bryman1970 Posted January 4, 2011 Share Posted January 4, 2011 I asked this question on the Nexus EDI page, but I haven't recieved a reply yet, and i'm kind of at a stand still in that respect. I have a fair amount of gates opened up around Tamriel (at least 4 or 5 that i've seen so far), mostly due to this mod. I'm aware that this mod causes random gates to appear, making the Daedric Invasion more of an immediate problem for the player than before. It seems like there's a few odd things going on with the mod though. Maybe it's just me overlooking something. For starters, I have the Difficulty setting on Easy at the moment, but i've tried it on the Medium setting as well. It seemed the Medium setting was causing a lot of Daedra and allies to appear near the gates, and as soon as i'd enter a few towns (Skinigrad and Anvil at first, then Leyawiin), right beside me would appear about 7 or 8 Daedra warriors. I basically got my ass handed to me, so i'd run and hide somewhere to avoid them and hope the guard or other local NPCs could take them out. I was worried that some of the essential NPCs would get killed in the process, or even NPCs that weren't necessarily essential, but NPCs nonetheless. After the Daedra invaders were taken care of, I felt the need to run around the town resurrecting any vanilla NPCs I could find, just in case. Within about 10 minutes or so, and after leaving Skinigrad and returning, another 7 or 8 Daedra appeared inside the gate. I had to repeat that process to stay alive and go around resurrecting NPCs again. Inititally, I didn't use a difficulty setting. I just manually set them myself, turning OFF the city invasion option. I know they can follow me (or an NPC) into a town, but there were none in sight when I had first entered. And same goes for the second time around. I didn't see any Daedra anywhere. I don't know if this is an issue with the mod or something i'm not understanding? At any rate, I changed the Difficulty setting to Easy in hopes that would work. I notice a few gates only have about 3-5 assorted Daedra (or allies) around the gate, which isn't a big deal. I think I read somewhere in the Read Me that any creatures spawned before any settings were changed would rely on the previous settings since they were already in Tamriel before I changed them. That's also understandable. But it seems like there's certain gates with a massive amount of creatures around it, such as one that appeared west of Skinigrad. I don't know if it's a Wyvern or something similar (I can't remember at the moment), but a large winged beast resides at that gate, inhibiting me from walking down the path. When I do, I basically have to run by them, but then that leads to that winged creature and a good handful more creatures pursuing me all the way to Kvatch and beyond, as well as any other enemies I find along the way. Using Realistic Fatigue at the same time makes this a death sentence, as I eventually keep collapsing from exhaustion and the creatures will eventually catch up with me. Perhaps this is all exactly what the mod is supposed to do, and i'm starting to feel that fear that Tamriel is being over run. As of now, I have the setting on Easy and my spawning inside cities turned off. Another thing I was curious about was whether I can do anything to close these gates the mod produces. I'm under the assumption I can't, since when I try to enter them, I get a message saying 'This door leads to nowehere'. Perhaps it's just a one-way gate where only monsters can spawn from, and I can;t do anything about it. Possibly another factor of this mod causing the Daedra problem to be an immediate one. I'm not saying I don't enjoy the mod. But since vanilla Oblivion doesn't really create a situation with Daedra unless I pursue it, i'm definitely not used to it. And if the mod's intention was to shake me up about the Daedra taking over the world, it's definitely done that. It seems like almost everywhere I turn, I see a gate with creatures near it or my own allies attemting to defeat them, all covered by that blood-red sky known to exist wherever a gate may be. Link to comment Share on other sites More sharing options...
dunmermaiden Posted January 6, 2011 Share Posted January 6, 2011 I play using that mod, as far as I know and I use version 3 there is no winged creature, so ether the version I use is outdated or you have a mod comflict is regards to that creature.The rest of what you describe is like it on max daedra everywhere. If you don't like the spawns appearing in the city use the special setting and set the attacks in town to 0 Also if you're using this mod with other mods that tweak the leveled creatures then you will run into the masses. Link to comment Share on other sites More sharing options...
