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Arthmoor

[RELz] Oblivion Gates in Cities

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oblivion-gates-in-cities.jpg

During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was.

This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will.

As a complement to this mod, get Pabulum's excellent Oblivion Gates Remade which places several gates using the same resources all over Skyrim.

Download Locations

AFK Mods
Skyrim SE Nexus
Bethesda.net - PC
Bethesda.net - XB1

Installation Requirements

Skyrim Special Edition 1.5.73 or greater.

DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this.

Installation - Wrye Bash BAIN

Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Nexus Mod Manager

Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.

Installation - Manual

Drop the Oblivion Gates in Cities.esp, Oblivion Gates in Cities.bsa, and Oblivion Gates in Cities - Textures.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.

Uninstalling

Simply delete the Oblivion Gates in Cities.esp, Oblivion Gates in Cities.bsa, and Oblivion Gates in Cities - Textures.bsa files from your Data folder.

This mod includes no scripts and edits no vanilla objects so it should leave behind little to no footprint.

Load Order

LOOT should be used for optimal placement.

Compatibility

The gates are in relatively out of the way spots in each city so there should be little chance for conflicts.

No navmeshes have been edited, and there are no issues with NPCs getting stuck on them.

Not compatible with Open Cities Skyrim. Using both mods will result in duplicated gates while in the closed cities during civil war battles.

Credits

Hannaise - Oblivion Gates in Skyrim

Disclaimer

This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

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"Not compatible with Open Cities Skyrim. Using both mods will result in duplicated gates while in the closed cities during civil war battles."

 

Is this really the only issue with it? If it's ugly for one event and the rest of the game is fine I really am not going to worry about it.

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Yes, ugly for one event. The rest of the time it's entirely useless to have both since you'd never see the ones in closed cities at all.

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