<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://oblivion.azuriteforest.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ultrapotassium</id>
	<title>Oblivion Speedrun Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://oblivion.azuriteforest.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ultrapotassium"/>
	<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/wiki/Special:Contributions/Ultrapotassium"/>
	<updated>2026-06-16T10:14:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Tips_and_Tricks&amp;diff=3992</id>
		<title>Tips and Tricks</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Tips_and_Tricks&amp;diff=3992"/>
		<updated>2026-05-14T05:17:46Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stream/General Run Tips&lt;br /&gt;
* if you try to type &amp;quot;setdebugtext 12&amp;quot;, and the console displays &amp;quot;SETDEBUGTEXT !@&amp;quot;, then close the console, and hold Shift when pressing tilde (`)&amp;lt;ref&amp;gt;Javen2K (Discord) https://discord.com/channels/330252789374779393/644112615718780940/875883025387388988&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Have a desktop wallpaper that is a cheat sheet for how to handle the game crashing (tdt, perma key, etc.)&amp;lt;ref&amp;gt;https://discord.com/channels/330252789374779393/644112615718780940/957816794662469742&amp;lt;/ref&amp;gt;&lt;br /&gt;
* if you want local maps there&#039;s a console command `olmp` which writes the current cell to a .dds file, example file attached. It&#039;s not documented on the UESP Oblivion:Console page, only on the Oblivion_Mod:Script_Functions page, for some reason.&amp;lt;ref&amp;gt;https://discord.com/channels/330252789374779393/644112615718780940/1019387796189876255&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Tips_and_Tricks&amp;diff=3991</id>
		<title>Tips and Tricks</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Tips_and_Tricks&amp;diff=3991"/>
		<updated>2026-05-14T05:17:27Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: create tips and tricks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stream/General Run Tips&lt;br /&gt;
* if you try to type &amp;quot;setdebugtext 12&amp;quot;, and the console displays &amp;quot;SETDEBUGTEXT !@&amp;quot;, then close the console, and hold Shift when pressing tilde (`)&amp;lt;ref&amp;gt;Javen2K (Discord) https://discord.com/channels/330252789374779393/644112615718780940/875883025387388988&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Have a desktop wallpaper that is a cheat sheet for how to handle the game crashing (tdt, perma key, etc.)&amp;lt;ref&amp;gt;https://discord.com/channels/330252789374779393/644112615718780940/957816794662469742&amp;lt;/ref&amp;gt;&lt;br /&gt;
* if you want local maps there&#039;s a console command `olmp` which writes the current cell to a .dds file, example file attached. It&#039;s not documented on the UESP Oblivion:Console page, only on the Oblivion_Mod:Script_Functions page, for some reason.&amp;lt;ref&amp;gt;https://discord.com/channels/330252789374779393/644112615718780940/1019387796189876255&amp;lt;/ref&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=3990</id>
		<title>Oblivion:Glitch Hunting</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=3990"/>
		<updated>2026-05-14T05:17:04Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* Possibly useful bugs */ add couple routing suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The PRCLive community has an ongoing project to hunt for new glitches through a variety of methods. While most glitches mentioned in this article are theorized to exist based on leads and/or video evidence, some glitches are being researched due to the significant impact they would have on the 100% speedrun regardless of whether or not leads currently exist. Additionally, several glitches listed were already solved mechanically, but are being further optimized to discover new potential routing options for 100%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check the [[OB talk:Glitch Hunting|Discussion tab]] for this article to see archived Glitch Hunting projects that have been solved.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Glitch Archaeology==&lt;br /&gt;
&lt;br /&gt;
