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Open Cities Classic 4.1.8

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About This File

Open Cities Classic is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically with 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 Cheydinhal? 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.

The only cities not covered by this project are Kvatch and the Imperial City's central districts. Kvatch has too much main quest material setup in very specific ways to mess with it, and the Imperial City is simply too large and unwieldy to properly open up.

Highly recommended complimentary mod: Animated Window Lighting System and Chimneys - This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities.

To go with that, and provide VWD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra VWD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

Please note: Compatibility patches for Open Cities and other mods are available on Nexus.


What's New in Version 4.1.8

Released

Updated cleaning for the core file and the B&M additions.

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Whoever you were that downloaded it yesterday, grab it again. That pesky Cheydinhal river gate mesh was still missing.

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Are you sure you don't? :smug:

A lot of people think OC is a machine killer, but it really isn't. The absolute worst I've seen is a 5fps drop vs vanilla cities.

And keep in mind, Morrowind had all open cities except for portions of Vivec City. That game ran rather well and the cities had as much or more going on most of the time than the ones in Oblivion. And we all had much lesser machines back in 2003.

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I can confirm that OC is NOT a machine killer (Though OC with BC can literally ill your computer... But not mine :smug: ) It lowers your fps a little, yes, but not much. I hated that the cities were "Closed" in Oblivion, as I loved the open cities in Morrowind (Not that I thought much about it back then, but now I do :smug: )

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Open Cities v3.3

* Bravil: Fully support the city wall changes for Lost Spires, allowing the patch to be rebuilt in a more flexible way.

* Bruma: Thanks to QQuix, the player statue built after the "Battle of Bruma" will now work properly.

* Master Resources: Removed the ambient torch sound loop from all of the light definitions. This should result in less sound related stuttering.

* General: Rearranged all file locations to be installed under "Arthmoor" in both meshes and textures.

A note on updating - you will need to make sure all of the files get put into the proper *NEW* locations. BAIN users might want to uninstall the package first before reinstalling it. I don't know for sure if BAIN will handle changing file paths easily.

Also, the patch for Lost Spires has been updated as well. Note that it will change load order positions - make sure you watch for that in the patch readme.

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Open Cities Classic v3.5

* Anvil: The Bay Expansion material has been reverted out of the ESP for Anvil.

* All: Package separation into "classic" and "reborn" distributions. Resources not needed for Classic have been removed from this package.

* All: Dropped edits to the city house quests in order to avoid blotting out changes other mods need to make. All house map markers will be added by a script when necessary.

* All: Added flags flying over each city's castle from Firespark's flag resource.

* Misc: The readme section dealing with mod detection has been split into a new file to keep this document less cluttered.

* Chorrol: The stone wall outside Reynald Jermaine's house was missing two pieces.

* Bravil: The bridge to the castle was missing a post at the end.

* Anvil: No AI door had been provided for the Anvil Castle.

* Master File: Updated the automatic door closing script to properly close the city gates if they manage to get left open.

* Master File: City gate scripts will call pcb when activated to simulate what the game normally does when entering a new worldspace.

* All: Updates to various things to re-sync with the latest UOP updates.

* Bravil: The statue of Zenithar on the south end of the city is now correctly a statue of Mara.

* Bravil: Corrected some broken path grid links.

* Anvil: Newheim The Portly's house had its door markers embedded in the doors, making it impossible to enter.

* Anvil: Newheim's bush outside the back door was clipping the house.

* Anvil: Newheim's front door was crooked and has been adjusted. (This change will not take effect if you have previously visited OC Anvil)

* All: Regrettably, had to change owner configurations on the dummy cells for the cell ownership detection method used in conditional AI packs and quest targeting.

* All: All plugins have now been made 100% range safe. Gecko merging should be error-free.

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Version v3.5.2

* Resources: The Anvil style light posts were missing a BSX flag to enable collision.

* Bruma: Finally got the temporary encampments for Allies for Bruma to toggle on properly.

* Bravil: The ESP for the Blood & Mud version of Bravil was accidentally left out of the package.

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Open Cities Classic v3.5.3

* Chorrol: A door on the tower next to the castle that shouldn't be there has been removed.

* Anvil: The two courtyard pieces at the south gate went missing. Again. This has happened before for unknown reasons and is being fixed. Again.

* Skingrad: All of the stubbornly annoying generated grass has been expunged from the castle area.

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Open Cities Classic v3.5.4

* Leyawiin: The two patrol guards on the west side of the city had never been transplanted to the Tamriel worldspace.

* Anvil: Landscape was poking through at the castle hall door. Some missing clutter has been copied over from the closed worldspace as well.

* Anvil: A landscape texture seam was fixed at the west end of the docks.

* Anvil: Some old path nodes at the south gate were removed that were causing NPCs to path through the rocks between the castle and the harbor.

* All: Syncronized quest patches from the latest UOP Supplemental.

* Anvil: One of the collision corrected meshes for the Anvil castle was still missing.

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Open Cities Classic v3.5.5

* Collision optimization on all included meshes.

* Bartholm: Eranyon needed an AI pack update for when he waits at the Arcane University for the player if the Outer Districts module is in use.

* Bartholm: Filthy Felix needed an AI pack update for when he sells Hot Dog in Bravil.

* Skingrad: The castle wall piece with corrected collision had the wrong havok material setting.

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Open Cities Classic v3.5.6

* Chorrol: Removed several more duplicate objects from various places.

* Outer Districts: Corrected minor path grid issues on the Arcane University overhead walls.

* Anvil: The _far.nif for the castle was corrected, thanks to Brumbek.

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