Open Cities Reborn
==================

Open Cities Reborn takes the concept of Open Cities and steps it up to the next level. The project redesigns each city covered by the original Open Cities in such a way that would make more sense strategically. The castles become a more central focus of each city's layout, with housing, commerce, and the cathedrals spread out around them in more distinct ways. When possible, concept art provided by Bethesda was followed as closely as space restrictions would allow. Where none was provided or where it was not practical to follow, creative license was used instead. City walls in several cities have been modified to suit the location. For example, Bruma now uses wooden palisades, Cheydinhal has lower brick walls that reflect Dunmer influence, and the city part of Bravil has no walls at all instead relying on their island nature. This has the added bonus that each city is now more visible as you approach. Rather than large imposing walls that block the entire view, you can see buildings on the other side along with most of the trees and bushes.

To avoid any serious compatibility issues, and because lore calls for it to remain fortified, Kvatch is not touched in any way.

The Imperial City will also remain in the layout it now has since strategically speaking, it's already built the way it should be. Although there is room in the concept art for some somewhat radical adjustments to be made. That may or may not come at a later time.

To get the most out of these changes, it is highly recommended to download Animated Window Lighting System and Chimneys. This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities Reborn.

To go with that, and provide LOD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

NOTE: Currently Chorrol, Cheydinhal, and Skingrad have not yet been touched but are included for completeness. They will be replaced with their redesigned versions as time permits and resources are acquired to do the work.

Open Cities: New Sheoth
=======================

"Cat's out of the bag! Why do people put cats in bags? Cats hate bags." - Lord Sheogorath

Continuing in the tradition, if it could be called that, of Open Cities, I bring you Open Cities: New Sheoth. The first, last, best, and worst, Open Cities mod for the Shivering Isles. Madness has never been so much fun!

The twin cities of Bliss and Crucible have been transferred from their own individual worldspaces out into the SEWorld worldspace, which is SI's equivalent of being in the Tamriel worldspace. Though it may seem somewhat silly given the small size of both cities, the results are still pretty good. Everything blends in with the immediate surroundings of the cities so if you didn't know any better.....

As with other Open Cities mods I feel this adds greater realism to the cities by not having to transition from one outdoor worldspace into another. It may seem silly but give it a shot. It really does enhance the gameplay by quite a bit.

I would like to give a big thank you shout out to Sjors_Boomscors, without him this project would have died on the table a long time ago without every really having a chance. It was because of his help in getting some critical model work done that I was able to proceed even after he moved on to other things.

The New Sheoth module obviously requires Shivering Isles.

Since New Sheoth is a fortified city on purpose, it will remain intact as-is and is only being included here for convenience.

Installation Requirements
=========================

Official Oblivion patch version 1.2.406.
Shivering Isles patch 1.2.0.416 required for the New Sheoth module.
OBSE 0020 beta 5 or greater. (http://obse.silverlock.org/)
Bartholm 7.0+ is required to use the open cities version of that city. (http://oblivion.nexusmods.com/mods/5022)
Blood & Mud is required to use the open version of Bravil Blood & Mud. (http://oblivion.nexusmods.com/mods/12016)

The Quick Install
=================

Ok, for those of you who want to just jump right in, Open Cities Reborn is packaged as a BAIN archive for easy setup. That was probably somewhat obvious though :)

First: Make sure BAIN is set to allow OBSE plugins to be installed. You will need to be using Bash 291 or higher for this. Right click the "Package" column header, then find "Enable installation of OBSE plugins" and make sure it's checkmarked.

00 Core - All files here are required. This folder contains the necessary OBSE plugin file as well.

01 Blood & Mud Version - Use this if you wish to alter Bravil to fit in with the Blood & Mud version. This requires Ryan's Blood & Mud in order to work.

Pick only one file from the 01 folders. Do not use them both!

10 Outer Districts - If you want the Prison and Arcane University opened as well, install this folder's contents.

20 New Sheoth - If you have Shivering Isles, this will turn Bliss and Crucible into open cities.

30 Bartholm - If you have J.Sera's Bartholm 7.0+, you can elect to have the city opened with this.

Landscape LOD compatibility:

Pick one of the combinations in the 40 folders based on which combinations of mods you're using. If you don't have any of the specified mods, do not use the 40 folders.

