Oblivion Gates in Cities
113 commentaires
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225o1Sam 6 avr à 16h14 
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 26 nov 2014 à 21h49 
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  [créateur] 26 nov 2014 à 19h28 
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 25 nov 2014 à 20h27 
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 17 oct 2014 à 22h43 
*power in skyrim
P-21 17 oct 2014 à 22h43 
200 years ago winterhold was a major poper in skyrim, i think you should add a gate there to
Logic + TF2 + {λ³} = HL3 22 août 2014 à 19h20 
I never daowloaded mod but gates are in cites
Logic + TF2 + {λ³} = HL3 22 août 2014 à 19h20 
@bruins SAME THING
Molag Bal 5 août 2014 à 10h40 
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 30 juil 2014 à 20h20 
um i never downloaded this mod but the are in the same spots in the screenshots
SpaceGeek 24 juil 2014 à 19h29 
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 28 juin 2014 à 22h27 
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 18 juin 2014 à 9h23 
need to put one outside of the vigilents HQ, drive them insane.
Antartica's Jihad 17 mar 2014 à 15h25 
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 16 mar 2014 à 18h42 
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 16 mar 2014 à 18h40 
also im gonna put a good song here http://www.youtube.com/watch?v=2-lGevvO2vw
wraith 16 mar 2014 à 18h39 
its morrowind
Arthmoor  [créateur] 16 mar 2014 à 15h51 
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 16 mar 2014 à 14h19 
The npc's in skyrim only helped organize the event as the guy with the muesum says the event happened only in cryodill
Arthmoor  [créateur] 16 mar 2014 à 12h27 
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 16 mar 2014 à 3h04 
If youo go by the story the mythic dawn were only after cryodill and was the only place hit by the oblivion gates
Dresden69 9 mar 2014 à 3h52 
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 5 mar 2014 à 16h23 
huh interesting
Arthmoor  [créateur] 5 mar 2014 à 16h04 
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 5 mar 2014 à 13h18 
most likely mehrunes because he caused the oblivion crisis
wraith 5 mar 2014 à 13h17 
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 5 mar 2014 à 13h07 
just in case you didn't know what i was talking about
wraith 5 mar 2014 à 13h05 
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 5 mar 2014 à 9h02 
very tastefully done. much appreciated.
Jack 5 fév 2014 à 3h31 
Another great immersion mod, thanks!
EqualityIsMe 15 jan 2014 à 19h27 
you can use this mod and replace the jarls to make skyrim 200 years ago right after martins sacarfice
dragonmaj 7 jan 2014 à 11h49 
very nice mod.
Weeaboo Prevention Crew 5 jan 2014 à 23h19 
When a gate is closed it is reduced to nothing, and it leaves ash of some sort on the ground.
rhs 23 déc 2013 à 16h16 
cool idea but they should connect to the others
Arthmoor  [créateur] 22 nov 2013 à 13h13 
It was pretty close to one of the first, yes.
Shark King 7 nov 2013 à 23h34 
"arth" arnt u the guy that posted the first ever mod for the workshop?
renvale999 30 oct 2013 à 12h01 
I read that right after I posted that comment, sorry Arth
renvale999 30 oct 2013 à 8h30 
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 25 oct 2013 à 20h56 
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 25 oct 2013 à 20h19 
Im Geussing U Like Oblivion alot then
Arthmoor  [créateur] 25 oct 2013 à 19h30 
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 25 oct 2013 à 18h00 
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 18 oct 2013 à 6h48 
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 3 oct 2013 à 10h44 
Я тоже
Liam 3 oct 2013 à 5h31 
я русский))
Misfit-Actual 2 oct 2013 à 10h26 
Its very cool
^1.^7Null 1 oct 2013 à 19h07 
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  [créateur] 1 oct 2013 à 14h37 
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 :)