Board Thread:Oblivion/@comment-26998060-20171023213436/@comment-2605:6000:5503:ED00:9D31:2CF3:5E56:B29F-20171121031943

There are several console commands that can be used to control Oblivion Gates or influence whether or not random gates open.
 * To close a gate while in Cyrodiil, click the gate in the console, and type:
 * CloseOblivionGate
 * It is possible to do this from inside the gate as well (if you still have the gate selected in the console), but this merely results in the gate (and therefore the way back) disappearing. This means that the only way to leave Oblivion World is through removing the world's Sigil Stone or closing the current gate with the command below.


 * To close a gate while in Oblivion, type:
 * CloseCurrentOblivionGate
 * This will close the gate that you entered through and teleport you back to Tamriel.


 * To determine how many of the random gates will open, type:
 * set MQ00.MaxOpenGates to x
 * x is a number between 0 and 90. Setting x to 0 will prevent any new random gates from opening (but will not close any that have already opened). Setting x to 90 makes it possible for all random gate locations to open (although does not guarantee that they will open: whether any particular one opens is still randomly determined each time you approach that area). Note that several Main Quests reset this variable.


 * To change the likelihood of a random gate opening, type:
 * set MQ00.RandomGateChance to y
 * y is a number between 0 and 100, and provides the percent probability that a gate opens when you enter that cell. Setting y to 0 will prevent any new random gates from opening. Setting y to 100 will guarantee that a gate will open when you enter the cell (provided that the total number of opened gates is less than MQ00.MaxOpenGates). Normally, y will range from 0 to 50, depending upon where you are in the Main Quest. Note that this variable is reset by several quests.


 * To allow gates to reopen, type:
 * set MQ00.AllowGatesToReopen to z
 * z can be 0 or 1. Normally it is set to 0 (i.e., gates will not reopen, despite what the game guide says). If you set z to 1, it becomes possible for a new random gate to open in a location where you had previously closed the gate (including Kvatch). The chance of a gate reopening is controlled by the MQ00.RandomGateChance variable.


 * To find the number of random gates that can potentially be closed at your current stage in the game type:
 * show MQ00.MaxOpenGates
 * To find the chance of a random gate opening at your current stage in the game type:
 * show MQ00.RandomGateChance
 * To find the number of random gates that have opened so far type:
 * show MQ00.openGates