Pick another one of the combinations in the 50 folders based on the combination of mods you're using. If you don't have any of them installed, do not use anything from the 50 folders.

Activate the rest of the files and you're off and running.

For those of you who want a bit more detail for installations, or prefer manually installing, read on:

Installation - Switching From Open Cities Classic
=================================================

You will need to first remove *ALL* files associated with Open Cities Classic in order to use these new layouts and perform a clean save, including the ESM file. It does not matter which version of OCC you are using, failure to follow this procedure properly will result in major anomalies. If I hear about seeing braziers where guards are trying to stand, and tales of Ayleid ruin towers where a building should be, I'll know you didn't do this right.

The procedure is as follows:

* Load your game, and move to a location away from any of the cities. Don't use an interior attached to a city for this. Save and exit the game.
* Deactivate any patches you installed for other mods first. Load your game, then save in a new slot and exit the game.
* Remove the patch ESPs from your Data folder. Keep them somewhere safe if you want, but they need to be out of the way.
* Deactivate the city plugins, and the ESM file. Load the save you just made and save again in another new slot.
* Uninstall Open Cities Classic from the game, either manually or by using BAIN. Make sure the plugin files are gone once you do this.
* Rebuild your Bashed Patch if you have one, as it is possible it may have pulled records from the plugins.

Once you've done that, proceed with normal installation as outlined below.

Installation - New or Existing Game, First Time User
====================================================

Main Components:

* As a precaution, backup your saved games. You never know.
* Unpack the files from the archive into a new folder. Don't just blindly dump into your Data folder. It won't work.
* Just in case, if installing to an existing save, make sure you are not standing outdoors in a city.
* Copy everything from the "00 Core" folder into your Data folder now.
* Copy one of the ESPs from a 01 folder, but DO NOT USE BOTH.

LOD Compatibility:

There are 7 folders that start with "40". The naming on these should be self explanatory. Choose the LOD files that match most closely with the mods you are currently using.
This is not strictly necessary but landscape LOD will look wrong if you don't use one.

There are also 7 more folders that start with "50". The naming on these should be self explanatory. Choose the LOD files that match most closely with the mods you are currently using.
This is not strictly necessary but landscape LOD will look wrong if you don't use one.

Optional Components:

* If you want the IC Outer Districts, you need to copy everything from the "10 Outter Districts" folder into your Data folder now.
* If you want New Sheoth, copy everything from the "20 New Sheoth" folder into your Data folder now.
* If you want Bartholm to be open, copy the ESP file from the "30 Bartholm" folder into your Data folder now. Make sure you already have Bartholm 7.0 installed first.

At this point you should be ready to activate the plugins. You should consult the load order section for tips, or just use BOSS to take care of that for you.

* Install any needed compatibility patches.
* Rebuild your Bashed Patch if you have one. It's possible it may need to pull records from the plugins you're using now.

When you get done, it is highly recommended that you update your LOD using tes4lodgen if you are using RAEVWD so that the rearranged city layouts will be correct from a distance.

Once the game loads, you need to allow 24 game hours to pass for AI to fully update in each city.

Once the main mod is settled, you need to upgrade any patches you are using for other mods.
Get those files here: http://oblivion.nexusmods.com/mods/32925

Uninstalling Open Cities Reborn
===============================

Oh, now why would you want to go and do a thing like that? :)

But, since this isn't going to be for everyone, and you may decide you don't like what it does, the following procedure needs to be followed to remove the mod:

* Load your game, and move to a location away from any of the cities. Don't use an interior attached to a city for this. Save and exit the game.
* Deactivate any patches you installed for other mods first. Load your game, then save in a new slot and exit the game.
* Remove the patch ESPs from your Data folder.
* Deactivate the city plugins, and the ESM file. Load the save you just made and save again in another new slot.
* Uninstall Open Cities Reborn from the game, either manually or by using BAIN. Make sure the plugin files are gone once you do this.
* Rebuild your Bashed Patch if you have one, as it is possible it may have pulled records from the plugins.
* Regenerate your LOD so the proper visuals are restored.

You will need to allow 24 game hours to pass for AI to recover.

