This mod is awesome! It IS crash-happy, especially at the two points you mentioned on the front page. First, thank you for putting the two major bugs on the front page, so people who read the descirption knew what they were getting. Second, i suspect the crashes have something to do with the "Gate closing" script and the cell update thingmajig. It is unique to this gate only, so you may wanna take a look at those two.
Played this one again. There are one or more paths back to the gate after finding Berthe Jurard, and you can lead her out before closing the gate, spawning the Cyrodiil version AOBBertheJurard2, (and then getting the AOBOblivionGateQuestDuplicate00 stage 26 update from her topic, but NO stage 15 update) but not disabling the Deadlands version AOBBertheJurard whom I found when I went back in to finish the Oblivo-scum and close the gate. Her AI package had changed, however, and she was no longer following me. She was running to get somewhere in or through the cave system.
The exterior area of this Oblivion gate was made from scratch. Most of the interiors are Oblivion interiors that I copied and cut and pasted and spliced and heavily edited so that they are not much like they originally were.
Tremendous work, about the size of three of the random oblivion worlds put together. The note and books revealing that the Dremora are not so intelligent as they think they are are fun too.
There is one mod where one Oblivion gate stays open in one place or another all around Tamriel AFTER you finish the main quest, but I can't remember the name offhand.
Just curious if that would conflict or not. The reason for the mod is if you want to keep getting more Daedra armor arms, and equipment if you wanted to sell or keep.Or even just for the adventures too.
This mod was made what seems like a very long time ago. It was one of my first mods. It was made when I did not know what I was doing.
For one thing, this mod was made before Elsweyr Anequina became really popular, and it totally totally conflicts. So you would need to deactive Elsweyr Anequina while playing through this mod.
This mod is not an active project and there are no plans to do a major overhaul. Operations will be limited to bug-fixes.
The only crashes this mod causes are at one place at Cloud Ruler Temple during one short time window at almost the very end of the mod on one particular branch of player choices. The crashes occur on a random basis, and autosave commands have been entered into the scripting so that if a crash does occur, you will still have a save that is only seconds old.
This mod does not use the vanilla sigil stone system and uses a workaround with some, but not all of the characteristics of the proposed system you describe.
It has been about a year since the last round of testing designed to find the source of the CTDs. It is hard to remember the details. I do not remember which mod combinations were used, but I think the CTDs still occurred without any of the really popular mods activated.
This mod doesn't really justify much additional labor because it turns out that people hate Oblivion gates and most certainly don't want to download a mod with another one. Even if this one is drastically different from any other gate they have closed before and has a lot of odd little surprises and some challenging battles.
The quest to go see Ocato is a wild goose chase. He won't actually talk to you because he is too important and too busy. In this mod, there is actually no way to make peace between the dremoras and Cyrodiil. Gamers can choose whether to believe the dremora was being honest and acting in good faith, or whether this is just another evil trick.
A more interesting Oblivion realm is an attractive idea that not many people have tackled. Unfortunately this mod seems to have many issues, so I'm gonna stay far from it for now: I'm trying hard to keep my game stable. (Must... resist... urge... to add 20 new mods.)
Some suggestions that might help improving the mod; keep in mind this is based on my limited understanding of modding: - Why not use a separate worldspace for your Oblivion realm, and make the "Oblivion gate" to get there be really a simple door that uses the Oblivion gate graphics? - For the oblivion gate closing, you could script an activator that doesn't use the vanilla sigil stone system at all, add a sigil stone to the player's inventory, change the Oblivion door mesh to a "closed gate" one and teleport the player back to Tamriel. - Regarding the crashes, are you testing with other mods enabled? I know I had a crash in Oblivion Gates due to a Harvest Flora bug in one of the Oblivion plants, it's fixed in the latest version which is 3.0.1 I think.
Er.. I tried talking to the Chancellor after speaking to that dremora fellow.. He just told me the imperial city doesn't run itself. I talked to Martin and Juaffre so.. Er, what do I do?
I have now uploaded a Zip file and a RAR in case people have difficulty getting their 7Zip files to decompress. There have been reports of people decompressing the 7Zip files okay, so the problem may be rare, or unique. 7-zip Version 1_2 in two versions, which fixes minor glitches, now uploaded.
14 comments
There are one or more paths back to the gate after finding Berthe Jurard, and you can lead her out before closing the gate, spawning the Cyrodiil version AOBBertheJurard2, (and then getting the AOBOblivionGateQuestDuplicate00 stage 26 update from her topic, but NO stage 15 update) but not disabling the Deadlands version AOBBertheJurard whom I found when I went back in to finish the Oblivo-scum and close the gate. Her AI package had changed, however, and she was no longer following me. She was running to get somewhere in or through the cave system.
BTW: Great mod i love it
Just curious if that would conflict or not. The reason for the mod is if you want to keep getting more Daedra armor arms, and equipment if you wanted to sell or keep.Or even just for the adventures too.
For one thing, this mod was made before Elsweyr Anequina became really popular, and it totally totally conflicts. So you would need to deactive Elsweyr Anequina while playing through this mod.
This mod is not an active project and there are no plans to do a major overhaul. Operations will be limited to bug-fixes.
The only crashes this mod causes are at one place at Cloud Ruler Temple during one short time window at almost the very end of the mod on one particular branch of player choices. The crashes occur on a random basis, and autosave commands have been entered into the scripting so that if a crash does occur, you will still have a save that is only seconds old.
This mod does not use the vanilla sigil stone system and uses a workaround with some, but not all of the characteristics of the proposed system you describe.
It has been about a year since the last round of testing designed to find the source of the CTDs. It is hard to remember the details. I do not remember which mod combinations were used, but I think the CTDs still occurred without any of the really popular mods activated.
This mod doesn't really justify much additional labor because it turns out that people hate Oblivion gates and most certainly don't want to download a mod with another one. Even if this one is drastically different from any other gate they have closed before and has a lot of odd little surprises and some challenging battles.
The quest to go see Ocato is a wild goose chase. He won't actually talk to you because he is too important and too busy. In this mod, there is actually no way to make peace between the dremoras and Cyrodiil. Gamers can choose whether to believe the dremora was being honest and acting in good faith, or whether this is just another evil trick.
Some suggestions that might help improving the mod; keep in mind this is based on my limited understanding of modding:
- Why not use a separate worldspace for your Oblivion realm, and make the "Oblivion gate" to get there be really a simple door that uses the Oblivion gate graphics?
- For the oblivion gate closing, you could script an activator that doesn't use the vanilla sigil stone system at all, add a sigil stone to the player's inventory, change the Oblivion door mesh to a "closed gate" one and teleport the player back to Tamriel.
- Regarding the crashes, are you testing with other mods enabled? I know I had a crash in Oblivion Gates due to a Harvest Flora bug in one of the Oblivion plants, it's fixed in the latest version which is 3.0.1 I think.