Skyrim Special Edition

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1990Srider

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1990srider

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About this mod

This is an all in one of all 5 of my exterior cites mods. This allows the cities to be entered with no loading screens. Inspired by the open cities concept. This is built completely from the ground up with focus on the civil war quest to be played in the same worldspace as the outside of the cities. Place near the end of your load order

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Permissions and credits
Translations
  • Polish
  • Italian
Changelogs
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Ill say this again you do not need to ask permission to release patches or to use in mod packs. Just please credit me. Thank you
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.     Also If you have a patch and like to share to add to the patch hub page please post it in my discord   

I strongly recommend Glorious doors of skyrim

Patch under optional here on the page

Patch HUB

Patch Guide

 Quick Dyndolod Note  
  • The Benefits of this mod. 
  1. Civil war quests works in "The Tamriel world space". I have tested the Windhelm side. The imperial side still needs tested
  2. This is a very stable build, no deleted navmesh and very few vanilla movements or edits except the interior worldspaces of cities. meaning this is extremely easy to patch If its not a huge city expansion. beyond that its takes a bit more work ill release A guide here soon.
  3. You can ride your horse into the city.
  4. This Is Fully Occlusioned and optimized out of the box
  5. 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.
  6. The only navmesh edits are small. Usually by the main gates to connect the inside areas. I kept the FormID of the original ones on the outside of the cities for this
  7. all vanilla lights should all still have the same formids as interior all interior world spaces of cities. Meaning any light mod you have should work for this.
  8. I created new .nif meshes for just the for some of the main gates and a mountain part so they didn't clip through the ground and into the city. The Collision works on them including collision effects.
  • Drawbacks 
  1. The main gate does not have an animated gate door yet Except Whiterun does the rest will come in time Whiterun gates animation needs to be slowed still and wall collisions changed.
  2. Patches for open cities will not work for this mod.
  3. The walls still retain their extremely high collision in whiterun meaning you cant jump over them not yet anyways. Solitude you can.... thats a far drop.
 

  • Compatibility
  1.  anything that changes the exterior of the cities should be fine or should be very easily patchable.
  2. anything changing the landscape should be fine should work. I made very very small edits around the main gates to allow the to fit properly 
  3. Any mod that adds followers or edits the Building interiors should be perfectly fine
  4. any mod that adds more Occlusion as long as they dont overlap in a major way. This can cause a really rare bug if so. EFPS Ill work on a patch or you can disable the occlusion plans at the front gates. This isn't your game breaking just walk through them it will be ok. Its an acid trip have fun.  But it is an easy fix Ill probably do a patch myself unless someone beats me to it.
  • Incompatibility
Any mod changing the interior city world spaces
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.
Credits to Skyfall for the animated door .nif 
credits to Galandil with the scripting help


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  Disclaimer the first picture for the banner and the first images are owned by Bethesda