Oblivion:Horse Mode: Difference between revisions

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(Created page with "{{GlitchBox |title |category = Horse Behavior. |aka = |image = |videoLink = |caption = |v1 = ? |v115 = ? |v12 = ? |v121 = ✔ |foundby = Haskell |datefound = 7/23/2023 |archaeologist = N/A |archdate = N/A |source = https://discord.com/channels/330252789374779393/892473620989898805/1076315235192942633 }} '''Chair Clipping''' is a glitch built off of Oblivion:Player...")
 
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|source        = https://discord.com/channels/330252789374779393/892473620989898805/1076315235192942633
|source        = https://discord.com/channels/330252789374779393/892473620989898805/1076315235192942633
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'''Chair Clipping''' is a glitch built off of [[Oblivion:Player Superposition|Player Superposition]], where if the third-person camera is moving while the first-person body sits in a chair, the player resynchronize and start moving in a direction, completely avoiding collision with all objects and walls until the player disables the [[Oblivion:Menu Float|Menu Float]]. This allows the player to easily get out of bounds in any area that has a chair nearby.
'''Horse Mode''' is a glitch with many strange effects. However two very notable effects are caused by '''Horse Warping'''. Some warp doors and their collision disappear, allowing for a quick and effective way to escape city walls, and disabling random encounters.
==Instructions==


==Instructions==
====Entering Horse Mode====


====End Menu Float Method====
# Position a horse next to a chair.
# Sit in the chair, then mount the horse from the chair. You will appear to have teleported to a glitchy area.
# Create a save (Save #1) and load that save (Save #1). After loading completes, you are now in horse mode, continue to set up for Horse Warp.
# (Optional) Begin blocking and, without letting go of block, complete step 5.
# Create another save (Save #2) that can be used for smoother Horse Warping.


# Activate [[Oblivion:Player Superposition|Player Superposition]] while running into a chair.
====Horse Warping====
# Sit in the chair. The first and third-person will synchronize and start clipping through all objects and walls at a fixed direction and speed.
# Open/close your inventory to deactivate the [[Oblivion:Menu Float|Menu Float]] when you want to stop moving.
# You are now sitting down, so get out of the fake chair to resume normal control of your character.


====Maintain Menu Float and Player Superposition Method====
# Follow the instructions for entering Horse Mode including the optional step 4 or (not recommended) the 5th step.
# [[Oblivion:Load Warp|Load Warp]] the horse mode save into an area such as a dungeon or a city. Random encounters should be nonexistent, and certain doors should not be loaded and/or should have no collision.


# Activate [[Oblivion:Player Superposition|Player Superposition]] while running into a chair.
# Sit in the chair. The first and third-person will synchronize and start clipping through all objects and walls at a fixed direction and speed.
# Open and close the pause menu until the sitting animation plays, and let it finish.
# Outside of the pause menu, press space to get up.
# Open and close the pause menu until the getting up animation plays, and let it finish.
# Upon closing the pause menu, first-person mode will be forced. However, the third-person was left wherever they were and are now free to move around as Superposition typically allows.
==Additional Notes==
==Additional Notes==
* After some time, the game may crash. It is believed that the cause of this is the chair's cell unloading.
* Horse Warping without completing the 4th step in '''Entering Horse Mode''' can cause cause crashes when interacting with warp doors, interactable objects (not items), chairs, or the open air. This is seemingly because these are actions which usually cause the player to dismount the horse they're riding, which is in an unloaded cell as a result of horse warping.
* [[Oblivion:Player Superposition|Player Superposition]] causes sitting animations not to play correctly. Specifically, they will not play unless in menu mode is active. Which is currently only understood to be possible through the pause menu, or opening the inventory, which would end the Menu Float.
==Mechanics==
* Fast traveling while sitting in the glitched position causes the player's position to be preserved after the warp. However, because fast traveling can only be done from an outdoor cell, and only goes to outdoor cells, it is largely a pointless glitch. One exception is that fast traveling to the inside of a city the player is not in  causes the player to be placed in the same position, but outside that city's walls. This can be used to get outside city walls from any outdoor location with a chair.
 
* [[Oblivion:Saddling|Saddling]] while chair clipping can manipulate the coordinates of a saddle.
====Entering Horse Mode====


==Mechanics==
 
====Horse Warp====
{{GlitchResearchBox}}
{{GlitchResearchBox}}


It is currently unknown exactly how the clipping path works since the player appears to be pushed up by outdoor terrain and sometimes climbs invisible stairs, but we have determined that the direction of the clip is based on the facing direction of the player, which is determined by the animation used to sit in the chair. Since Player Superposition causes animations not to play correctly, the sitting animation freezes on the first frame. However, when the game is paused the animation is resumed until unpaused, allowing for some control over the direction of the chair clip.
It is currently unknown exactly how the clipping path works since the player appears to be pushed up by outdoor terrain and sometimes climbs invisible stairs, but we have determined that the direction of the clip is based on the facing direction of the player, which is determined by the animation used to sit in the chair. Since Player Superposition causes animations not to play correctly, the sitting animation freezes on the first frame. However, when the game is paused the animation is resumed until unpaused, allowing for some control over the direction of the chair clip.

Revision as of 22:30, 23 July 2023

Horse Mode

Category: Horse Behavior.



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

Required DLC Images will go here.

Details
Found By: Haskell
Date Found: 7/23/2023
Archaeologist: N/A
Date Recovered: N/A
Original Source: Link

Horse Mode is a glitch with many strange effects. However two very notable effects are caused by Horse Warping. Some warp doors and their collision disappear, allowing for a quick and effective way to escape city walls, and disabling random encounters.

Instructions

Entering Horse Mode

  1. Position a horse next to a chair.
  2. Sit in the chair, then mount the horse from the chair. You will appear to have teleported to a glitchy area.
  3. Create a save (Save #1) and load that save (Save #1). After loading completes, you are now in horse mode, continue to set up for Horse Warp.
  4. (Optional) Begin blocking and, without letting go of block, complete step 5.
  5. Create another save (Save #2) that can be used for smoother Horse Warping.

Horse Warping

  1. Follow the instructions for entering Horse Mode including the optional step 4 or (not recommended) the 5th step.
  2. Load Warp the horse mode save into an area such as a dungeon or a city. Random encounters should be nonexistent, and certain doors should not be loaded and/or should have no collision.

Additional Notes

  • Horse Warping without completing the 4th step in Entering Horse Mode can cause cause crashes when interacting with warp doors, interactable objects (not items), chairs, or the open air. This is seemingly because these are actions which usually cause the player to dismount the horse they're riding, which is in an unloaded cell as a result of horse warping.

Mechanics

Entering Horse Mode

Horse Warp

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

It is currently unknown exactly how the clipping path works since the player appears to be pushed up by outdoor terrain and sometimes climbs invisible stairs, but we have determined that the direction of the clip is based on the facing direction of the player, which is determined by the animation used to sit in the chair. Since Player Superposition causes animations not to play correctly, the sitting animation freezes on the first frame. However, when the game is paused the animation is resumed until unpaused, allowing for some control over the direction of the chair clip.