The internet has a large quantity of Oblivion glitch videos/posts from over a decade ago. People within the community have been finding relatively obscure glitches/tech just by looking for old YouTube videos/forum posts. If you would like to hunt for glitches this way, you may just find something useful that was never noticed by the community at large. Message us on the [https://discord.gg/eudsps7 Discord] with your findings and we’ll attempt to recreate any found glitches and verify which versions of the game they work on.&lt;br /&gt;
&lt;br /&gt;
Common sources for finding forgotten glitches include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;YouTube Videos&#039;&#039;&#039; — Oblivion was released within the first year of YouTube&#039;s existence, so there is a vast quantity of old Oblivion video content from the early YouTube area.&lt;br /&gt;
* &#039;&#039;&#039;Forums&#039;&#039;&#039; — Neoseeker appears to be the most common website for this. Old forum posts are usually easiest to find by searching for specific info on google, making them a good starting point to follow existing leads or get a new lead on a glitch concept.&lt;br /&gt;
* &#039;&#039;&#039;Wikis&#039;&#039;&#039; — On other Elder Scrolls wikis there are often old archived talk threads with people claiming to have encountered unusual glitches. The [https://en.m.uesp.net/wiki/Oblivion_talk:Glitches UESP Glitches Page] is the primary example.&lt;br /&gt;
&lt;br /&gt;
Glitch Archaeology is not only about finding long-forgotten glitches. It is also about finding the earliest documented example of each known glitch to more thoroughly document the history of glitch hunting in the Oblivion community.&lt;br /&gt;
&lt;br /&gt;
===Unconfirmed/Pending===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/9eZGgBam7cE Bruma Gate Jail Glitch]&lt;br /&gt;
| 2011&lt;br /&gt;
| Fevus&lt;br /&gt;
| You can close the Bruma Gate by going to jail to skip doing the actual quest.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=kI1rp7aOx6g Deer Glitch]&lt;br /&gt;
| 2013&lt;br /&gt;
| Fevus&lt;br /&gt;
| A Missing Name item dropped by the player results in deer spawning. This could be the result of a Skull of Corruption item.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=cMGOnAvDFHA&amp;amp;ab_channel=IronShire Horse Mount While Sitting]&lt;br /&gt;
| 2013&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| The player is teleported to 0, 0, 0 when mounting a horse while seated.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=MOVz3nk52j4 Floating Soul Gems]&lt;br /&gt;
| 2011&lt;br /&gt;
| elecman&lt;br /&gt;
| Soul gems appear to float just like paint brushes, and can similarly be used as stairs.&lt;br /&gt;
|-&lt;br /&gt;
| [https://gamefaqs.gamespot.com/boards/934605-the-elder-scrolls-iv-oblivion/41924734 Spell Duration Glitch]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| By stacking two spells with the same effect, the longest duration and the most powerful magnitude are both combined to make a much better spell.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=iXvNAdKgowA Edge of Map Air Walking]&lt;br /&gt;
| 2008&lt;br /&gt;
| elecman&lt;br /&gt;
| Running into the edge of the map raises the player up in the air, at which point they can walk on air around the map freely.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1rWIbpC_aoRP1YrX3n7OpZr Natural Clipping Playlist]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist of several videos containing alleged natural clips where game developers forgot to put collision on certain walls. Elecman says videos 1-8 are suspicious looking, and videos 9 and onward look legitimate. The playlist may be updated as elecman finds more videos.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ulp3O0JRDFM Natural Arena Clip]&lt;br /&gt;
| 2010&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| A natural clip that allows you to clip out of bounds in the bloodworks.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1ouHeF53K4g8agt4iBhaeq5 Glitch Megamix]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist, starting with &amp;quot;out of cities&amp;quot; videos, then a bunch of random glitches to explore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Confirmed===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Version&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=vDYEm8wFuJA Selling Equipped Items]&lt;br /&gt;
| 2014&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| v1.0 only&lt;br /&gt;
