Jul 3, 2012 @ 7:22pm
Open Cities Skyrim v0.6
Whiterun: The Oblivion gate behind the Talos statue has been switched to the less obtrusive grey rock variety.
Whiterun: Cleaned up several large floating rocks, and other rocks sticking through walls.
Whiterun: Cleaned up some civil war debris objects that had been missed.
Whiterun: The outer walls have been replaced with versions that don't have ridiculously tall collision, which will enable several new entry and exit points in the city.
Whiterun: The city gate will now animate more smoothly and play its correct sound.
Solitude: Added some crates to a section of battlement near the temple so the player can get out if they jump down to it.
Riften: The Oblivion gate at the castle barracks was removed. A broken one in the harbor replaces it.
Riften: The two city gates will now animate more smoothly and play their proper sound.
Update: Jun 25, 2012 @ 7:14pm
Open Cities Skyrim v0.5
Scrapped everything and rebuilt the entire mod due to corruption introduced in previous versions by TESVSnip.
All: Gatesmen have been added to each city who will open the gate for you if you approach on horseback.
All: Remnant Oblivion gates are now present in each city as leftovers from the Oblivion Crisis.
Riften: Replacer meshes for the walls which will display the moss on the inside portions that wasn't present before.
Whiterun: Updated the main gatehouse mesh so that the exterior side has all of the parts it needs.
Whiterun: Shuffling of AI packs and NPC positioning has been done to smooth out some problems with the Companions quests.
Markarth: Improvements have been made to the meshes on the inside of the city walls.
New Material: Solitude is now an open city.
Update: Apr 16, 2012 @ 3:42pm
Open Cities Skyrim v0.35
Whiterun: Fixed an error in the script that turns off the LOD lights that was allowing more than just actors to trigger it, generating immense lag.
Update: Apr 9, 2012 @ 5:02pm
Open Cities Skyrim v0.34
Reversed the alterations to the vanilla city map marker data due to the fact that an engine bug causes the change to become permanent. UGH.
Riften: Removed some previously unnoticed duplicate walls and buildings. Should help with performance now that those are gone.
Update: Mar 29, 2012 @ 9:04pm
Open Cities Skyrim v0.33
All: Navmeshes in every edited cell have been refinalized.
Whiterun: Several piles of civil war rubble were attached to the wrong enable parents.
Riften: Added a smelter to the blacksmith's area and moved the wood piles that were there around the corner.
Update: Mar 2, 2012 @ 10:59pm
Open Cities Skyrim v0.32
Whiterun: Fixed remaining issues with Companions quests that take place outdoors in the city, especially at the Skyforge.
Whiterun, Riften, Markarth: Jury-rigged the map markers so that they will drop you into the open city space regardless of when the mod was installed.
Whiterun: Heimskr's AI routine and rant scene needed the markers changed so he wouldn't run off to the closed worldspace like an idiot.