The Elder Scrolls V: Skyrim

Oblivion Gates in Cities
116 commenti
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Jackdaw50 28 giu, ore 12:04 
yes, its more lore-friendly than the game was before this mod
chrisselsor 19 giu, ore 23:17 
is this lore friendly ?
James Lichton 4 giu, ore 16:30 
I somewhat like them, but did you add them to Open Cities Skyrim?
225o1Sam 6 apr, ore 16:14 
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, ore 21:49 
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  [autore] 26 nov 2014, ore 19:28 
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, ore 20:27 
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 ott 2014, ore 22:43 
*power in skyrim
P-21 17 ott 2014, ore 22:43 
200 years ago winterhold was a major poper in skyrim, i think you should add a gate there to
Logic + TF2 + {λ³} = HL3 22 ago 2014, ore 19:20 
I never daowloaded mod but gates are in cites
Logic + TF2 + {λ³} = HL3 22 ago 2014, ore 19:20 
@bruins SAME THING
Molag Bal 5 ago 2014, ore 10:40 
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 lug 2014, ore 20:20 
um i never downloaded this mod but the are in the same spots in the screenshots
SpaceGeek 24 lug 2014, ore 19:29 
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 giu 2014, ore 22:27 
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 giu 2014, ore 9:23 
need to put one outside of the vigilents HQ, drive them insane.
Antarctica's Kitten 17 mar 2014, ore 15:25 
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, ore 18:42 
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, ore 18:40 
also im gonna put a good song here
wraith 16 mar 2014, ore 18:39 
its morrowind
Arthmoor  [autore] 16 mar 2014, ore 15:51 
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, ore 14:19 
The npc's in skyrim only helped organize the event as the guy with the muesum says the event happened only in cryodill
Arthmoor  [autore] 16 mar 2014, ore 12:27 
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, ore 3:04 
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, ore 3:52 
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, ore 16:23 
huh interesting
Arthmoor  [autore] 5 mar 2014, ore 16:04 
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, ore 13:18 
most likely mehrunes because he caused the oblivion crisis
wraith 5 mar 2014, ore 13:17 
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, ore 13:07 
just in case you didn't know what i was talking about
wraith 5 mar 2014, ore 13:05 
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, ore 9:02 
very tastefully done. much appreciated.
Mister Jack 5 feb 2014, ore 3:31 
Another great immersion mod, thanks!
Communistic James Mapping(i8h) 15 gen 2014, ore 19:27 
you can use this mod and replace the jarls to make skyrim 200 years ago right after martins sacarfice
dragonmaj 7 gen 2014, ore 11:49 
very nice mod.
Weeaboo Prevention Crew 5 gen 2014, ore 23:19 
When a gate is closed it is reduced to nothing, and it leaves ash of some sort on the ground.
rhs 23 dic 2013, ore 16:16 
cool idea but they should connect to the others
Arthmoor  [autore] 22 nov 2013, ore 13:13 
It was pretty close to one of the first, yes.
Shark King 7 nov 2013, ore 23:34 
"arth" arnt u the guy that posted the first ever mod for the workshop?
renvale999 30 ott 2013, ore 12:01 
I read that right after I posted that comment, sorry Arth
renvale999 30 ott 2013, ore 8:30 
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 ott 2013, ore 20:56 
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. :)
ShadowAngst: The Revengance 25 ott 2013, ore 20:19 
Im Geussing U Like Oblivion alot then
Arthmoor  [autore] 25 ott 2013, ore 19:30 
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 ott 2013, ore 18:00 
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 ott 2013, ore 6:48 
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!
царь 3 ott 2013, ore 10:44 
Я тоже
Jekyll And Hide 3 ott 2013, ore 5:31 
я русский))