| Selling an item you have equipped gives you the gold without losing the item. This glitch is also mentioned on the [https://en.uesp.net/wiki/Oblivion:Patched_Glitches#Infinite_Money_-_Kvatch UESP].&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=RyQJbVlzDAI TCL Glitch]&lt;br /&gt;
| 2009&lt;br /&gt;
| Fevus&lt;br /&gt;
| v1.2&lt;br /&gt;
| The player can walk through objects as if the TCL console command is active by fainting a horse while mounting it.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/tQAqhKYtU3o?t=153 Lucien Duping]&lt;br /&gt;
| 2013&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Lucien&#039;s Lockpicks are glitched in the same way as Dorian&#039;s Gold. This strengthened our understanding of the Negative Inventory Glitch.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=1b6rV_CInrA Telekinesis Absorption]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Telekinesis is an on target effect that applies to the player, allowing for absorbing your own spell&#039;s base magicka cost to regain magicka each cast.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/RvEGSwPz27g Invisible Guard]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| A relatively well-known glitch, but the earliest documented example of it found so far. Killing a horse a guard is riding will cause the guard to be stuck ragdolled on the ground visually, but an invisible version of the guard will run around and attack the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Duping Oghma Infinium==&lt;br /&gt;
&lt;br /&gt;
This is the holy grail of Oblivion glitch hunting. For over a decade people have speculated or even directly hoaxed the existence of this glitch. For the purposes of 100% it would provide several benefits:&lt;br /&gt;
&lt;br /&gt;
# Skill grind would be much faster since the majority of skills could be maxed out extremely quickly. The Class Reset Glitch may make this a less significant discovery.&lt;br /&gt;
# Perma enchanting would be much faster because we could repeatedly raise our speed and strength with books instead of having to make dozens of rings.&lt;br /&gt;
# Attributes could easily be overflowed so we don’t have to worry about running out of training levels.&lt;br /&gt;
&lt;br /&gt;
There are a few ways this glitch could be pulled off theoretically:&lt;br /&gt;
&lt;br /&gt;
# Duplicating the Oghma Infinium item.&lt;br /&gt;
# Rereading Oghma Infinium repeatedly without it being removed from the inventory.&lt;br /&gt;
#* Analysis of the code implies that this shouldn’t be possible. In the &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt;, the section of code that modifies the skill values immediately sets a variable &amp;lt;code&amp;gt;readOnce&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;, which immediately goes into a conditional check that will pass and remove the item from the player’s inventory.&lt;br /&gt;
# Acquiring multiple copies of Oghma Infinium without duping a source item.&lt;br /&gt;
#* Being rewarded the book multiple times from Hermaeus Mora.&lt;br /&gt;
#* Finding another source of the book, such as the alleged RealArchaic setup.&lt;br /&gt;
#** [https://youtu.be/nGjd3wAi_5I In his video], RealArchaic claims being level 255 with 100 luck made enemies during the Den of Thieves quest drop Oghma Infinium. It is worth noting that he was on the Xbox360 version.&lt;br /&gt;
&lt;br /&gt;
In order to achieve one of these effects, we likely would need to discover a few intermediate glitches:&lt;br /&gt;
&lt;br /&gt;
# Removing quest Items from your inventory.&lt;br /&gt;
# Removing the quest time flag from an item.&lt;br /&gt;
#* It is worth noting that even with using console commands to remove the quest item flag from Oghma, we are still unable to dupe with any currently known methods.&lt;br /&gt;
&lt;br /&gt;
The script that handles reading the Oghma Infinium is &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt; which can be viewed [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
The book has three states for our purposes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unread:&amp;lt;/u&amp;gt; The flag for having chosen a path has not been set.&lt;br /&gt;
* &amp;lt;u&amp;gt;Read:&amp;lt;/u&amp;gt; The flag for having chosen a path has been set and the book has been removed.&lt;br /&gt;
* &amp;lt;u&amp;gt;Pre-Loaded:&amp;lt;/u&amp;gt; The book’s path flag was interrupted after selecting a path but before applying the effects of the path, so the book has not been removed until you open any menu.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