Load Order
==========

Open Cities Reborn is stable and has given plenty of people trouble-free play. But it is still wise and proper to observe some load order placement to get the best experience possible out of it, as well as avoiding any potential conflicts that might result in crashes.

I would strongly recommend the use of BOSS (http://oblivion.nexusmods.com/mods/20516) to manage your load order. All of the Open Cities Reborn files and patches should be supported by the current version. If you prefer to manage by hand, read on :)

First off, it's best if the cities you're going to use are all set to load late in your order. The later the better, but it's not always possible ( or best ) to load right before your bashed patch if you have one. The main reason for this is because OCR makes major alterations to both landscape and path grids. Both of these types of records are winner-take-all, and anything loading later that alters the same records will severely distort your pretty new cities. Or send your NPCs to their deaths. Neither of which is fun.

Weather mods such as All Natural, Natural Interiors, Weather Inside, or any other mod altering interior cell climate/weather behavior need to be tagged with an appropriate Wrye Bash tag and the data imported into your Bashed Patch. This is usually accomplished with the C.Climate tag. If in doubt, ask. Someone should be able to provide an answer. Manually moving files like this too far down in your load order can cause other unrelated problems to occur.

Open Cities Reborn should load *AFTER* any of the Unique Landscapes mods. Landscaping and path grids near the cities will need to take priority. If conflicts such as land tears remain, these will need to be corrected with ESP patches. Please report any such conditions with a full accounting of your load order so they can be investigated.

Open Cities Reborn needs to load after Knights of the Nine, and any patches affecting it such as the UOMP and SM Plugins Refurbished.

Strictly speaking, overhauls such as OOO, MMM, Frans, and by extension FCOM should not be load order dependent with Open Cities Reborn. Usually these overhauls will load well before Open Cities Reborn anyway due to their own requirements.

Open Cities Reborn should be loaded after any mods which make changes to the following quests:

Nocturnal's daedric artifact quest.
Dark Brotherhood quest "A Knife in the Dark"
Dark Brotherhood quest "Affairs of a Wizard"
Dark Brotherhood quest "A Kiss Before Dying"
Dark Brotherhood quest "Following a Lead"
Dark Brotherhood quest "Whispers of Death"
Mages Guild quest "A Plot Revealed"
Main Quest "Defense of Bruma"
Side quest "Caught in the Hunt"
Side quest "A Brotherhood Betrayed"
Side quest "A Brush with Death"
Side quest "Paranoia"
Thieves Guild quest "Lost Histories"

The reason for this is because these quests have targets within the cities that needed to be changed or they would be pointing to the wrong worldspaces, leading to confusion even though the quests themselves would not be broken.

Compatibility With Other Mods
=============================

The following mods are known to be in close proximity to cities and have been verified as compatible without a patch. Load order adjustment or Bash tags may still be necessary.

Francesco's Leveled Creatures-Items Mod
Francesco's Optional New Items Add-On
Francesco's Optional New Creatures Add-On
Francesco's Optional Files
Unofficial Oblivion Patch
Shivering Isles
Unofficial Shivering Isles Patch
DLC The Orrery
DLC The Orrery - Unofficial Patch
All of the SM Plugin Refurbished mods
UL:Beaches Of Cyrodiil Lost Coast
UL:Imperial Isle
Let the People Drink
Cyrodiil Transportation Network 1.3 (Patch is needed for Outer Districts only)
nVidia Black Screen Fix [Obsolete, use Wrye Bash instead]
Reneer's Guard Overhaul
All Natural - Use {{BASH:C.Climate}} and make sure it loads before Open Cities.
Natural Interiors - Use {{BASH:C.Climate}} and make sure it loads before Open Cities. Strongly recommend upgrading to All Natural instead.
Whispered Warning
C&C Blackwood Company - Thanks to showler and Lingwei for including Open Cities detection in their mod!
Tamriel Immersion Experience (TIE) as of TIE 1.36
Immersive Travelers
Weynon Retreat
Dragon Captions - The Elder Council (as of version 2.03)
Better Benirus Manor 4.5 - provided you use only the interior. The exterior modifications are not compatible with Anvil.
Telekenetic Damage
Heart of the Dead (as of version 5.5)
Kragenir's Death Quest
Black Horse Courrier Expanded, except Leyawiin. The notice boards in Anvil and Bruma are in somewhat awkward places but are not currently blocking traffic.
AFK_Weye
Map Marker Overhaul
Enhanced Economy
A Brotherhood Renewed
Dark Brotherhood Continued
Skooma Deals

