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Oblivion talk:Oblivion Gates/Archive 1

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This is an archive of past Oblivion talk:Oblivion Gates discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Random Gates

Despite most of places in Tamriel seem to be fixed, I think that many Oblivion gates open in random places. I closed many gates that are not where this article says, and I too couldn't find many of those described here. Can someone confirm?

Confirmed. A while back I found an oblivion gate on the road west of Skingrad right before my game crashed. I reloaded to a point a few minutes earlier, no gate! Also, the rate at which Gates appear is dependent on where you are in the main quest. Between getting Martin to Cloud Ruler and getting the book, they're relatively rare. After that, the city-specific gates pop up and you can't go five feet without three random ones appearing.
I have gone ahead and looked this up in the Toolset. It appears that there are 97 actively used gates that are randomly spawned, but they have static locations. As for what determines whether or not they spawn ... I am still looking into that, but it looks like total number of quest points has something to do with it. --stotch 03:20, 24 June 2006 (EDT)

It would have some sense to mark those gates only that appear near the cities in "Allies for Bruma" quest, but I do not think it is necessary. The map shows them anyway. All the other gates are random, so to list them is useless ... :( It is more important to mention that when in "Allies for Bruma" quest, the gates should be closed _only_ after speaking to the leader of the city. If you close it before, another gate would be opened... --Juharfalvi 05:35, 25 April 2006 (EDT)

I think the gates are not totally random. Due to an obvious graphical limitation in the engine, the game can't generate random gates everywhere. There are simply a large number of possible places where gates will randomly appear.

Actually, the 3D world is built out of objects that can be replaced and easilly dropped into place, whenever, wherever. This is a common design in large-scale 3D games. But, for the most part, the locations are static, but the spawning of the gates at their static location is based on a random seed that is influenced by something like total quest points or total number of quests completed or elapsed game time (or some or all of the above). I am still looking into what influences the random seed for the gates. --stotch 03:20, 24 June 2006 (EDT)
Can someone tell me how many there are for any specific savegame/character? --MiSP 18:37, 3 May 2006 (EDT)
I have 55 gates closed and set with map markers in one game and 68 with markers in another game. There are 97 random gates, if that helps you. --stotch 03:20, 24 June 2006 (EDT)

Cleanup

I will clean up the main Oblivion Gates page later tonight and add in the details that I have added in here after I get some more research done. --stotch 03:20, 24 June 2006 (EDT)

I'm working on adding all the random gates with Map Links now. I've created a complete list of all the gates, now I need to write good descriptions for them and make sure I don't add duplicates. I expect this to be finished by the end of the week. Until then there might be some minor mistakes, since I'll be checkpointing my edits by saving from time to time. --Weine 21:48, 9 December 2008 (EST)

Renovation

I did a major rehaul to the page, hopefullly more people will find this section usefull now, Im not sure if we should keep the locations section since it is now proved that many gates are random. --Juan_Anselm 13:54, 27 June 2006 (EDT)

They appear randomly at fixed locations (the ones mentioned). I suggest leaving the location info in the article. --MiSP 06:50, 28 June 2006 (EDT)
 
Ingame Fast Travel maps spliced togather with all 99 gates marked & a mosaic of ingame screen shots - 0.5MB in size
Seems how one keeps track of N of 90 gates is an issue of personal preference - I don't understand or like the coordinate system. I just like to "fast travel" to nearby cave or fort and then look and see if the gate is open. My table scheme didn't turn out useful for me (so won't help others I'm sure). I made myself a mozaic of screen shots showing all 99 gates as they relate to "fast travel" points. But I won't put it on the main page as us numeric-challenged people are not the norm. Angmojoe 8-Nov-2006
I agree the list of gates is somewhat unwieldy. I feel that the (map) makes this list somewhat redundant now, since it is much easier to figure out the gate locations on the map than it could ever be in a list of the locations. But if you can come up with a way to make this list more useful, go for it. --Nephele 13:23, 4 September 2006 (EDT)


