BFG99 Posted August 5, 2010 Share Posted August 5, 2010 For anyone who's interested, I just released a mod called BFG's Open All the Gates that makes it possible for all 100 Oblivion Gates to open in-game. In the vanilla version of the game, no more than 60 can open, even though 100 gates are defined. The number of gates, and their likelihood of opening, depends on how far you are in the Main Quest. You can install the mod at any point in the Main Quest, or before or after, and it should work fine. You can get the mod here:http://www.tesnexus.com/downloads/file.php?id=33533 Details on how it works: In Vanilla Oblivion, 50 Random Gates and 10 Fixed Gates are the limit:There are 10 Fixed Gates which always open: Kvatch, Bruma, Anvil, Bravil, Cheydinhal, Chorrol, Leyawiin, Skingrad, Fort Sutch, and the Great Gate.After the quest Find the Heir: Up to 25 random Gates can exist; each has a 25% chance of opening.After the quest Dagon Shrine: Up to 50 random Gates can exist; each has a 50% chance of opening.After the quest Paradise: Up to 20 random Gates can exist; each has a 25% chance of opening. (If more than 20 have already been closed then no more Gates open.)After the conclusion of the Main Quest: All Gates close. This mod makes it so all 90 Random Gates can open:The 10 Fixed Gates still open on schedule.After the quest Find the Heir: same as in the original Oblivion.After the quest The Path of Dawn: Up to 50 random Gates can exist; each has a 40% chance of opening.After the quest Dagon Shrine: Up to 70 random Gates can exist; each has a 60% chance of opening.After the quest Bruma Gate: Up to 90 random Gates can exist; each has an 80% chance of opening.After the quest Great Gate: Up to 50 random Gates can exist; each has a 40% chance of opening. (If more than 40 have already been closed then no more Gates open.)After the quest Paradise: same as in the original Oblivion.After the conclusion of the Main Quest: All Gates close. Link to comment Share on other sites More sharing options...
BFG99 Posted August 6, 2010 Author Share Posted August 6, 2010 Made a few updates to the mod. I've gotta admit, seeing 90 or 100 Gate icons on your map is pretty intense :). Link to comment Share on other sites More sharing options...
David Brasher Posted August 6, 2010 Share Posted August 6, 2010 This sounds like a cool mod. I like this mod: Oblivion Gates From the Beginning It makes it so you don't have to rescue Martin in order to start the Oblivion gates opening. If both mods worked together well, you could have all the Oblivion gates you wanted. Link to comment Share on other sites More sharing options...
BFG99 Posted August 7, 2010 Author Share Posted August 7, 2010 David--I'll have to give that mod a try! I haven't tried the two together yet, don't know if they would conflict or not. Good news people! I have uploaded a new version of the mod, 1.5, that allows you to choose the difficulty of the Oblivion Crisis by manipulating the Oblivion Gate spawn rates. You can choose anywhere from 0 (no random Gates appear at all, so you only have the 10 scripted ones), to 9 (INFINITE gates, and they won't stay closed), or anywhere in between. (Vanilla spawn rates are defined as a difficulty of 3, and the original mod's spawn rates are set at a difficulty of 5.) Anyway, the mod includes additional details so you can decide what difficulty level is right for you. Have fun! You can get it here: http://www.tesnexus.com/downloads/file.php?id=33533 Link to comment Share on other sites More sharing options...
BFG99 Posted August 15, 2010 Author Share Posted August 15, 2010 Anyone have suggestions for further additions to this mod? Or is less more in this case? Link to comment Share on other sites More sharing options...
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