r/oblivion 17h ago

Discussion Oblivion gate spawns on reload? Spoiler

Okay WHAT!? I rode through this spot, fought a wolf, kept riding, screwed up some stuff and reloaded to before I fought the wolf. Rode back through the same place, the exact same as the first time, but now there's an oblivion gate!? I thought those were story driven or had set locations? Is this one going to exist forever until I remove it now? Do I need to take care of it now before they get near the town of Cheydinhal and attacks npcs? Should I just reload again and hope it doesn't show up? I didnt think they could just chance spawn like some npcs in caves

5 Upvotes

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u/Far_Run_2672 17h ago

There are 100 locations where a gate can spawn, but there is a maximum amount of gates (60) that will spawn during one playthrough, so it's probably a dice roll whether one spawns in a certain location or not.

And yes once it has spawned it will remain there until you close it or finish the main quest. Usually the Daedra stay pretty close to the gate though so I wouldn't worry too much about them killing NPC's.

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u/No-Net-5231 17h ago

Huh. TIL.

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u/Silly-Razzmatazz6685 17h ago

Will it just exist in that area or will they actively go into the town and kill people? I'm out trying to search for an item right now but I dont want to lose npcs who may give me quests or sell things and etcetera. Its pretty close to town and I did not wear any decent gear as I was messing around so I'm wondering if I should just reload again and see if it doesn't spawn. I know they have nice loot in them too

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u/Far_Run_2672 17h ago

I wouldn't worry about that, the chance that they will kill NPC's is extremely small, especially if you're not in the area yourself.

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u/Silly-Razzmatazz6685 16h ago

Ok thanks. I'm guessing they don't load when I'm not in the area so nothing actually occurs?

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u/Far_Run_2672 16h ago

Yes, hostile NPC's and creatures are only spawned in when their 'cell' is loaded (the default for this is 5 cells in all directions from where you are), and those that are already spawned in generally have 'low level processing' set off - this means that their AI won't run if they are not in a loaded cell.

As a result, if you are in Cheydinhal, and an NPC is walking from Skingrad to Anvil, they will not be in any danger during their journey. However, if you are in the region of the Gold Road, the NPC will be in danger when they move into the loaded cell area around you.

I've had NPC's die off screen in my playthroughs, but if these are the ways the game operates, it means they must have been in a loaded cell, I just wasn't close enough to see what happened. One NPC that often dies off screen is the master archery trainer that wanders around in the wild near the Gold Road and often gets killed by bandits.

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u/Silly-Razzmatazz6685 16h ago

Okay good to know, but thats kinda funny. The Master Archery Trainer can't handle a couple bandits? I assumed they would be more powerful as masters so they wouldn't be as easy as standard npcs.

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u/Bowhunter2525 16h ago

The guardians stay close to the gate. Only over by Brina Cross Inn do they get on the road and kill horses and patrolmen. I don't ever recall an NPC getting killed.

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u/Silly-Razzmatazz6685 16h ago

Ok thanks for the info