I don't know if anyone is still here, but I'm trying to use this mod. I've put the .ini file in like 4 different places at this point. I have gotten Martin to Cloud Ruler temple. When I do "Show BFGOpenGates.GateDifficulty" it just keeps showing 0.000 even though all the .ini files are set to 9. I have even added the set line to the Oblivion.ini. I am playing th game of the year edtion on steam, for what it's worth.
I'm a bit at my wits end and would appreciate any help or advice.
It’s been a very long time since I looked at this mod, but
(1) the correct folder for the INI is the one it is in within the mod itself. I can’t remember if the folder was called INI, but if so, the file should be within \Data\INI. (2) The mod works in part by modifying the variables MQ00.MaxOpenGates, RandomGateChance and AllowGatesToReopen. The best way to check that the mod is running is to check those values at different points in the main quest and see if they match what the mod’s INI says. (3) Speaking of, it’s possible a mod loading later in your load order is also updating those variables, nullifying the mod.
How do you edit how many gates spawn? I have installed the mod with Wrye Bash and have ticked its esp in data files, however I have no idea what to do from here.
Edit this file...... Oblivion/mods/BFGs Open All the Gates\ini\BFG's Open All the Gates.ini
;=============================================================================; ; ; ; This is the INI file for: BFG's OPEN ALL THE GATES ; ; This file may be edited to set the mod's preferences. ; ; This file should be placed in your Oblivion\Data\INI folder. ; ; ; ;=============================================================================; ; ; ; Difficulty Setting ;=============================================================================; ; ; This setting controls the overall difficulty of the mod. Set according to ; your preference, anywhere between 0 and 9. ; ; Setting Description: ; 0 = No Random Gates open. Only the 10 scripted gates do. ; 1 = Easy-1. No more than 20 random gates open. ; 2 = Easy-2. No more than 30 random gates open. ; 3 = Vanilla. ; 4 = Hard-1. Up to 70 random gates open with up to a 70% chance. ; 5 = Hard-2 (default). Up to 90 random gates (max without respawn) open. ; 6 = Extreme-1. Up to 150 random gates open; gates can respawn. ; 7 = Extreme-2. Up to 200 random gates open; gates can respawn. ; 8 = Extreme-3. Same as Vanilla, but the gates can respawn infinitely. ; 9 = Oblivion! Infinite spawn rate, and 100% chance of spawning. Good luck. ; ; Setting 0 1 2 3 4 5 6 7 8 9 ; Max Gates 10 30 40 60 80100150200inf. inf. ; Chance of Random Gate 0 40 50 50 70 80 80 80 50100 ; Can Gates Reopen?N N N N N N Y Y Y Y ;
Thank you for this amazing mod. I have to ask though, i noticed that this mod conflicts with UOP in many quests, so does this mod remove any serious fixes done by UOP?
Hey BFG99, is your mod compatible with Oblivion Crisis by David Brasher? I only ask because I want my game to be transformed into a form of perpetual torment for myself lol. I.E. maximizing the amount of gates that can be open at once via your mod and having every one of those gates spawning war parties to raid and pillage nearby towns, cities, and villages. This unholy combination would be one hell of a sight to see in game, if these two mods are compatible that is.
Hmm, that's a great question...I have never tried the two together but from what little I know of his mod they should be compatible. Give it a try and let us know!
Hmm...nothing on that list raises a red flag to me. None of the official content can be affecting it, and unless there's been some recent script or tweak made to the unofficial patches that I'm unaware of, none of those should conflict either. And I've used around half of your remaining mods, so can confirm there's no conflict on those either. The only one I saw that I'm unfamiliar with and (based on the name) sounds like it might conflict is the "Master of Oblivion" mod. What does that do, exactly?
The fact that this mod is reducing the random gates, but not eliminating them completely, pretty much confirms that we either have a mod conflict or that the gates you're seeing are appearing when you first load your save game, before the script executes the first time. The second option shouldn't happen in the absence of a mod conflict, but it's possible I missed something.
