File information

Last updated

Original upload

Created by

1990Srider

Uploaded by

1990srider

Virus scan

Safe to use

Tags for this mod

About this mod

I wanted to recreate open cities concept and experience from scratch. This places Solitude in the Tamriel World Space. This allows for no loading doors or screens when entering the city. It brings the world a bit more to life in an immersive way.

Permissions and credits
Donations
This Mod is not a copy of open cities. This is completely done from scratch from the ground up. I really recommend you read all of the description page to avoid any confusion.
  • The Benefits of this mod.  Much similar to the Whiterun version
  • Civil war quests worked in the whiterun version. The rest  still needs tested so please if you have time let me know. I will be doing more testes at a later date. If you do test please test this mod by itself. ctds "crash to desktop" could come from or be mistaken from other mods
  • This is a very stable build, no deleted navmesh and very few vanilla movements or edits. meaning this is extremely easy to patch.
  • You can ride your horse into the city.
  • This Is Fully Occlusioned and optimized out of the box
  • Exterior navemesh is the exact same as the interior. I just copied and pasted. The formIDs had to be changed but they both exist so no deleted navmesh and no over lapping navmesh one simply exist in the worldspace not being used and one exists in the  Tamriel world space.
  • There were 0 Landscapes edits in this mod
  • all vanilla lights should all still have the same formids as interior Solitude world space. Meaning any light mod you have should work for this.
  • Easy to patch with interior Solitude mods please read below. Most interior house cell mods work and are compatible
  • From the start I get 60 fps in and outside the city. I have a 1070ti graphics card.   
  •  The trial to the left fully plays as well.
  • Drawbacks 
  • The main gate does not have an animated gate door yet
  • Patches for open cities will not work for this mod.
  • Needed a New Solitude main gate mesh as well as a new mountain side mesh to the right of the gate. The arch was not replaced.

This is currently only Solitude. I do plan to do a AIO

  • Compatibility
  •  Anything that changes the exterior of Solitude should be fine or should be very easily patchable.
  • The footprint is the same meaning compatibility with exterior adding mods will work. 
  • Any mod altering the Landscape is safe to use. or should be. The only cell that has edited landscape is by the entrance 
  • Any mod that adds followers or edits the Solitude Building interiors should be perfectly fine
  • Any mod that adds more Occlusion as long as they don't overlap in a major way. This can cause a really rare bug if so.
  • Incompatibility
Any mod changing the interior Solitude world space
anything that changes the original world space needs a patch. This is the quick explanation.

1. Load the incompatible mod into xEdit/SSE Edit.
 
2. On the left, click on the incompatible mod that needs to be patched. Go to "World Space".

3. Right click the world spaces. do  deep copy with overwriting. a window will pop up. it will have a list of options click new. ESP. or ESL. then click ok. name your new patch. 

Next 

4. Right Click on "The Cities World Space", in your "NEW PATCH" then click on "Run Script" (run this script only on "The Cities World Space").  example like Whiterunworldspace Markarthworldspace

5. A window will pop up. Look for "Move Objects or References to Different World Space", it's usually located at the bottom of the list.

6. Click on all the boxes, there should be three. and put Tamriel World space as the destination 

7. Run the script.

8.. Run one more script by right clicking the whole new patch file,  not the Worldspace this time. The script you will run is "Put worldspace references in the right cell". 

9. Once the script has finished its work, save your new patch.

If you use Mod Organizer 2, the generated patch will be located within the "Override" folder at the bottom of the left-side mod list.
If you use Vortex, the generated patch will be located within your "Data" folder.

The patch must be loaded after both mods!

The reason I'm explaining this process is because I don't have the time to make a LOT of patches, but I enjoy teaching when I find time. I currently have three large, major projects I'm working on. I did this because I felt there was a lot of requests for something like this to be on the Nexus.

Some open cities patches may work after changing the formids to reference my mod and renaming the required mod for the patch from opencities to this mods esp name but I dont know.
If you create patches please send them my way Id love to create a patch hub or work with someone to make one


If you Support my work come join me in my Discord or if you like here is My Patreon or my Twitch Where you can watch me work on my Bigger projects that The community have helped me with My Twitch
Have a Great Day