(a) provide the in-game coordinates of each gate
Luckily, I've already done that:
(-50,-6), (-50,0), (-48,6), (-44,-12), (-44,-5), (-41,-6), (-39,-13), (-39,4), (-38,0), (-36,8), (-35,-10), (-34,0), (-1,12), (-30,2), (-30,6), (-28,16), (-28,20), (-25,3), (-24,8), (-24,11), (-24,20), (-24,25), (-23,0), (-22,-3), (-2,18), (-21,4), (-18,6), (-17,6), (-16,32), (-15,37), (-14,3), (-14,15), (-13,0), (-11,0), (-10,0), (-10,20), (-9,-3), (-9,9), (-8,35), (-7,17), (-5,-6), (-5,33), (-4,-2), (-2,4), (-2,25), (-1,-4), (1,-2), (1,35), (4,3), (5,-5), (5,26), (5,40), (7,0), (7,34), (9,31), (10,-5), (11,10), (13,22), (14,2), (15,-2), (16,20), (17,-7), (17,27), (19,-25), (19,6), (19,15), (19,36), (20,0), (21,11), (21,25), (23,-33), (23,31), (25,-34), (25,-28), (25,6), (26,-41), (26,-19), (26,21), (27,-38), (27,17), (27,36), (28,-25), (29,-43), (29,-25), (29,-15), (29,14), (29,26), (30,-36), (30,-3), (30,3), (31,18), (32,-42), (33,-33), (33,-11), (34,-25), (34,25), (35,-5), (36,-22), (39,7), (41,-3), (44,-10), (49,-3)
Feel free to use this any way you wish. (Note, this is ALL the cells with potential gates in them - including the quest-specific ones, so it's slightly more than 99.) --TheRealLurlock 00:23, 8 September 2006 (EDT)
What is that fixed oblivion gate over anvil, the far one? its important for a quest or what? --lencelo15 20:40, 25 august 2008 (EDT)
That is the gate involved in the non-journal quest Attack on Fort Sutch. --Timenn < talk > 03:42, 25 August 2008 (EDT)
ok thanks! --Lencelo15 9:18, 26 August 2008 (ETD)

corrected errors and added some info

To my horror i saw that this page had several bad errors, and missing info.

  • It fasly stated that oblivion gates reopen. The variable mq00.allowgatestoreopen is never set to 1, and it is therefore impossible for a gate to reopen. The guide states that they do, but they DONT.
  • I added the locations for the fixed gates
  • I added the maximum number of gates (59). The variable mq00.opengates is increased by 1 for each random gate that opens, and it is never decreased. A gate opens if maxopengates > opengates
  • added the two last MQ locations where the gate variaiables are changed.
  • some minor changes. - Not 99 random locations, but 90, and some other things.--Arcatus 19:53, 25 September 2006 (EDT)
Thanks for those corrections and additions. Those were all things I'd been planning to investigate more thoroughly, but hadn't gotten around to it yet. --Nephele 00:54, 26 September 2006 (EDT)

Should this be merged with Planes of Oblivion?

They cover slightly different topics, but usually, if you want the information in one, you want the information in the other. There should at least be a link mentioning that Planes of Oblivion has more information about the actual insides of the gates. Dylnuge 16:29, 15 October 2006 (EDT)

I'm probably biased on this one, since I created the Planes of Oblivion page, but no, I don't think these pages need to be merged. There is more than enough info on each topic to justify having two separate pages in my mind. There are multiple links on this page to Oblivion:Planes of Oblivion; if you see places where more are needed, by all means add them. Also, I originally had more explicit references to the fact that more details are provided on the Planes of Oblivion page (e.g., "More details on what you will find in the Plane of Oblivion are provided on that page), but those were removed by another editor. From what you're saying, perhaps those sentences should be added back in. --Nephele 16:36, 15 October 2006 (EDT)
I will add that information in again. I see the difference in the topics, and both are nice pages, I just noticed certian similarities. --Dylnuge 16:45, 15 October 2006 (EDT)
Sorry, I am the another editor. IMHO, if you're in a hypertext document and you're looking for more information, you will click the name of that topic when it is a link, you don't need "See here for more details." But if people are looking for it, then I suppose we need to put it back. I removes the fun of hypertext for me though. --Actreal 17:16, 15 October 2006 (EDT)

Great Gate

Your "Oblivion Gates Shut" statistic will state that you have closed 59 (not 60) gates, because the Great Gate does not count towards this statistic.

