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Elder Scrolls IV: Oblivion - Oblivion Crisis Mod

In this mod, respawning daedra from the Oblivion gates...

Elder Scrolls IV: Oblivion - Oblivion Crisis 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 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.

Some of 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 with it. If you close an Oblivion gate, the

daedra associated with it will be disabled and will no longer attack towns. They will not come back,

even if the gate reopens.

When you beat the main quest, all the daedra added by this mod will be disabled.

So if you want the Oblivion Crisis to be a truly meaningful and terrifying thing, then

this might be a good mod for you.

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2. Installation

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Make several copies of your savegame before installing this mod. Use of this mod can

cause extensive casualties among the civilians of the towns. If you decide you don't want to

continue playing this mod, you will be glad you have the back-up so you can return to a point

before the daedra attacked and killed so many people.

Extract (decompress) the .esp file to your Oblivion directory, the default is:

C:\Program Files\Bethesda Softworks\Oblivion\Data\

Mark the box next to the "Oblivion Crisis" plugin.

Alternately, extract someplace else. Then move the esp. and sound files to Oblivion\Data.

Uninstallation: Deactivate and remove the .esp. All the daedra which attack towns will

be removed when you do this. The people the daedra killed when the mod was active will remain dead

unless those people are of the respawning sort. The Oblivion gates you closed while playing this

mod will remain closed.

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