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Open Cities Skyrim
Open Cities Skyrim
====================================
Open Cities Skyrim is a comprehensive project that aims to bring back at least part
of the feel of Morrowind - specifically how most of the cities were a natural part
of the world and you could just walk in without loading screens. The added
immersion and realism goes a long way, probably a lot more than you might think.
Ever wanted to ride your horse into the center of Riften? Well now you can. Need to
get some help from the city guards to vanquish a foe? Run toward the gates and the
guards will do their duty while you can seek safety within the walls. The town
guards make for some very interesting interactions this way. This will also make
running dragon battles that much more interesting since the flow of the battle
won't be interrupted by the loading screen and all of the city guards can be
involved at the same time.
Download Locations
==================
Installation Requirements
=========================
DO NOT extract the contents of the BSA file into your Data folder as loose files,
or let your mod manager perform an equivalent function on the contents of the file.
Doing so will cause things to load in the wrong order and break the game. Skyrim is
intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes
issues which I will not provide support for. If you insist on going against this
advice, you will receive no support for the problems you generate as a result of
this.
Drop the archive into your Skyrim Mods\Bash Installers folder, then install as
usual.
Make sure the mod is active in the Wrye Bash mods tab.
Use the "Download with Manager" button on the Open Cities Skyrim page at Skyrim
Nexus. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.
Installation - Manual
=====================
Drop the Open Cities Skyrim.esp, Open Cities Skyrim.bsa, and Open Cities Skyrim -
Textures.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.
Set the mod's load order using whatever management tool you feel most comfortable
with.
It may also be necessary to rebuild your Bashed Patch if you're using one.
Once the game loads, you need to allow 24+ game hours to pass for AI to fully
update in each city.
You can configure three options in-game by using a book that's been placed inside
the Temple of Kynareth. This book is free for you to take with you, and you can put
it on a bookshel anywhere you want. It would be STRONGLY recommended that you do
not destroy it in some way because the menu will be inaccessible without it.
Option 1: Oblivion Gates. The menu will now allow you to toggle them on or off as
desired, on the fly, with no external patches necessary. If you have any such
patches, uninstall them. They'll crash the game now.
Option 2: Gate Attendants. The gate attendants who open the city gates when you
approach on horseback can be toggled on or off as desired. Yes, some people
despised them enough to ask for this. Don't ask me why.
Option 3: Outdoor Lighting System. You can toggle the state of the outdoor lighting
system as desired. Nobody asked for this, but I figured what the heck. I was
messing with MCM anyway so why not.
These optional configuration elements will not be supported through any other
mechanism.
Due to the nature of Skyrim mods, especially those adding scripts, it is strongly
discouraged to attempt uninstalling a mod from your active game. Any mod that is
more than pure mesh or texture replacements has the possibility to leave behind
permanent changes to your save that you may not want. This is not something modders
can correct for. It is how the game was designed by Bethesda. No support will be
provided for anyone who uninstalls this mod from an active game and continues on
with that save.
Load Order
==========
Built-in Compatibility
======================
Compatibility Patches
=====================
Compatibility
=============
Mods which strictly replace vanilla textures or the vanilla meshes are 100%
compatible.
Expanded Towns and Cities has been confirmed to be 100% compatible since it does
not affect the 5 walled cities.
Generally speaking, any mod which adds things to the closed cities will be
incompatible.
City mods that add some details to the open worldspace will be partially
compatible.
The Last Defeat of the Dragon Cult - The mod hasn't been updated since March 2012.
It's navmeshes are partially corrupted and must be repaired.
More Dynamic Shadows & Striping Fix - Numerous dirty edits that cause some
interiors to cease functioning.
Not compatible with Verdant, not even the one claiming to be an OCS version. If
using Verdant, DO NOT use the OCS version. Use the regular version and load it
before OCS otherwise all of the landscape, location, region, and other data OCS
depends on will be wiped out.
Mods which edit the following scripts will not be compatible unless patched:
QF_DialogueWhiterunArgueScene_00037CC2
SF_MS11OpeningCrimeScene_000206AE
SF_MS11SecondMurderCrimeScene_0002422C
SF_DA10StartScene_00023C43
ccbgssse001_tif__050009c8.psc
Known Issues
============
The Civil War battles which take place in Whiterun, Solitude, and Windhelm will be
fought within the closed city worldspaces. This had to be done due to complications
that were not possible to overcome with the scripting involved in the war and how
it relates to several other quests. Expect load door transitions when a city battle
is underway.
