Doors to Cyrodiil?

Post » Tue Jan 22, 2013 2:26 pm

I've heard and read a few times about "doors to cyrodiil" or something like that. A doors that the player can't open and suggestions has been made they are there for future dlc's.

But I've never seen these doors, though I haven't looked very much. Does anyone now what i'm talking about and where this/these door/doors are?

cheers :-)
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Josh Lozier
 
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Post » Tue Jan 22, 2013 4:09 pm

Think about where Helgen is located in the map. Now go south till you reach a ruined fortress called Fort Neugrad; the closed gates should be on the hills behind that fortress.
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Kelly Upshall
 
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Post » Tue Jan 22, 2013 4:25 pm

Not that I recall. Only door I remember titled "Door to Cyrodiil" was the SI expansion for Oblivion.
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Haley Merkley
 
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Post » Tue Jan 22, 2013 8:23 pm

Think about where Helgen is located in the map. Now go south till you reach a ruined fortress; the closed gates should be on the hills behind that fortress.

Thanks Fubark, I will check that out :-)
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meghan lock
 
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Post » Tue Jan 22, 2013 3:31 pm

I highly doubt that those gates are for dlc's. I think they are there just for viewing purposes only just like White Gold Tower.
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El Khatiri
 
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Post » Wed Jan 23, 2013 12:38 am

Thanks Fubark, I will check that out :-)
http://www.uesp.net/maps/srmap/srmap.shtml?centeron=Southfringe+Sanctum. Directly south of Southfringe Sanctum. It is the road heading toward the rocky narrow.
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Dina Boudreau
 
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Post » Wed Jan 23, 2013 4:43 am

Not door, but gates in the middle of the road. They lead to Morrowind, Cyrodiil and Hammerfell and so far none of the DLC used them, so my guess is they're just an encouragement for modders.
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Noraima Vega
 
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Post » Wed Jan 23, 2013 4:50 am

http://www.uesp.net/maps/srmap/srmap.shtml?centeron=Southfringe+Sanctum. Directly south of Southfringe Sanctum. It is the road heading toward the rocky narrow.

Ooohh, I've must have been close! Thanks again! Weird that I've missed this, been playing for about 600 hours now....
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Emma Pennington
 
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Post » Tue Jan 22, 2013 3:42 pm

Not door, but gates in the middle of the road. They lead to Morrowind, Cyrodiil and Hammerfell and so far none of the DLC used them, so my guess is they're just an encouragement for modders.

If you look at the map Fort Dawnguard is actually on the other side of the gates leading to Morrowind. However instead of using those gates they made that stupid cave right before the gates. WHY???

I don't use the quest icon so I went to the gates expecting the fort to be there... :dry:
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Justin
 
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Post » Wed Jan 23, 2013 5:19 am

If you look at the map Fort Dawnguard is actually on the other side of the gates leading to Morrowind. However instead of using those gates they made that stupid cave right before the gates. WHY???

I don't use the quest icon so I went to the gates expecting the fort to be there... :dry:
Me too. I think it would have been more scenic also: you walk, walk, walk past the gates and BAM. The. Fort. I call wasted opportunity. Aaand, why the hell not placing it in a wide open valley in the middle of a deep autumn forest. Devs, you monsters.
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BaNK.RoLL
 
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Post » Tue Jan 22, 2013 1:14 pm

Double-freaking post.
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Jessica Raven
 
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Post » Tue Jan 22, 2013 6:34 pm

Walk up to the gates, scale rocks to the right and you will see that the road continues.
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Dale Johnson
 
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Post » Wed Jan 23, 2013 1:54 am

I agree that the gates should lead to other areas for DLC. It's the same way they were implemented in FONV. Just a locked gate with a distant view. Still, that is a lot better than invisible walls.

None the less, There is a lot of area on the map that is uncharted and covered in heavy clouds. I just knew that was going to be area for expansions.
Sadly, that is not the case. I too spent an hour trying to find a way to get to Fort Dawnguard. I thought it was a bug for sure that the gate would not open.
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Kelly James
 
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Post » Tue Jan 22, 2013 4:32 pm

I think you can go thru the gates if you disable the borders in the ini file. I have the borders disabled, but i haven't got to the borders yet. So, i'm not sure how far you can actually go. I know there are some mods being worked on that go beyond the border.
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brandon frier
 
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Post » Tue Jan 22, 2013 1:33 pm

Without the invisible walls, you can go as far as you want. At first you can just follow the road, flora quickly stops rendering, but you can still walk on.
The FOOMP, you fall through the ground into the 'ground water' below. Moving back magically poofs you back up though.
But you can 'reach' any piece of 'land mass' this way, but I wouldn't say it's worth the bother unless you're too bored to play, but not bored enough to quit ;-)
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Jessie Butterfield
 
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Post » Tue Jan 22, 2013 8:43 pm

I remember their being two gates to Morrowind (one east-northeast of windhelm and clearly going towards Blacklight, the other west-southwest of Riften) and two headed towards Cyrodiil (one south of fort neugrad, the other southwest of falkreath.)

I'd say it's GUARANTEED that those gates will be opened in future dlc's. There's simply too much time between now and TES 6 for Bethesda to not keep the fan base unoccupied and possibly stolen by a well designed title from a competitor.

