Skyrim Open Cities Crash Solitude
Page 1 of 4 - Open Cities Skyrim (by Arthmoor) - posted in Mods: Open Cities Skyrim New version out updated for 1.6 with all the navmeshes fixed. This mod does a lot of world editing and the previous version I tested 4 months ago dropped my fps from 30 to 15.
This page lists all the cities in Skyrim. Each city is located in a different hold, and is home to that hold's ruler, or jarl. The five largest cities (major cities) are walled, allowing their maps (or cells as they are called in the Creation Kit) to be treated separately from the main map. Carriages are available for hire outside each major city to transport the player to any other city.
Fast traveling to a major city places you just inside its main gate, but each such city also has a keep or palace where the jarl resides, which is a separate fast-travel destination and is listed below. Additionally, Riften has a third fast-travel destination once you have joined the Thieves Guild, namely the entrance to its headquarters.
Major Cities[edit]
- Markarth — A major city located in the Reach, near the border of High Rock. (map)
- Understone Keep — An ancient Dwarven keep built into the mountainside, used as a palace by the Jarl of Markarth. (map)
- Riften — A major city located in the southeastern corner of the Rift. (map)
- Mistveil Keep — A castle located at the southern end of Riften. (map)
- Thieves Guild — The headquarters of the Thieves Guild located with the sewers beneath Riften, known as The Ratway. (map)
- Solitude — A major city located on the northwestern coast of Skyrim, and the capital of the province. (map)
- Blue Palace — The current seat of power for Solitude, Haafingar, and Skyrim; and home to the High King of Skyrim. (map)
- Whiterun — A major city located in the center of Skyrim, near the Throat of the World. (map)
- Dragonsreach — The residence of the jarl of Whiterun Hold, the hold's seat of political power, and the location of the hold's jail. (map)
- Windhelm — A major city in Eastmarch, located near the Dunmeth Pass to Morrowind in northeastern Skyrim. (map)
- Palace of the Kings — A large castle at the far end of the Valunstrad district in Windhelm. (map)
Other Cities[edit]
- Dawnstar — A city on the northern coast of Skyrim, and the capital of the Pale. (map)
- Falkreath — A city in Falkreath Hold, located near the Cyrodilic border. (map)
- Morthal — A city located in Hjaalmarch. (map)
- Winterhold — A city located on the northeastern tip of Skyrim. (map)
|
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name | Notes |
---|---|
(FR) Open Cities Skyrim | |
Books of Skyrim - Open Cities Compatibility Patch | |
ELFX Exteriors Open Cities Patch | |
Enhanced Open Cities - Whiterun - | |
Magistrate Levitate (formerly Levitate Revamped) | Recommended - It is not mandatory, but you will need it if you want to enter/exit cities without transition doors. |
Oceans rest - new island | |
Open Cities Skryim - Patch Central - REGS Compatible | |
Open Cities Skyrim - Better Whiterun | |
Open Cities Skyrim - JK's City Overhauls | |
Open Cities Skyrim - Traduzione italiana (Nuova) | |
Open Cities Skyrim - Turkish Translation | 2.04 Version |
Open Cities Skyrim PL | |
Open Cities Synchronised | |
Simple Slavery - Open Cities - Compatibility Patch - Visit the Auction House | |
Solitude Public Bathhouse patch for open cities | |
Surplus Trees for Open Cities Skyrim |
Credits and distribution permission
- Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permissionYou are not allowed to upload this file to other sites under any circumstances
- Modification permissionYou are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
- Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
- Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
Open Cities Clinic Mn
File credits
Throttlekitty - Help with the Riften city gate collision sizing.
BassEX - Corrections made to the Markarth dam mesh.
Hanaisse - Oblivion Gates in Skyrim ( http://www.nexusmods.com/skyrim/mods/18957 )
jonwd7 - Fixing the collision on 6 Whiterun wall pieces without normal collision height.
