About this mod
Adds a requirement to close some oblivion gates to progress at certain stages of the main quest, where it makes sense. Creates some breaks in the main quest, paces it down and gives you more reasons to explore.
- Requirements
- Permissions and credits
- Changelogs
This mod adds a requirement that you close a few oblivion gates before you can progress to certain stages of the main quest (in addition to the other objectives). It makes a lot of sense to me that being a Blades agent, the hero of Kvatch even, during the Oblivion crisis, should include a lot of, you know - fighting Daedra, protecting Tamriel from the invasion, closing shut the jaws of Oblivion, that kind of thing. For some reason the main quest in vanilla really only has you close like 3 gates and that's it.
I thought this change is a great way to fix a number of problems at once:
- It slows down the pace of the (very tense) main quest slightly, adding some breaks that give you much-needed time to develop your character, join guilds, do side quests and so on.
- It pushes you to explore Cyrodiil to find those gates that you need to progress. You will not receive quest markers for them, so you'll have to explore (you won't have a problem finding them though).
- It gives a reason for you to venture into Oblivion - since there are almost no quests in vanilla that send you to (the randomly-generated type of) Oblivion gates, your only reason to enter them was "role-playing a hero". Not anymore.
- It adds a little flavor to the Blades as a faction, as I imagine them fighting Daedra and closing gates all over Tamriel, and you get to take a part in that.
As for the actual quest changes,
- To progress to The Path of Dawn quest, you'll have to close 1 oblivion gate (after the Kvatch gate). You can do this at any time after the assault on Weynon Priory, both before or after reaching Cloud Ruler Temple.
- To progress to Spies, you'll have to close 2 oblivion gates. You can do this at any time during or after the quests "The Path of Dawn" and "Dagon Shrine".
- To progress to Blood of the Divines, you'll have to close 2 oblivion gates. You can do this at any time during or after "Spies" and "Blood of the Daedra".
- To progress to Miscarcand you'll have to close another 2 oblivion gates. You can do this at any time during or after "Blood of the Divines", "Bruma Gate" and "Allies for Bruma". The Bruma gate itself won't count for this. Gates you choose to close for the other towns during "Allies for Bruma" will count for this, except the Cheydinhal gate (because it's a unique Oblivion realm with a unique quest).
When you return from Miscarcand things start to seriously escalate, so there are no more breaks.
I also provide a version of the mod in which these numbers are raised to 2-3-3-3 required gates (in this order),
a version in which the requirements are 2-3-3-5 (this is the one I use),
and a fourth version in which the requirements are 3-5-5-7.
Note in all of these cases you don't have to close the gates after finishing all prerequisite quests, you can close them at any time since the previous "oblivion gate checkpoint" listed above and it will still count. At any point if you cannot progress further in the main quest because you have to close more oblivion gates, your quest journal will indicate this. You will not receive quest markers for the gates, so you'll have to explore to find them.
I do not recommend adding this mod to a save in which you already visited Kvatch. Its scripts alter the main quest progression and they may function incorrectly if not started at the intended time. Please do not report bugs if you added this to a pre-existing save.
Comptaibility
This mod edits the main quest, and will conflict with any mod that alters or touches it. It also touches the script that controls taking Sigil Stones and closing Oblivion gates, and thus will conflict with anything that touches it (one user in the comments reported incompatibility with sigil stone selector). It should be compatible with anything else.
Bug Reports
This type of mod is extremely difficult to test and debug, because the scripts controlling the quest progression can get into all sorts of weird states depending on what exactly you did in the game and in what order. I did my best, but if you're facing problems progressing at the above points in the game, and you added this mod before starting the save (or at least before visiting Kvatch), please write to me about it with as much detail as possible - what quests exactly you did, in what order, which dialogue options you chose to get to this state.