I've deleted this sentence, because for me the "Oblivion Gates Shut" statistic definitely went up by one (from 11 to 12) at the moment when I closed the Great Gate. Can anyone else confirm or deny whether the Great Gate counts in your statistics? (And it's not just an academic question: the "Oblivion Gates Shut" statistic is used for Mysticism Master Training; if the Great Gate does not count then it is possible to complete the Main Quest without getting the necessary three gates.) --Nephele 15:00, 5 February 2007 (EST)

Interesting. The great gate is closed by en entierly different script than the normal gates, and this script does not have the "increase closed gate stat" that normal gates have. I also looked into the involved quest stages, but none of them increase that stat. If your observations is correct then it seems I might have missed something and have been a bit hasty with my conclutions. I have no way to test this myself, but I will create a thread over at TESf and I am sure someone there will be able to help.--Arcatus 08:45, 17 February 2007 (EST)
There have also been some related notes added to 100% Completion in the last week by another editor, so it seems that someone else has also been able to get the Great Gate to count (although in my case I definitely did not have to wait until I'd closed another gate).
As for the mechanics of how it happens, I can't say I understand that. None of the gates have an "increase closed gate stat" command (e.g., ModPCMiscStat) in their script; the command that does that is nowhere in the Oblivion.esm file so it must be hardwired into the game's internal coding. My assumption has been that the statistic is changed by the command CloseCurrentOblivionGate. For MQ14 that command is called by the script TrigZoneCloseCurrentOblivionMQ14SCRIPT, rather than being in the sigil stone script (but is only called if MQ14SigilStone.gotSigil == 1, which is how it gets tied into the sigil stone script). --Nephele 12:47, 17 February 2007 (EST)
On normal random gates it is a script on the sigil stone IIRC. I think it is called SigilStoneScript or something close to that. I have no way of looking into the CS now, so this is just from the top of my head. But I will be home in three weeks, so I'll post here where the stat is updated (for normal gates) then. I dont belive it is hardcoded to the CloseCurrentOblivionGate command. As for the closed stat increasing with the great gate I really dont know how that works, but in TESf it was indeed confirmed that it does count. So 60 gates it is.--Arcatus 14:44, 17 February 2007 (EST)
The script called when a normal (randomly generated) gate closes is SigilStoneScript. It directly modifies the player's fame, but has no command related to misc stats. The entire contents of that script are:
begin OnActivate
  if IsActionRef player == 1
    player.additem LL2SigilStones100 1
    modpcfame 1
    CloseCurrentOblivionGate
  endif
Since waiting three weeks seems like a long time :) --Nephele 14:57, 17 February 2007 (EST)
Hmm. I am rather sure I saw that command somewhere. Have you tried using the "edit- find" to seach trough the scripts for that command? --Arcatus 05:39, 20 February 2007 (EST)
I actually tend to be a step more primitive than that: I just pull up the raw esm file in emacs and do searches there, in part because it allows me to rummage around even when I'm not using my one computer that can run Oblivion. But in any case I've done a search that way for every instance of ModPCMiscStat, and there's nothing relevant. There's a remote chance that I'm missing something because I'm bypassing the construction set, but my experience is that I'm much more comprehensive in my searches, because I'm looking through not just scripts but also dialogue responses and other hidden script snippets. --Nephele 10:11, 20 February 2007 (EST)

How many must be closed for 100% completion?

How many damnit?!?! 13:29, 2 August 2007 (EDT)

Whoa there, tiger. See Oblivion:100% Completion for everything you need to do to complete the game. The answer, by the way, is 60. --Eshe 13:33, 2 August 2007 (EDT)

Gates of transportation?

When I entered an Oblivon gate, I did not remove the Sigil stone, and exited the way that I came in. For some reason, I ended up outsde of another Oblivion gate, in a different part of Cyrodiil. Was this a glitch, or can Oblivion gates be used as a random and dangerous new form of transport?--Merco 11:34, 20 August 2007 (EDT)

Is there any chance that you didn't actually come out the same gate that you entered? There are two Oblivion Worlds (Random Oblivion World 5 and Random Oblivion World 6) that contain two entrance gates. If you go back to Tamriel through the second gate, then what you describe will happen: you get randomly teleported to a new location. But going back through the exact same gate that you entered should always take you back to your starting point; if it doesn't, then it's a glitch, rather than a reliable feature. --NepheleTalk 22:02, 20 August 2007 (EDT)

