BFG's Open All the Gates

Post » Sat May 28, 2011 9:06 pm

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:
Spoiler

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.


User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Sat May 28, 2011 8:08 pm

Made a couple of small updates to the mod. I've gotta admit, seeing 90 or 100 Oblivion Gate icons on your map is pretty intense. :)
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Sat May 28, 2011 8:41 pm

Ooh, sounds good. Would add a lot more urgency and atmosphere to the main quest. I'll have to remember this next time I have a playthrough.
User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Sat May 28, 2011 10:14 pm

:goodjob:
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Sat May 28, 2011 3:57 pm

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
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Sat May 28, 2011 5:58 pm

Anyone have additional content they would like to see with this mod? I am told that simpler often is better, but I'm open to suggestions!
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am


Return to IV - Oblivion