Escalating Oblivion Crisis - More Gates More Often
🟠 Updated over a year agoPreview

🔍 Analysis
- 👍 4.5% endorsement rate — high engagement, a strong quality signal
- 🏆 #551 of 624 Gameplay mods in this game by downloads
📋 About This Mod
Causes the Oblivion Crisis to further escalate as you continue to assist Martin. The Mythic Dawn knows what you're doing...
The further you progress in the Main Quest, the more Oblivion Gates open up throughout Cyrodiil, and the higher the chances of one appearing are. This already happens, but with this mod it happens even more. You're trying to destroy the Mythic Dawn and everything they stand for. They have eyes and ears in every city. They have the Lord of Change, the Sovereign of Destruction on their side. They could at least try a little harder to stop you, no?
Version 1. 0 should now not conflict with any other mod. Versions 0. 1 and 0. 2 altered stages of existing quests. Version 1. 0 runs on its own script. Massive thanks to TheFoxOfKvatch for saving my ass fixing my code for this update.
In vanilla Oblivion (and Remastered), the Oblivion Crisis only escalates at a few key points:
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[]At the end of Find the Heir, the chance of one of the 90 "random" Oblivion Gates (not including the gates outside of the cities, the Kvatch gate, the gate at Fort Sutch, or the Great Gate) opening is 25%, the maximum number of these gates that can be opened at once is set to 25, and a specific ten of these gates in the wilderness open.
[
]After completing Dagon Shrine, the gates outside of the cities (except for Bruma), and the gate at Fort Sutch open. The chance of any of the other gates opening is set to 50%, and now a max of 50 of these random gates can be opened at one time.[]The Bruma Gate and the Great Gate open during their respective quests. By the time you've completed the Great Gate, you'll be able to close a maximum of 60 Oblivion Gates.
[]After you've invaded Paradise and killed Mankar Cameron, the chance plummets back down to 25%, and the max number of random gates that can be opened is 20 (if more than 20 random gates are already opened by this point, no new ones will open).
I've always found this to be... not very immersive, I guess. I generally like messing with the number of gates that can be opened in the console myself. So I decided to make this mod to expand my idea a little. I've made the following changes:
[]After the completion of Weynon Priory (MQ04), the number of random gates that can be open at one time increases to 30, and the chance is raised to 30%.
[]At the end of the Path of Dawn (MQ05), the number of random gates that can be open at one time increases to 40, and the chance is raised to 40%.
[]The increases at the end of Dagon Shrine (50 and 50%) are left as is.
[]After Spies (MQ07), the number of random gates that can be open at one time increases to 60, and the chance is raised to 55%.
[]After Blood of the Daedra (MQ08), the number of random gates that can be open at one time increases to 65, and the chance is raised to 60%.
[]After Blood of the Divines (MQ09), the
📊 Mod Details
- Game
- Oblivionremastered Mods
- Author
- Schiffy
- Version
- 1.01
- Downloads
- 508
- Endorsements
- 23
- Category
- Gameplay
- Created
- 7/6/2025
- Updated
- 7/9/2025
🔧 How to Install Oblivion Remastered Mods
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