Oblivion

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Rooker

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Rooker75

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About this mod

Suppresses the Oblivion storms in Tamriel triggered by open Oblivion gates

Requirements
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REQUIREMENT
Requires the Oblivion Script Extender

Suppresses the storms and red sky effects in Tamriel that are caused by nearby open Oblivion gates. As you get close to an open gate, this mod overrides the game's attempt to trigger an Oblivion storm, then switches to cloudy weather in a normal transition. It will keep doing this as long as you are near the gate. Once you are away from all open gates, weather should transition from one type to another normally again.

Should be perfectly compatible with weathers added by other mods. Let me know if there seem to be any mod conflicts.

Should not interfere with the weather during the quest at Kvatch or the main quest finale in the Imperial City.

Notes

The weather you're experiencing when you come across a gate will be overridden, just like always, then overridden again to cloudy. I wish I could have just kept the original weather type that's overridden by the gate storm, but it kept glitching the sky during testing. I have no idea why. Transitioning to cloudy seems to prevent that. 

If you leave an Oblivion gate and return to Tamriel without closing the gate, you will see an Oblivion storm. It should dissipate and transition to cloudy within 20 - 30 seconds, even if you hang around the gate.

This is all handled by a quest script which runs 10x per second. I had to do that because otherwise you'd see the sky switching colors every few seconds as my script and the gate script fight for control of the weather. Theoretically, this could cause performance issues. Realistically, I didn't notice anything while testing and I have a truly terrible PC for gaming. If I didn't notice a performance impact, neither should you.

Why not just edit the gate script? There's another mod which does just that to disable the gate storms, but unfortunately it causes a conflict with another mod I use, the Oblivion Gate Map Marker Remover. They both edit the same script, which makes them incompatible. This mod shouldn't have compatibility issues with anything.