Oblivion Gates in Cities
103 Kommentare
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Knickerbocker 28. Juni um 22:27 Uhr 
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. Juni um 9:23 Uhr 
need to put one outside of the vigilents HQ, drive them insane.
Skrillex FreePig 17. März um 15:25 Uhr 
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.
LEGOs104 16. März um 18:42 Uhr 
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
LEGOs104 16. März um 18:40 Uhr 
also im gonna put a good song here http://www.youtube.com/watch?v=2-lGevvO2vw
LEGOs104 16. März um 18:39 Uhr 
its morrowind
Arthmoor  [Autor] 16. März um 15:51 Uhr 
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. März um 14:19 Uhr 
The npc's in skyrim only helped organize the event as the guy with the muesum says the event happened only in cryodill
Arthmoor  [Autor] 16. März um 12:27 Uhr 
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. März um 3:04 Uhr 
If youo go by the story the mythic dawn were only after cryodill and was the only place hit by the oblivion gates
zzackmann 9. März um 3:52 Uhr 
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.
LEGOs104 5. März um 16:23 Uhr 
huh interesting
Arthmoor  [Autor] 5. März um 16:04 Uhr 
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.
LEGOs104 5. März um 13:18 Uhr 
most likely mehrunes because he caused the oblivion crisis
LEGOs104 5. März um 13:17 Uhr 
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)
LEGOs104 5. März um 13:07 Uhr 
just in case you didn't know what i was talking about
LEGOs104 5. März um 13:05 Uhr 
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. März um 9:02 Uhr 
very tastefully done. much appreciated.
Jacky B 5. Feb. um 3:31 Uhr 
Another great immersion mod, thanks!
ImmaBird 15. Jan. um 19:27 Uhr 
you can use this mod and replace the jarls to make skyrim 200 years ago right after martins sacarfice
dragonmaj 7. Jan. um 11:49 Uhr 
very nice mod.
KingOfCreepers42 5. Jan. um 23:19 Uhr 
When a gate is closed it is reduced to nothing, and it leaves ash of some sort on the ground.
rhs 23. Dez. 2013 um 16:16 Uhr 
cool idea but they should connect to the others
Arthmoor  [Autor] 22. Nov. 2013 um 13:13 Uhr 
It was pretty close to one of the first, yes.
(J'O')J Shark King L('O'L) 7. Nov. 2013 um 23:34 Uhr 
"arth" arnt u the guy that posted the first ever mod for the workshop?
renvale999 30. Okt. 2013 um 12:01 Uhr 
I read that right after I posted that comment, sorry Arth
renvale999 30. Okt. 2013 um 8:30 Uhr 
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.
[CVC] Grouse 25. Okt. 2013 um 20:56 Uhr 
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. :)
SuperNinjaBman 25. Okt. 2013 um 20:19 Uhr 
Im Geussing U Like Oblivion alot then
Arthmoor  [Autor] 25. Okt. 2013 um 19:30 Uhr 
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.
[CVC] Grouse 25. Okt. 2013 um 18:00 Uhr 
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. Okt. 2013 um 6:48 Uhr 
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!
qwerty0207 3. Okt. 2013 um 10:44 Uhr 
Я тоже
I'm so tough! 3. Okt. 2013 um 5:31 Uhr 
я русский))
kkk29 2. Okt. 2013 um 10:26 Uhr 
Its very cool
^1.^7Null 1. Okt. 2013 um 19:07 Uhr 
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  [Autor] 1. Okt. 2013 um 14:37 Uhr 
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 :)
coramdiv12 1. Okt. 2013 um 13:11 Uhr 
@alexis26nsb: использовать Google Translate, и вы можете получить ответ на свой вопрос от автора.

@izlawake, you could help by turning this mod off and see if it still crashes your game :)
alexis26nsb 1. Okt. 2013 um 4:31 Uhr 
где русские? ёпта, одни неруси))
Puddington 29. Sep. 2013 um 14:27 Uhr 
Great little touch.
Izlawake 29. Sep. 2013 um 6:34 Uhr 
I downloaded, but my game crashes at the main menu. Not sure if its my pc or your mod. can you look into it and see if its a bug on your part?
Arthmoor  [Autor] 28. Sep. 2013 um 19:04 Uhr 
@jk_dad: The gates are a modders resource available on Nexus. I've added the link to them in the description.
Miraak II 28. Sep. 2013 um 18:07 Uhr 
Memories.
jk_dad 28. Sep. 2013 um 17:55 Uhr 
i have an idea for a mod, but want to know if i can use these in it... PM me when you get the chance please
MentelPie 28. Sep. 2013 um 16:10 Uhr 
I really like the one outside markarth it looks like they tried to destroy it wich is very lore friendly and this mod IS extreemly lore friendly but that just makes its way better cheers mate
Sir Ian Mortain 28. Sep. 2013 um 14:39 Uhr 
Not my kind of thing. personally its alittle lore breaking since nords became extremely scared of magic (more so than they already were) and I think they would have destroyed every evidence that it happened. but maybe there are a few in the wilderness that nobody has found? ;)
DidoMaster 28. Sep. 2013 um 7:53 Uhr 
great idea!
Crusht 28. Sep. 2013 um 7:13 Uhr 
Reading comprehension is clearly not the strong suit of some people here, yikes. Good mod, love the homage to Oblivion.