* [https://elderscrolls.fandom.com/wiki/Talk:Oghma_Infinium_(Oblivion)#Exploit_on_latest_patch Elder Scrolls Wiki Discussion] - Claims you can at least read it twice, although this is unconfirmed.&lt;br /&gt;
* RealArchaic [https://youtu.be/nGjd3wAi_5I Video 1] and [https://youtu.be/HwdlHgkJlB8 Video 2], and [https://youtu.be/3EffZZTYqvY Video 3] - Likely a hoax, his story claims that he was able to get to level 255 despite that being [https://docs.google.com/spreadsheets/d/11XwzaAOLocEaWWpDibGQyACNqkBzTCRa41fVa1-vuf0/edit?usp=sharing mathematically proven to be impossible] with the setup he explained. With the new Class Reset Glitch however, it is possible to recreate the requirements of Level 255 and 100 Luck organically, but this does not prove anything.&lt;br /&gt;
** [https://gamefaqs.gamespot.com/boards/941877-the-elder-scrolls-iv-oblivion-game-of-the-year-edition/48421540 This person] tried to recreate it and seemed to be unsuccessful.&lt;br /&gt;
** [https://en.uesp.net/wiki/Oblivion_talk:Oghma_Infinium/Archive_1#Glitch.2FExploit.3F This discussion] claims the Khajiit at the Roxey Inn dropped the Oghma using RealArchaic’s setup. We have been unable to recreate this on PC using console commands. At the very most this could be an Xbox360 specific glitch if multiple users with different IP Addresses are claiming the same thing.&lt;br /&gt;
** In the second video, we noticed that it is likely that the Oghma has replaced a stack of Steel Arrows. Their item IDs are very similar, with Steel Arrows being &amp;lt;code&amp;gt;229C1&amp;lt;/code&amp;gt; and Oghma being &amp;lt;code&amp;gt;228F1&amp;lt;/code&amp;gt;. It&#039;s possible that the game&#039;s memory was modified by RealArchaic or perhaps a memory buffer overflow subtracted 259 from the Steel Arrow&#039;s pointer in the inventory.&lt;br /&gt;
* An annotated document of Oghma&#039;s script when it is read can be found [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* You can queue up the Oghma popup by activating Oghma with a hotkey at the same time as performing another action. For example, entering a door and hotkeying the book at the same time will trigger the book to open automatically when you load into the next cell. Other actions this works on are talking to an NPC or loading a save file (if the save file also had Oghma hotkeyed in the same slot.)&lt;br /&gt;
** Holding down the hotkey while performing other actions will make the hotkey UI appear over the other UI, at which point you can release the hotkey to varying results, including freezing the UI on top in cases such as NPC dialogue.&lt;br /&gt;
* You can interrupt the script between the &amp;lt;code&amp;gt;OnEquip&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;OnMenu&amp;lt;/code&amp;gt; transition by spamming enter (after highlighting an option using the arrow keys) so that you select the Exit option before the pop up finishes fading out. This pre-loads the book so that the next time you enter a menu of any kind, the book will activate the path choice.&lt;br /&gt;
* When you go to jail, quest items remain in your inventory secretly. If you hotkey Oghma, go to jail, then use the hotkey, the book will appear despite not being visible in your inventory. Could this be useful for anything?&lt;br /&gt;
* We’ve tried scroll duping, 0 weight pickpocket duping, and Skull of Corruption duping, all of which did not work. We should see if the Lucien Dupe works.&lt;br /&gt;
* The popup for Oghma has 4 options. Using popup overlapping, we may be able to gain the benefits of Oghma and make a save before it removes it from our inventory, then load the save to skip the end of the script. To overlay popups, open the Oghma popup, then open any other popup via the settings menu (such as Yes/No to loading a save file, or Yes/No to resetting default controls).&lt;br /&gt;
** Selecting a &amp;quot;No&amp;quot; to loading a save when the Oghma popup is open results in the book never showing the popup again, but the book remains in the inventory.&lt;br /&gt;
&lt;br /&gt;
==Inventory Underflowing==&lt;br /&gt;
&lt;br /&gt;
In our attempts to dupe the Oghma Infinium, we inadvertently stumbled across a new glitch that has huge potential. [https://youtu.be/Xd2mShNeXpc Here is a video] of the glitch being performed/explained.&lt;br /&gt;
&lt;br /&gt;
===Guided Research Questions===&lt;br /&gt;
