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Open Cities Reborn 1.1.10

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About This File

Open Cities Reborn takes the concept of Open Cities and steps it up to the next level. The project redesigns each city covered by the original Open Cities in such a way that would make more sense strategically. The castles become a more central focus of each city's layout, with housing, commerce, and the cathedrals spread out around them in more distinct ways. When possible, concept art provided by Bethesda was followed as closely as space restrictions would allow. Where none was provided or where it was not practical to follow, creative license was used instead. City walls in several cities have been modified to suit the location. For example, Bruma now uses wooden palisades, Cheydinhal has lower brick walls that reflect Dunmer influence, and the city part of Bravil has no walls at all instead relying on their island nature. This has the added bonus that each city is now more visible as you approach. Rather than large imposing walls that block the entire view, you can see buildings on the other side along with most of the trees and bushes.

To avoid any serious compatibility issues, and because lore calls for it to remain fortified, Kvatch is not touched in any way.

The Imperial City will also remain in the layout it now has since strategically speaking, it's already built the way it should be. Although there is room in the concept art for some somewhat radical adjustments to be made. That may or may not come at a later time.

To get the most out of these changes, it is highly recommended to download Animated Window Lighting System and Chimneys. This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities Reborn.

To go with that, and provide LOD 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 LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.


What's New in Version 1.1.10

Released

Chorrol: Fixed a section of landscape that wasn't covered completely by the grass plane objects.

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Open Cities Reborn v0.6.1 - WiP Beta

* Anvil: Closed a small gap in two wall pieces by the castle courtyard.

* Anvil: A crate was embedded inside another crate on the docks.

* Anvil: Raised a small mound of land on the sea floor in Anvil Bay to accommodate an Ayleid step.

* Anvil: Anna Ruthir's horse was not rideable.

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

* Bruma: A cell of stray landscape that shouldn't have been edited has been removed.

* Bruma: Ladders have been added to the wooden towers about town.

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

* Bruma, Leyawiin: Remaining north markers corrected in connected interiors.

* Bravil: Modified the SW end of the farm to remove edits from a cell overlapped by UL:Bravil Barrowfields.

* Bruma: Closed a landscape gap under a portion of the palisade.

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Open Cities Reborn v0.6.2 - WiP Beta

* Leyawiin: Guard patrol schedules in the city are completely messed up and have been rebuilt using the proper marker sequences.

* Leyawiin: An ugly depression in the ground was smoothed over at the NW city gate.

* Bruma: The nice ladders that were added to the towers are missing their required resources.

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

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

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Open Cities Reborn v0.8 - WiP Beta

* Chorrol has been updated to its new layout, with some cool new stuff.

+ New style city walls which are shorter and made from different material.

+ Kvatch refugees will arrive in the city after the seige quest, and will convert to proper citizens upon starting Blood of the Daedra.

+ The statue in the southern courtyard is descibed as being a fountain and now has a water plane circle in it for the visual.

+ New crop and livestock farming in the western portion of the city. Including an apple orchard with harvestable apple trees.

+ Two Japanese Maples in the city have falling leaf effect added.

+ Mages Guild has a small garden with rare Oblivion plants growing in it. Be careful, they're just as dangerous as you'd expect.

+ Fighters Guild gets expanded territory, a couiple of new practice dummies, an extra archery target, and some tame animals.

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This is a mod I will be using for a long time. I enjoy being able to ride Buster into the cities of Cyrodil.EDIT Now at Version 1.0 :clap:

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I'm seemingly having an issue in that ALL my cities that are affected have misaligned well, EVERYTHING. the only part that seems to be aligned right is the Gates. so, I'd love it if I could  get some help in troubleshooting. :) thanks!

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