Any mod which is strictly limited to editing interior cells. The exception being if the mod adds a new door leading to a city cell.
Any mod which alters the Imperial City central districts, unless the mod also alters the Outer Districts or an outlying city.
Any dungeon mod not within city cell boundaries.
Any mod which adds its own worldspace and doesn't place the entry method within a vanilla city border, or within one of the Imperial City Outer Districts.
Compatible with all mesh and texture replacement packs. Open Cities provides its own assets when necessary, and those generally continue to reference default textures.
Any mod which only affects the Shivering Isles outside of New Sheoth.

Mods that add NPCs to the cities, or new buildings and other locations within the city walls will inherently be incompatible by their nature. Patch mods will be necessary for any building locations added. NPCs should function normally if they use a vanilla AI pack to get around, but will spawn in the wrong place to start with.

Compatibility Patches
=====================

Open Cities Reborn requires patches to work with the following mods.
All of these patches are available through the Nexus page: http://oblivion.nexusmods.com/mods/32925

Oscuro's Oblivion Overhaul
Unique Landscapes: Chorrol Hinterland - patch found on the Open Cities Classic page.
Knights of the Nine
Clocks of Cyrodiil
Tears of the Fiend
Ruined Tail's Tale - Patch is only compatible with Ruined Tail 3.0. Using it with older versions will break things. Badly. Don't do it.
Dungeons of Ivellon
Lera and Pizz Hiyoko Store
Terran Vampires
Survival Suite Hunger Thirst Sleep
Malevolent
Eternium's Chest of Arrows
COBL aware survival mods now have a support ESP to activate drinking wells throughout Open Cities.
The Lost Spires 1.4
CLS Sailboats
Kvatch Rebuilt
Verona House Bloodlines
One Stop Magic Shop
New Roads and Bridges - Only needed with Outer Districts
Cyrodiil Transportation Network - Only needed with Outer Districts
Midas Magic - Only needed with Outer Districts
Telekenetic Mastery - Only needed with Outer Districts
Integration: The Stranded Light
Bravil Docks - There's more than one mod with the same ESP name. This patch only works on the version made by Greg Simmonds. The other one is in direct conflict with my dock in south Bravil and won't be patched.
Cats & Rats 2.5b found here: http://theelderscrolls.info/?go=dlfile&fileid=255
Frostcrag Spire - Only needed with Outer Districts
Sounds of Cyrodiil - Patch available: http://oblivion.nexusmods.com/mods/39804

Incompatible Mods
=================

These mods are fundamentally incompatible with Open Cities Reborn due to the types of changes they make.

Anvil Bay Expansion.
Brewhouse (original and 1.5 versions).
Cities Alive at Night - It places numerous light sources in the Tamriel worldspace, as well as extra houses in Leyawiin.

Known Issues
============

There is a problem with my statue in Bruma.
-------------------------------------------

The statue in Bruma is a plague upon the game. No really. It can be easily corrupted by removing mods that were active when it was created.

If your statue looks horribly disfigured, is missing (!) or crashes the game, open the console and type: startquest OCStatuePurge

If your statue is simply suffering from an outdated look or you find it's got missing mesh problems (it can happen) or something similar, open the console and type: startquest OCStatueFix

If you have multiple statues, which can happen on occasion, you'll need to use the console to disable them all before running the OCStatuePurge quest.

Once this is done, if you're in Bruma, leave for somewhere else, then you should be able to come back and find things fixed.

