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1) Fixed bug in Dark Brotherhood Quest 11 related to the dead drop in Chorrol. 2) Fixed issue with the doors in the Skingrad weaponsmith. 3) Fixed issue with the doors in Chorrol Mages Guild. 4) Fixed issue with the doors in Bruma Weapon and Armor shop. 5) Removed a duplicate sidewalk piece in Anvil, near armor shop. 6) Removed duplicate wall sections in Leyawiin. 7) Removed a duplicate house in Anvil. 8) Fixed pathing issue in Skingrad with Glarthir.
Whats it does Open Cities removes the gates on all the cities, except the Imperial City, and brings them into the main game world. You can now move seemlessly into all of the cities, without loading screens.
FPS inside the Open Cities will mimic your FPS in the open world. If you only get 5 fps while wandering the country side it is not recommended that you load Open Cities.
To Install 1. Unzip into your Oblivion\Data folder 2. Make sure that the meshes\Architecture\Castle folder has been created and contains the Open Cities meshes. 3. From the Oblivion launcher, select "Data Files" 4. Check "Open Cities.esp" 5. If you have previous Open Cities mods loaded (OpenCities_Anvil.esp, etc...) uncheck them. 6. Click OK and play the game
To Uninstall Remove the "Open Cities.esp" file in your Oblivion\Data folder.
Oddities & Glitches There may be a short time period of odd NPC behavior as they move into the new cities. This period does not last more then 12 in-game hours.
The Illumination mod is currently not supported in Open Cities. The mod will load, but the windows will not be lit in Open Cities. The author of Illumination Revived is currently working on an Open Cities compatible version.
Any mods that were located within the city limits will not appear in Open Cities. If any mod authors wish to make their mod compatible with Open Cities, we're more then willing to help.
Occassionaly horses may exhibit odd behavior inside Open Cities. They are generally able to get themselves out of such situations pretty quickly.
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