[RELz] Oblivion gate Closer Spell

Post » Wed Mar 30, 2011 9:08 am

Download: http://tesnexus.com/downloads/file.php?id=34868 http://www.invision.tesalliance.org/forums/index.php?/files/file/622-oblivion-gate-closer-spell/

Name: Oblivion Gate Closer Spell
Version: 2
Date: 9/28/2010 Updated to V2 on 5/27/11
Category:
Author: Tigerpaws & The Vyper

=================
Requirements:
=================

Oblivion 1.2.416
7-zip

=================
Description:
=================

Update 5-27-2011 The spell has been revised so it works only on active Oblivion gates.

This is a revised version of the Gate Closer Spell released by Tigerpaws. The original is no longer available. Ever get tired of closing Oblivion Gates but don't want to leave them standing around? Well, now you don't have to. Just cast the new spell at an Oblivion gate and it will close. You will get a sigil stone appropriate to your level and an increase in fame for closing the gate. The spell will only work when cast in Tamriel.

http://www.youtube.com/watch?v=HGv9WyU7poc

=================
Details:
=================

To get the spell, you'll have to get the scroll that grants it from a Mythic Dawn agent. To find one with the scroll, just enter any Oblivion Gate. They're standing guard just inside it. Why would a Mythic Dawn agent have such a spell to begin with, you ask? Read the scroll. It will explain. ;)

=================
Installation
=================

1. Extract this archive to any folder and then copy the contents to Oblivion's Data
folder.
2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

=================
Un-Installation:
=================

1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.

=================
Incompatibility:
=================

None known.

=================
Known Issues:
=================

Some users have reported an inability to close certain gates with V1 of this spell. The cause is unknown, since I can't duplicate it.
The new Mythic Dawn agents would attack the Daedra in V1. Fixed in V2.
The weather has a tendency to get stuck on the Oblivion sky in V1. Fixed in V2.
If you cast V1 of this spell on the remains of a gate, it will "close" it again. Fixed in V2.

=================
History:
=================

9/28/2010 - Initial Release.
5/27/2011 - Fixed a few bugs - see Known Issues.

=================
Contact:
=================

The Vyper at TES Alliance or the Official Forums.
The_Vyper at TES Nexus.

=================
Credits:
=================

Thanks to Bethesda for creating Oblivion.
Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
Thanks to Tigerpaws for the original and permission to revise and re-release it.
Thanks to WillieSea and Andalaybay for helping me revise the spell script.

=================
Tools Used:
=================

Insanity's ReadMe Generator
Elderscrolls Construction Set


=================
Licensing/Legal:
=================

You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod.
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Wed Mar 30, 2011 11:57 am

Haha. Glad to see it's back. I have to admit a bit guiltily that I used this a couple of times. Glad to see it's been changed to give a stone appropriate to your level.
User avatar
Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Wed Mar 30, 2011 6:08 am

This one is very tempting, I hate those gates...
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Wed Mar 30, 2011 12:01 pm

Haha. Glad to see it's back. I have to admit a bit guiltily that I used this a couple of times.

Glad you like it. I liked the original, but the spell kept disappearing from my spell list and, try as I might, I couldn't figure out why. So I re-did it from the ground up (with permission from Tigerpaws) and came up with an alternate method of acquiring the spell.
Glad to see it's been changed to give a stone appropriate to your level.

Not only that, but you also get credit for closing an Oblivion gate.

This one is very tempting, I hate those gates...

Give in to the temptation. Give in...
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

Post » Wed Mar 30, 2011 8:13 am

Does this get rid of the gate completely? When I played this on the 360 I hated how it left everything looking messed up after the gate was closed. It would be nice if there was a mod that returned Tamriel back to the beauty that it was before all the gates appear. I haven't even played the main quest yet because I hate looking at all the gate crap after they were closed.
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Wed Mar 30, 2011 3:04 pm

Glad you like it. I liked the original, but the spell kept disappearing from my spell list and, try as I might, I couldn't figure out why. So I re-did it from the ground up (with permission from Tigerpaws) and came up with an alternate method of acquiring the spell.

