***BETA*** (seriously, I haven't tested all of the storyline gates yet)
Tired of slogging through hordes of Daedra just to close an Oblivion Gate? Are console commands or modded spells to close gates too immersion breaking?
This mod sends the player directly to the Sigil Sanctum where they can have a short fight and grab the sigil stone to close the gate. If you want to spend some more time in the planes of oblivion, you can still take one of the doors out of the Sanctum to explore the rest of the level.
Cleaned with TES4Edit
This mod only affects random gates.
Quest related gates have not been changed. The random sigil sanctums are re-used in a few quest-related instances. The only effect this has is that there will be a small Oblivion gate in the sanctum. Using it will send you to a random Oblivion gate in Tamriel.
Is this lore-friendly?
Up to you. Maybe the daedra got tired of having to walk between towers, pulling levers and dodging spear traps every time they want to invade Tamriel.
Installation
Put SigilShortcut.esp into your Oblivion/Data folder and activate in the mod manager of your choice.
Compatibility
Any mod that alters the behaviour of the randomly appearing Oblivion gates is incompatible.
Mods that change the location or layout of the Sigil Sanctums may be incompatible.
Permissions
Ask before hosting this mod elsewhere or incorporating it.
Questions/Bug reports/Comments
comment here on the Nexus page or the email in the readme
Credits
I swear I saw a mod that did exactly this, years ago. Haven't been able to find it, so I came up with my own solution. If it's out there, thanks to whomever came up with the idea first. (update: I went looking again and found two forum posts... by me. One from two years ago, looking for this mod and one from three years ago... which was me suggesting this idea LOL. No, my memory isn't great. Still I'll leave this in the credits. If I can forget I suggested the mod, then I can also forget I saw someone else's :P)
Goons.
Bugs
-Shows one undeleted reference in TES4Edit - this is from changing the destinations of the random Oblivion gates (the original destinations can only be deleted, not edited). This is harmless unless this mod is used together with another mod that alters the behaviour of the Oblivion gates, as stated above in the "conflicts" section.
Patch Notes
0.91
Fixed very minor conflict with Unofficial Oblivion Patch. Kudos to the UOP team for adding missing fog to a small interior, now THAT is thorough.