Oblivion:Player Superposition: Difference between revisions

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(Added more information about riding a horse during the glitch)
 
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{{GlitchBox
{{GlitchBox
|title         
|title         
|category      = Misc.
|category      = Menu Float/Door Warping
|aka          = Astral Projection
|aka          = Astral Projection
|image        =  
|image        =  
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|v12          = ?
|v12          = ?
|v121          = ✔
|v121          = ✔
|foundby      = Haskell
|foundby      = [[User:Protoshy|Protoshy]]
|datefound    = 2/17/2023
|datefound    = 2/17/2023
|archaeologist = N/A
|archaeologist = N/A
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#** This behavior is persistent even after spell/potion effects wear off.
#** This behavior is persistent even after spell/potion effects wear off.
#** If you weren't moving when you activated the sigil stone, the third-person camera will also not move.
#** If you weren't moving when you activated the sigil stone, the third-person camera will also not move.
#* If the first-person body enters another cell via a door, the first-person body will be teleported to a location in the new cell based on the third-person camera's coordinates in the previous cell, while the third-person camera is placed at the normal door coordinates.
#* If the first-person body enters another cell via a door, the first-person body keep its coordinates from the previous cell, but in the new cell, while the third-person camera is placed at the normal door coordinates.
#** This can be exploited to then interact with other objects in this new location as the first-person body, such as containers or even another door.
#** This can be exploited to then interact with other objects in this new location as the first-person body, such as containers or even another door to repeat the displacement again.
#* Using the inventory normally will end the glitch, synchronizing the player back to the position of the third-person camera, with controls behaving as normal again.
#* Using the inventory normally will end the glitch, synchronizing the player back to the position of the third-person camera, with controls behaving as normal again.


==Additional Notes==
==Additional Notes==


*  
* Using Q to auto run makes it much easier to perform the moving third-person camera setup.
* You can quickly start/stop a [[Oblivion:Chair Clipping|Chair Clip]] setup to force the player to synchronize at the position of the first-person body instead of the third-person camera if there is a chair nearby.
* Using the console command button will allow you to interact with your floating inventory as well, but in a speedrun this would be considered cheating as per the [[Oblivion:Overview#Rules_for_Speedrunning|rules]].
* Setting up this glitch while moving and then activating a Daedric Shrine will allow you to freely move around while the cutscene plays. This could be useful in finding ways of skipping or minimizing the time loss of [[Oblivion:Cutscenes|Cutscenes]].
* If you get teleported to another cell via getting arrested or a scripted sequence, your first-person position will still be displaced, meaning you could stand anywhere you want prior to one of these scripted teleports occurring to manipulate where your first-person body will be.
* Traveling long distances outdoors seems to occasionally cause the game to crash. This is similar to behavior noted when traveling too fast during [[Oblivion:Map Exploration|Map Exploration]], which means the crash may be due to the game trying to load multiple zones at once.
* The fact that the initial player speed is permanently retained on the third-person camera could be massively exploitable for [[Oblivion:Map Exploration|Map Exploration]].
* [https://www.youtube.com/watch?v=_khb52RwLl4 A similar effect can be observed] by killing the horse a guard is riding on. The visible model of the guard will remain on the floor, but the desynced body of the guard that is invisible will chase you around and hit you. You can hit and interact with both the visible and invisible bodies of the guard.
* Mounting a horse during this glitch produces some strange effects:
** The player is initially locked into place in front of the horse. Opening the pause menu and then closing it cancels this state and the mounting animation is played.
** The first and third-person camera will no longer be desynced but the floating menu overlay will remain.
** Moving while activating the Sigil Stone will cause the character model in the third-person view to repeatedly slide back and forth on the horse but has no actual effect on the player's position.
** The torso of the character model preview from the floating menu will start spinning around.
** The horse is initially unable to run but it is possible to [https://www.youtube.com/watch?v=Xte6C3h_350 build up great speed] on a horse with this glitch.
** The horses friction with the ground, speed and direction seems to be affected by the animation the horse is currently in. The animation state is frozen but gets updated to match whatever the horse is doing by pausing and unpausing the game or touching the ground. The horse only seems to be able to touch the ground while in the running or standing still animation, and seems to hover above the ground while in the jumping animation.
** By locking the horse into the jumping animation, you can make it hover above the ground and go very fast, although it is difficult to steer it.
** The direction of the velocity also seems to be affected by the horses animation state: locking it to the animation of going backwards and falling of a slope makes it go quickly in reverse, though it doesn't seem to be possible to reach the same speeds as when going forwards.


==Mechanics==
==Mechanics==
{{GlitchResearchBox}}
{{GlitchResearchBox}}
No other overlapping UI elements cause this glitch to happen, so it is very unusual that the Sigil Stone specifically works. We have no idea currently why this is.
[[Oblivion:Chair Clipping|Chair Clipping]] to synchronize the player's position on the first-person body to get out of jail seems to not trigger guards to think you have escaped. This may imply that you can use Player Superposition to skip past triggers and access unintended game states.
Only your first-person body can interact with things (although the interaction can be initiated from third-person view). However, NPCs who attempt to interact with you do so via your third-person character. This makes the glitch different from the aforementioned [https://www.youtube.com/watch?v=_khb52RwLl4 similar glitch] with killing horses that guards are riding on, in which you can interact with both desynced bodies of the guard. However, it may be theoretically possible for NPCs to also interact with the first-person character of the player only that they for some reason prioritize interacting with the third-person one. Also, the desynced guard is able to attack while the player isn't during the effects of this glitch.


==Related Glitches==
==Related Glitches==


* The [[Oblivion:Menu Float|Menu Float]] is required to set this glitch up.
* The [[Oblivion:Menu Float|Menu Float]] is required to set this glitch up.