Not only that, but you also get credit for closing an Oblivion gate.



I didn't have problems with the spell disappearing, but I did have problems with it duplicating sometimes. I found I had to play about sometimes with which side of the gate I fired it from - not inside the gate, outside, but if I fired from one side, I'd get double the fame points and two sigil stones. If I went around to the other side, it worked ok.

Oh, now you're going to make me feel really guility - I get credit for closing the gate now. That also means I'll get the Oblvion XP points... I actually felt a little better not getting the credit because I really hadn't closed the gate ;) It's ok this way too :)

I still close lots of gates the old fashioned way, but it does get tedious after a while. This is handy for getting rid of that damn gate that's in your way. Especially with the gate weather you get from All Natural. It gets so dark as soon as you get near one, it's nice to be able to quickly close it so you can get on with whatever you're doing!

Thanks to you and Tigerpaws.
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Wed Mar 30, 2011 11:12 am

Does this get rid of the gate completely? When I played this on the 360 I hated how it left everything looking messed up after the gate was closed. It would be nice if there was a mod that returned Tamriel back to the beauty that it was before all the gates appear. I haven't even played the main quest yet because I hate looking at all the gate crap after they were closed.

Unfortunately, no. I don't know how to set that up. I'll look into that and see what I can come up with.

I didn't have problems with the spell disappearing, but I did have problems with it duplicating sometimes. I found I had to play about sometimes with which side of the gate I fired it from - not inside the gate, outside, but if I fired from one side, I'd get double the fame points and two sigil stones. If I went around to the other side, it worked ok.

:blink: Odd. I never ran into that one. I'll look into it and see what I can find. Did you, by any chance, change the visual effect of the spell to Shock Damage?

Oh, now you're going to make me feel really guility - I get credit for closing the gate now. That also means I'll get the Oblvion XP points... I actually felt a little better not getting the credit because I really hadn't closed the gate ;) It's ok this way too :)

I can make alternate versions that remove that, if you'd like.

Thanks to you and Tigerpaws.


You're welcome! :D Glad we could make the game a bit more enjoyable for you.
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Wed Mar 30, 2011 12:17 am

I'm gonna check this out later tonight. It gets SOOOO boring going around trying to close all the gates. This should make it a lot easier now.
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Wed Mar 30, 2011 10:57 am

This is a brilliantly convenient mod, well implemented. I like this iteration much better than the first, but I really suggest developing this into two separate versions - a normal easy (possibly 'cheat') mod, and a hardcoe (roleplaying) mod.

Suggestions for the hardcoe Version:

- make the spell only gained by killing high-level Dremora (possibly the key-holders) inside Oblivion planes
- make the spell require a Master level of Conjuration for successful casting
- when a gate is closed with the spell, it does not supply you with a Sigil Stone (makes it a cost-benefit decision each time)
User avatar
Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Wed Mar 30, 2011 1:30 pm

Unfortunately, no. I don't know how to set that up. I'll look into that and see what I can come up with.

Just incase you're wondering, all that happens when an oblivion gate opens is that a parent marker is disabled, which in turn enables the appropriate oblivion gate but disables one large rock that used to be in the place of the oblivion gate. Even before the oblivion crisis, if you go to an oblivion gate site you'll see a large rock where the gate usually is. Clip through that and there will be the oblivion gate terrain there, the rock simply hides it :)
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Wed Mar 30, 2011 3:15 am

:blink: Odd. I never ran into that one. I'll look into it and see what I can find. Did you, by any chance, change the visual effect of the spell to Shock Damage?


