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  1. zelazko
    zelazko
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    Compatibility wise it is better to use Classic version over Reborn?
    1. Arthmoor
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      It probably doesn't make a big difference since you'll need patches for things like ULs and other mods near cities anyway.
    2. zelazko
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      How will do the quest mods that only add conversations or action inside interiors of the city and mods that alter NPC packages/schedules?
      If mod changing AI makes NPC go to inn from his house to eat lunch everyday will NPC be able to find the way to the inn? I suspect that NPC will find the way but will get stuck in exterior city if his schedule makes him to do something outside e.g. go sit on the bench that was moved to different coordinates? Sorry for jumpy question just not sure how I should go about eliminating mods that will conflict with Open Cities. I have some poweruser's knowledge but nothing enough close to a mod city maker.
  2. Brymann1970
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    I'm really enjoying your Open Cities mods over Better Cities lately. While I do miss the wide variety of shops and sights, I don't really miss the FPS hit. Is there a "Crowded Cities" type of mod that works with this? The vanilla cities are a little barren.
    1. 1Mac
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      I think mixxa claimed his Crowded Cities Redone would be compatible, though I’m a bit skeptical. https://www.nexusmods.com/oblivion/mods/49316

      There’s an older Crowded Cities mod made specifically for OC, but it was a crashy mess when I tried it.
    2. Brymann1970
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      Thanks. I'm going to take a look at CCR and see how things go. I'll try to remember to come back here and pass on the info.
  3. Daimyx
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    Why is new sheoth still closed??
    1. Arthmoor
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      You probably didn't install the New Sheoth module.
    2. Daimyx
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      Where's that?
  4. daedra__
    daedra__
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    Hello!

    I've tried Better Cities, Open Cities Reborn and now Classic. I must say, I do prefer this version over the other. BUT, please could you make quick patch to remove to huge castle flags? I know Reborn version got a patch, wonder why this never did. If you do not feel like adding this, could you tell me what I should edit in the CS? I got basic knowledge of it.

    Regards
  5. enzeinzen
    enzeinzen
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    In the Dark Brootherhood quest "Whodunit?", Fafnir spawns not in the open city but in the one beyond the AI Door. Is this intended behavior or am i doing something wrong? Here's my load order:


    Spoiler:  
    Show

  6. nuyonrekting
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    in new sheoth, theres a flickering texture from the doors/gates in between the two towns, is there a fix for that?
  7. Tinien
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    Good day to everyone. One question came to my mind. I have a problem with Imperial legion soldiers going astray while on their patrol. I mean that I often saw them riding through fields and forests instead of roads; or trying to climb the slope of a steep hill right under the bridge which they should normally be passing over; or imperial horses (with and without horseman on their back) frozen in a jump on the side of the road; or Imperial legion soldiers not attacking the enemy but standing still near their horse and marking time; or Imperial legion guards or city guards, all of a sudden attacking their fellow guards without apparent reason. I asked this question on UOP page as well as EngineBugFixes page. And one kind person said that Open Cities Classic may be causing all this mess. Is this true or just a wild guess and if it's true then is there a way to fix this straying NPCs problem without uninstalling this awesome mod? Thank you in advance, guys.

    Edit: don't know if it's related but nevertheless I'll mention it here. Despite installed UOP NPC still fall from Skingrad castle bridge when PC is in the city but not near the bridge. Toutius Sextius, Vandorallen Trebatius, Skingrad guard - all these NPC happened to fall from this bridge while me visiting the city. How do you think, guys, could this bug be related to installed OCC as well or there is another reason which overrides UOP's fix for it?

    Here is my LO:
    Spoiler:  
    Show

    Besides all these mods there are also Darnified UI + Color Map (both installed using OBMM) which don't have esp plugins and RAEVWD + RAEVWD SI Edition (both installed using Master Wizard in Wrye Bash, without esp plugins so as to be compatible with OCC and OC New Sheoth).
  8. swordmasterg
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    This is less of an ask for help, and more that I'm curious.

    How does this mod stop people's computer exploding into smoke having to load every town?
    1. Arthmoor
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      By dispelling urban myth that this mod was ever capable of causing anyone's PC to explode into smoke. It wasn't true in 2006 and certainly isn't now.

      The only reason Bethesda segmented things the way they did was because the XBox 360 and PS3 didn't have enough memory to handle it. And even then I think that was mostly a PS3 problem.
  9. abelyo
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    For a while now I've been trying to run this mod together with Better Cities, and while some cities it works fine, other places like Chorrol I get this game breaking bug where if I try to go back inside a interior the doors always says "Wooden Door" and I cant go inside. Leaving through the entrance of the city also just teleports me inside it again.
    After testing I found out this only happens if I got Better Cities activated. Even when I use the patches these two mods just give me this annoying bug.
    Also tried Open Cities Reborn instead and that one straight up makes Oblivion not load at all. I can only use Open Cities, or Better Cities, not both at the same time.
    I dont know exactly what the compatibility patch fixes but at least in my case theres still that Chorrol bug.
    1. Arthmoor
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      Considering the tendency of the BC authors to arbitrarily renumber form IDs for no good reason I wouldn't be surprised if they've done that again and broken every patch that ever existed for BC. So I'd suggest not trying to run both mods together.
    2. abelyo
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      I actually JUST found out that it happens when I fast travel to a point INSIDE the cities. So if I fast travel to the stable of the city, which is just outside the entrance, I can walk through the gates and it all works as intended. It's not a fix but eh at least I can use both mods like this.
  10. 1Mac
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    For various reasons I'm using OCC instead of OCR now. However, one thing I really miss about OCR are the new walls and wall layouts. Cheydinhal's cute Dwemer walls, Bruma's wood palisades, Bravil's complete lack of walls, all very characterful. I'm wondering what the easiest way to go about adding OCR walls to OCC is. My best guess: install the OCR esm and resources over OCC while keeping the OCC esp, then just swapping out or removing meshes in CS. Or are the two esm files identical? Does that sound about right?
    1. ESE150
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      I second this. I would love to have the original layouts with the new walls.
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