Oblivion Gates in Cities
========================

During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was.

This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. It also serves as a token bit of my Open Cities mod that at least I can still enjoy even if Patch 1.9 has denied me my major work.

As a complement to this mod, get MCR's excellent "Oblivion Gates" (http://skyrim.nexusmods.com/mods/22369) which places several gates using the same resources all over Skyrim and parts of the Dawnguard DLC too.

Download Locations
==================

Skyrim Nexus         - http://skyrim.nexusmods.com/mods/42754/
TES Alliance         - http://tesalliance.org/forums/index.php?/files/file/1594-oblivion-gates-in-cities/
Dark Creations       - http://www.darkcreations.org/forums/files/file/790-oblivion-gates-in-cities/
AFK Mods             - http://afkmods.iguanadons.net/index.php?/files/file/867-oblivion-gates-in-cities/
Steam Workshop       - http://steamcommunity.com/sharedfiles/filedetails/?id=180778236
The Assimilation Lab - http://www.theassimilationlab.com/forums/files/file/808-oblivion-gates-in-cities/

Installation Requirements
=========================

Official Skyrim patch 1.9.32.0.8 or greater.

Installation - Wrye Bash BAIN
=============================

Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Steam Workshop
=============================

Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
Make sure it's active in the Data Files menu.

Installation - Nexus Mod Manager
================================

Use the "Download with Manager" button on the  page at Skyrim Nexus. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.

Installation - Manual
=====================

Drop the Oblivion Gates in Cities.esp and Oblivion Gates in Cities.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.

Uninstalling
============

Simply delete the Oblivion Gates in Cities.esp and Oblivion Gates in Cities.bsa files from your Data folder.

Steam Workshop users need to unsubscribe first.

This mod includes no scripts and edits no vanilla objects so it should leave behind little to no footprint.

Load Order
==========

Load with other city based mods. Using BOSS should provide the correct positioning.

Compatibility
=============

The gates are in relatively out of the way spots in each city so there should be little chance for conflicts.

No navmeshes have been edited, and there are no issues with NPCs getting stuck on them.

Credits
=======

Hannaise - Oblivion Gates in Skyrim (http://skyrim.nexusmods.com/mods/18957)

Licensing and Legal
===================

Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from me.

Non-English translation versions may be uploaded without permission on the following conditions:

1. All mod files contained in this archive are retained with their current names.
2. No alterations are made to the contents of the plugins or master file other than those necessary to translate the English text.
3. No alterations or additions are made to the meshes and textures other than those necessary to translate English text.
4. This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.

All inquiries regarding this mod must be directed to me. If after 180 days contact cannot be established or you have not received a response, stewardship of this mod will fall to the community at TES Alliance (tesalliance.org). I can be contacted via PM at Bethesda Game Studios Forums, TES Alliance, TES Nexus, Great House Fliggerty, Dark Creations, and AFK Mods under the username Arthmoor. I can also be contacted via my blog at http://www.iguanadons.net using the contact form there. A good faith effort must be made before assuming that contact cannot be established before concluding that I am no longer maintaining this mod.

Mod history archives such as Morrowind Mod History are permitted to keep a copy of this mod within their archives for historical purposes provided all authorship and credit information is retained and the contents of the mod are not altered in any way.

Revision History
================

Version 1.0 - Initial Release