Oblivion:Horse Mode

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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.