Troubleshooting Problems
========================
If you have a problem with an Open Cities mod and wish to report it, I'd appreciate
as much information as possible, preferably in the form of a screenshot with
console data showing if it's something that can be screened. The FormID of the
affected object would help greatly to narrow down any problems that might result.
Post this information along with your load order. Reports with less than detailed
information may result in delays in getting it fixed, or result in being ignored
entirely. It helps everyone to provide details. I am especially interested in
verifiable conflicts, as I wish for Open Cities Skyrim to be as conflict-free as is
humanly possible given the circumstances. If the situation requires a patch, I can
only work something out if I know what to look for.
The doors inside Warmaidens (in Whiterun) are missing, what have you done with
them!
-----------------------------------------------------------------------------------
-
The More Dynamic Shadows & Striping Fix mod makes a bunch of dirty edits in
Warmaidens that will cause the doors to disappear. This mod has several other
problem locations as well and it isn't recommended to be used in general until the
author fixes the problem.
Locations of AI Doors
=====================
The AI doors are entry ways into the closed wordspaces should it become necessary.
Not everything that is placed in a city by a mod is worth the time it takes to
create a patch. Mods that drop items for a one-time pickup are a good example of
this. It's much easier to just go through the door, get what you need, then exit
the city as normal.
Riften: East of the main city gate, next to the alley gate.
Markarth: Enter the city gate, turn immediately to your right. The small rock in
the grass patch next to the ivy.
Whiterun #1: East side of the bridge into the city, right next to the brazier that
is closest to the guard shack.
Whiterun #2: North side of Jorvaskr, on the side of the path up to the Skyforge.
Solitude #1: In the rock pile between the city gate and the executioner's platform.
Solitude #2: In the rock pile across from the Bard's College, immediately to the
south of the manhole cover.
Windhelm: As you enter the city gate, turn immediately to the right, then
immediately right again. It's in the bushes right next to the wall.
Open Cities Skyrim should not produce a significant change in your frame rates and
performance. Due to the liberal use of occlusion planes in the mod, the game will
not render anything on the opposite side of the city walls in any given location.
So your viewing content will be limited to roughly what you'd see if you were in
the closed city worldspaces. The closed city worldspace system was NOT devised by
Bethesda to improve frame rates. It was devised to conserve system memory on the
XBox 360 and PS3. You're playing on a PC. Or, at least legally speaking you ought
to be anyway.
Anyone who insists that this mod is a framerate destroyer is already experiencing
other problems with their game. Do keep in mind, Skyrim is not one of those silly
shooters that requires 60fps at all times in order to be playable. Dropping from 60
to 55 would go absolutely unnoticed. Even playing with 30-40 frames would go
unnoticed to those folks who keep those dumb little indicators running while they
play.
If you're seeing a massive frame rate drop, point the finger somewhere else. This
mod is absolutely not the cause of your problems. I know this may seem harsh, but
this sort of disinformation was rampant with the Oblivion mod and wasn't true then
either and I absolutely will not stand for this sort of disinformation being spread
now either.
Credits
=======
1. All mod files contained in this archive are retained with their current names.
2. No alterations are made to the contents of the plugins or master file other than
those necessary to translate the English text.
3. No alterations or additions are made to the meshes and textures other than those
necessary to translate English text.
4. This readme is included, in ENGLISH, exactly as it is written in the version it
was downloaded with.
All inquiries regarding this mod must be directed to me. If after 1 year contact
cannot be established or you have not received a response, stewardship of this mod
will fall to the community at AFK Mods (www.afkmods.com). I can be contacted via PM
at AFK Mods under the username Arthmoor. A good faith effort must be made before
assuming that contact cannot be established before concluding that I am no longer
maintaining this mod.
Requests made on Twitter, Facebook, Reddit, Discord, or any other social media
format will not be acknowledged and permission will never be granted via these
mediums.
Mod history archives such as Morrowind Mod History are permitted to keep a copy of
this mod within their archives for historical purposes provided all authorship and
credit information is retained and the contents of the mod are not altered in any
way.
This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game
Studios, or any of their affiliates.
Revision History
================
Solitude: Adjusted the sizing on the NPC failsafe trigger because it was
interfering with navigation on the roadway below the city and on the Katariah out
in the bay. It should also be high enough off the ground to be clear of the
Solitude Skyway mod as well. It has also been checked against LOTD and the trigger
box is not interfering with any of the content positioned above it. (Bug #32729)
Markarth: Removed an unnecessary alpha property from the large main gate mesh. (Bug
#32409)
Solitude: Added the NPC failsafe trigger originally set up in USSEP to cover the
open world space side of things as well. (Bug #32462)
Incorporated the previously standalone patch for Saints & Seducers now that it is a
feature of the base game.