I'll take a look at the unofficial patches tonight to confirm they're not conflicting, but I seriously doubt they are. Meanwhile, if you have TES4Edit, you might take a look at the Global variables to see which mods are modifying them. (I'll have to look up the variables to check, but they're usually something obvious like OblivionGateFrequency. Unfortunately, TES4Edit won't show you what scripts modify the variables; it'll only show you what mods directly change them.)
Two more things you can try. First, you could try temporarily disabling all your mods except the official content, and see if the gates behave any differently. Second, you could try changing the script execution frequency in this mod's INI file to something obscene like 1 second, and see if that makes a difference.
Phew! I'm very glad to hear that. From your comment, I had gathered that you were seeing 20 gates altogether - the 10 scripted plus 10 randoms. Glad to hear it seems to be working as advertised! If you do end up seeing any random gates, let me know.
That's unfortunate. You're the only 3 that have reported any issues. My suspicion is that it is conflicting with another mod that also updates the random Gate frequency.
This mod works by directly changing the global variables, built into vanilla Oblivion, that control random gate frequency, timing, and whether they can reopen after being closed. To try to prevent other mods from overriding its changes, it executes a script every 60 seconds to reset the variables to the proper values. But, if you load another mod after this one that also makes changes to those variables, or if any of your mods also run a script like this one does, it's possible that the changes are being cancelled out.
Would you say that the rate of random gates is being affected at all? Maybe they're still appearing, but just not as frequently as before? Do they seem only to appear shortly after you load your game (though they could spawn some distance away from your starting point)? That'll help me eliminate other possibilities.
Finally, can you post your load order? You might also try experimenting with turning some of your other mods off temporarily, to see if that makes an impact.
59 comments
I'm a bit at my wits end and would appreciate any help or advice.
(1) the correct folder for the INI is the one it is in within the mod itself. I can’t remember if the folder was called INI, but if so, the file should be within \Data\INI.
(2) The mod works in part by modifying the variables MQ00.MaxOpenGates, RandomGateChance and AllowGatesToReopen. The best way to check that the mod is running is to check those values at different points in the main quest and see if they match what the mod’s INI says.
(3) Speaking of, it’s possible a mod loading later in your load order is also updating those variables, nullifying the mod.
;=============================================================================;
; ;
; This is the INI file for: BFG's OPEN ALL THE GATES ;
; This file may be edited to set the mod's preferences. ;
; This file should be placed in your Oblivion\Data\INI folder. ;
; ;
;=============================================================================;
;
;
; Difficulty Setting
;=============================================================================;
;
; This setting controls the overall difficulty of the mod. Set according to
; your preference, anywhere between 0 and 9.
;
; Setting Description:
; 0 = No Random Gates open. Only the 10 scripted gates do.
; 1 = Easy-1. No more than 20 random gates open.
; 2 = Easy-2. No more than 30 random gates open.
; 3 = Vanilla.
; 4 = Hard-1. Up to 70 random gates open with up to a 70% chance.
; 5 = Hard-2 (default). Up to 90 random gates (max without respawn) open.
; 6 = Extreme-1. Up to 150 random gates open; gates can respawn.
; 7 = Extreme-2. Up to 200 random gates open; gates can respawn.
; 8 = Extreme-3. Same as Vanilla, but the gates can respawn infinitely.
; 9 = Oblivion! Infinite spawn rate, and 100% chance of spawning. Good luck.
;
; Setting 0 1 2 3 4 5 6 7 8 9
; Max Gates 10 30 40 60 80100150200inf. inf.
; Chance of Random Gate 0 40 50 50 70 80 80 80 50100
; Can Gates Reopen?N N N N N N Y Y Y Y
;
set BFGOpenGates.GateDifficulty to 0
do yo think this mod conflict with his one ?
http://www.nexusmods.com/oblivion/mods/47159/?
