Oblivion Crisis
⚪ Last updated 2011⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 4.7% endorsement rate — high engagement, a strong quality signal
- 🏆 #296 of 302 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Mod: Oblivion Crisis 1_1 Game: TES IV: Oblivion Requirements: A powerful computer, lest you have lag. Author: David Brasher Release Date: 4/17/11 ********************************************************************* CONTENTS ****************************************************************** 1. Information on the Mod 2. Installation 3. Version History 4. Conflicts, Known Issues, and Troubleshooting 5. Copy Status and Credits ****************************************************************** 1. INFORMATION ON THE MOD ********************************************************************* In this mod, respawning daedra from the Oblivion gates attack the nearest town. This gives you a strong incentive to close the Oblivion gates or complete the main quest. Have you ever thought, \"Oblivion Crisis? What is the big deal? The gates don\'t even open if I don\'t play the main quest. If I do play the main quest, then the Oblivion gates are just mainly there as scenery. The daedra mostly don\'t invade Tamriel. They just hang around by their gates. If I leave them alone, they will leave me alone, and everyone else too. Sure, they really did a number on Kvatch, but then is it like they ran out of steam and don\'t have the strength or will to attack any more cities. (Unless you play through the main quest to get to the points where they attack Bruma and then the Imperial City.)\" So the Oblivion Crisis can come across as seeming rather lame or weak. This mod seeks to change this, and perhaps succeeds too well. It ended up being an apocalyptic mod which can decimate the civilian population of Cyrodiil. The unleveled respawning daedra walk from their Oblivion gates to the nearest town and start attacking people. When they die, they respawn after three days at their gates again and walk to town again for more destruction. They attack all the major towns and a lot of the small villages too. The towns have put extra guards into position to try to hold back the invasion. The Imperial City has the best defenses and suffers the fewest civilian casualties. The people in the other towns are angry that the Empire is concentrating its resources on defending the Imperial City and abandoning everyone else to their fate. The Oblivion gates in this mod start opening near the beginning of the game, right after character generation. So you do not need to go to Kvatch to start seeing a lot of action. The daedra are not leveled, and players of all levels will encounter everything from Stunted Scamps and Clannfear Runts to Spider Daedra and Xivilai. (If you are level 1 and you see a Xivilai, it might be wise to run away.) Each Oblivion gate has between one and four daedra that respawn at it and attack towns. The typical gate just has one such daedra associated w
📊 Mod Details
- Game
- Oblivion Mods
- Author
- David Brasher
- Version
- 1.1
- Downloads
- 1,516
- Endorsements
- 71
- Category
- Gameplay Effects and Changes
- Created
- 4/7/2011
- Updated
- 4/18/2011
🔧 How to Install Oblivion Mods
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