Added support for the new Fishing DLC in the base game.
Whiterun: Swapped the Skyforge model out for one with full collision support so you
no longer fall through trying to walk along the back side of it.
Whiterun: The Gildergreen was missing from the closed worldspace during the CW
battle due to having been moved improperly years and years ago. (Bug #22949)
Solitude: A chunk of landscape editing in cell SolitudeDocks02 (outside of the
actual city) caused unnecessary incompatibility with other mods that altered the
dock areas.
Solitude: A stray fire object for the civil war was set to the wrong enable parent
and was thus always active.
Solitude: The occlusion box for Erikur's House stuck out beyond the back wall
causing it to turn invisible if viewed from the back side.
Max Height data has been recalculated for the Tamriel worldspace to make sure
dragons don't fly through buildings that wouldn't normally be there.
Updated the lighting control script to remain compatible with the version added in
Granite Hill and Cutting Room Floor.
Whiterun: Heimskr's substitute preaching script was throwing errors and needed to
be corrected.
Riften: A compatibility script now exists for Falskaar to move Jalamar's AI markers
into the correct worldspace for the beginning of the quest.
Solitude: A fire that should only be present during the civil war battle was
pointing to the wrong enable parent. (Bug #25246)
Solitude: Rocks placed to cover a mesh gap near the Bards College. (Bug #24927)
Facegen data for Heimskr was included in the archive but should not have been.
Direct edits to Heimskr's NPC record have been removed in order to avoid
compatibility issues with other mods that wish to alter his data.
Oblivion gate meshes were missing from the archive. Oddly this didn't cause display
problems for everyone, which made figuring this out difficult at best.
Whiterun: Aela should no longer linger in the closed worldspace during Glory of the
Dead when she's supposed to light the funeral pyre.
Whiterun: A door inside the Dragonsreach Dungeon was missing when it should not be.
(Bug #24317)
Windhelm: A wall piece was missing next to Hjerim that is present in the closed
city. (Bug #24317)
Windhelm: A landscape bubble has been lowered in front of Aventus Aretino's house.
Markarth: Eltrys was out of position due to his original marker having persistent
status because MS01 starts the game enabled.
Windhelm: Landscape raised during the previous update was not properly leveled out
around the New Gnisis Corner Club.
Markarth: The city gate somehow went missing. It has now returned from it's journey
to the outer planes.
Solitude: A stray civil war fire box had an incorrect enable parent set on it,
causing it to be visible at all times.
Thanks to Nico coiN for the following work to clean up more issues:
Windhelm: The main city gate trigger was set to the wrong enable state and was not
autoclosing the gate when the player left the area.
Windhelm: Fixed the area along the southwest exterior wall so that it no longer
extends past the original city wall. Removed several edits to ground objects that
were no longer needed.
Solitude: Repositioned 3 partially buried barrels outside of the Winking Skeever.
Markarth: Gave the main city gate a custom mesh with a proper length sound
animation to go with it.
Riften: Grounded a floating wall idle marker that caused guards to hover above the
ground.
Thanks go to Nico coiN for this update. All of the work was his!
Windhelm: City gate mesh fixed to have proper collision on the entire door, along
with an adjustment to slow the animation speed a bit.
Windhelm: Corrected bad tangent spaces on the custom dock area meshes.
Windhelm: Some salmon on a fish rack were not positioned correctly.
Whiterun: Fixed UV errors, gaps, incorrect materials, and other problems on some of
the meshes.
Markarth: Patched up the terrain visible in the tunnel leading to Cidhna Mine.
Riften: Removed two unneeded edits to vanilla trees outside the southeast gate.
Added one tree inside the gate that was missing from vanilla.
Other: French translation added to the MCM. Thanks Nico!
All cities: Ambient regional sounds needed to be added as they were apparently
missing. (Bug #19950)
Whiterun: Removed navmesh edits to Breezehome as they are no longer needed.
Whiterun: Added the 3 missing totems that were in the vanilla worldspace.
Solitude: Removed navmesh edits to Proudspire Manor as they are no longer needed.
Solitude: Adjusted patrol markers at the archery practice in the castle courtyard
to match up with USLEEP 3.0.5.
Markarth: Placed city banners for Markarth outside of Understone Keep. Strongly
recommend the use of USLEEP in order for these to display correctly.
