Oblivion:Fast Travel: Difference between revisions

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(Created page with "'''Fast Travel''' is a game mechanic where the player can move from one location to another, as long as the current cell allows for fast traveling. The goal of this page is to determine how time advances when fast traveling, as well as hunt for any erroneously programmed interior cells that allow for fast travel when they shouldn't. ==Time Simulation== ''This is currently being researched. The information provided is all we currently know.'' When fast traveling (or pe...")
 
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==Time Simulation==
==Time Simulation==
 
[[File:Oblivion fast travel graph.png|thumb|500px|right|A graph of several fast travel attempts of the same distance with different player speeds. Note the rounding to each hour as well as the thresholds of movement speed that result in rounding up or down.]]
''This is currently being researched. The information provided is all we currently know.''
''This is currently being researched. The information provided is all we currently know.''


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* Distance between locations
* Distance between locations
* Player Speed and Athleics
* Player Speed and Athletics
* Player active effects to Speed and Athletics and their durations
* Player active effects to Speed and Athletics and their durations
* Paralysis/negative fatigue
* Paralysis/negative fatigue


It has been confirmed that the primary factor is the distance between two locations. 50,000 units of distances equates to 1 hour of fast travel time, rounded down. There is a point where the time is increased based on Speed and Athletics values that will halve this calculated time, but the exact threshold is unknown. There appears to be another threshold where the time is halved again, and so on.
Notes:
* Fast travel time is linearly correlated with run speed, as shown in the graph to the right.
* If travel time is greater than 1 hour, it is rounded to a whole hour. It is unknown if this is rounded up, down, or to nearest.
* The time taken is '''not''' linear with distance. Traveling from Chorrol to Anvil takes longer than Imperial City to Anvil, even though the Imperial City is further away.
* Fast travel may use NPC pathing between locations to determine how long the path is, as this would explain why Chorrol to Anvil is longer. Due to this, finding the exact formula for time taken between two places is probably infeasible, as it relies on the internal pathing data of Oblivion.


==Fast Travel Interiors==
==Fast Travel Interiors==


Although none are currently known to exist, it is possible that there are interior cells that actually do allow for fast travel due to a programming error.
Currently, the only known interior cells that can be fast traveled from are the purchasable houses the player can own. In the construction set, each interior has a flag that can be checked or unchecked for allowing fast travel from that location. You can fast travel from these interior cells even if you haven't purchased the houses yet which can be achieved by [[Oblivion:Load Warping|Load Warping]] into the cell.
 
Although no others are currently known to exist, it is possible that there are other interior cells that actually do allow for fast travel due to a programming error. A manual search of all cells in the Construction Kit yielded no apparent cells that allow fast travel aside from the player houses.

Latest revision as of 02:58, 18 October 2022

Fast Travel is a game mechanic where the player can move from one location to another, as long as the current cell allows for fast traveling. The goal of this page is to determine how time advances when fast traveling, as well as hunt for any erroneously programmed interior cells that allow for fast travel when they shouldn't.

Time Simulation

A graph of several fast travel attempts of the same distance with different player speeds. Note the rounding to each hour as well as the thresholds of movement speed that result in rounding up or down.

This is currently being researched. The information provided is all we currently know.

When fast traveling (or performing a Time Warp), the game advances time to simulate how long the player would have taken to travel that distance. There are several hypothesized variables in the calculation:

  • Distance between locations
  • Player Speed and Athletics
  • Player active effects to Speed and Athletics and their durations
  • Paralysis/negative fatigue

Notes:

  • Fast travel time is linearly correlated with run speed, as shown in the graph to the right.
  • If travel time is greater than 1 hour, it is rounded to a whole hour. It is unknown if this is rounded up, down, or to nearest.
  • The time taken is not linear with distance. Traveling from Chorrol to Anvil takes longer than Imperial City to Anvil, even though the Imperial City is further away.
  • Fast travel may use NPC pathing between locations to determine how long the path is, as this would explain why Chorrol to Anvil is longer. Due to this, finding the exact formula for time taken between two places is probably infeasible, as it relies on the internal pathing data of Oblivion.

Fast Travel Interiors

Currently, the only known interior cells that can be fast traveled from are the purchasable houses the player can own. In the construction set, each interior has a flag that can be checked or unchecked for allowing fast travel from that location. You can fast travel from these interior cells even if you haven't purchased the houses yet which can be achieved by Load Warping into the cell.

Although no others are currently known to exist, it is possible that there are other interior cells that actually do allow for fast travel due to a programming error. A manual search of all cells in the Construction Kit yielded no apparent cells that allow fast travel aside from the player houses.