Invisibility speedruns

I think it is worth mentioning that with an invisibility spell you can close an Oblivion Gate with no combat or risk in about 5 minutes. Of course you won't get any loot (except from stashes - or I guess you could pickpocket), but if you aren't looking for tough fights it is a nice alternative. A spell lasting ~30 seconds is optimal. Much longer isn't usefull since you'll be opening doors pretty frequently (which breaks the invisibility), but as long as it isn't a drain on your magicka it doesn't matter. --217.116.246.5 07:29, 29 October 2007 (EDT)

would'nt 100% chamelon spell/equiptment be better? so the doors dont affect it

This gate leads nowhere

I was in one of the random Oblivion worlds with two gates. I foud the second one ( i.e.; the one I didn't use to enter that world), but it woudn't transport me. All it said was this gate leads nowhere . I'm playing on the Xbox360 and had already closed 54 gates. Can anyone explain what happened?LordDagon 11:53, 12 January 2008 (EST)

There were no available gates in Tamriel to which to connect the second gate. There are only 50 random gates that will ever possibly appear (without console tweaks). If you're getting that message it means that all 50 random gates have already been closed or have at least already been entered and connected to worlds. --NepheleTalk 02:07, 6 December 2007 (EST)
Maybe, but when i sead 54 gates i meant 54 gates in total ( not counting great gate )i.e. those 54 gates included the set gates. So I still had to close about 5 Random gates. So there where still 5 gates to which it could connect...LordDagon 11:53, 12 January 2008 (EST)
Unless the destination for those 5 remaining gates had already been determined in one way or another, in which case none of them would have been available. --NepheleTalk 03:04, 22 January 2008 (EST)

It must be some sort of random chance that the door will lead somewhere. After closing 6 gates, I got 'This door leads nowhere'. MUCH later, after closing 23 gates, I could just go through that door, discovering jet another Gate to Oblivion. This makes me think it's some 50/50 chance script. (or however you call that in the CS-language.) This was both after 'Dagon Shrine', having closed 0 fixed gates, immediately closing each gate after discovery. (so, no I hadn't discovered an extra 54/37 gates that i had to close jet.)--LordDagon 11:01, 2 July 2008 (EDT)

Daedra outside the gates.

One thing I did not see mentioned in the article is whether the daedra respawn after the gate has been closed. I think they do, and this can be annoying when traveling past a closed gate that is roadside.

I don't think so. I have, on occasion, found daedra around a closed gate but those are always ones I'd missed first time around. After all, once the gate is closed, how can they be getting to Tamriel? –RpehTCE 16:12, 8 January 2008 (EST)
Maybe its a deadra you did not see! Some time a bear, deer, ect pass beside a gate and some deadra start too hunt the animal and thene you come there, kill every deadra you see, close the gate and continue your way. After that, the deadra who was go hunting, come back and do like normal. -- Lencelo15 20:51, 25 August 2008 (EST)

Plain Curiosity

Is there any source of information that states why Oblivion Gates are shaped like the daedric letter 'Oht'? (without the dot in the middle) Any practical, technical or obvious reason, or did a developer just think: 'Hey, why not makes planes of oblivion you can reach by going through a portal shaped like that drawing they made, on the box of the game'

There's no need to dive into the game books, study day and night, or devote your life to finding out why, but if you happen to know it, it would (at least temporarily) satisfy my strange need for useless information.. Until I find a new mindbreaker. - Korunox 20:29, 15 February 2008 (EST)

Well, it is the letter "O", which is the first letter in the game's title of Oblivion. That's about as strong a case as I came make of it. If we were to weave lore into it, then Oht could be the symbol that Dagon scribed into the stone in order to make it a Sigil Stone. Why he would use that specific letter is beyond me. —Dark Spark 22:34, 15 February 2008 (EST)
Wow, I never thought I would find out more about the lore of that subject than I already found. Thanks ^^ The sigil stone's symbol was what I was looking for. Now to think of another question that will make no-one but me any wiser.. - Korunox 19:01, 17 February 2008 (EST)
Wow, wait... there is someone who found the translation? Do you know a link to the translation? Damn, i got a mindbreaker... - Lencelo15 20:59, 25 August 2008 (EST)

Total Gates

The wiki is somewhat confusing, perhaps because of wording and phrasing. After reading this article I was left with the impression that while 60 gates could open, that this was based on chance and that there were ways to maximize the odds of a higher amount of gates that would open. Is that the case? Some re-phrasing or clarity might be of value here. In a thread on the Oblivion boards I posed this same question, and there seems to be a lot of confusion there as well, leading me to believe that clarity on the topic is needed by more people than just myself. --Alaston

