Oblivion Gates in Cities
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225o1Sam Apr 6 @ 4:14pm 
In TES Oblivion all the gates are outside the citys yet near the gates. It took a Mythic Dawn member in Nirn to set up the portal then the daedra could spill out of it. Therefor guards would kill mythic dawn members who entered the cities so most likely all old portals would be located outside.
bold0727 Nov 26, 2014 @ 9:49pm 
Thanks. I don't really mind them, I just downloaded the Oblivion Gates mod and moved on. But thanks, I really like all your mods :D
Arthmoor  [author] Nov 26, 2014 @ 7:28pm 
Cause Open Cities has them too. You can turn them off in the MCM menu for that though if you don't want to see them.
bold0727 Nov 25, 2014 @ 8:27pm 
I reinstalled my Skyrim. Deleted everything. Reinstalled it, and unsubscribed to most every mod, other than Open Cities, SOS, etc. This mod is not listed underneath the tech files nor in the root itself, but a giant Oblivion gate appears behind Heimskr. So, why is this happening if this mod isn't even downloaded?
P-21 Oct 17, 2014 @ 10:43pm 
*power in skyrim
P-21 Oct 17, 2014 @ 10:43pm 
200 years ago winterhold was a major poper in skyrim, i think you should add a gate there to
Logic + TF2 + {λ³} = HL3 Aug 22, 2014 @ 7:20pm 
I never daowloaded mod but gates are in cites
Logic + TF2 + {λ³} = HL3 Aug 22, 2014 @ 7:20pm 
@bruins SAME THING
Molag Bal Aug 5, 2014 @ 10:40am 
In the novel Infernal City, it mentions the colapsed gates and described them as two Horns of an Ox jutting from the groun. The Earth still scorched around it.
bruins3721 Jul 30, 2014 @ 8:20pm 
um i never downloaded this mod but the are in the same spots in the screenshots
SpaceGeek Jul 24, 2014 @ 7:29pm 
Another one of your awesome mods, I have quite a few of your mods, and I especially like the Alternate Start Live Another Life mod. Thanks again!
Knickerbocker Jun 28, 2014 @ 10:27pm 
I like the mod. I too was expecting some evidence of the Oblivion Crisis when I got the game so many years ago on the 360. I had heard through the citizens in Oblivion that Skyrim was being hit hard, yet no evidence was found in Skyrim when I played.
Helljumper ADB Jun 18, 2014 @ 9:23am 
need to put one outside of the vigilents HQ, drive them insane.
Antartica's Jihad Mar 17, 2014 @ 3:25pm 
Arthmoor,do you think you could make a mod like this but that adds a different questline(like WyrmsTooth & Faalskar)that adds the gates functional after some time from some type of Daedra Lord,making you need to defeat him but to gain some items first(like Aria-Els Bow from dawnguard)and do some other things,and when you eliminate him,you gain some type of Tome that lets you go in and out of Oblivion(or whatever it is called)anytime you want...hopefully you understand this.
wraith Mar 16, 2014 @ 6:42pm 
also the guy from the mythic dawn was a deserter of his ideals because he sought to oppose mehrunes when he told dovahkiin to kill the guy and the mythic dawn were supposed to be loyal to mehrunes dagon
wraith Mar 16, 2014 @ 6:40pm 
also im gonna put a good song here http://www.youtube.com/watch?v=2-lGevvO2vw
wraith Mar 16, 2014 @ 6:39pm 
its morrowind
Arthmoor  [author] Mar 16, 2014 @ 3:51pm 
The guy in the museum is wrong then. Play Oblivion. Listen to the various accounts of the Daedric invasion taking place in Morrowin, Skyrim, and Summerset. Read the two Keyes books which verify these accounts as actually having taken place.