I have Knights of the Nine but I can't find the Prophet!
--------------------------------------------------------

He's there, just not where he should be. You need the patch for Knights of the Nine. (http://oblivion.nexusmods.com/mods/32925)

There is a second chapel and cloister in Anvil hovering over the water.
-----------------------------------------------------------------------

Update your UOP to version 3.41 or above. (tes.nexusmods.com/downloads/file.php?id=5296)

The game crashes while doing character generation.
--------------------------------------------------

Update "Knights - Unofficial Patch.esp" with the new version from the UOMP v16 or above. (tes.nexusmods.com/downloads/file.php?id=9969)

There is a floating rock next to the Anvil Castle bridge.
---------------------------------------------------------

It belongs to the Thieves' Den DLC. Update your "DLCThievesDen - Unofficial Patch.esp" with the new version from the UOMP v16 or above. (tes.nexusmods.com/downloads/file.php?id=9969)

But there are MORE ROCKS floating there!!!
------------------------------------------

You probably use TIE. Update to version 1.36 or higher to resolve the rest of the rogue rocks and other items in the harbor.

TIE NPCs are not visiting the cities.
-------------------------------------

Update to TIE 1.36 or higher.

Tamriel Travelers NPCs don't visit the cities.
----------------------------------------------

AI support in TT is pending an update from Corepc. In the meantime, the NPCs will be unavailable on the days they should be visiting the cities. They resume their normal schedules in the wilderness afterward.

In "Big Business", Bauggi goes to Anvil and then vanishes.
----------------------------------------------------------

He has an AI pack set to send him to Anvil, possibly just for the realism effect. He does nothing once there though, so fixing it isn't important. Just wait for him to come back out and return to your farm.

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 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.

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.

Anvil: Next to the abandoned house in the southeast corner of the city.
Bravil: In the garden area immediately outside the castle in the NW corner.
Bruma: A small snow rock in the castle courtyard area, in the northeast corner.
Cheydinhal: In the castle area between the well and the guard barracks tower, along the wall.
Chorrol: On the back side of the castle, directly south of the guard tower.
Leyawiin: In the castle area, along the wall near the guard barracks.
Skingrad: Near the horse statue on the north side, between the red tree and the archery targets.
SKingrad Castle Courtyard: Tucked against the wall immediately to the right as you come through the gate.
New Sheoth - Bliss: Small rock cluster next to the entry to Sheogorath's Palace, right in front of the barrel.
New Sheoth - Crucible: At the bottom of the stairs to the palace, on the ledge next to the sewer grate.
Bartholm: Along the south city wall, directly behind Rufus' house.
Arcane University: On the west side, along the wall, right across from the well.
Prison District: Also on the west side, next to the wall, to the left of the practice target.

Use of the AI doors to reach the closed worldspaces may present some problems with the differences in landscape height. Objectives may be buried or floating overhead. In cases like this, use the console to turn off collision long enough to get there.

Performance and FPS
===================

Rumors continue to persist about Open Cities being an FPS killer. In and of itself, Open Cities will not represent a significant hit to your gaming performance. If you are playing the stock game, with stock graphics, go run around near the Imperial City, then around Chorrol. Measure the performance you get. Add Open Cities, and perform the same test again. The Imperial City will remain unchanged, and your trip around Chorrol will see a minimal impact of 3-5 frames. In other words, if your system is low end, it'll still feel low end after installing Open Cities. If you have a midrange to high end system, installing Open Cities will not be a noticeable drain on your resources.

The problem most people have is that they're not playing in a stock configuration. They load up a bunch of graphical enchancers ( guilty as charged! ) and a ton of graphically heavy mods, all at the same time. So suddenly trips around the Imperial City are a bit sluggish, and that trip around Chorrol is bogging things down. In the process of adding mods, they not only activated huge memory sinks like QTP3, but also activated a large set of LOD mods, FCOM, 18 quest mods, a lighting overhaul, a weather overhaul, and higher quality sound files. So when the game slows down, it takes all of two seconds of "OC is an FPS killer" and people believe it, because, by coincidence, removing it results in what they think is smoother play. However, removing any one of the other elements would have done the same. Bog the system down with enough stuff, it will buckle. There are tradeoffs to be had. I am aware of how this may sound, but in the grand scheme of things, Open Cities is not the FPS killer everyone says it is. Do yourself a favor and be objective enough to try it first and see for yourself before believing some random forum poster. The vast majority of the negative attention was from 2006. We're entering 2009. The mod has been trimmed and polished a lot since then. Systems have also evolved considerably at the same time.

