
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. This has the added bonus that each city is now more visible as you approach.

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. City walls in several cities have been modified to suit the location. Where none was provided or where it was not practical to follow, creative license was used instead. When possible, concept art provided by Bethesda was followed as closely as space restrictions would allow. 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. The project redesigns each city covered by the original Open Cities in such a way that would make more sense strategically. Open Cities Reborn takes the concept of Open Cities and steps it up to the next level.

You will be approached by a courier to start things off. Once you have made it to the end of the quest line and visit the Night Mother statue in Bravil at least once, the events will begin. You may not even realize who they are when you find them. In fact, some of the involved characters will exist and be out in the game world prior to everything turning for the worst. You may install this at any point during the game, it is not necessary to wait for the end of the quest line. You're just supposed to continue on, as though nothing was wrong, after your entire organization was brought to its knees? What about all those sanctuaries out there the game makes a point of mentioning but you never see? This is my answer to that and at least brings things to a more sensible close by the time you are done. I always felt that Bethesda cut things short at the end of the quest line.

This mod adds a short series of quests to the end of the saga of the Dark Brotherhood which takes place after your first visit to Bravil after becoming the Listener.

The time has come to reclaim lost power, to retake lost sanctuaries. After all this you're satisfied with visiting Bravil once a week to collect a pittance of cash? Is there nothing more to be done? The story just ends here, like a bad movie? Not anymore. All that remains of the once proud and powerful organization are you, Arquen, and some lowly random murderer the two of you found. After a long and difficult struggle, you saved the Dark Brotherhood from total annihilation. "The Cheydinhal Sanctuary is but one of many secret Dark Brotherhood safe havens spread across the Imperial Province."