Possibly. I didn't touch the spell directly, but I'm running Supreme Magicka, could that do something? I was also running Storms & Sounds for a while, which alters the appearance of shock damage, but I don't think that's what you're asking. Now this was with the old version of the mod. I don't have any more gates to close in my current game, so I won't be running your version for a while ;)

I wouldn't worry about multiple versions - this is a cheat mod after all! :) We're only talking 200 pts which isn't a big difference.

About removing the gate completely: I think you'd find this would be a lot of work. As SomeWelshGuy said, the structure is actually there all along and it's just a big rock that hides it. Mind you, I don't know too much about terrain, I just had the impression that you can't change this stuff dynamically, but I could be wrong.
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Wed Mar 30, 2011 12:32 am

The rock is disabled when the gate is "opened". (enabled) When you close the gate, the rock stays gone, so, the 'nasty' terrain still hangs out. Might be able to hide it, just be re-enabling the rock.
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Wed Mar 30, 2011 12:39 am

I don't have any more gates to close in my current game, so I won't be running your version for a while ;)


Tigerpaws and I agreed early on that this mod and my "Open All the Gates" mod work well together. You can have as many, or as few, Gates as you want with it. :)
User avatar
Amy Melissa
 
Posts: 3390
Joined: Fri Jun 23, 2006 2:35 pm

Post » Wed Mar 30, 2011 7:14 am

Possibly. I didn't touch the spell directly, but I'm running Supreme Magicka, could that do something? I was also running Storms & Sounds for a while, which alters the appearance of shock damage, but I don't think that's what you're asking. Now this was with the old version of the mod. I don't have any more gates to close in my current game, so I won't be running your version for a while ;)

Supreme Magicka wouldn't do much unless it changed the visuals of the Reanimate magic effect. The reason I asked is that I've noticed scripts in scripted spells sometimes run more than once when the Shock Damage visual is selected for them. This is (apparently) caused by the shock bolts not all hitting the target at the same time.

I wouldn't worry about multiple versions - this is a cheat mod after all! :) We're only talking 200 pts which isn't a big difference.

I really don't mind making multiple versions of the same mod, especially when the differences would be minor tweaks to the script. I also like Vrenir's idea for a "hard core" version. It could be fun to make.

About removing the gate completely: I think you'd find this would be a lot of work. As SomeWelshGuy said, the structure is actually there all along and it's just a big rock that hides it. Mind you, I don't know too much about terrain, I just had the impression that you can't change this stuff dynamically, but I could be wrong.

I started looking into this and found that eliminating the gate remnants would be quite a large undertaking. As mentioned by HeyYou, large rocks exist in place of Oblivion Gates until the gates open. Once a gate opens, the rock that was hiding it disappears. Disabling one object and enabling another via scripted spell requires both objects to have unique RefIDs and be Persistent References. There are 100 Oblivion Gates total (although only a maximum of 60 will open), which means setting up at least 198 references (no need to do this for Kvatch) and making one spell to check them all. This could be done, but I'm already engaged in another project. If it hasn't been made by the time I'm done, I'll look into making it myself.

The rock is disabled when the gate is "opened". (enabled) When you close the gate, the rock stays gone, so, the 'nasty' terrain still hangs out. Might be able to hide it, just be re-enabling the rock.

Unfortunately, none of the rocks or gates have their own RefIDs that I could use, which means 1) it's handled by the game engine itself and 2) I'd have to supply each one with a unique RefID. I could do that, but it would take quite a while.
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Wed Mar 30, 2011 3:37 pm

Funny how a little mod done as a favour has grown, isn't it? :) I think that the general consensus is that there are a LOT of players out there who "hate the gates"!
User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Wed Mar 30, 2011 12:46 pm

It looks like those rocks are supposed to be re-enabled automatically when the gates are closed. They are all flagged to have the opposite state of the gates.
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Wed Mar 30, 2011 10:40 am

The point is that the gates are closed, but not disabled. Disabling the gate (which I believe does have a RefID) would re-enable the rock that hides the ground around it. I'd like to see an extension that "starts a timer" when you close it and the gate is disabled maybe a week later when you're not around to see it.
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Wed Mar 30, 2011 12:58 pm