I'm not entirely sure where the confusion is here. After reading the Fixed Gates and Random Gates sections, it seems clear to me that at a certain point in the game (ie: After Dagon Shrine but before giving the amulet to Martin) you can have a maximum of 50 gates open, plus any of the 10 fixed gates that have opened up. Could you be a little more specific about what's not clear here? I'm not an expert on Oblivion gates, so it would help to know a little more about what's confusing about the article so I can be more of a help to you. –Eshetalk20:26, 26 February 2008 (EST)
Sure, Nephele, and actually your statement is a good example of where I think the disconnect is for me. You wrote, "you can have a maximum of 50 gates open" - "CAN" - not "WILL" - so it is random then, and one may or may not get the highest possible number to open (50 in this case, plus the tend mandatory ones for a total of 60). Then my question is that at places in the article, it mentions that certain actions will increase the probability of gates opening, so what are those actions specifically (or are they just the one or two quest completions that are listed)? Also, if I go to a gate area and it randomly determines not to spawn a gate, can I go back later and it checks again, so that as long as I keep visiting areas I'll eventually get 60 gates to open? Does it check every time I visit an area or just once? Or does it check once at the end of one of the quest missions, and then check again at the end of another quest mission that changes the probability of a gate opening?
The confusion in this case might be from lack of an in-depth answer. There's simply not enough information there for me to be able to tell what's going on with the gates. The questions I asked (if answers are available) will probably help lend clarity to the matter overall. This seems to me to be a case of "It makes perfect sense to those of us that already know how it works."
--Alaston


I actually got the answer off the boards just now from someone else:
"If a gate didn't open earlier, then exiting and re-entering the cell triggers the 50% chance again."
Thus, to get the gates open one simply needs to keep going around to the gates. Failing a roll once does not mean that gate will never open. Simply exit the area, come back in and it will check again.
This is the answer I was after, and it is not present in this article or if it is, it wasn't clear (to me at least). --Alaston
A new update: I got a PM on the Oblivion boards from another member. She wrote: "There is timing involved with the gates, and chance -they don't just all plop open. I know this because I have been, across four different characters, on a mission to try and close all 60, something I have not done, though not for lack of trying."
So this pertains to my question too, Nephele. I'm playing Oblivion. I want to close all 60 gates (and thus get the sigil stones). How do I best go about doing that? This is the holistic question I was trying to answer when I read the article, and I'm not seeing a clear answer. --Alaston
Okay, first of all, it's Eshe, not Nephele ;). Second, because I'm not Nephele, I'm actually not sure of the answer to your question. I found this on the 100% Completion article which might help you (and if it does answer your question, it should definitely be included on this article as well). It looks like (if I'm reading correctly) you just have to keep revisiting places to re-trigger the possibilty of a random gate being there until you manage to get them all. If that's not the answer you're looking for, I'm totally clueless. Hope that's somewhat helpful! –Eshetalk23:46, 26 February 2008 (EST)
I'm so sorry, Eshe... I'm used to Nephele being in all places at all times. It's just habit that when someone replies it's usually Nephele... I meant no offense, and again please accept my sincerest apology. I also looked at your link, Eshe, and that is EXACTLY the answer I was looking for! Had this been present on this wiki page it would have saved a lot of text, and one very heated argument on the Oblivion boards. YES! THIS is what I was after all along! Thank you very much! --Alaston
Well good, I'm glad it helped! And no worries about the mix-up--it's totally understandable, and I actually take it as a compliment! I'll see if I can make some changes to this article to better include that information. –Eshetalk23:52, 26 February 2008 (EST)

Finding Open Gates

Is there a console command, mod, or whatever else that'll let you find all the open gates, or the nearest open gate? (By adding one or more quest markers, possibly?) I wanna go on a gate-closing spree, but have no idea how to easily find which gates are open short of travelling to each and every one. --Robin Hood 23:49, 8 March 2008 (EST)

Unfortunately not. tmm 1 turns on all the map markers but the gates don't actually exist until you enter their vicinity. The only way to find them is to explore all the potential locations. –RpehTCE 04:18, 9 March 2008 (EDT)

Since there was nothing to do this for me, I've created a mod to do it. It's now gone through a couple of bug fixes, and I believe everything is okay now, though I haven't been able to check the end-game gates as yet. For anybody who's interested, you can find it here: TesNexus: Oblivion Gate Markers --Robin Hood (TalkE-mailContribs) 18:56, 16 April 2008 (EDT)

How to enter a gate?

