Oblivion
Other Mods - Beyond the Gate

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ZekAonar

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Coming Soon

Beyond the Gate is more of an 'expansion' than a 'modification', as it does not seek to fundamentally change the The Elder Scrolls IV: Oblivion, but only to make its core systems stronger. BtG will remove the level cap, divide Cyrodiil into zones, and assign a unique template of monsters, armors and weapons to each.

Features:

- Zek's Stunted Acrobatics and Athletics: The two most worthless skills in the game will no longer level up.

- Zek's Universal Movement Speed: My most popular mod on the Oblivion Nexus. All NPCs run and walk at the same speeds. Movement is still a deciding factor in hostile encounters, but gone are the days of dancing circles and making moon jumps to victory.

- No Major/Minor Skills: All skills are now within the same category simply named 'Skills'. You are free to develop a Stealth skill like Marksman and then turn right back around and focus on a Magic skill like Alchemy without repercussions. Even more importantly, the fact that combat skills no longer count towards leveling up means that players have greater incentive to defend themselves. In the past, players had to be very careful about getting into fights because it meant risking skill-ups in Blade/Blunt/Marksman/Destruction, which meant risking attribute bonuses they didn't want, which meant stealing from attribute bonuses they did want.

- No Wilderness Spawns: Enemies no longer spawn in the wilderness. If you're looking for a fight, you must find a dungeon.This should give the role-players who prefer manual travel over fast travel some peace of mind.

- Better Birthsigns: Birthsigns have been merged with classes based on predicted birthsign/class combos. Also, certain birthsigns have been changed to better represent the character builds Bethesda wanted them to be incorporated into. For example, The Steed now offers additional Encumbrance instead of additional Speed (Stealth specialized characters would find extra inventory space much more appealing). The Lord now offers significant physical and magical damage resistances (Combat specialized characters, specifically the defensive 'tanks', would be more inclined to take The Lord).

- No Leveling: Due to the Oblivion engine, no major skills means no leveling. Naturally, this means players will no longer see certain monsters, armors, weapons or attribute bonuses, but don't fret.. because this entire system has been replaced with..

- Dynamic Class Gear: Cyrodiil has been divided into six zones, with each zone offering different sets of gear and monster types. These sets of gear are further divided into eight different classes, each one offering different attribute bonuses:
Time = INT
Logic = INT/WIL
Life = END
Zeal = WIL
Justice = STR/END
Vigilance = AGI
War = STR
Resolve = LUC
Mix and match to simulate distributing attribute bonuses to your character, and acquire pieces from higher sets to receive stronger enchantments.

- Longer Endgame: Once the main quest is completed, high-leveled variants of Daedra spawn into each of the zones, to reflect the idea that though the Gates were closed, some of the Daedra were left behind. It falls to you, Champion of Cyrodiil, to hunt down the last remnants of the Oblivion Crisis. Chancellor Ocato grants you a heavily modifed set of Imperial Dragon armor in order to deal with the new challenge, blessed with all of the strongest enchantments at their strongest magnitude. At last, this set of armor is something actually worth pursuing and holding onto.

This entire project is, in reality, a live prototype of a similar system which will appear in Realms of Asuron: Nordania. As such, I will be depending heavily upon the feedback of those who grant it.
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Important Notes:
This expansion only expands the content of Oblivion, not Knights of the Nine nor Shivering Isles, so if you were to play these after experiencing the features of this mod, you would enter them vastly overpowered. Also, note that not all side quests will be made compatible with this mod -- only the main questline will be confirmed compatible (as, remember, this is only for testing purposes). Should this mod be in popular demand, then, once I have made significant progress with RoA, I will consider delivering additional patches and content to turn BtG into a true expansion for all dimensions of TES4.

2 comments

  1. Sendoria
    Sendoria
    • member
    • 9 kudos
    Looks Interesting. I will keep an eye on it, but I am not sure if I'll go for it. I already have my set characters made, and restarting would certainly be an inconvenience. (That, and unistalling all my current mods, as I imagine this isn't going to be very friendly with other mods). Even so, I may take a spin through it once it comes out.

    Kudos to you for putting all that work in. Let me just thank you on behalf of the community for continuing to mod Oblivion, even when other games like skyrim are out.
    1. ZekAonar
      ZekAonar
      • member
      • 11 kudos
      Many thanks for the kind comment, Sendoria Yes, all of this is strictly "new-character-only" material until I figure out how to remove classes from existing characters, if such a thing is even possible. Mod compatibility won't be very good upon initial release either. It will require a total restart and extra caution with using mods, two things I know most people here probably aren't too fond of. But, like I said, BtG is a pretty standalone package at the moment, and wasn't even meant to be a public mod at first.

      I'm glad to have your appreciation for the work I do here. Honestly though, I choose to develop content for Oblivion mostly because its guts are what I know best.. that, and because my seven-year-old PC can't run much anything else these days