Open Cities - Chorrol

Turn Chorrol into a Morrowind style city! This mod brings Chorrol into Tamriel world so no loading is required when entering the city.


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File Description

Turn Chorrol into a Morrowind style city! This mod brings Chorrol into Tamriel world so no loading is required when entering the city.

Version 1.1 Fixes:

1) Fixed issue with Dark Brotherhood Dead Drop quest. 2) Fixed Chorrol Prison Marker - if you got arrested you ended up in the old Chorrol. 3) Fixed Region Name issue - now when exiting doors it displays "Wooden Door to Chorrol". 4) Arborwatch For Sale sign now disappears correctly. 5) Removed unnecessary script references. The mod should no longer report incorrect conflicts. 6) Added a streetlight.

File name was changed to "OpenCities_Chorrol.esp". Make sure you delete the original mod file "OpenCities.esp".

When running this mod, in-town performance in identical to your performance in the main world. If you get 5 fps while wandering the countryside I don't recommend you use this as your fps will be the same in-town.

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Known Issues:

There is the possibility of duplicate guards and/or beggars. This should not occur in a new game.

Guard changeover has a few issues right now, typically it will result in a period of 1 in-game hour where their posts are not manned. They'll still respond to any crimes, and the patrol guards work correctly but you might notice them missing if you're wandering around at 10pm.

If you use this in a save game there will be a transition period while the NPC's move into their new digs. NPC movement may be a little wierd during this time. This period could last up to 24 in-game hours.

All mods that are located in Chorrol World will not appear in Open Chorrol. Mod authors who wish to make their houses/shops/etc compatible can just copy and Paste in Place their buildings into the appropriate cell in Tamriel World.

The Illumination Mod is currently not supported in Open Chorrol. You can run the two mods together, the windows in Open Chorrol will just not be lit.

We've tested this as extensively as possible, but in such a large mod there's always a possibility we missed a detail or two. If you find a bug, please let Texian or I know.

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Registered 18th June 2006

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