To Andreaz and anyone else who might be questioning about gates not opening being a glitch. I know this comment is 14 years old, but it needs addressing.
There are a total of 99 gates (each is labelled with a number from 1 to 99) and 1 "Great Gate" that doesn't have a number making 100 gates total in the game, but through any one playthrough you will only have a total number of 60 gates that will actually open. 20 of those 60 gates are fixed gates that will all ways open in every game playthrough and open during or after completing specific quests of the main storyline, these gates are as follows:
Gates 1, 2, 3, 4, 5, 6, 7, 8, 9, 14, 16, 27, 38, 54, 55, 65, 69, 93, 99 and the Great Gate.
The remaining 40 gates that open during any play through open randomly and are selected from the remaining 80 gates and will begin opening after completing the quest "find the heir", more specifically they begin opening randomly the moment you get Martin back to Weynon Priory.
This is not a "glitch" it's literally how the game was designed to operate and it does this in an attempt to make the game feel slightly different with each play through.
You guys might have more luck with a mod I just released, that allows you to customize how many Gates open. You can go all the way from no random gates, to infinite respawning gates.
You can get it here: http://www.tesnexus.com/downloads/file.php?id=33533
Funny thing is, my dear modder, is that let's say the Hero of Kvatch did close all the Oblivion gates single-handedly that wouldn't mean the Oblivion Crisis was over, the Mythic Dawn could just create more, unless the Dragonfires were lit. So all in all. No. You could not stop the Oblivion crisis by yourself, you would need Martin to light the Dragonfires.
I don't like to be rude, but I will be in this case. Your mod sucks. I don't know what's up, but when I leveled up, all my enemies became insanely strong (since when can a beggar kill a level 14 character with only one punch) and my difficulty slide was locked at one. I didn't like the comments changes you implemented either: "Loading...this means you have a poo computer". Yes I do have a "poo" computer, and I don't mind people saying so either, cause it's true, but what I do mind is when you go around and change things without notifying me.
I didn't get to see if your mod actually did open up all the gates. Being weaker then a new-born is not my definition of fun.
If all this mod is supposed to do is open oblivion gates, then why did you modify difficulty settings and set all rent values to 1? Please remove these from the mod or change the description and move it to the cheats section.
Since you're begging for ratings, I rated this a 1 due to the unrelated (and undisclosed) changes in the mod.
The game normally opens random preset gates based on a luck system.
normally it ranmges from 25% to 50% chance a gate will open.
This plugin makes it so no matter what the % chance a gate will open is 100%.
Also that the maximum ammount of gates allowed to open is 90!
So you will see much much much more gates! As long as you have not finished the main quest. You need to complet the find the aere or the paradise or the main quest stages that cause the gate percentage to change..
If there was a way to make a spell that automaticly when catsed changed all these things I would do it. But im very new to the construction set.
Which is why even i am impressed with my latest creation.
12 comments
What exactly do you mean? You can't enter a gate? I've always been able to enter any oblivion gate.
Wpold you please explain?
I'm downloading this anyway. Maybe you've had a glitch in the game. If it happens to me I'll use this mod.
There are a total of 99 gates (each is labelled with a number from 1 to 99) and 1 "Great Gate" that doesn't have a number making 100 gates total in the game, but through any one playthrough you will only have a total number of 60 gates that will actually open. 20 of those 60 gates are fixed gates that will all ways open in every game playthrough and open during or after completing specific quests of the main storyline, these gates are as follows:
Gates 1, 2, 3, 4, 5, 6, 7, 8, 9, 14, 16, 27, 38, 54, 55, 65, 69, 93, 99 and the Great Gate.
The remaining 40 gates that open during any play through open randomly and are selected from the remaining 80 gates and will begin opening after completing the quest "find the heir", more specifically they begin opening randomly the moment you get Martin back to Weynon Priory.
This is not a "glitch" it's literally how the game was designed to operate and it does this in an attempt to make the game feel slightly different with each play through.
You can get it here: http://www.tesnexus.com/downloads/file.php?id=33533
that wouldn't mean the Oblivion Crisis was over, the Mythic Dawn could just create more, unless the Dragonfires were lit. So all in all. No. You could not stop the Oblivion crisis by yourself, you would need Martin to light the Dragonfires.
I didn't get to see if your mod actually did open up all the gates. Being weaker then a new-born is not my definition of fun.
So enjoy.
Let me change that sorry.. I hate when this happens.. Ill fix it right now.
Since you're begging for ratings, I rated this a 1 due to the unrelated (and undisclosed) changes in the mod.
Mez
I worked hard onthis thing!
normally it ranmges from 25% to 50% chance a gate will open.
This plugin makes it so no matter what the % chance a gate will open is 100%.
Also that the maximum ammount of gates allowed to open is 90!
So you will see much much much more gates!
As long as you have not finished the main quest. You need to complet the find the aere or the paradise or the main quest stages that cause the gate percentage to change..
If there was a way to make a spell that automaticly when catsed changed all these things I would do it. But im very new to the construction set.
Which is why even i am impressed with my latest creation.