Oblivion Gates in Cities
113 σχόλια
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bold0727 26 Νοε, 2014 @ 9:49μμ 
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  [Δημιουργός] 26 Νοε, 2014 @ 7:28μμ 
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 Νοε, 2014 @ 8:27μμ 
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 Οκτ, 2014 @ 10:43μμ 
*power in skyrim
P-21 17 Οκτ, 2014 @ 10:43μμ 
200 years ago winterhold was a major poper in skyrim, i think you should add a gate there to
Logic + TF2 + {λ³} = HL3™ 22 Αυγ, 2014 @ 7:20μμ 
I never daowloaded mod but gates are in cites
Logic + TF2 + {λ³} = HL3™ 22 Αυγ, 2014 @ 7:20μμ 
@bruins SAME THING
Molag Bal 5 Αυγ, 2014 @ 10:40πμ 
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 Ιουλ, 2014 @ 8:20μμ 
um i never downloaded this mod but the are in the same spots in the screenshots
SpaceGeek 24 Ιουλ, 2014 @ 7:29μμ 
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 Ιουν, 2014 @ 10:27μμ 
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 Ιουν, 2014 @ 9:23πμ 
need to put one outside of the vigilents HQ, drive them insane.
Antartica's Jihad 17 Μαρ, 2014 @ 3:25μμ 
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 Μαρ, 2014 @ 6:42μμ 
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 Μαρ, 2014 @ 6:40μμ 
also im gonna put a good song here http://www.youtube.com/watch?v=2-lGevvO2vw
wraith 16 Μαρ, 2014 @ 6:39μμ 
its morrowind
Arthmoor  [Δημιουργός] 16 Μαρ, 2014 @ 3:51μμ 
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 Μαρ, 2014 @ 2:19μμ 
The npc's in skyrim only helped organize the event as the guy with the muesum says the event happened only in cryodill
Arthmoor  [Δημιουργός] 16 Μαρ, 2014 @ 12:27μμ 
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 Μαρ, 2014 @ 3:04πμ 
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 Μαρ, 2014 @ 3:52πμ 
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 Μαρ, 2014 @ 4:23μμ 
huh interesting
Arthmoor  [Δημιουργός] 5 Μαρ, 2014 @ 4:04μμ 
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 Μαρ, 2014 @ 1:18μμ 
most likely mehrunes because he caused the oblivion crisis
wraith 5 Μαρ, 2014 @ 1:17μμ 
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 Μαρ, 2014 @ 1:07μμ 
just in case you didn't know what i was talking about
wraith 5 Μαρ, 2014 @ 1:05μμ 
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 Μαρ, 2014 @ 9:02πμ 
very tastefully done. much appreciated.
Jack 5 Φεβ, 2014 @ 3:31πμ 
Another great immersion mod, thanks!
EqualityIsMe 15 Ιαν, 2014 @ 7:27μμ 
you can use this mod and replace the jarls to make skyrim 200 years ago right after martins sacarfice
dragonmaj 7 Ιαν, 2014 @ 11:49πμ 
very nice mod.
Weeaboo Prevention Crew 5 Ιαν, 2014 @ 11:19μμ 
When a gate is closed it is reduced to nothing, and it leaves ash of some sort on the ground.
rhs 23 Δεκ, 2013 @ 4:16μμ 
cool idea but they should connect to the others
Arthmoor  [Δημιουργός] 22 Νοε, 2013 @ 1:13μμ 
It was pretty close to one of the first, yes.
Shark King 7 Νοε, 2013 @ 11:34μμ 
"arth" arnt u the guy that posted the first ever mod for the workshop?
renvale999 30 Οκτ, 2013 @ 12:01μμ 
I read that right after I posted that comment, sorry Arth
Arthmoor  [Δημιουργός] 30 Οκτ, 2013 @ 11:53πμ 
renvale999 30 Οκτ, 2013 @ 8:30πμ 
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 Οκτ, 2013 @ 8:56μμ 
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 Οκτ, 2013 @ 8:19μμ 
Im Geussing U Like Oblivion alot then
Arthmoor  [Δημιουργός] 25 Οκτ, 2013 @ 7:30μμ 
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 Οκτ, 2013 @ 6:00μμ 
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 Οκτ, 2013 @ 6:48πμ 
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!
limon ninja 3 Οκτ, 2013 @ 10:44πμ 
Я тоже
Liam 3 Οκτ, 2013 @ 5:31πμ 
я русский))
Misfit-Actual 2 Οκτ, 2013 @ 10:26πμ 
Its very cool
^1.^7Null 1 Οκτ, 2013 @ 7:07μμ 
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  [Δημιουργός] 1 Οκτ, 2013 @ 2:37μμ 
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 Οκτ, 2013 @ 1:11μμ 
@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 :)