Latest revision as of 11:54, 9 May 2023

Player Superposition

Category: Menu Float/Door Warping

Also Known As: Astral Projection



Version Compatibility
v1.0 v1.1.511 v1.20214 v1.2.0416
? ? ?

Required DLC Images will go here.

Details
Found By: Protoshy
Date Found: 2/17/2023
Archaeologist: N/A
Date Recovered: N/A
Original Source: Link

Player Superposition is an extremely complex glitch where the player can desync their first-person body and third-person camera player locations, with the first-person body having the ability to interact with objects and be displaced upon entering new cells based on the third-person camera's location, and the third-person camera being able to move around and manipulate this displacement. Toggling the camera views shows the perspective of the body/camera.

Instructions

  1. Acquire a sigil stone and open your inventory screen so that the sigil stone is visible, then close the inventory.
  2. Activate the Menu Float glitch by fast traveling and pressing F2 just before the loading screen appears. This will float your inventory above the gameplay with the sigil stone visible.
  3. Optionally start moving or standing still near interactable objects, such as a door or chair. Whichever option you choose will determine the behavior of the glitch as noted below.
  4. Pull up the wait timer and mash the up or down arrow keys. If timed right, an item in your floating inventory should highlight.
  5. Use the arrow keys to freely navigate to the sigil stone and activate it. Close the popup that appears, then close the wait timer.
  6. The player's first and third-person camera are now desynced from each other. There are several aspects to how the first-person body and third-person camera work:
    • Change from first to third-person using middle mouse click to see the different versions of your character.
    • The first-person body is visible but cannot move or be affected by gravity. It can only look around and interact.
    • The third-person camera is invisible and will constantly be moving at whatever speed the player was moving at while the glitch was being activated.
      • This behavior is persistent even after spell/potion effects wear off.
      • If you weren't moving when you activated the sigil stone, the third-person camera will also not move.
    • If the first-person body enters another cell via a door, the first-person body keep its coordinates from the previous cell, but in the new cell, while the third-person camera is placed at the normal door coordinates.
      • This can be exploited to then interact with other objects in this new location as the first-person body, such as containers or even another door to repeat the displacement again.
    • Using the inventory normally will end the glitch, synchronizing the player back to the position of the third-person camera, with controls behaving as normal again.

Additional Notes

  • Using Q to auto run makes it much easier to perform the moving third-person camera setup.
  • You can quickly start/stop a Chair Clip setup to force the player to synchronize at the position of the first-person body instead of the third-person camera if there is a chair nearby.
  • Using the console command button will allow you to interact with your floating inventory as well, but in a speedrun this would be considered cheating as per the rules.
  • Setting up this glitch while moving and then activating a Daedric Shrine will allow you to freely move around while the cutscene plays. This could be useful in finding ways of skipping or minimizing the time loss of Cutscenes.
  • If you get teleported to another cell via getting arrested or a scripted sequence, your first-person position will still be displaced, meaning you could stand anywhere you want prior to one of these scripted teleports occurring to manipulate where your first-person body will be.
  • Traveling long distances outdoors seems to occasionally cause the game to crash. This is similar to behavior noted when traveling too fast during Map Exploration, which means the crash may be due to the game trying to load multiple zones at once.
  • The fact that the initial player speed is permanently retained on the third-person camera could be massively exploitable for Map Exploration.
  • A similar effect can be observed by killing the horse a guard is riding on. The visible model of the guard will remain on the floor, but the desynced body of the guard that is invisible will chase you around and hit you. You can hit and interact with both the visible and invisible bodies of the guard.
  • Mounting a horse during this glitch produces some strange effects:
    • The player is initially locked into place in front of the horse. Opening the pause menu and then closing it cancels this state and the mounting animation is played.
    • The first and third-person camera will no longer be desynced but the floating menu overlay will remain.
    • Moving while activating the Sigil Stone will cause the character model in the third-person view to repeatedly slide back and forth on the horse but has no actual effect on the player's position.
    • The torso of the character model preview from the floating menu will start spinning around.
    • The horse is initially unable to run but it is possible to build up great speed on a horse with this glitch.
    • The horses friction with the ground, speed and direction seems to be affected by the animation the horse is currently in. The animation state is frozen but gets updated to match whatever the horse is doing by pausing and unpausing the game or touching the ground. The horse only seems to be able to touch the ground while in the running or standing still animation, and seems to hover above the ground while in the jumping animation.
    • By locking the horse into the jumping animation, you can make it hover above the ground and go very fast, although it is difficult to steer it.
    • The direction of the velocity also seems to be affected by the horses animation state: locking it to the animation of going backwards and falling of a slope makes it go quickly in reverse, though it doesn't seem to be possible to reach the same speeds as when going forwards.

Mechanics

CatPiss.png This glitch requires further research to fully understand its mechanics. Some information in this section is currently speculation.

No other overlapping UI elements cause this glitch to happen, so it is very unusual that the Sigil Stone specifically works. We have no idea currently why this is.

Chair Clipping to synchronize the player's position on the first-person body to get out of jail seems to not trigger guards to think you have escaped. This may imply that you can use Player Superposition to skip past triggers and access unintended game states.

Only your first-person body can interact with things (although the interaction can be initiated from third-person view). However, NPCs who attempt to interact with you do so via your third-person character. This makes the glitch different from the aforementioned similar glitch with killing horses that guards are riding on, in which you can interact with both desynced bodies of the guard. However, it may be theoretically possible for NPCs to also interact with the first-person character of the player only that they for some reason prioritize interacting with the third-person one. Also, the desynced guard is able to attack while the player isn't during the effects of this glitch.

Related Glitches