bryman1970 Posted January 6, 2011 Author Share Posted January 6, 2011 Hmm. I'm also using MMM and OOO, but no other creature mod. I'm not sure if these do anything to the leveled creatures, or maybe just not Daedra-related creatures. Now that I think of it, the creature is called 'Wingled One' I think. Like I said, from what I can tell, the creatures seem to be toned down a bit now. I haven't been back to the Skinigrad gate recently, but i've found others with only about 3-5 creatures or so. I think there's about 4 or 5 gates open due to this mod. I'm still curious as to whether or not I can close those gates, although I don't seem to be able to enter them. It doesn't seem as overwhelming anymore for the most part, which is good. Thank you for the reply. Link to comment Share on other sites More sharing options...
dunmermaiden Posted January 7, 2011 Share Posted January 7, 2011 Hmm. I'm also using MMM and OOO, but no other creature mod. I'm not sure if these do anything to the leveled creatures, or maybe just not Daedra-related creatures. Now that I think of it, the creature is called 'Wingled One' I think. Like I said, from what I can tell, the creatures seem to be toned down a bit now. I haven't been back to the Skinigrad gate recently, but i've found others with only about 3-5 creatures or so. I think there's about 4 or 5 gates open due to this mod. I'm still curious as to whether or not I can close those gates, although I don't seem to be able to enter them. It doesn't seem as overwhelming anymore for the most part, which is good. Thank you for the reply. There is your answer, MMM and OOO both change the leveled lists. Use Wyre Bash to make a patch. Link to comment Share on other sites More sharing options...
bryman1970 Posted January 7, 2011 Author Share Posted January 7, 2011 I do have a Bashed Patch. Eveything seems toned down now anyway, and a giant Nord-eating bird on occasion isn't a bad thing. Link to comment Share on other sites More sharing options...
Malovia Posted June 28, 2011 Share Posted June 28, 2011 (edited) I do have a Bashed Patch. Eveything seems toned down now anyway, and a giant Nord-eating bird on occasion isn't a bad thing.Are you sure you're not using this mod? LinkAnd are you sure the winged beast couldn't have been a dragon? That mod places 5 dragons in specific locations which means it's very possible that you are talking about a dragon, although FCOM does add Wyverns to the game. It also could've been possible that it was an added boss from Frans, but I find that more unlikely. If you're not using FCOM, I'd recommend using that instead of just MMM and OOO because FCOM has a patch for EDI which would prevent conflicts (If you are using it right.) Honestly, I've just avoided using EDI all these years, no matter how action-packed Oblivion may become, I prefer that my game remain stable. Edited June 28, 2011 by Malovia Link to comment Share on other sites More sharing options...
David Brasher Posted June 28, 2011 Share Posted June 28, 2011 It sounds like your game has glitched and ruined all the Oblivion gates in Tamriel. Ordinarily you should be able to enter any Oblivion gate to try to close it. The glitch usually results from bad mods which teleport you into or out of the random Oblivion worldspaces without using the vanilla Oblivion gates. It is quite possible that it was not Enhanced Daedric Invasion which ruined the gates, but it could have been. There will still be one Oblivion gate somewhere that you have previously entered and not closed. You should be able to enter that gate and go get the sigil stone and fix all the rest of the Oblivion gates in the process. I suggest that whenever you come to an Oblivion gate, try to go in. If you can't, kill all the daedra nearby, and then use the console command "Disable" to get rid of the gate. It is sort of fair, because you fought a battle before disabling it, and would have gone in to get the sigil stone if it had let you. And if you do this long enough, you might find the gate that will heal your broken savegave. (I imagine you really don't want to scap those savegames and start a new character.) Link to comment Share on other sites More sharing options...
BlackCompany Posted July 7, 2011 Share Posted July 7, 2011 Also, EDI features a configuration menu. Check the read-me. You can turn off spawns of Daedra in the cities. I recommend this, since: -Quest givers can die-The Daedra cannot do realistic damage to city structures anyway-No one would open the gates of cities for Daedra, and you would need a seige engine to knock those things down Link to comment Share on other sites More sharing options...
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