Time Enough At Last - A Main Quest Enhancement Mod
Enhanced Deadric Invasion
BFGs Open All the Gates set to 6
Don't close MY gates -- Keeps the MQ from closing random gates.
Hopefully, if all works well, I should see deadra roaming the countryside, invading cities, and battles of invasion-esqu properties.
Active Mod Files: 254/288 Gotta love wrye bash.
00 Oblivion.esm
01 All Natural Base.esm [Version 1.36]
02 Cobl Main.esm [Version 1.72]
03 Harvest[Containers].esm
04 Harvest[Containers] - Flat-Top Barrels Add-on.esm
05 Enhanced Daedric Invasion.esm
06 CyrodiilUpgradeResourcePack.esm
07 TamrielTravellers.esm [Version 1.39c]
08 CLS-Craftybits.esm
09 A_Bloody_Mess.esm
0A Lovers with PK.esm
0B TamagoClub.esm
0C HiyokoClub.esm
0D LoversCreature.esm
0E Fundament.esm [Version ision]
0F CustomSpellIcons.esm
10 Dynamic Underwear System.esm
11 ScreenEffects.esm
++ Icon Overhaul.esp
12 Unofficial Oblivion Patch.esp [Version 3.5.4]
13 DLCShiveringIsles.esp
14 Unofficial Shivering Isles Patch.esp [Version 1.5.8]
15 A Strange Door.esp
16 LoadingScreens.esp
17 All Natural.esp [Version 1.36]
18 All Natural - SI.esp [Version 1.36]
19 Immersive Interiors.esp [Version 0.8.1]
1A Immersive Interiors - Bravil.esp [Version 2.01]
1B Immersive Interiors - Landscape Addon.esp
++ 300_Combat Sounds.esp
1C Better Bell Sounds.esp
++ Diverse Voices.esp [Version 0.1a]
1D Better Rainbows.esp
1E All Natural - Real Lights.esp [Version 1.36]
1F WindowLightingSystem.esp
20 300_Lore_Dialogue_Updated.esp
21 7lbsBedrolls-OBSE.esp
22 BAKAdventurerTorch.esp
23 EnableFreeLookOBSE.esp
24 Clothes Get Wet.esp
++ Cyrodilic Brandy.esp
25 Dialogue Idles.esp
26 Fish! - v1.1.esp
27 Menu and Camera Toggler.esp [Version 1.1]
28 NBB.esp
++ NPCs Eat More.esp
29 PTFallingStars.esp
2A Q - More and Moldy Ingredients v1.1.esp
2B Redecoration.esp
2C SkinMannequinVan.esp
2D Walk to Oblivion - OBSE.esp
2E Willful Resistance.esp
2F Enhanced Economy.esp [Version 5.4.3]
30 Populated Prisons.esp [Version 1.2]
31 BookTrackerOBSE.esp
32 Container Menu Support.esp
33 Display Stats.esp [Version 2.0.1]
34 FormID Finder4.esp
35 Get Wet.esp
36 MigFEA.esp [Version 2.1.3]
37 sycNiceToMeetYou.esp
38 ScreenControls.esp
39 Oblivion Graphics Extender Support.esp [Version 0.42]
3A OBGE - Liquid Water.esp
3B Quest Log Manager.esp [Version 1.3.2]
3C RedEndPCB.esp
3D Spell Delete And Item Remove.esp
3E Dynamic Map.esp [Version 2.1.1]
3F Map Marker Overhaul.esp [Version 3.9.3]
40 Map Marker Overhaul - SI additions.esp [Version 3.9.3]
41 RM Hot Potion and Poison.esp [Version 1.0]
42 Enhanced Hotkeys.esp [Version 2.3.1]
** EVE_StockEquipmentReplacer.esp
43 Alluring Books.esp
++ CM_Better Wine_SI.esp
44 Classic Books.esp
45 Crossbows of Cyrodiil.esp
46 RM Underwear-DUS.esp
47 HGEC Underwear-DUS.esp
48 RZWPortableCandles.esp
49 SpeechcraftEnhanced.esp
4A Unique Enticing Skill Books.esp
4B Reaction - Additions Only.esp [Version 1.11]