That said, there may be some additional load placed on your game if you install the new Outer Districts module. Sjors has provided me with some updated collision optimized meshes to use for the large walls and towers that enclose the two districts. Without them, there was significant lag while in the Arcane University and slight lag while in the Prison. After the optimized meshes were installed and tested, the lag is all but gone and it's about as smooth for me as it is to be in the closed versions of these districts. That does not mean however that your experience will be the same. These districts are made up of large high detail meshes. A low end machine struggling with the Imperial City in general is going to have trouble here as well. Midrange PCs may see some significant additional lag. Higher end PCs should notice little if any difference, but this will depend greatly on both your CPU and GPU. Visible images tax the GPU. Collision meshes tax the CPU due to the Havok physics involved. Be prepared for some tradeoffs. The Imperial City has always been and will likely continue to be a resource hog whether or not you fling them open to the world.

Credits
=======

Texian & Godhugh for the original groundwork on the Open Cities mods. A hell of a lot of work went into that and I've only built upon it.
Wormheart for the working city gate resources. (http://oblivion.nexusmods.com/mods/5562)
Sjors Boomscors for providing optimized and corrected meshes for the Outer Districts module.
Ryan, for allowing an open version of Bravil Blood & Mud to be created.
J. Sera for allowing me to produce an Open Cities extension for Bartholm.
Fearrabbit for providing the retexture and LOD for the new lighthouse in Leyawiin. (http://oblivion.nexusmods.com/mods/18575)
Vorians and Ismelda for being cooperative on sharing compatibility tricks we can both use in each other's mods.
Firespark for the flags flying over each city's castle. (http://oblivion.nexusmods.com/mods/29047)
Ceano and AxlRocks for the clean version of the Ayleid statue in Chorrol. (http://oblivion.nexusmods.com/mods/28132)
Vacuity - various leaf generators used in cities. (http://oblivion.nexusmods.com/mods/35590)
Da Mage and throttlekitty, the water mesh used in the fountain in Chorrol. (http://oblivion.nexusmods.com/mods/18905)
Mr. Siika, for the pigs used in Chorrol. (http://oblivion.nexusmods.com/mods/14265)
Hanaisse, for the new wall set in Chorrol.
Liu Pingguo, for the apple trees in Chorrol.
Phitt - Dagon Fel wall models and textures used in Cheydinhal. From the Sheogorad mod. Check it out, well worth it! (http://oblivion.nexusmods.com/mods/37329)
Spoons aka Trizt - Gallows model. (http://oblivion.nexusmods.com/mods/14563)

Open Cities users everywhere, for being patient enough to put up with my bumbling efforts to get things right. Maybe one day I finally will :)

Licensing and Legal
===================

Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from me.

Non-English translation versions may be uploaded without permission on the following conditions:

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 180 days contact cannot be established or you have not received a response, stewardship of this mod will fall to the community at TES Alliance (tesalliance.org). I can be contacted via PM at Bethesda Game Studios Forums, TES Alliance, TES Nexus, Great House Fliggerty, and AFK Mods under the username Arthmoor. I can also be contacted via my blog at http://www.iguanadons.net using the contact form there. A good faith effort must be made before assuming that contact cannot be established before concluding that I am no longer maintaining this mod.

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.

Revision History
================

Open Cities Reborn v1.1.5
-------------------------

* Updated the OBSE support plugin.
* Synchronized necessary fixes from UOP 3.4.1 thru 3.4.3.

Open Cities Reborn v1.1.4
-------------------------

* Leyawiin: Fixed a slight gap in the city wall behind the Dividing Line.
* Anvil: The north gate entrance has been fixed up to make the landscape transition more visually appealing.

Open Cities Reborn v1.1.3
-------------------------

* Chorrol: Masked a texture seam in the grass area where the Kvatch refugees arrive.
* Cheydinhal: The well used in the MG recommendation was not locked as it should have been. It also had a piece of visible grass under it.
* Bartholm: An AI condition error for Jollring would prevent the proper initiation of the Ayleid collector quest.

Open Cities Reborn v1.1.2
-------------------------

* Cheydinhal, Chorrol: Tweaked the main road to indicate the path the Imperial road takes through the cities.
* Bruma: The castle complex has been upgraded to address a strategic weakness in the previous design.
* Syncronized necessary fixes from the UOP 3.4.0 update.