&lt;br /&gt;
* Can other items besides the Oghma Infinium be used to achieve this effect? We theorize we could potentially use this glitch for things like gold farming, but currently do not have an easy way to activate the effect early in the game.&lt;br /&gt;
** It appears that the glitch works because a script removes the item from our inventory as we go to open our menu, making the menu fail to visually update despite being functionally accurate.&lt;br /&gt;
* What exactly is going on with the visual display of the inventory after activating the glitch? It appears that it is possibly underflowing alphabetically, so that the item directly before Oghma in the inventory alphabetically represents the gold.&lt;br /&gt;
&lt;br /&gt;
==Wisp Stalk Cap Stack Separation==&lt;br /&gt;
&lt;br /&gt;
Using the [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Duplicate_Items_using_the_Skull_of_Corruption Skull of Corruption Glitch] we have found that you can duplicate Nirnroot to create “illegitimate” copies that don’t stack with the original ones. This results in you being able to create potions with alchemy that have two of the same Nirnroot ingredient, allowing for very efficient potions for abusing potion stacking. The perfect speed boost potion would theoretically have an “organic” Nirnroot and a “non-organic” one in addition to two Wisp Stalk Caps that are also glitched to be considered different ingredients. Is there a way to achieve this?&lt;br /&gt;
&lt;br /&gt;
* Currently, it appears using the Skull of Corruption Glitch on Wisp Stalk Caps does not achieve the same effect as when it is used to dupe Nirnroot. This is likely because Nirnroot and a few other items in the game are scripted to behave differently when duped to avoid being exploited.&lt;br /&gt;
&lt;br /&gt;
==RNG Manipulation==&lt;br /&gt;
Finding random skill books is annoying and RNG heavy. We can potentially lose a lot of time if we get bad RNG finding skill books, so ideally we would have a way to manipulate what drops we get.&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/901258344541589534 valarnin — 2021-10-22 4:58 PM]&lt;br /&gt;
of the 20 rand calls I&#039;ve checked so far, 12 of them limit to 32767 (or 32767.0, in the case of float).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a fun one: There are two separate global booleans that track if the RNG has been seeded yet. Some of the random functions check one, some check the other. Everything uses the same rand seed under the hood though. And there&#039;s also a function that &amp;quot;resets&amp;quot; the seed in a very interesting way...&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot; line&amp;gt;&lt;br /&gt;
void _rand_seed_conditional(int newSeed)&lt;br /&gt;
{&lt;br /&gt;
  __time64_t lCurrentTime;&lt;br /&gt;
  &lt;br /&gt;
  if (newSeed != 0) {&lt;br /&gt;
    _rand_seed(newSeed);&lt;br /&gt;
    GLB_RAND_SEEDED_2 = 0;&lt;br /&gt;
    _rand();&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
  if (GLB_RAND_SEEDED_2 != &#039;\0&#039;) {&lt;br /&gt;
    lCurrentTime = __time64((__time64_t *)0x0);&lt;br /&gt;
    _rand_seed((int)lCurrentTime);&lt;br /&gt;
    GLB_RAND_SEEDED_2 = &#039;\0&#039;;&lt;br /&gt;
  }&lt;br /&gt;
  _rand();&lt;br /&gt;
  return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Valid&amp;quot; Ayleid Statue Dupes==&lt;br /&gt;
&lt;br /&gt;
For Umbaccano’s quests, you need to acquire 10 total Ayleid Statues from around the map. These stack but cannot be duped with current methods, including the Skull of Corruption Glitch. Having to traverse 10 individual dungeons with confusing layouts just to complete a single quest is a huge time sink, is there any way to duplicate a statue so that Umbacano will accept it?&lt;br /&gt;
&lt;br /&gt;
* Discovering how to do this would have further implications for similar quests such as Bear Season.&lt;br /&gt;
* The Lucien Dupe mentioned in the Glitch Archaeology section might work for this. Ayleid statues actually have two different item IDs, &amp;lt;code&amp;gt;0002AB48&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;000844C4&amp;lt;/code&amp;gt;, with the second one being weightless. It is possible the second one is actually the version that gets placed in the display case.&lt;br /&gt;
&lt;br /&gt;
see [[Ten Ancestors]] for more&lt;br /&gt;
&lt;br /&gt;
==Havrd Escort Optimizations==&lt;br /&gt;
&lt;br /&gt;
