Open Cities Complete v12
Moves all cities, except the Imperial City, to the Tamriel worldspace. This allows you to walk through the gates without loading screens.
Open Cities Classic
Started by
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, Apr 03 2008 07:32 AM
815 replies to this topic
#1
Posted 03 April 2008 - 07:32 AM
#2
Posted 04 April 2008 - 08:29 PM
Sounds amazing. I just wish it was more compatible, but I'm sure that's an Engine limitation and not your fault or anything you could fix.
I use way to many mods that make changes to the cities.
I use way to many mods that make changes to the cities.
#3
Posted 04 April 2008 - 08:41 PM
It all depends on what the incompatible mod does. Minor edits to city spaces could be overcome either by the other mod author using a script, or with more extensive city edits it may still be possible to do a patch esp file, like I'm working on for Illumination Within [No ETA, working on it as I have time - Chorrol is done though].
Major revamps like Better Cities would probably be impossible to make compatible because of the layout changes made.
Major revamps like Better Cities would probably be impossible to make compatible because of the layout changes made.
#4
Posted 10 April 2008 - 04:26 AM
Seem to have stumbled across a bug for you, although it may be a compatibility issue. I'm not for certain yet.
I'm in Cheydinhal, and I just left the temple, right? None of the doors lead anywhere, now. They all just say "Wooden Door" and don't do anything when used.
I exited out of the main doorway. Didn't have any issues going in.
Anyway, I tried fast-travelling back to Cheydinhal from this Twilight Zone Cheydinhal and CTD'd. I imagine it's got something to do with distance calculations but I really have no way to be sure.
I'll have to try fast-travelling elsewhere, hopefully I can get away from the city for a bit and return later to find it restored. Otherwise I'm about to lose a lot of playtime, or start tinkering with console commands.
So I guess, take a look at the doors from inside Cheydinhal's temple and make sure they point to the right spot, and if they do, I'll do some hunting around and see what I've got that could possibly be interfering.
Other than this scenario, though, the mod has been great. If I can get around this little problem I'll gladly give it a 10.
I'm in Cheydinhal, and I just left the temple, right? None of the doors lead anywhere, now. They all just say "Wooden Door" and don't do anything when used.
I exited out of the main doorway. Didn't have any issues going in.
Anyway, I tried fast-travelling back to Cheydinhal from this Twilight Zone Cheydinhal and CTD'd. I imagine it's got something to do with distance calculations but I really have no way to be sure.
I'll have to try fast-travelling elsewhere, hopefully I can get away from the city for a bit and return later to find it restored. Otherwise I'm about to lose a lot of playtime, or start tinkering with console commands.
So I guess, take a look at the doors from inside Cheydinhal's temple and make sure they point to the right spot, and if they do, I'll do some hunting around and see what I've got that could possibly be interfering.
Other than this scenario, though, the mod has been great. If I can get around this little problem I'll gladly give it a 10.
#5
Posted 11 April 2008 - 11:04 AM
I just double checked the Cheydinhal chapel doors and they all function normally for me. Tested all 3, they all lead to the proper place with no weird doors.
It certainly sounds like you left the chapel and landed in the stock Cheydinhal instead of the modded one. Perhaps you have another mod that modified the chapel doors?
It certainly sounds like you left the chapel and landed in the stock Cheydinhal instead of the modded one. Perhaps you have another mod that modified the chapel doors?
#6
Posted 12 April 2008 - 03:47 AM
http://www.bethsoft....ic=612697&st=0#
If that old post is correct, then this bug you ran into may be a KOTN compatibility issue. I'm looking into it now to see what's involved. Though I don't recall having a problem with it.
Edit: Turns out it's just a load order issue. Knights.esp contains a duplicate record for the chapel doors in Cheydinhal. Open Cities.esp simply needs to load later than that, and this issue is solved.
If that old post is correct, then this bug you ran into may be a KOTN compatibility issue. I'm looking into it now to see what's involved. Though I don't recall having a problem with it.
Edit: Turns out it's just a load order issue. Knights.esp contains a duplicate record for the chapel doors in Cheydinhal. Open Cities.esp simply needs to load later than that, and this issue is solved.
Edited by scalonhulk, 12 April 2008 - 04:06 AM.
#7
Posted 12 April 2008 - 03:46 PM
This is a wonderful MOD; and increases the emmersion factor no end.
I wander... is it possible to tweak somthing inorder to choose which cities should be open?
I'm asking because the 'Blood and Mud' MOD is incompatible
with OCities and I'd very much like to 'switch' Bravil off and keep the other OCities on!
I realise you have independant OCity files but are they not out of date now?
Thanks everso for all your graft - I shall be using OCities
even if it means putting M&B on hold.
I wander... is it possible to tweak somthing inorder to choose which cities should be open?
I'm asking because the 'Blood and Mud' MOD is incompatible
with OCities and I'd very much like to 'switch' Bravil off and keep the other OCities on!
I realise you have independant OCity files but are they not out of date now?
Thanks everso for all your graft - I shall be using OCities
even if it means putting M&B on hold.
#8
Posted 14 April 2008 - 05:17 AM
Unfortunately modularizing the cities that way would be impractical. There would be too many variables as far as AI and other things to consider with NPCs who lead lives in multiple locations.
The individual city files I have are also pretty out of date and would need to be redone. There's not one for Bravil in any case.
Depending on the amount of information that's being tweaked in Bravil it might be possible to come up with a compatibility patch to go with it.
EDIT: I'd not count on compatibility with OCC anytime soon. The rebuild of Bravil was rather extensive and would almost certainly require a version of OCC without Bravil just to accommodate it. I'd prefer not to break things up like that because as I said before it plays havoc with the AI packs.
The individual city files I have are also pretty out of date and would need to be redone. There's not one for Bravil in any case.
Depending on the amount of information that's being tweaked in Bravil it might be possible to come up with a compatibility patch to go with it.
EDIT: I'd not count on compatibility with OCC anytime soon. The rebuild of Bravil was rather extensive and would almost certainly require a version of OCC without Bravil just to accommodate it. I'd prefer not to break things up like that because as I said before it plays havoc with the AI packs.
Edited by scalonhulk, 14 April 2008 - 08:42 AM.
#9
Posted 14 April 2008 - 10:41 PM
Thanks for speedy reply; I've taken onboard what you've said and shall continue slinging open the city gates to let the wild beasties in!
I'm also using the Francesco's and Cats + Rats MODs, so I put in the appropriate merged OC esp. This made the gates disappear completely and deprived me of a simple pleasure (sadorwot?). Reverting to the original Francesco/C&R esp + the cosha OC esp, I was suprised to find that the open cities still had rats roaming about! How did they get there - sneaked in through the open gates?
I'm also using the Francesco's and Cats + Rats MODs, so I put in the appropriate merged OC esp. This made the gates disappear completely and deprived me of a simple pleasure (sadorwot?). Reverting to the original Francesco/C&R esp + the cosha OC esp, I was suprised to find that the open cities still had rats roaming about! How did they get there - sneaked in through the open gates?
#10
Posted 17 April 2008 - 09:39 AM
Is this ok with Kvatch AfterMath?



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