spinspider Posted August 4, 2011 Share Posted August 4, 2011 (edited) Has anyone else tried playing with an Open Cities mod? How was it for you? Did you enjoy playing with it? I tried it and I really liked it, cause it was more like our beloved old Morrowind's cities, but unfortunately I just couldn't use it. Open Cities + FCOM = big bad nasty mess. Humongous Minotaur lords (more than twice my male Breton's height) kept busting through the gates and massacring all the cities, cause obviously the poor guards and beggars are no match against these monsters. Even though I like to kill people, I couldn't bear watching everyone get slaughtered like that (and plus it seriously threw the game off balance, because the non-generic NPCs that are usually found in cities never respawn or get replaced like they do in other games). Pretty soon all the cities in my game became virtual ghost towns, which was really awful. Need to keep the cities closed so we'll be safe, everyone won't be killed. :( Edited August 4, 2011 by Lehcar Link to comment Share on other sites More sharing options...
okokokok Posted August 4, 2011 Share Posted August 4, 2011 Funny story. Open cities are great. But yes i too had you quit using it due to compatibility issues with other mods. Link to comment Share on other sites More sharing options...
spinspider Posted August 4, 2011 Author Share Posted August 4, 2011 Yeah, there was the numerous compatibility issues too (though I didn't encounter anything noticeably major while I was trying it out). I don't think Open Cities and FCOM are actually incompatible though, it's just that FCOM adds a LOT of non-leveled, insanely powerful monsters around Tamriel that will attack almost anything they see, including random NPC's (like those scary minotaurs that kept spawning very close to the gates of several cities, especially Bruma) . Said NPC's try to flee, and then they lead the monsters into the city, where they proceed to nearly wipe out the local population. No good, don't want that happening. This is why I often see the corpses of bandits and other random outlaws strewn all over the roads, because they had an unfortunate encounter and were killed by some wickedly strong beast. http://www.thenexusforums.com/public/style_emoticons/dark/teehee.gif Link to comment Share on other sites More sharing options...
bencebence Posted August 4, 2011 Share Posted August 4, 2011 Hmm, you could make a little script, which closes the gate at the moment a strong creature appear. Maybe create an invisible activator, which will be activated if a creature that is higher than X level passes, and when it's activated, it'll close the gate. I'm not sure if this is doable, but I think it is. Link to comment Share on other sites More sharing options...
Kelforder Posted August 4, 2011 Share Posted August 4, 2011 Yeah, I stopped using it because it was conflicting with too many mods, including Knights of The Nine and two armor mods (because the chests were both placed in Anvil). Still, it was great mod even with all the compatibility issues. Link to comment Share on other sites More sharing options...
David Brasher Posted August 4, 2011 Share Posted August 4, 2011 (edited) You could take an alternate approach and put a bunch of custom unleveled level 45 guards with 3000 Health guarding the gates of your open cities. That ought to be enough to defend the population. You would need to do a bit of play-testing to make sure you had enough guards at each city. You wouldn't want to play as a thief or assassin though, if there were all these tough guards walking around. Edited August 4, 2011 by David Brasher Link to comment Share on other sites More sharing options...
documn Posted August 6, 2011 Share Posted August 6, 2011 A simple solution would be to use console to disable the big bad monsters, but I guess this might not suit your playstyle. Link to comment Share on other sites More sharing options...
spinspider Posted August 6, 2011 Author Share Posted August 6, 2011 A simple solution would be to use console to disable the big bad monsters, but I guess this might not suit your playstyle. What code would I use to do that? Link to comment Share on other sites More sharing options...
documn Posted August 6, 2011 Share Posted August 6, 2011 Run close to the bad guy, press the ~ key to open the console, click the bad guy (make sure you have him selected by checking the name at the top which shows your currently selected object), type disable. The bad guy should disappear. Another simple command is kill, but I prefer disable so I don't get tempted to loot the bodies. Link to comment Share on other sites More sharing options...
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