4C Cobl Glue.esp [Version 1.72]
4D Cobl Si.esp [Version 1.63]
++ Cobl Tweaks.esp [Version 1.44]
++ Alluring Potion Bottles v3.esp
++ Alluring Wine Bottles.esp
++ Harvest[Containers] - Vanilla - Ore Respawn.esp
++ Harvest[Containers] - SI - Ore Respawn.esp
++ Harvest[Containers] - Flat-Top Barrels Add-on.esp
++ LustyArgonianMaidContinued.esp
4E WCGL - Wilderness Creatures 1.1.esp
4F cyrodiil transportation network wz.esp
50 Imperial Furniture Renovated.esp
51 Bandit Hideouts.esp
52 Cheydinhal Land Texture Fix.esp [Version 2.01]
53 Better Abandoned House.esp [Version 2.01]
54 BHC_Expanded.esp [Version 1.2]
55 BrotherhoodRenewed.esp [Version 1.1.2]
56 delivery_job.esp [Version 1.2x]
57 Fighters Guild Quests.esp
58 OblivionFarmer'sMarket3NoHungry.esp
59 Heroes of Cyrodiil full.esp
5A Kvatch Rebuilt.esp [Version 3.0]
5B Kvatch Rebuilt - No More Burned Ground.esp
5C Kvatch Rebuilt Weather Patch.esp
5D Mages Guild Quests.esp
5E Maeva Scribonias Bookshop NO BookPlacement.esp
5F MTCExpandedVillages.esp
60 Quest-Related Dungeons Marked.esp
61 Region Revive - Lake Rumare.esp
62 ReneersContainerModShiveringIsles.esp
63 Slaves of Cyrodil - Anvil (Naked).esp
64 Slaves of Cyrodil-Imperial City (Naked).esp
++ Slaves of Cyrodil - Edited NPCs (Naked).esp
65 Stonehenge.esp
66 StopDarkBrotherhood.esp
67 Tavern-Goers 2.esp
68 Temple District Repaired.esp [Version 1.0]
69 The Duelists.esp
6A TheElderCouncil.esp
6B Vampire Hunting - Order of the Virtuous Blood.esp
6C Whispered Warning.esp
6D za_bankmod.esp
6E BrumaGuildReconstructed.esp [Version 1.0.2]
6F AFK_Weye.esp [Version 2.32.Non-COBL]
70 House of Healing at Weye.esp
71 WeyeOverhaulModsPatch.esp
72 Enhanced Daedric Invasion.esp
73 PTRoamingNPCs.esp
74 TamrielTravellers.esp [Version 1.39c]
75 TamrielTravellersItemsCobl.esp [Version 1.39c]
76 ShiveringIsleTravellers.esp [Version 1.39c]
77 Trees Overhaul.esp
78 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
79 BetterPirates.esp
7A BFG's Open All the Gates.esp
7B A Bloody Mess - Bloody Fights.esp
++ A Bloody Mess - Armor Shader Supression.esp
++ A Bloody Mess_Fix.esp
7C CL_Tools_and_Clutter.esp
7D Cliff's Shacks Basements.esp [Version 1.0]
7E Create NPC Duplicates - Beta.esp
7F HUD Status Bars.esp [Version 5.3.2]
80 DecoratorAssistant with OBSE v1.1.esp
81 DecoratorAssistant Unlock for OBSE version.esp
82 DontCloseMYGates.esp [Version 0.1]
83 DS Storage Sacks.esp [Version 1.3]
84 EVE_ShiveringIslesEasterEggs.esp
85 Dungeon Actors Have Torches 1.6 DT.esp
86 Exterior Actors Have Torches 1.3 DT.esp
** Grass Overhaul.esp
87 GuildAdvancement.esp
++ Improved Fires and Flames - Increased Sound.esp
88 kuerteeInventoryIsABackpack.esp
++ more books teach.esp
89 More Gold in Locked Containers-5976.esp
8A MWStyleSpriggansV.1.2.esp
8B NirnrootOverhaul.esp
8C NPCsMoreGold.esp
8D Oblivifall - Ambiant Dungeon SFX.esp [Version 3.0]
8E Oblivifall - Closing Time.esp [Version 1.0]