Windhelm: Fixed issue with dock mesh having odd black patches on it. (Tangent
spaces needed updating).
Solitude: If an alternate start mod placed you inside the Winking Skeever,
Roggvir's execution scene would not be triggered upon exiting.
All cities: Various synchronization fixes for USKP edits to repositioned markers
and other objects, up to USKP 2.1.3.
All cities: Adjustments to preferred pathing for the navmeshes have been made to
correct some minor anomalies in NPC path choices.
Whiterun: Dragonsreach moat water fix from USKP Bug #18793 applied to correct
falling downward when swimming past the seam between pieces. (Bug #18804)
Riften: The 3 gates behind Riftweald Manor were never properly locked as they
should be prior to The Pursuit (TG07).
Windhelm: Bounds radius data on WHBrunwulf has been adjusted to hopefully prevent
Brunwulf's house from disappearing when it loads.
Windhelm: Triggering the setup for Blood on the Ice (MS11) was competing with scene
fragments on the vanilla side that move the NPCs to their start locations. This
would cause the NPCs to sometimes end up having to walk back to the open world
side. The scenes themselves have now been edited to eliminate this problem.
Whiterun: The drawbridge mesh extended partway into the city past the normal wall
and has been cut back to fit. (Bug #17877)
Whiterun: Eorlund Grey-Mane went to the closed city to reforge Wuuthrad due to his
package being linked to the furniture object.
Whiterun: Entering the Underforge prior to your rampage through the city should now
put you at the correct marker when the rampage starts. The script was checking the
wrong quest stage and not updating properly.
Markarth: Dryston was not being positioned at the proper marker during Forsworn
Conspiracy (MS01).
Whiterun: Vilkas' forcegreet package when the player returns for Purity of Revenge
(C05) was still checking the WhiterunWorld worldspace.
Whiterun: Eorlund's package to reforge Wuuthrad was still assigned to the Skyforge
in the WhiterunWorld worldspace.
Whiterun: Enable markers for Kodlak's funeral were not set to use the vanilla
markers as toggle parents, so the Pyre would never actually light on fire.
Whiterun: All NPCs who attend your induction ceremony should now be in place and
waiting from the moment you enter the city instead of the possibility of a short
delay while they navigate out of the closed worldspace.
Markarth: Two more AI packs needed to be edited to make sure the Forsworn would
fight and then flee properly after MS02 is ready for them to.
Riften: Added a new mesh for the southeast gate. No more mysteriously boarded up
passage to a major road. Courtesy of nonoodles.
Riften: Reversed a USKP edit that caused the major landscape tile in the city to
separate from the boardwalk and sink slightly.
Riften: The replacement meshes for the outer walls (to put moss on both sides) were
in the wrong folder.
Solitude: Covered up several large gaps in the archway rocks outside the city wall.
Whiterun: The city gate now has a properly combined gatehouse mesh with real
collision instead of crappy collision planes and a bad landscape hack.
Riften: The Argonian north gate attendant now has a voiced dialogue line.
Markarth: The large dam that makes up the southern portion of the east wall now has
real collision and the duplicated mesh parts have been trimmed, along with the fake
collision planes removed.
All: The gate attendants did not have persist locations set, so their AI schedules
were not running properly.
Windhelm: Due to complications brought on by the civil war, the Battle of Windhelm
will now take place in the closed city instead of in the open. (Bug #12164)
Whiterun: Due to continuing minor complications, the Battle of Whiterun will now
take place in the closed city for both Stormcloaks and Imperials.
Solitude: Due to continuing complications in the civil war, the Battle of Solitude
will now take place in the closed city instead of in the open.
Windhelm: Brunwulf Free-Winter's house occasionally disappeared upon entering the
city. This has now been corrected by flagging the mesh as IsFullLOD which will
force it to load regardless. (Bug #3)
Whiterun: Two of Irileth's guards she dispatches to Riverwood were using the wrong
marker targets. (Bug #1)
Riften: The city gate mesh will not merge and become one with the northern gate
tunnel. It can never be fully corrected though due to the way that spot is set up.
(Bug #12794)
Solitude: The bridge scene during To Kill an Empire (DB09) would freeze the
player's controls out and never re-enable them after Maro's monologue.
Solitude: Maro's monologue scene in To Kill an Empire (DB09) had him delivering it
from behind the 3 guards due to the lack of a navmesh at the scene marker he's
supposed to use.
Solitude: Vittoria's wedding scene during Bound Until Death (DB05) was not
functioning correctly due to the lack of a navmesh on the balcony where she gives
the speech.