The article doesn't mention how you're supposed to pass through a gate. I did the first one outside of Kvatch just fine. But more recently, I tried to jump through a random gate near Skingrad, and I just passed right on through to the other side. No transport anywhere. What's the deal? — Unsigned comment by 67.174.121.228 (talk)

You open them like any regualr door or gate. When you say you jumped through it, do you mean you just walked through the fire without pressing activate? When you get near the gate you should press activate just as if it were a shop door. When you used the Kvatch gate, you probably hit activate by accident, and assumed that you entered the plains by just jumping through the gate. Hope that helps. - Game LordTalk|Contribs 11:40, 4 April 2008 (EDT)
Your icon should change to a door icon when you're in range. That's the big hint... –RpehTCE 12:11, 4 April 2008 (EDT)

Can't Grab the Sigil Stone

I recently entered an Oblivion Gate, it was the random one that appears right near Applewatch. I went through it, got to the Sigil Stone room, went up to the Sigil Stone... But there was no way for me to take it and close the gate. The activate icon didn't appear, and pressing activate anyways did nothing. I tried reloading, quitting the game and reentering. Nothing worked. It's not that big of a deal, but I was wondering if anyone knew what could cause this. Darkle 06:53, 18 July 2008 (EDT)

Do you have all the latest patches installed? That my fix your problem. --Volanaro 06:57, 18 July 2008 (EDT)
Sorry, I should've mentioned, I have all official mods and patches. Darkle 12:36, 18 July 2008 (EDT)
Is this for a quest or just for fun? - lencelo15 20:20, 25 august 2008 (EDT)
It's, as I said, the Oblivion Gate near Applewatch. So, not a quest. Darkle 22:25, 24 August 2008 (EDT)
I've got the same problem going on with one of my gates too, and I have all but Knights of the nine(Which I accidentally deleted, and am waiting to borrow again from my friend) and the horse armor pack. But mine's the one that opens just north of battle horn castle. Maybe they open into the same random world or something and it's just glitched? 69.151.210.65 19:15, 14 May 2009 (EDT)

Leaving people behind?

I haven't tried this, but if you have a follower and you tell them to wait in an oblivion gate and you proceed on to close the gate, do they appear outside the gate with you or are they lost forever?Amantius Allectus 22:05, 31 July 2008 (EDT)

They will appear outside the Oblivion Gate when you close it. Even the bodies of dead followers will be returned to Tamriel. --LordDagon 06:45, 15 August 2008 (EDT)

Random Gates, and completing main questline via cheats

  I completed the main questline without actually doing anything. As far as I can remember (I started my character awhile back) I used the paintbrush glitch to hop into the Temple of the One and complete the main questline just for the achievement and gamerscore. Well one thing I forgot to do was to do the part of the main questline that enabled random Oblivion gates to pop up. Is there any way to make the Oblivion Gates popup, despite Martin being dead, and the Amulet of Kings not being in my possession (due to Martin breaking it at the end of the main questline)?, or am I screwed? DaedryonTCE 00:38, 3 August 2008 (EDT)

Your screwed, but if your on the pc, you can used console commands. Amantius Allectus 10:55, 3 August 2008 (EDT)

paintbrush glitch??? -- Lencelo15 9:28, 26 August 2008 (EDT)

Read about it here. --Timenn < talk > 09:41, 25 August 2008 (EDT)

Console Command that opens the gates back up?

I was wandering what the console command is that opens the Oblivion Gates back up (as if I havn't done the main quest) because I want to try and complete it, but I don't want to mess my game up by putting in wrong codes and stuff so can someone give me the code or codes to allow the gates to open and appear like normal and the code to stop them please? Thanks!--Shur'tugal 10:59, 23 August 2008 (EDT)

Have you tried reading the article? There is an entire section on console commands and Oblivion gates. --LordDagon 09:36, 25 August 2008 (EDT)

semi-protection?