8F Oblivifall - Let's Talk!.esp [Version 1.1]
90 ObliviousTerrainReplacer.esp
91 P1DKeyChainSI Merged.esp
92 PersuasionOverhaul.esp [Version 1.43]
93 kuerteeGoldIsAnInventoryItem.esp
94 RMDailyIncomeV2.esp
95 SetsunaDummyTraining.esp
96 SPTDiverseBandits.esp
97 Storms & Sound.esp
98 tbskGuardsFeatures.esp
99 Werewolf-Legends.esp
9A CLS-Craftybits.esp
++ CLS-Craftybits_A_Bloody_Mess-Glue.esp [Version 1.1]
9B CLS-Craftybits_A_Bloody_Mess-Glue-Ragplacer.esp
++ CB-Weights_Hard.esp
9C HousesCB.esp
9D Enhanced Economy - House prices.esp [Version 5.4.3]
9E Quest Award Leveller.esp [Version 2.0.1]
9F Alternative Beginnings.esp [Version 1.4.3]
A0 CombatOmega.esp
A1 Elz - Realistic Gravity.esp
A2 AdvancedHealthRegen.esp
A3 Basic Primary Needs.esp [Version 6.3]
A4 Basic Personal Hygiene.esp [Version 3.0]
A5 BPH_InnsHaveTubs.esp
A6 Vampire Revolution.esp [Version v1.13]
A7 ClaimThatInterior.esp
A8 MadCompanionshipSpells.esp [Version 2.5]
A9 MCS extension.esp
AA SetEssentialActors.esp
AB spelliconreplace.esp
AC RefScope.esp [Version 2.1.2]
AD SetBody.esp
AE DiseaseImmunity.esp
++ Diverse Effect Icons.esp
AF Syc_AtHomeAlchemy_No_Bounty_v2.esp
B0 RshAlchemy.esp
++ RshAlchemy - AVU.esp [Version 1.0]
B1 RshAlchemyRecipes.esp
B2 StolenItemOwnership.esp
B3 ZumbsLockpickingMod - OBSE.esp
B4 SM Bounty.esp [Version 1.22c]
++ CoblDeathFix.esp [Version 1.20]
B5 Enhanced Grabbing.esp [Version 0.5]
B6 Enhanced Grabbing Lovers Patch.esp
B7 HumantouchNPC.esp
B8 nGCD.esp
B9 Grandmaster of Alchemy.esp
BA LettersAndMessages.esp
BB zzEDialog.esp
BC HAZeatanimations.esp
** Cava Obscura - Cyrodiil.esp
** Cava Obscura - SI.esp
** Cava Obscura - Filter Patch For Mods.esp
++ Script effect - Bash icon.esp [Version 1.01]
BD Leobit.esp
BE Oblivion_Character_Overhaul.esp [Version 2.0]
BF Birthsigns Expanded.esp
C0 Automatic Timescale.esp [Version 1.1.1]
** GW71_Life_Detect.esp
C1 qazFingerSnap.esp
C2 Reading Takes Time.esp
C3 SwimmingEquipment.esp
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.36]
++ MoreFemales.esp
** TIE Weapon + Armor Filter.esp
C4 LandMagicPatch.esp
C5 Bashed Patch, 0.esp
C6 SmokingSystem.esp
C7 TamagoPlayerHUDkil.esp
C8 TamagoTopic.esp
C9 TamagoDischarge.esp
CA LoversTamagoClub.esp
CB LoversHiyokoShooter.esp
CC LoversEncounter.esp
CD HiyokoFutureDream.esp [Version y]
CE HiyokoGenerator.esp
CF HiyokoGeneratorBroodMother.esp
D0 HiyokoGeneratorGeneForge.esp
D1 hggf_hiyokoclub_fix.esp
D2 TamagoSetBody.esp
D3 LoversAdultPlayPlusforSSP.esp
D4 LoversVoiceSSPplus.esp
D5 LoversHooker.esp [Version 2.2a]
D6 LoversAdultPlayPlusforSSP_HookerPatch.esp
D7 LoversRaperS.esp
D8 LoversStalkerM.esp
D9 LoversStalkerMN.esp
DA PlayerSlaveEncounters.esp [Version 0.694]
DB LoversPayBandit.esp
DC PSE-PayBandit-Patch.esp
DD Lovers with PK.esp [Version 96v5]
DE LoversBitch.esp
DF PSELoversBitchPatch.esp
E0 LBPMill.esp
E1 LoversCreature.esp
E2 LoversSoundCreature.esp [Version 0.1.0]