I'm still quite convinced by the rumor that the Falkreath gate will be opened for the next DLC and that it will take us to Orsinium and the extreme northwestern frontier area of Hammerfell.
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Andrew Tarango
 
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Post » Tue Jan 22, 2013 8:40 pm

If you look at the map Fort Dawnguard is actually on the other side of the gates leading to Morrowind. However instead of using those gates they made that stupid cave right before the gates. WHY???

Insanity, laziness, consoles, convenience, or perhaps just technical limitations of the engine.

I hate it though. Dayspring canyon feels really odd, and does the complete opposite of making Dawnguard feel like a natural addition to the world. Shame.
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April D. F
 
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Post » Wed Jan 23, 2013 1:42 am

Insanity, laziness, consoles, convenience, or perhaps just technical limitations of the engine.

I hate it though. Dayspring canyon feels really odd, and does the complete opposite of making Dawnguard feel like a natural addition to the world. Shame.
It is also a hole at the feet of a cliff that gets carved from nowhere, I mean.. wow.
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biiibi
 
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Post » Tue Jan 22, 2013 11:09 pm

I remember their being two gates to Morrowind (one east-northeast of windhelm and clearly going towards Blacklight, the other west-southwest of Riften) and two headed towards Cyrodiil (one south of fort neugrad, the other southwest of falkreath.)

I'd say it's GUARANTEED that those gates will be opened in future dlc's. There's simply too much time between now and TES 6 for Bethesda to not keep the fan base unoccupied and possibly stolen by a well designed title from a competitor.

I'm still quite convinced by the rumor that the Falkreath gate will be opened for the next DLC and that it will take us to Orsinium and the extreme northwestern frontier area of Hammerfell.
If, leaving Windhelm and having crossed the bridge, you turn left and follow the road past the farms in the general direction of the Shrine of Boethiah, you'll eventually come to a pass leading towards Morrowind. There's a memorial plaque there, but not one of those gateways; it just has the invisible walls with a pop-up message that you can't go that way. Southeast of Riften, along the road that runs past Stendarr's Beacon, there is an actual gateway. The one due south of Helgen seems to lead to Pale Pass, while the one southwest of Falkreath seems to lead to someplace in Hammerfell.
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Laura Samson
 
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Post » Tue Jan 22, 2013 9:44 pm

The gates are there because that is where the paths to the other provinces are. They have to be there. They don't have to lead anywhere in game because that would probably mean having to create an entire new province. Would you rather they just pretended like the paths and the gates didn't exist? So there would be no way for people to actually travel between the provinces. Just because they are there doesn't mean they have to, or will in the future, go anywhere. Same goes for Fallout: New Vegas. That gate at Mojave Outpost needs to be there because that road continues on. There has to be a border somewhere, and there's going to be a road that crosses it.
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rheanna bruining
 
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Post » Wed Jan 23, 2013 4:33 am

The gates are there because that is where the paths to the other provinces are. They have to be there. They don't have to lead anywhere in game because that would probably mean having to create an entire new province. Would you rather they just pretended like the paths and the gates didn't exist? So there would be no way for people to actually travel between the provinces. Just because they are there doesn't mean they have to, or will in the future, go anywhere. Same goes for Fallout: New Vegas. That gate at Mojave Outpost needs to be there because that road continues on. There has to be a border somewhere, and there's going to be a road that crosses it.
Then where was the gated road leading to the other provinces in Oblivion?
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Quick draw II
 
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Post » Wed Jan 23, 2013 1:04 am

Then where was the gated road leading to the other provinces in Oblivion?

That's the alternative. I much prefer the road being there. If you want to know why they didn't include them in Oblivion, you'd have to ask Bethesda, I don't know. If you are insinuating that because there are no roads leading out of Cyrodiil in Oblivion but there are in Skyrim so they must be intended to lead somewhere, then I think that is just nonsense. I think they took more time to make the world more realistic. That is all.
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LuCY sCoTT
 
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Post » Wed Jan 23, 2013 5:39 am

The gates are there because it is said Skyrim's frontiers are closed due to the civil war, preventing Ulfric's followers to easily get to Cyrodill.

However, I don't think those gates are to be used. if I remember correctly, Oblivion and Morrowind have them too and they were not used to the dlcs
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+++CAZZY
 
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Post » Wed Jan 23, 2013 3:36 am

Me too. I think it would have been more scenic also: you walk, walk, walk past the gates and BAM. The. Fort. I call wasted opportunity. Aaand, why the hell not placing it in a wide open valley in the middle of a deep autumn forest. Devs, you monsters.

blame everything on the consoles. Especially Xbox360. They are the reason why bethesda is rushing thanks to moneysoft
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Emma
 
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Post » Wed Jan 23, 2013 4:28 am

blame everything on the consoles. Especially Xbox360. They are the reason why bethesda is rushing thanks to moneysoft

11/11/2011 was all Microsoft's fault... and the Xbox360 caused it! They planned it 2011 years, 11 months, and 11 days in advance. Oh.. wait. 11/11/11 was a good release date, I bet Bethesda liked that date all by themselves. Bethesda also likes to make money, which is why they probably wanted to release it roughly a month before christmas and 11/11/11 was the only day that stood out in that time period. Was Skyrim a little rushed... yes. But with proper patches that wouldn't matter at all.

I don't think rushing has anything to do with fort DG's location. It would have been easier to just put it on the other side of the gate.
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phil walsh
 
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