Almost none of this info is ever going to change, certainly not the locations etc, and there's not much more that can be said on the topic (though recommending/linking Robin Hood's mod might not be a bad idea). The page is very susceptible to "subtle" vandalism since 0-char edits like EAst->WEst can completely poison it.--Aliana 18:26, 28 October 2008 (EDT)

There's much to recommend such a change, but in general it's not a good idea. It amounts to admins deciding what people can and can't edit, and there's always the risk that an overzealous admin team decides to overprotect. There's definitely an argument that anons should be preventing from editing, but that war was fought before my time. –RpehTCE 18:34, 28 October 2008 (EDT)
Pity. More wasted time for you guys when you could be checking contested issues instead. :P
As I understand it, isn't the point of semi- that "people" CAN edit it, just not anons? Though after looking at the list, I see there are only 5 semis for all of Oblivion: figures that I ended up wanting to add to one of them before I had an account... :P --Aliana 18:48, 28 October 2008 (EDT)
Note that patrollers are usually wary of such edits as you mentioned without a given reason in the edit summary. It doesn't take that much time to correct it, and I'll gladly pay that time for a smaller amount of semi-protects. --Timenn < talk > 08:39, 29 October 2008 (EDT)

GMST: "OblivionCrisis" ?

Firstly, what is a GMST?

Secondly, what is the "OblivionCrisis" GMST? 173.32.11.67 09:01, 15 November 2008 (EST) Helper Unknown

I'm not exactly sure why you're asking this here -- since the article (or even the entire Oblivion namespace) does not, as far as I can tell, use either term at any point, and therefore this isn't something that needs to fixed/clarified in the article. But in any case...
  • a GMST record is an entry in the game's data files used to set various game parameters.
  • there is no OblivionCrisis GMST
  • there is an OblivionCrisis GLOB, which is one of countless global variables used by the game scripts. All I know offhand is that it's set when Oblivion gates start appearing. I'd guess it's used to trigger various NPC dialogues, but without knowing why it even matters, I don't particularly want to spend the time poring through dialogue conditions to confirm.
--NepheleTalk 21:51, 19 November 2008 (EST)
I asked because I was making a mod "Actual Oblivion Crisis" and a erorr message said something about it. Anyways, thank you. 173.32.11.67 22:11, 19 November 2008 (EST)

25 gates, including the Kvatch gate?

Kinda stupid question maybe, but I am having brain cramps (wanting to close all 60 gates). Does the first 25 gates include the first one in Kvatch - should I try to find additional 25 gates or should I look for "only" 24 gates at that stage in the Main Quest? Many thanks in advance. :) Tockenen 10:33, 11 February 2009 (EST)

Answering my own question ;) I have now closed 26 gates before The Path of Dawn quest (didn't think I would, so soon) so it was what I thought, 25 additional gates. :) Tockenen 18:34, 11 February 2009 (EST)

Number of Oblivion Gates

I just completed the Dagon Shrine quest having closed the 26 previously open gates beforehand (including the Kvatch gate) and the only newly opened Gates are the Gates outside of the cities and the one by Sutch. I have wandered all over looking for them but they are simply not there, I finally tried the cheat code to place all map markers and there still aren't any new Gates to be found. Did I make a mistake by closing them all prior to the Shrine quest or have I found a particularly annoying glitch? Unfoundhopes 04:13, 25 April 2009 (EDT)

Hmmm. I don't know. It's possible that closing 100% of the open gates before doing the shrine quest makes the game think you have closed the maximum number of random gates, and therefore not open any more. I'll flag this as a Good Question, to see if anybody can confirm or deny this. --Gaebrial 04:08, 1 May 2009 (EDT)
I've tried this. I closed 26 gates (including the one at Kvatch) before undertaking the Dagon Shrine quest. After the completion of the quest I looked for newly opened gates. The gates at the cities and Fort Sutch opened. But in my game the gate between Fort Nikel and Fort Ash opened as well. So, I guess that means that random gates do open after closing the 26 gates before the Dagon Shrine quest. I think you've hit a particularly annoying glitch. Wolok gro-Barok 09:03, 26 June 2009 (UTC)

Oblivion gates

Hey, I am wondering if the Oblivion gates is opens just in Cyrodiil or is it opens in all the Tamiriel? You know Morrowind, Skyrim, Hammerfell etc etc.

