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#11
Arthmoor

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I've uploaded a new version today that fixes some annoyances mostly. Nothing critical, but they're still nice fixes to have.

RE: Kvatch Aftermath - I don't know for sure. I personally use Kvatch Rebuilt and haven't had any problems with it. As long as KA isn't making changes to the city spaces OCC covers it should be fine.

#12
Vorians

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Kvatch Aftermath adds new buildings to some of the other cities. These won't appear with Open Cities. But Kvatch itself will. I recommend loading KA before OC.

#13
Arthmoor

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Are any of the city mods KA makes critical to its operation? For obvious reasons I'd be unlikely to test it in-game to find out. Producing a patch for OCC doesn't look on the surface to be all that involved, but I've been finding that things aren't always as easy as they appear :)

#14
Arthmoor

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Managed to butcher a door placement for the Tears of the Fiend patch. I've uploaded the corrected patch file.

#15
Vorians

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@ scalonhulk: I don't think any of KA's changes to other cities are necessary, and I believe some or all of the changes can be disabled in-game. To find out for sure, read the full readme for KA, as I would assume it will explain how to disable the changes. I don't use the mod, so I don't know.

#16
Krisis1451

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Has anyone tested this with overhaul mods? Specifically OOO and MMM?

#17
Arthmoor

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I've been told by a few people that OOO works fine with it, aside from the missing female guards and the quest posters you can apparently find in towns. Though I guess those are still available in several interiors which OCC does not touch.

I have no idea if MMM has any missing bits, but from what I could tell my looking at it in TES4Edit, there should be no reason for it to be broken unless you're using the City Defenses module. I've had plans of my own to include wall archers where possible, and that *SEEMS* to be all the MMM module did too.

#18
Vorians

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I've been told by a few people that OOO works fine with it, aside from the missing female guards and the quest posters you can apparently find in towns. Though I guess those are still available in several interiors which OCC does not touch.

I have no idea if MMM has any missing bits, but from what I could tell my looking at it in TES4Edit, there should be no reason for it to be broken unless you're using the City Defenses module. I've had plans of my own to include wall archers where possible, and that *SEEMS* to be all the MMM module did too.


For MMM City Defences, you'll need to place pathgrids along the wall tops in each city, and ensure that MMM CD is loaded before Open Cities. Then the two should be compatible.

MMM CD adds wall guards to the walls in the Tamriel worldspace as well as within each city, so these guards will still show up with Open Cities.

#19
Arthmoor

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Would I need to add those grids to all of the wall sections or just a few?

My personal preference still leans toward providing my own defenders. The city defenses module is a great idea, but I don't want all of the other baggage that is required to use it since it requires the MMM master file to load, and that makes a bunch of other unrelated changes I don't want.

#20
DaMuncha

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Its good to see you've released new versions of this, but im still having problems with various buildings and chappels flashing dark and light.




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