The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Open Cities Skyrim
   
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Category: Immersion, Towns
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45.460 MB
30 sierpnia 2021 o 15:59
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Open Cities Skyrim

Opis
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.

My Patreon Page: https://www.patreon.com/arthmoor

Installation Requirements

Official Skyrim patch 1.9.32.0.8 or greater.
Requires Official Dawnguard DLC.
Requires Official Hearthfire DLC.
Requires Official Dragonborn DLC.

SKSE 1.6.9+ and SkyUI 3.2+ are required in order to use the in-game configuration menu. They are NOT required in general for the mod itself.

SKSE 1.7+ is strongly recommended if you are having trouble with ILS/CTD issues. See the troubleshooting section.

Post Install Configuration

Set the mod's load order using whatever management tool you feel most comfortable with.
LOOT (https://loot.github.io/) should set the proper load order, and is the recommended method for doing so.

It may also be necessary to rebuild your Bashed Patch if you're using one.

Once the game loads, you need to allow 24+ game hours to pass for AI to fully update in each city.

You can configure three options using the in-game menu if you have SKSE and SkyUI 3.2+ installed.

Option 1: Oblivion Gates. The menu will now allow you to toggle them on or off as desired, on the fly, with no external patches necessary. If you have any such patches, uninstall them. They'll crash the game now.

Option 2: Gate Attendants. The gate attendants who open the city gates when you approach on horseback can be toggled on or off as desired. Yes, some people despised them enough to ask for this. Don't ask me why.

Option 3: Outdoor Lighting System. You can toggle the state of the outdoor lighting system as desired. Nobody asked for this, but I figured what the heck. I was messing with MCM anyway so why not.

These optional configuration elements will not be supported through any other mechanism, so if you're one of those people who irrationally hate SKSE and SkyUI, you'll have to live with using external patches for the gates, and you won't get to turn the other two things off at all.

Uninstalling Open Cities Skyrim

Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.

Load Order

Open Cities Skyrim should be loaded as late as possible in order to preserve changes to navmeshes and other exterior city data.

LOOT[loot.github.io] should be used for optimal placement.

Compatibility Patches

Skyrim Sewers 4 - Available in the patch archive at the Open Cities Skyrim download sites (except Steam).
CL Cities - Whiterun - Available in the patch archive at the Open Cities Skyrim download sites (except Steam).
Drinking Fountains of Skyrim - Available in the patch archive at the Open Cities Skyrim download sites (except Steam).
Atlas Map Markers - https://www.nexusmods.com/skyrim/mods/14976/ (scroll down the files tab a bit).
Inconsequential NPCs - https://www.nexusmods.com/skyrim/mods/36334/
Interesting NPCs - https://www.nexusmods.com/skyrim/mods/52205
Dawn of Skyrim Collection - https://www.nexusmods.com/skyrim/mods/58810
Immersive Citizens - AI Overhaul - https://www.nexusmods.com/skyrim/mods/65013/ (Included in Shurah's installer)

Compatibility

Mods which strictly replace vanilla textures or the vanilla meshes are 100% compatible.

Expanded Towns and Cities has been confirmed to be 100% compatible since it does not affect the 5 walled cities.

Generally speaking, any mod which adds things to the closed cities will be incompatible.

City mods that add some details to the open worldspace will be partially compatible.

Alternate Start: Live Another Life - Fully compatible. No patches needed so long as AS:LAL is loaded after Open Cities.

The Last Defeat of the Dragon Cult - The mod hasn't been updated since March 2012. It's navmeshes are partially corrupted and must be repaired.

More Dynamic Shadows & Striping Fix - Numerous dirty edits that cause some interiors to cease functioning.

Mods which edit the following scripts will not be compatible unless patched:

QF_DialogueWhiterunArgueScene_00037CC2
SF_MS11OpeningCrimeScene_000206AE
SF_MS11SecondMurderCrimeScene_0002422C
SF_DA10StartScene_00023C43

Known Issues

The Civil War battles which take place in Whiterun, Solitude, and Windhelm will be fought within the closed city worldspaces. This had to be done due to complications that were not possible to overcome with the scripting involved in the war and how it relates to several other quests. Expect load door transitions when a city battle is underway.

Locations of AI Doors

The AI doors are entry ways into the closed wordspaces should it become necessary. Not everything that is placed in a city by a mod is worth the time it takes to create a patch. Mods that drop items for a one-time pickup are a good example of this. It's much easier to just go through the door, get what you need, then exit the city as normal.

Riften: East of the main city gate, next to the alley gate.
Markarth: Enter the city gate, turn immediately to your right. The small rock in the grass patch next to the ivy.
Whiterun #1: East side of the bridge into the city, right next to the brazier that is closest to the guard shack.
Whiterun #2: North side of Jorvaskr, on the side of the path up to the Skyforge.
Solitude #1: In the rock pile between the city gate and the executioner's platform.
Solitude #2: In the rock pile across from the Bard's College, immediately to the south of the manhole cover.
Windhelm: As you enter the city gate, turn immediately to the right, then immediately right again. It's in the bushes right next to the wall.

Credits

Throttlekitty - Help with the Riften city gate collision sizing.
BassEX - Corrections made to the Markarth dam mesh.
Hannaise - Oblivion Gates in Skyrim[www.afkmods.com]
jonwd7 - Fixing the collision on 6 Whiterun wall pieces without normal collision height.
pihwht@Nexus - For having the patience and dedication to dig deep into the civil war and ferret out problems causing it to fail in Solitude.
Dwip - For numerous improved meshes at the various city gates. No more crappy fake collisions!
nonoodles - Riften southeast gate mesh plus the animated dock gates.
Nico coiN - Cut back version of the Whiterun drawbridge mesh as well as numerous other cleanups and fixes for the mod.

Disclaimer

This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.