Open Cities Reborn v1.1.1
-------------------------

* Anvil: The back door to Lelles' Quality Merchandise was not linked up properly.

Open Cities Reborn v1.1
-----------------------

* Skingrad: A Shivering Isles object was accidentally used and has been replaced.
* Skingrad: Some roof pieces on top of the castle are misaligned in the vanilla game and become noticeable if you look up while on the walkways.
* Leyawiin: A pair of land tears have been sealed near the southern lighthouse.
* If using the Blood & Mud version of OCR, there were duplicates of Anna Ruthir and Caroline Aric in the game.
* Anvil, Chorrol: Gallows have been added to go along with the one in Skingrad. Colovian lore suggests more public and aggressive use of the death penalty.
* Chorrol: The city gate mesh has been adjusted to plug some visible holes reported by Mistahtokyo.
* Bravil: For technical reasons, the changes needed to turn Bravil into the Blood & Mud version of the city have been separated into a new ESP.

Open Cities Reborn v1.0.1
-------------------------

* Bruma: Landscape adjustments to keep UL Snowdale from needing a patch.
* Cheydinhal: Switched the castle towers I hacked up for the stock ones provided by Bethesda.
* A flaw in the OBSE detection would not warn the user if OBSE went missing after the mod was already active.
* The issue with door collision remaining stuck in the way has finally been resolved thanks to nullpointerus@Nexus.

Open Cities Reborn v1.0
-----------------------

* Anvil: The castle mesh had lit windows even when they shouldn't be.
* Anvil: The guard tower collision was interfering with the doorway to enter the tower.
* Leyawiin: Switched the static bridge west of the docks for an animated drawbridge based on fort ruin pieces.
* Skingrad: One of the beggar's bags was still sitting down where the new gallows is at.
* Leyawiin: An extra beggar's bag was deleted outside Otumeel's house.
* Chorrol, Leyawiin: The for sale sign in front of the player house will now disable itself properly.
* Prison District: The door to the armory for the MQ reward was never locked as it should be.
* Out of beta! Woo!
* An OMOD install script was supplied by AWZ@Nexus.
* A BAIN wizard is now included.

Open Cities Reborn v0.9.1 - Beta
--------------------------------

* Anvil: Grounded some buried rocks and shrubs, grounded a floating bush and foxglove.
* Chorrol: Slight landscape adjustment to allow access to a trap door for Hoarfrost Castle.
* Cheydinhal: Removed stubborn grass from the Mages Guild well. Gave Nardala's shop a sign.
* Bruma: Grounded some floating rocks.
* Leyawiin: Moved the map markers for the NW and NE gates slightly to avoid getting horses stuck when fast traveling.
* Skingrad: Removed a duplicate tree and some duplicate rocks.
* Skingrad: Removed the walls along the central road. Added a gallows, small sitting area, and several new leaf generators.
* All: Cities that no longer have gates have map markers marked as entrances instead now.

Open Cities Reborn v0.9 - Beta
------------------------------

* Cheydinhal has been converted to its new layout. Complete with two new shops, actual parklands to fit the guidebook description, and actual peach trees on Peachtree Island.
* Anvil (B&M): Realigned Ansol's ship at the dock. Also set the travel marker so arrival in Anvil doesn't dump you in the sea.
* Leyawiin: The river area where Adamus Phillida goes for a swim has been dredged out to make the water deeper.

Open Cities Reborn v0.8.5 - Beta
--------------------------------

* The Blood & Mud version of Bravil has been ported from Open Cities Classic and fixed to work in combination with the OCR version of Bravil.

Open Cities Reborn v0.8.1 - WiP Beta
------------------------------------

* All 7 of the standard cities have been merged into one file, including the default road record. The Outer Districts, New Sheoth, and Bartholm will remain separate.
* OBSE 0020 or greater is now required. If you do not want to use OBSE or cannot for some reason use it, do not attempt to upgrade.
  + All vanilla city doors will now be suppressed using an OBSE DLL plugin provided by Scruggsy which will prevent the doors from reverting to their original positions on game reloads.
* Anvil: Modified Timothy LaRouche's AI packages to center his outdoor wanderings near the docks where he belongs.
* Outer Districts: Corrected minor path grid issues on the Arcane University overhead walls.
* Anvil: The _far.nif for the castle was corrected, thanks to Brumbek.
* Bravil, Bruma: Fixed corrupt alpha channels on the flag textures.
* Chorrol: Updated the falling leaf generators to Vacuity's latest version. They should now run smoother and start up much faster.
* Bruma: Took another stab at trying to get the main quest temporary camps to disable properly when they aren't needed.