E3 LoversSpermSplashEx.esp
E4 LoversEscapeRapeVPlayer.esp
E5 LoversGGBlackmail.esp
E6 LoversHorseRider2.esp
E7 LoversImmoralSisters.esp
E8 LoversTrueCrimeEx.esp
E9 LoversSlaveTrader.esp
EA LSTBravilUnderground.esp
EB LSTaddonIn.esp
EC FuroGeneratorTrap.esp
ED xlds.esp
EE xldsFuro.esp
EF LoversAchievments.esp
F0 LAPF Afterglow.esp
F1 LoversChorus.esp
F2 LoversJoystick.esp
F3 LoversLight.esp
F4 PlayerSlaveCry.esp
F5 LoversPrimalUrge.esp
F6 LoversSatisfaction.esp
F7 LoversSexSense.esp [Version 0.5.3]
F8 SlofsAnimals.esp
F9 LoversMB2.esp
FA Lovers3dorgasmMB2.esp
FB LoversIdleAnimsPriority.esp
FC Lovers3dorgasm.esp
FD LoversAnimObjectsPriority.esp
[/xml]
Did it work? There are several possible conflicts there....
The fact that this mod is reducing the random gates, but not eliminating them completely, pretty much confirms that we either have a mod conflict or that the gates you're seeing are appearing when you first load your save game, before the script executes the first time. The second option shouldn't happen in the absence of a mod conflict, but it's possible I missed something.
I'll take a look at the unofficial patches tonight to confirm they're not conflicting, but I seriously doubt they are. Meanwhile, if you have TES4Edit, you might take a look at the Global variables to see which mods are modifying them. (I'll have to look up the variables to check, but they're usually something obvious like OblivionGateFrequency. Unfortunately, TES4Edit won't show you what scripts modify the variables; it'll only show you what mods directly change them.)
Two more things you can try. First, you could try temporarily disabling all your mods except the official content, and see if the gates behave any differently. Second, you could try changing the script execution frequency in this mod's INI file to something obscene like 1 second, and see if that makes a difference.
We'll figure it out!
This mod works by directly changing the global variables, built into vanilla Oblivion, that control random gate frequency, timing, and whether they can reopen after being closed. To try to prevent other mods from overriding its changes, it executes a script every 60 seconds to reset the variables to the proper values. But, if you load another mod after this one that also makes changes to those variables, or if any of your mods also run a script like this one does, it's possible that the changes are being cancelled out.
Would you say that the rate of random gates is being affected at all? Maybe they're still appearing, but just not as frequently as before? Do they seem only to appear shortly after you load your game (though they could spawn some distance away from your starting point)? That'll help me eliminate other possibilities.
Finally, can you post your load order? You might also try experimenting with turning some of your other mods off temporarily, to see if that makes an impact.