Then realize who is RUNNING the museum. A Mythic Dawn fanboi. Quite possibly still a devotee. Take what he says with a grain of salt because his position is horribly biased at best.
imkain Mar 16, 2014 @ 2:19pm 
The npc's in skyrim only helped organize the event as the guy with the muesum says the event happened only in cryodill
Arthmoor  [author] Mar 16, 2014 @ 12:27pm 
Except the NPCs in Oblivion (the game) will tell you otherwise. It was known to be at least a continent wide event on Tamriel, and very likely the rest of Nirn too. Which I bet the Akaviri didn't see coming.
imkain Mar 16, 2014 @ 3:04am 
If youo go by the story the mythic dawn were only after cryodill and was the only place hit by the oblivion gates
Dresden69 Mar 9, 2014 @ 3:52am 
This also helps give more background to the vigilants, since they mostly hunt daedra, and there really aren't a lot of daedra in skyrim. It could be because of them...but as we see with dawnguard, and through the mass killing of them by players (don't hide it, everyone does), they are rather weak, only using novice gear and steel armor. Now, if there was a mod on workshop for stronger vigilants, that would be nice. Make them more realistic daedra hunters.
wraith Mar 5, 2014 @ 4:23pm 
huh interesting
Arthmoor  [author] Mar 5, 2014 @ 4:04pm 
The "rings" in ESO (as I understand it) are Molag Bal's "dark anchors". They're not the same thing as Dagon's gates. Molag Bal's anchors are intended to drag Nirn into Coldharbour, whereas Dagon's gates were merely intended to allow his forces to invade Nirn.
wraith Mar 5, 2014 @ 1:18pm 
most likely mehrunes because he caused the oblivion crisis
wraith Mar 5, 2014 @ 1:17pm 
plus why does cyrodiil tend to be the target of the daedra im shure it wasn't merdia she dispises the undead so its kind of leaning on molag bal of mehrunes dagon (i don't know which im not looking into it until i try the game if i get it)
wraith Mar 5, 2014 @ 1:07pm 
just in case you didn't know what i was talking about
wraith Mar 5, 2014 @ 1:05pm 
quick question since this has to do with the oblivion crisis are the floating rings in the elder scrolls online oblivion gates or something else
hammerfest451 Mar 5, 2014 @ 9:02am 
very tastefully done. much appreciated.
Jack Feb 5, 2014 @ 3:31am 
Another great immersion mod, thanks!
EqualityIsMe Jan 15, 2014 @ 7:27pm 
you can use this mod and replace the jarls to make skyrim 200 years ago right after martins sacarfice
dragonmaj Jan 7, 2014 @ 11:49am 
very nice mod.
Weeaboo Prevention Crew Jan 5, 2014 @ 11:19pm 
When a gate is closed it is reduced to nothing, and it leaves ash of some sort on the ground.
rhs Dec 23, 2013 @ 4:16pm 
cool idea but they should connect to the others
Arthmoor  [author] Nov 22, 2013 @ 1:13pm 
It was pretty close to one of the first, yes.
Shark King Nov 7, 2013 @ 11:34pm 
"arth" arnt u the guy that posted the first ever mod for the workshop?
renvale999 Oct 30, 2013 @ 12:01pm 
I read that right after I posted that comment, sorry Arth
renvale999 Oct 30, 2013 @ 8:30am 
Arth, I was wondering. Is there a reason your unoffcial patches are missing now? Because I really don't want to play a game without them lol.
Grouse Oct 25, 2013 @ 8:56pm 
That's fine and dandy... I'm okay with some artisitc license. (I'm generally a stickler for lore-friendly mods). Bethesda also has a habit of re-writing how everything works, and even their own history with each release. However, I'm judging this based on what the game itself showed me... and it showed me that Oblivion gates were closed normally when Martin destroyed the Amulet of Kings. I don't think there was any limitation on the game... if they wanted the gates themselves to be left open in the end, then I'm sure they could have included a static "gate" object and replaced all of the gates in the world with those after you complete the story.

But to be fair... I'm not trying to tell you that you're wrong. I love mods... and you did give a backstory to how the gates are still present. I'm just saying that I don't agree with that particular story, and this particular mod isn't for me because of that. It seems like a nice mod otherwise. :)
Patron of Shadows Oct 25, 2013 @ 8:19pm 
Im Geussing U Like Oblivion alot then
Arthmoor  [author] Oct 25, 2013 @ 7:30pm 
That's only when they were closed on purpose - nobody actually knows what happened to the ones where the connection was severed due to Martin's sacrifice.

What you actually saw in the game was a limitation of how the models and animation worked for them. They could really only have two states for the gates - completely open or completely closed with only stubs left showing.
Grouse Oct 25, 2013 @ 6:00pm 
It's an interesting idea... but in Oblivion, when gates were closed (even when Martin closed all of them at the end), the structures that are shown in this mod were destroyed along with the portals. All that remained was the scorched earth and spikes around the location of the portals... so it's not really all THAT lore-friendly. :/
iParanormal Oct 18, 2013 @ 6:48am 
this mod is in line with the elder scrolls lore, adds a subtle sense of immersion through verifyable backstories from conversations with npcs and previous elder scrolls games... very nice mod!
ավաա Oct 3, 2013 @ 10:44am 
Я тоже
Liam Oct 3, 2013 @ 5:31am 
я русский))
Misfit-Actual Oct 2, 2013 @ 10:26am 
Its very cool
^1.^7Null Oct 1, 2013 @ 7:07pm 
Nords are militant they might see these as monuments of victory over the armies of oblivion. They aren't scared of magic they think it is for the weak. This is lore friendly and an awesome mod thanks Arthmoor.
Arthmoor  [author] Oct 1, 2013 @ 2:37pm 
It's definitely not a bug on my part since this works just fine in my game. I wouldn't have uploaded it if it didn't :)