Open Cities Reborn v0.8 - WiP Beta
----------------------------------

* Chorrol has been updated to its new layout, with some cool new stuff.
  + New style city walls which are shorter and made from different material.
  + Kvatch refugees will arrive in the city after the seige quest, and will convert to proper citizens upon starting Blood of the Daedra.
  + The statue in the southern courtyard is described as being a fountain and now has a water plane circle in it for the visual.
  + New crop and livestock farming in the western portion of the city. Including an apple orchard with harvestable apple trees.
  + Two Japanese Maples in the city have falling leaf effect added.
  + Mages Guild has a small garden with rare Oblivion plants growing in it. Be careful, they're just as dangerous as you'd expect.
  + Fighters Guild gets expanded territory, a couple of new practice dummies, an extra archery target, and some tame animals.

Open Cities Reborn v0.6.3 - WiP Beta
------------------------------------

* All: Synchronized quest patches from the latest UOP Supplemental.
* All: VWD textures have been stripped of unnecessary alpha channels.
* Leyawiin: Fixed all of the nirnroots that had to be moved so that they aren't left floating in their old positions if you'd visited the area before installing OCR.
* Anvil: One of the collision corrected meshes for the Anvil castle was still missing.
* Collision optimization on all included meshes.
* Bartholm: Eranyon needed an AI pack update for when he waits at the Arcane University for the player if the Outer Districts module is in use.
* Bartholm: Filthy Felix needed an AI pack update for when he sells Hot Dog in Bravil.
* Skingrad: The castle wall piece with corrected collision had the wrong havok material setting.

Open Cities Reborn v0.6.2 - WiP Beta
------------------------------------

* Leyawiin: Guard patrol schedules in the city are completely messed up and have been rebuilt using the proper marker sequences.
* Leyawiin: An ugly depression in the ground was smoothed over at the NW city gate.
* Bruma: The nice ladders that were added to the towers are missing their required resources.
* Chorrol: A door on the tower next to the castle that shouldn't be there has been removed.
* Skingrad: All of the stubbornly annoying generated grass has been expunged from the castle area.

Open Cities Reborn v0.6.1 - WiP Beta
------------------------------------

* Anvil: Closed a small gap in two wall pieces by the castle courtyard.
* Anvil: A crate was embedded inside another crate on the docks.
* Anvil: Raised a small mound of land on the sea floor in Anvil Bay to accommodate an Ayleid step.
* Anvil: Anna Ruthir's horse was not rideable.
* Resources: The Anvil style light posts were missing a BSX flag to enable collision.
* Bruma: A cell of stray landscape that shouldn't have been edited has been removed.
* Bruma: Ladders have been added to the wooden towers about town.
* Bruma: Finally got the temporary encampments for Allies for Bruma to toggle on properly.
* Bruma, Leyawiin: Remaining north markers corrected in connected interiors.
* Bravil: Modified the SW end of the farm to remove edits from a cell overlapped by UL:Bravil Barrowfields.
* Bruma: Closed a landscape gap under a portion of the palisade.

Open Cities Reborn v0.6 - WiP Beta
----------------------------------

* Initial redesigns of Anvil, Bravil and Bruma created. Leyawiin Reborn layout transferred to this package.
* Changes made to Leyawiin in this package:
  + Relocated the stables to the peninsula next to the docks. It was previously in an unsafe location.
  + Added interiors to the two ships on the docks. No crew yet exists, but you can poke around inside if you want.
  + Smoothed over some nasty landscape bumps, adjusted some trees, and cleaned up landscape texturing in general.
  + Straightened out the road exiting the northeast gate to return it more to how the vanilla version was.
  + Removed the useless stable cover outside the NE gate and stuck a nice tree there instead.
  + Updated the landscape LOD to account for the changes.