If you mean in the actual game, Oblivion, then no. Seeing that you cannot travel any farther than Cyrodiil, it is impossible that any more gates open. But if you mean in Lore, then it is very much a possibility. --KitsuneErisu 20:08, 18 June 2009 (EDT)
There are some references (rumors) in the game that mention Oblivion Gates opening all over Tamriel, not just Cyrodiil. --Timenn < talk > 17:26, 19 June 2009 (EDT)

People in oblivion

are there any people who go into oblivion that are not associated with the main quest? Will people attempt to kill daedra in the gates? I've only seen one person like that go into a gate: that Llav priest from kvatch, i decided to kill him and he fled... into an oblivion gate. (quite funny acually)--Arch-Mage Matt 01:37, 14 August 2009 (UTC)

I was in a random gate once, had gotten into the main tower, killed a spider daedra and turned around to find Audens Avidius trying to kill me with some iron weapon and wearing his prison attire.— Unsigned comment by 70.50.102.197 (talk) at 04:54 on 22 August 2009 (UTC)
I have never seen anyone actual go into an Oblivion gate. And Audens, I believe, is generated after a certain amount of time whenever you go into an area (ergo, it can happen anywhere), but I have no actual proof. –Elliot talk 04:54, 22 August 2009 (UTC)

Crossing lava

Are you ever required to actually cross the lava rivers to get to the tower with the sigil stone? I closed my second gate, and I did cross lava to get there, but I'm not sure whether there was another way. --IronMaiden 12:52, 21 April 2010 (UTC)

there was probly a diffrent way and i don't think that you have to cross lava--GUM!!! 13:08, 21 April 2010 (UTC)
Thank you! I even ran around a bit to check, but I guess I must have missed something. --IronMaiden 13:19, 21 April 2010 (UTC)
well i'm not entirly sure about it's just a guess so you may have to cross lava--GUM!!! 13:39, 21 April 2010 (UTC)
Look for a hidden cave, that will probably transport you to the other side.--Arch-Mage MattTalk 15:10, 21 April 2010 (UTC)
I already closed the gate, but I'll keep that in mind the next time. I still feel a bit confused in the planes of oblivion (?). --IronMaiden 16:37, 21 April 2010 (UTC)

Fixed gates and Quests

Are all the fixed gates associated with a quest or just the Kvatch and Fort Sutch gates? I Just don't want to close any before I am supposed to. --Zefiewings 00:05, 27 May 2010 (UTC)

As suggested in the Fixed Gates section of the page, Cheydinhal's is associated with The Wayward Knight, but I can't think of any others that are "special" off-hand. Robin HoodTalk 00:51, 27 May 2010 (UTC)
But am I going to nee them for the Allies for Bruma Quest?--Zefiewings 19:10, 27 May 2010 (UTC)
As I recall, as long as you closed them at some point, the rulers will send aid. (Edit: That would seem to be confirmed by the first bullet here.) Robin HoodTalk 19:14, 27 May 2010 (UTC), Edit: 19:16, 27 May 2010 (UTC)
opps, guess I somehow missed that point...in any case thanks so much for your help. Gee, I'm starting to look like a moron for asking dumb questions...there is just so much to read, I get excited and miss stuff! '^-^--Zefiewings 02:16, 28 May 2010 (UTC)
No worries, I've been around the site for four years and I still get stuff pointed out to me. Just today, in fact! Robin HoodTalk 19:12, 28 May 2010 (UTC)
i wasn't sure were else to put this but i was wondering if there's any fixed random obilvion world 6?--GUM!!! 19:30, 28 May 2010 (UTC)
See the first sentence of Random Oblivion World 6. Same thing goes for world 5 as well. Robin HoodTalk 02:00, 29 May 2010 (UTC)

Crossing Lava

Is it possible to swim in lava and muffle the damage of being in lava by using a fire shield or something??? I own a copy of Oblivion for the Xbox360.--TheRPGamer 00:02, 27 June 2010 (UTC)

It's not advisable to swim in lava at all as it does a great job of stripping your health, but if you need to cross it then a combination of a water-walking spell or item (to cross the lava more quickly) and a fire shield lessens the damage enough for you to hop across it without doing too much damage to yourself. However, I wouldn't recommend using it for running a long distance across lava, for example across some of the lava lakes in the random worlds. Spikelovesmetal 14:13, 28 June 2010 (UTC)
no as far as i know fire sheild won't do anything because lava uses a diffrent kind of damage then fire--GUM!!! 14:51, 28 June 2010 (UTC)
Fire Shield nor Resist Fire will reduce the damage by lava because lava is treated as water (that causes damage). -- Jplatinum16 15:35, 28 June 2010 (UTC)
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