I'm somebody who likes to do EVERYTHING there is to do in a game. But having to close all 100 gates or how many there are gets really boring by gate 20. This mod will make it more fun when I finally start playing the main quest. But like I said I hate how the game leaves the gates around once you beat the game. If somebody could come up with a mod like what ghastley said that would be pretty cool.
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Wed Mar 30, 2011 2:58 pm

It seems that all the oblivion gates are tied to an activator in kvatch chapel that opens all the gates to begin with.
When that kvatch activator is disabled, all oblivion gates close and the landscape is restored.

Problem is that if you disable the kvatch activator, all oblivion gates will be closed :)
So, until you have closed all the gates and completed the MQ, the kvatch activator should not be disabled.
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Wed Mar 30, 2011 3:39 am

Supreme Magicka wouldn't do much unless it changed the visuals of the Reanimate magic effect. The reason I asked is that I've noticed scripts in scripted spells sometimes run more than once when the Shock Damage visual is selected for them. This is (apparently) caused by the shock bolts not all hitting the target at the same time.


I really don't mind making multiple versions of the same mod, especially when the differences would be minor tweaks to the script. I also like Vrenir's idea for a "hard core" version. It could be fun to make.


I started looking into this and found that eliminating the gate remnants would be quite a large undertaking. As mentioned by HeyYou, large rocks exist in place of Oblivion Gates until the gates open. Once a gate opens, the rock that was hiding it disappears. Disabling one object and enabling another via scripted spell requires both objects to have unique RefIDs and be Persistent References. There are 100 Oblivion Gates total (although only a maximum of 60 will open), which means setting up at least 198 references (no need to do this for Kvatch) and making one spell to check them all. This could be done, but I'm already engaged in another project. If it hasn't been made by the time I'm done, I'll look into making it myself.


Unfortunately, none of the rocks or gates have their own RefIDs that I could use, which means 1) it's handled by the game engine itself and 2) I'd have to supply each one with a unique RefID. I could do that, but it would take quite a while.


They are all set up in parent-child relationships, find what the master parent is for the gate (the one everything links to) you could also just keep looping tthrough the parents (up the chain) looking at parents until it gets to the parent for all the gates at bravil, then take one step back then disable that. This should make the gate dissappear and the rock come back. The marker at bravil has a reference the others you dont need to worry about.
User avatar
DeeD
 
Posts: 3439
Joined: Sat Jul 14, 2007 6:50 pm

Post » Wed Mar 30, 2011 7:40 am

All of the gates are child refs of the spawnmarker in the Kvatch chapel.
Disabling any but the top-most parent has no effect. You must disable the marker in kvatch.
If you wanted to disable just one gate and restore the landscape for it while other gates remain, you need to find away of unlinking the gate from that marker in kvatch.
User avatar
Louise Lowe
 
Posts: 3262
Joined: Fri Jul 28, 2006 9:08 am

Post » Wed Mar 30, 2011 2:00 pm

http://www.youtube.com/watch?v=HGv9WyU7poc Also added to original post.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Wed Mar 30, 2011 1:17 am

Okay, time to release an update! This update fixes some problems in the original version, such as:

The new Mythic Dawn agents will attack the Daedra in V1. Fixed in V2.
The weather has a tendency to get stuck on the Oblivion sky in V1. Fixed in V2.
If you cast V1 of this spell on the remains of a gate, it will "close" it again. Fixed in V2.

What's not fixed:
Some users have reported an inability to close certain gates (the Kvatch gate has been mentioned) with V1 of this spell. So far, I've been unable to duplicate the problem, so I have no idea what causes it.
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Wed Mar 30, 2011 6:30 am

Oblivion travellers should have a look at http://www.tesnexus.com/downloads/file.php?id=38144. Seems interesting.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm


Return to IV - Oblivion