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Time passes during fast-travel, and it passes faster if you're on horseback and more slowly if you're on foot. So it can be immersive that way. Cities are well-known locations, and the player is supposedly already familiar with where they are right at the start.
Locations you are marking on your map for the first time should obviously only become available for fast travel once you have done so. Not that consistency is necessarily a watchword in Oblivion.
Of course, the game is improved by not using fast travel at all, or at least not using it some of the time. I think the mod that disables fast travel is available for OR
You mean a mod that unlocks all locations so you can fast travel to them?
Sure....There are 75 map mods on Nexus alone... and several of them reveal every location.
all the bethesda games have this
No need for a map mod from nexus
games like fallout 3, New Vegas, Fallout 4, Skyrim you can use tmm 1,0,1 which activates them as unexplored which is what I prefer so I know which locations I completed, but Oblivion doesn't have that option just tmm 1 is it
Let me make a little analogy. You remember Game of Thrones? You know back in the first season it took the king's entourage several weeks to make its way from Winterhold back to King's Crossing? Then in the far later seasons characters were basically just teleporting up and down the country with absolutely no hint at time having passed. They just stepped out and arrived where they needed to be... and it seemed kinda.... stupid?
Okay.... well try doing Oblivion's Fighters Guild questline.
The entirety of the Fighters Guild questline you're hopping back and forth all over the place between Anvil and Cheydinhall at OPPOSITE SIDES OF THE ENTIRE FREAKING COUNTRY, complete with trips inbetween to Chorrol to get some other quest to run to Leyawin and back or whatever multiple times. And nobody is like: "Okay, see you in a week" because the game knows you can go between Anvil and Leyawin in a few seconds. And here is the really stupid bit... Even if several days pass in actual in-game time, the narrative and characters still treat it like you just stepped outside for 5 minutes on a quick errand. A quick errand that happened to take you a few hundred miles away and back.
Anyway.... if you want to get a feeling for how utterly ridiculous it is, do the entirety of the Fighters Guild without ever using fast-travel. You'll see.
It's called suspension of disbelief. It's equally ridiculous to have "magic" and "enchantments" just like fast-travels, because those don't exist in the real world either. Don't apply real-world logic to video games because most don't have them. If an NPC waits for you to talk to him to advance the quest, he will remain there forever and ever waiting for you. No one questions that, and you just have to accept that kind of thing, and millions other things. Frankly, I'm surprised this has to be explained to someone in such an explicit manner. Video games have been around for decades, so haven't we accepted this stuff already?
How about not making it available from the start which enables laziness and breaks immersion?
Aahhhhh... So you're one of "those" People....
"I don't like it, so it should be banned and removed!!!"
Ok Karen....
no it literally kills immersion. elden ring wouldnt be such a masterpiece if it did what oblivion did
Ok Karen...
Have you asked for the manger yet? Maybe they can fix the issue for you...
HINT: this ain't Eldon Ring.