[email protected] - For having the patience and dedication to dig deep into the civil war and ferret out problems causing it to fail in Solitude.
Dwip - For numerous improved meshes at the various city gates. No more crappy fake collisions!
nonoodles - Riften southeast gate mesh plus the animated dock gates.
Donation Points system
This mod is opted-in to receive Donation Points
Translations- Turkish
- Russian
- Portuguese
- Polish
- Italian
- French
Translations available on the Nexus
Skyrim Open Cities Mod
Language | Name |
---|---|
Russian | Open Cities Skyrim - Russian |
French | (FR) Open Cities Skyrim |
Turkish | Open Cities Skyrim - Turkish Translation |
Polish | Open Cities Skyrim PL |
Polish | Open Cities Skyrim - Polish Translation |
Italian | Open Cities Skyrim - Traduzione italiana (Nuova) |
Portuguese | Open Cities - Traducao PT-BR |
Russian | Open Cities Skyrim - Russian Translation |
Open Cities St Paul
Version 2.0.4
- Riften: Bolli's house door was severely misaligned. (Bug #22940)
Windhelm: The south wall in the Grey Quarter was floating above ground at the top of the stairway. (Bug #22883)
Markarth: Tyrranus and Yngvar would not always be in front of the abandoned house to run their scene because the scene script was placing them in the closed worldspace.
- Riften: Bolli's house door was severely misaligned. (Bug #22940)
Version 2.0.3
- 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: 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: Patched up the terrain visible in the tunnel leading to Cidhna Mine.
Markarth: Gave the main city gate a custom mesh with a proper length sound animation to go with it.
Riften: Removed two unneeded edits to vanilla trees outside the southeast gate. Added one tree inside the gate that was missing from vanilla.
Riften: Grounded a floating wall idle marker that caused guards to hover above the ground.
Other: French translation added to the MCM. Thanks Nico!
- Thanks go to Nico coiN for this update. All of the work was his!
Version 2.0.2
- Riften: Missing script on the Thieved Guild map marker trigger.
Version 2.0.1
- 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.
- All cities: Ambient regional sounds needed to be added as they were apparently missing. (Bug #19950)
Version 2.0.0
- Switched to Legendary Edition. All future support will remain on this branch ONLY.
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.
- Switched to Legendary Edition. All future support will remain on this branch ONLY.
Version 1.1.3
- All cities: Various synchronization fixes for USKP edits to repositioned markers and other objects, up to USKP 2.1.3.
Version 1.1.2
- 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.
- All cities: Adjustments to preferred pathing for the navmeshes have been made to correct some minor anomalies in NPC path choices.
Version 1.1.1
- Whiterun: The shadowmark at Carlotta's stall needed to be adjusted to match the USKP fix. (Bug #16290)
Markarth: Collision for the grate over the city gate was missing. A collision box has been added to cover it. (Bug #16313)
Markarth: A waterfall next to the blacksmith was visually clipping through the stone platform. (Bug #18255)
Solitude: The Civil War battle failed to swap the doors due to a missing object that was supposed to be holding the script used for this.
- Whiterun: The shadowmark at Carlotta's stall needed to be adjusted to match the USKP fix. (Bug #16290)
Version 1.1.0
- 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)
- 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.
Version 1.0.9
- 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: Eorlund Grey-Mane went to the closed city to reforge Wuuthrad due to his package being linked to the furniture object.
Version 1.0.8
- 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.
- Whiterun: Vilkas' forcegreet package when the player returns for Purity of Revenge (C05) was still checking the WhiterunWorld worldspace.
Version 1.0.7
- 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.
Version 1.0.6
- Whiterun: Added a smelter and workbench to the Skyforge.
Whiterun: Fixed several trigger boxes for Companions quests that were not operating 100% correctly.
Windhelm: Cleaned out several unnecessary navmesh edits. This eliminates the need for the OCS+Dragonborn patch file. If you are using this, please delete it.
