Vond Posted April 30, 2013 Posted April 30, 2013 Discussion thread: Oblivion Gates by Mr C Racer Wiki Link This mod is really very simple. What it does is it adds Oblivion gate-ruins across Skyrim, which is something I've always found it extremely odd Bethesda didn't include themselves. It just adds that little bit of extra immersion. Looking over it in TES5Edit I see no conflicts with my SR install, so extremely doubtful there's any with a normal STEP install either. Accepted for STEP v2.2.6 --Thanks to Vond and Eliian for testing and providing detail and getting the mod page up. --We'll recommend the base install of this mod without add-on texture pack at this time
rootsrat Posted April 30, 2013 Posted April 30, 2013 Yeah, I found that strange as well. According to lore: Widespread devastation and casualties resulted across entire provinces. The daedra besieged Skyrim, and laid waste to the Old Holds.
Eliian Posted April 30, 2013 Posted April 30, 2013 I really like the idea of this out and about in the wilderness. I'm not so sure the people in the actual holds would want to keep it around. Probably try to tear and break it down if they could. Looking like the locations are very near the cities but not actually inside them? That is great if so.
EssArrBee Posted April 30, 2013 Posted April 30, 2013 If they were anything like the gates in Oblivion they should be scattered around and then right near a city gate. I imagine the ones near city gates would have been torn down for fear they would reopen. I do like the idea of this mod though.
z929669 Posted May 1, 2013 Posted May 1, 2013 This seems promising. Has anyone compared the default with the retex in game? 008 looks good, but the default textures may be just fine too.
TechAngel85 Posted May 1, 2013 Posted May 1, 2013 The default textures that are on the nexus page look very out of place. My understanding is that they are rock...? Just looks bad compared to the surroundings.
statmonster Posted May 1, 2013 Posted May 1, 2013 Why are these still standing after 200 years if they are so dangerous? I could see one or two in some forgotten out of the way place. But who leaves symbols of an alien invasion in their major cities - especially if the might be dangerous in the future.
Vond Posted May 1, 2013 Author Posted May 1, 2013 Why are these still standing after 200 years if they are so dangerous? I could see one or two in some forgotten out of the way place. But who leaves symbols of an alien invasion in their major cities - especially if the might be dangerous in the future.They're ruined and closed and thus can't work again. Also, this mod doesn't add them to cities - Open Cities Skyrim does that. This mod only adds them in the wilderness. Monuments to remember painful events isn't exactly unheard of though. :)
z929669 Posted May 1, 2013 Posted May 1, 2013 Why are these still standing after 200 years if they are so dangerous? I could see one or two in some forgotten out of the way place. But who leaves symbols of an alien invasion in their major cities - especially if the might be dangerous in the future.I think relics are appropriate, but in most cases near cities, these would either be memorialized or they would be altogether removed. They should be ruins in various states of damage in the wilderness though. Mod testers: Is this what is basically reflected by the mod?
Vond Posted May 1, 2013 Author Posted May 1, 2013 OK here are screens of some of the gates. Just used the "cow tamriel xx,xx" to a few of them from the main menu to have a look. There's not that many of them added btw, 13 in vanilla locations and 2 in Dawnguard locations, which is a good number I think since it's means you're likely to stumble upon one (or some) of them, but you won't run into them a lot. I feel they blend in quite perfectly. These are 6 differens gates obviously. :)
Eliian Posted May 1, 2013 Posted May 1, 2013 The closest one to a city is the swamp area south of Solitude (can be seen above). The screenshots show it pretty well =) Here are the locations anyway- the Reach: on the mountain enclosing Ragnvald from the north, close to a chest with two dead bandits Hjaalmarch: in the swamp in front of Solitude's docks Hjaalmarch: north of Stonehills mine, along the road Hjaalmarch: near the Lord Stone Whiterun Hold: at the feet of the hill in the middle of the hold, west of Fort Greymoor Falkreath Hold: on Lake Ilinalta, in the small island with a hunter's camp The Pale: west of Stonehill Bluff Winterhold: Wayward Pass, on top of the western cliffs Eastmarch: east of Valtheim Towers, where the river turns to the south the Rift: east of Shor's Stone, south-east of Shor's Watchtower the Great Gate: on top of the mountain between Hjaalmarch and the Pale, behind Dagon's shrine Dawnguard: Forgotten Vale: on top of the mountain pass connecting the Shrine of Resolution with the entrance to the glacial crevice Dayspring Canyon: on top of the glacier that encloses the laket
z929669 Posted May 2, 2013 Posted May 2, 2013 I likie. How can we pass this one up? Accepted unless another admin denies ... Thanks guys (Eliian, I am recognizing you formally as a tester, since you are proving to be just that in these last two iterations ;) )
Eliian Posted May 2, 2013 Posted May 2, 2013 Thanks~!!! Question- Would we recommend the ESP with or without Map Markers? I personally prefer it without. Then again I do not use Fast Travel much. Also.......Mod Page =)
Vond Posted May 2, 2013 Author Posted May 2, 2013 Ah thanks was just about to make a mod page. :) Updated it with some screens for the gallery atleast!
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