Oblivion
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Created by

kyoma

Uploaded by

KyoParadox

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About this mod

This mod lets you enter and exit Oblivion realms by walking through the Oblivion Gate.

Permissions and credits
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Kyoma's Walk to Oblivion
Version 2.0
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1. Description
2. Install
3. Compatibility
4. History
5. Contact and Feedback

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1. Description
==============

I've always found it strange that you could walk through an Oblivion gate without triggering anything. This little mod fixes that, now, when you try to walk through an Oblivion gate you will be transported to Oblivion. Just as if you had activated it manually. You can still activate the Oblivion Gate yourself if you want to.

So in short, this mod lets you enter and exit Oblivion realms by walking through the Oblivion Gate.

It applies to any Oblivion Gate that you can normally activate AND walk through. It should also work for gates that are added by mods, as long as they use one of the vanilla Oblivion Gates as a base. When using the OBSE version,

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2. Install
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-- If using OBSE --
* Copy the Walk to Oblivion - OBSE.esp to "Oblivion\Data\" and activate it in the Oblivion Launcher (or by other means).
* Copy the "Meshes" folder to "Oblivion\Data\"
-- If not using OBSE --
* Copy the Walk to Oblivion.esp to "Oblivion\Data\" and activate it in the Oblivion Launcher (or by other means).
* If you are using Quarn's Oblivion Gate Map Marker Remover you should use Walk to Oblivion - OGMMR.esp instead.
- Requires Oblivion Gate Map Marker Remover.esp!
* Copy the "Meshes" folder to "Oblivion\Data\"
-- Use only one esp! --

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3. Compatibility
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When using the OBSE version there are no compatibility issues.

The non-OBSE version changes some of the scripts that are attached to the Oblivion Gates. Because of this, it will be incompatible with other mods that do the same. As far as I am aware only the Oblivion Gate Map Marker Remover mod does this and there is a supported version included.

If you find any other mods that modify or change these scripts, let me know.

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4. History
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2.0
* Rewrote the entire mod. Now it should no longer fail to detect you 'walking through' half the time or when you jump through the gate at a high point.
* Added a OBSE version which does not edit any existing scripts, making it compatible with anything.
1.0
* Initial release

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5. Contact and Feedback
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Should you have any questions or comments you can PM me (kyoma) at the Elder Scrolls Forum or post in the forum thread (see top of readme). Alternatively you can email me at [email protected]