Speedrunner Havrd created a crazy complicated setup for progressing through the escort section of the tutorial. His setup was slower than the regular method, resulting in it being largely forgotten, until we recently found a way to bring it much closer to the time the normal method takes. [https://www.youtube.com/watch?v=w7lJNsoJ0Ts Here] is a video showing how to perform it.&lt;br /&gt;
&lt;br /&gt;
# Set hard save with Adrenaline Rush cast for the first save clip in the prison cell.&lt;br /&gt;
# Do the tutorial normally through goblin cave to end up at the door to escort.&lt;br /&gt;
# Hard save at escort door.&lt;br /&gt;
# Load warp the prison cell save so that you have AR, go in, quicksave at hole in wall.&lt;br /&gt;
# Load escort door hard save, load warp through door.&lt;br /&gt;
# Exit back through door, quicksave quickload&lt;br /&gt;
# Go back into escort, flare mythic dawn, stand at base of stairs to pick class and do dialogue with uriel.&lt;br /&gt;
# Wait for uriel to start walking, quicksave&lt;br /&gt;
# Load escort door hard save, load warp through door&lt;br /&gt;
# Exit back through door, quicksave quickload.&lt;br /&gt;
# Run to save clip position to the left of the open door in escort, save clip&lt;br /&gt;
# Void warp at base of stairs to trigger glenroy walking, go through door to finish escort.&lt;br /&gt;
# Finish run as normal.&lt;br /&gt;
&lt;br /&gt;
The general revelation here is that NPCs in the tutorial can be manipulated to move around by leaving areas where they are running scripted events, unloading the cell by quicksaving and quickloading, then reloading the cell to skip their events. &lt;br /&gt;
&lt;br /&gt;
* Given that we are stuck in “tutorial mode” using the Class Reset Glitch, are there other long scripted events in other quests that we can skip with similar methods? Will this tech work even if we aren’t in “tutorial mode”?&lt;br /&gt;
* Is there a way to improve the tutorial even further, especially by skipping dialogue or finding a better save clip?&lt;br /&gt;
&lt;br /&gt;
==Testing Hall Access==&lt;br /&gt;
&lt;br /&gt;
There is a test room (which you can visit using the console command &amp;lt;code&amp;gt;coc testinghall)&amp;lt;/code&amp;gt; which contains essentially every item in the game in addition to tons of debug functions. Getting into this area would completely break several objectives for 100%, especially Skill Books Read. Is there any way to access this room?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* [https://community.wemod.com/t/oblivion-test-hall-location/178 This post] claims to have specific coords for the &amp;lt;code&amp;gt;testinghall&amp;lt;/code&amp;gt; (&#039;&#039;“change your location to: 3DB92, Y:1932.375000000, X: 1823.990000000 Z: 7162.773000000”&#039;&#039;)&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion_talk:Exterior_Test_Cells#Possible_Exterior_Cell:_TestEndGame This UESP discussion] ends with someone claiming to be traveling towards the same coordinates the other post mentioned, but in a &amp;lt;code&amp;gt;TestEndGame&amp;lt;/code&amp;gt; cell that is found by climbing out of Anvil Castle. We should visit this cell/location and see what the deal is.&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Frostcrag_Spire_Glitch The Frostcrag Spire Glitch] allows players to get into a similar test area by uninstalling DLC. Is there a “legal” way to achieve this? Possibly with Load Warping?&lt;br /&gt;
&lt;br /&gt;
==Super Perma Key/Perma Key-like Effects==&lt;br /&gt;
&lt;br /&gt;
The [https://youtu.be/uzM51QR8K_Y Perma Key Glitch] allows you to set a flag for having successfully unlocked a door with a key, and keep that flag set so that all other doors will now open even if you don’t have the key. The interesting thing about this glitch is it universally activates across all save files for the current instance of the game, so the only way to disable it is to close it:&lt;br /&gt;
&lt;br /&gt;
# Open any door with a valid key so that the popup appears confirming the key was used.&lt;br /&gt;
# Before closing the popup, load any other save.&lt;br /&gt;
# The glitch is now active on all save files until you close the game.&lt;br /&gt;
&lt;br /&gt;
The glitch only works on doors with a valid key somewhere in the game, meaning that scripted doors do not work. The &#039;&#039;&#039;Super Perma Key Glitch&#039;&#039;&#039; would be a system that lets us enter locked scripted doors in addition to regular doors. This would have massive implications not just in 100%, but in every category:&lt;br /&gt;