Solitude: Some of the audience members for Vittoria's wedding were not in the
correct worldspace due to the AI markers not having been moved properly.
Solitude: A smelter has been added in front of the Fletcher's shop. (Issue #12162)
Whiterun: During the battle to defend the city on the Imperial side, the city gate
needs to be unlocked. The trigger governing the lock state during the battle did
not take Imperial players into account. (Bug #11875)
Markarth: Margaret and Weylin were not always at the proper scene markers for
Forsworn Conspiracy (MS01) due to one of the markers being held as a script
property. (Bug #11905)
Riften: The landscape edits under the south gate somehow got lost, leaving an ugly
gap below the road.
Solitude: One of the civil war fires was not hooked up to the enable parent
properly.
General: The script which fixes broken positioning on the original vanilla gates
has been modified so that it will only attempt to execute once instead of on every
reload of the area.
All: Old script assignments attached to the player house doors have been removed so
they won't block access to the real ones.
All: Hana upgraded her Oblivion gate meshes to use real collision. The fake
collision cubes have therefore been removed from the game. Improved textures have
also been provided.
All, except Windhelm: Outdoor lighting in the cities will turn on and off for
day/night changes. Windhelm will not be covered since the outdoor lighting doubles
as sources of warmth.
Whiterun: A barricade outside the Drunken Huntsman was not tethered properly to its
enable parent.
All: The gatesmen for the cities have all been transferred to interior start
locations so the civil war quests that send everyone indoors will take them too.
Solitude: The cell SolitudeMountainside was not properly listed as being in
SolitudeLocation and was disrupting civil war data for the city.
Solitude, Whiterun, Windhelm: Location reference type markers have been stripped
from the closed city markers to prevent them from stealing aliases from their open
city counterparts during the civil war.
Solitude: The birds that fly overhead will now be disabled during the civil war
battle.
Whiterun: The Stormcloak assault on the city should now be working properly.
Mod has been cleaned with TES5Edit. Yay! No more dirty edits or deleted records in
the way!
Whiterun: Fixed navmesh edits in Breezehome to avoid a CTD conflict caused by the
Hearthfire DLC.
All: Fixed the quest objective pointers for the house purchases.
All: Town music has been fixed in the region definitions and should play properly
when in the cities now.
Windhelm: Fixed some markers and AI packs so Blood on the Ice will continue to work
properly.
Solitude: The crates and furniture on the porch of Proudspire Manor were not
attached to the parent object for the house quest.
Riften: The wrong duplicate door was removed in the previous update.
Whiterun: Backed out changes to the Companions werewolf rampage (C03Rampage) and
reworked the access point to it in order to remove a conflict with Dawnguard.
Riften, Whiterun, Windhelm: Added woodcutters' axes at each chopping block where
wood can be cut.
Whiterun: The trigger box that is intended to unlock the gate wasn't 100%
effective. Added a check for the guard dialogue stage to force the gate to unlock.
Whiterun: Some of the patrol guards needed to have their linked references updated
or they'd stay stuck in the closed city.
Whiterun: A few more marker problems sending people to the closed worldspace have
been corrected.
Riften: A duplicate door at Elgrim's Elixirs has been removed.
Riften: Brynjolf's Falmer Blood Elixir bottles were not attached to the enable
marker that cleans them up once the initial Thieves Guild quest is done.
The compatibility support system used by the Open Cities mods for Oblivion has been
added to allow for authors who wish to support compatibility with Open Cities to do
so without requiring a patch file between mods. A new document has been included
which explains the system and how to use it.
Solitude: During the tower escape for the Dark Brotherhood, Commander Maro will no
longer be missing from the scene due to having been moved to the closed worldspace.
Solitude: The quest marker for the Festival of Fire will now point to the correct
worldspace.
Whiterun: The script to deal with unlocking the city gate at appropriate times was
accidentally left out.
Whiterun: The Dark Elf gatesman had somehow been given sound data for giants,
resulting in heavy breathing sounds near him.
Whiterun: A gap in the stairway leading up to Dragonsreach has been corrected.
Windhelm: The map markers for the city should no longer be shifted slightly out of
position on the map.
Windhelm: The door to Hjerim lost its key assignment and has been corrected.
With this update, be sure and pay a visit to the gates in Windhelm, Whiterun, and
Markarth so that the updates can be registered.
Recompiled all scripts from the mod to be sure they're in compliance with format
changes introduced in Skyrim 1.6.89.