All: Several improved meshes have been provided by Dwip, or modified from vanilla by Dwip in order to fit the city gates better. Several redundant meshes have been removed from the mod as a result.
All: Navmesh edits to all interior cells (except Breezehome, Proudspire Manor, and the Thalmor Headquarters) have been removed to better facilitate compatibility with mods that alter interior navmeshes.
- Whiterun: Added a smelter and workbench to the Skyforge.
Version 1.0.5
- Fixes synced from USKP 2.0.4.
Markarth: When siding with the Forsworn, Madanach and company will now flee the city properly, fighting until the appropriate time, then running for their base at Druadach Redoubt afterward.
Riften: Added new meshes to make the canal gates animated so they can be opened and closed. Courtesy of nonoodles.
Riften: Trim gap and wall seam repaired on the new southeast gate using old USKP mesh to copy parts from.
Whiterun: The player should no longer be dropped into the wrong worldspace for the werewolf rampage due to an unreliable transfer script.
- Fixes synced from USKP 2.0.4.
Version 1.0.4
- Riften: Added a new mesh for the southeast gate. No more mysteriously boarded up passage to a major road. Courtesty 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.
- Riften: Added a new mesh for the southeast gate. No more mysteriously boarded up passage to a major road. Courtesty of nonoodles.
Version 1.0.3
- Adjustments to synchronize fixes with USKP 2.0.1 and USKP 2.0.2.
Markarth: Fixed a bug during No One Escapes Cidhna Mine (MS02EscapeMadanachEnding) where the guards accompanying Thornar would be in the wrong worldspace because their AI does not move them.
All: Many buildings were missing their exterior window lighting effects.
Whiterun: Some stray landscape edits the mod doesn't need have been removed to reduce problems with compatibility outside the city walls.
- Adjustments to synchronize fixes with USKP 2.0.1 and USKP 2.0.2.
Version 1.0.2
Version 1.0.1
- 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.
Version 1.0
- 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)
Version 0.35
- 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.
Version 0.34
- 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.
Version 0.33
- All: Navmeshes in every edited cell have been refinalized.
- Whiterun: Several piles of civil war rubble were attached to the wrong enable parents.
- Riften: Added a smelter to the blacksmith's area and moved the wood piles that were there around the corner.
Version 0.32
- 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.
Version 0.31
- 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.
Version 0.21
- 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.
Version 0.9.9a
Version 0.9.9
- 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.
Version 0.9.8
- General: Syncronized fixes from updates to the USKP.
- General: Implemented a SkyUI MCM menu to provide a means to enable or disable the following: Oblivion Gates, City Gate Attendants, Outdoor Lighting System.
- General: Removed several navmeshes that the mod does not need to edit, which should help improve compatiblity with mods that edit things near the cities.
- Solitude: The decorations for the wedding scene during the Dark Brotherhood are never cleared once the quest is done. This fix will rely on the USKP to trigger it at the appropriate time.
- Riften: Added another AI door for the children at the orphanage to prevent them from sometimes getting stuck outdoors in the closed worldspace.
- Markarth: Fixed the trigger that modifies Dryston's ambush and brawl scene during Forsworn Conspiracy (MS01).
Version 0.9.7
- 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 on every reload of the area.
Version 0.9.6
- 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.
Version 0.9.5
- 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.
Version 0.9.4
- 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.
Version 0.9.3
- 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.
Version 0.9.2
- 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.
Version 0.9.1
- 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.
Version 0.9
- 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.
Version 0.8.1
- Windhelm: Some markers for Blood on the Ice needed to be fixed.
- Whiterun: A necessary script for part of the Companions quest was left out and has now been included.
Version 0.8
- 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.
- New Material: Windhelm is now an open city.
Version 0.6
- 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.
Version 0.5
- 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.
Version 0.3
- 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.
- New Material: Whiterun has been converted to an open city.