Whiterun: When asked to train outside with Vilkas, the participants all ended up
going to the closed worldspace instead.
Whiterun: The argument at the gate for "In My Time of Need" will no longer be a one
sided show with just the two Redguards and no city guard.
Whiterun: The city gate has been tweaked so as to allow the civil war door flags to
operate properly. It will also now lock and unlock itself at appropriate quest
stages.
Whiterun: The gatesman was not set in the right crime faction which allowed him to
be freely slaughtered without the guards assisting him.
Markarth: Tyranus and Yngvar will now be found waiting in the proper locations for
their scene outside the abandoned house.
Markarth: The scene with Endon, Karah, and Adara will now play out in the proper
location in the open worldspace.
Markarth: The city gate should no longer displace itself when the mod is
uninstalled.
Windhelm: The map marker should no longer be slightly offset from its counterpart
in the closed worldspace.
Windhelm: The two city gates should no longer be rotated 90 degrees off center when
the mod is uninstalled.
Riften: The fireball floating in the trees northeast of the city has been removed.
All: Doors to the player houses will now properly complete the house purchasing
objectives if a house hasn't been visited before installing the mod.
Solitude: Stepping on to the execution platform after Rogviir is dead will no
longer make the guards hostile.
Whiterun: The city gate should no longer bar access during the Battle for Whiterun.
Riften: A missing piece of wall was added in the area below the Mausoleum.
Whiterun: The Oblivion gate behind the Talos statue has been switched to the less
obtrusive grey rock variety.
Whiterun: Cleaned up several large floating rocks, and other rocks sticking through
walls.
Whiterun: Cleaned up some civil war debris objects that had been missed.
Whiterun: The outer walls have been replaced with versions that don't have
ridiculously tall collision, which will enable several new entry and exit points in
the city.
Whiterun: The city gate will now animate more smoothly and play its correct sound.
Solitude: Added some crates to a section of battlement near the temple so the
player can get out if they jump down to it.
Riften: The Oblivion gate at the castle barracks was removed. A broken one in the
harbor replaces it.
Riften: The two city gates will now animate more smoothly and play their proper
sound.
Scrapped everything and rebuilt the entire mod due to corruption introduced in
previous versions by TESVSnip.
All: Gatesmen have been added to each city who will open the gate for you if you
approach on horseback.
All: Remnant Oblivion gates are now present in each city as leftovers from the
Oblivion Crisis.
Riften: Replacer meshes for the walls which will display the moss on the inside
portions that wasn't present before.
Whiterun: Updated the main gatehouse mesh so that the exterior side has all of the
parts it needs.
Whiterun: Shuffling of AI packs and NPC positioning has been done to smooth out
some problems with the Companions quests.
Markarth: Improvements have been made to the meshes on the inside of the city
walls.
Whiterun: Fixed an error in the script that turns off the LOD lights that was
allowing more than just actors to trigger it, generating immense lag.
Reversed the alterations to the vanilla city map marker data due to the fact that
an engine bug causes the change to become permanent. UGH.
Riften: Removed some previously unnoticed duplicate walls and buildings. Should
help with performance now that those are gone.
Whiterun: Fixed remaining issues with Companions quests that take place outdoors in
the city, especially at the Skyforge.
Whiterun, Riften, Markarth: Jury-rigged the map markers so that they will drop you
into the open city space regardless of when the mod was installed.
Whiterun: Heimskr's AI routine and rant scene needed the markers changed so he
wouldn't run off to the closed worldspace like an idiot.
Whiterun: Fixed the navmesh connection from the closed city so the NPCs could
actually get out and go about their normal routines.
Whiterun: Fixed a portion of the Companions quest that was broken due to the
markers refusing to move to the open worldspace.
Reattached Update.esm as a master to prevent wiping out any vanilla fixes I might
run into now that some AI packs and quests are in need of tweaking.
Riften: Fixed a bug where some NPCs would continue to hang around the wrong
worldspace due to an AI marker that was missed.
Riften, Markarth: Adjusted some of the occlusion planes to squeeze out a bit of
extra performance.
Riften: Patchwork fix to keep one of the bridge pieces from vanishing until
Bethesda can fix the static LOD bug.
Riften: Fixed a bug that caused the quest "A Chance Arrangement" to fail
intermitently due to Madesi's strongbox not getting the ring added properly.
Markarth: A corrected mesh for the dam on the south side of the city has been
provided by BassEX.
Markarth: A collision plane has been added to prevent people from walking through
the altered dam mesh, until such time as the collision can be repaired properly.