* You could skip the entire tutorial with only a few save clips.&lt;br /&gt;
* The main quest (and many other questlines) could be massively sequence broken since you could now gain access to dungeons that are scripted to open once a specific quest starts.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is very interesting that this glitch is universal across save files, since it implies a global flag was set permanently due to a fault in the game engine.&lt;br /&gt;
* Are there any other global flags that can be permanently set by simply loading a save to interrupt the process of resetting the flag? Or through other means?&lt;br /&gt;
* The perma key effect was tried on chests, and the result was that the game no longer let the player open any chests until they closed the game. There could be another way to do this, which would possibly allow for sequence breaking several quests.&lt;br /&gt;
&lt;br /&gt;
==Ancestor Moths Well Clip==&lt;br /&gt;
&lt;br /&gt;
During the Turning a Blind Eye quest, when you exit the dungeon it spawns you on the well outside. It turns out, there is actually a hidden door underneath the well that could be used to skip having to go through the entire dungeon, effectively skipping the entire quest. Is there a way to get into this well?&lt;br /&gt;
* Finding a clip that will work for this will likely result in us discovering new tech about clipping through outdoor terrain, something which has never been done before.&lt;br /&gt;
** The core issue is that all current methods of clipping such as Save Clipping and the TCL Glitch don’t actually let us go through outdoor ground, only buildings and other objects.&lt;br /&gt;
&lt;br /&gt;
==Horse Out of Bounds in City (Stable Spawn Location Manipulation)==&lt;br /&gt;
&lt;br /&gt;
For the Horse Vector system to work, we’d need to largely eliminate all rocks, trees, buildings, etc. from the map. The easiest way to do this is to jump out of a city to get out of bounds, which results in a fully explorable but empty map. The problem is, we can’t do this on a horse because currently we have no way to push a horse into the load zone for a city. Perhaps through Load Warping or some other method this would be possible?&lt;br /&gt;
&lt;br /&gt;
* Dnayls unearthed old forum posts confirming this is possible by mistake:&lt;br /&gt;
** [https://steamcommunity.com/app/22330/discussions/0/846947320688894976/ Source 1], [https://gamefaqs.gamespot.com/boards/927345-the-elder-scrolls-iv-oblivion/42412522 Source 2]&lt;br /&gt;
&lt;br /&gt;
There are two glitches involved in this, the &#039;&#039;&#039;Stable Spawn Location Glitch&#039;&#039;&#039; and the &#039;&#039;&#039;Wabbajack Horse into City Glitch&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stable Spawn Location Leads===&lt;br /&gt;
&lt;br /&gt;
* MrBosch has created a result where Shadowmere can be stabled at a location other than a city, with the goal now being to recreate this in a way that proves a reliable setup. Here is what we know:&lt;br /&gt;
** &#039;&#039;“i think i somehow set shadowmere&#039;s &amp;quot;stables&#039; spawn&amp;quot; coordinates in the imperial prison.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i was trying to make shadowmere want to enter the imperial market district or prison from outside (in the bridge between both). this idea came from [https://www.youtube.com/watch?v=DvfwPC2G0As this youtube video]but thought it was fake anyways.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“during my test, a guard attacks me when im on shadowmere and fatigue her enough to faint, then i got off shadowmere and fast traveled to the imperial prison, shadowmere spawned next to me.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“then i traveled across the map and although i traveled to indoor and outdoor places, on shadowmere, she got back to the same place in the prison where she spawned and the &amp;quot;your horse is in the stables&amp;quot; text appeared. also, if you travel to imperial prsion district with shadowmere, she will stay with you so all this things makes me think that her new &amp;quot;stable&amp;quot; is this place”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i tried different variations with the tcl glitch + fast travelling but couldnt get the same results.”&#039;&#039;&lt;br /&gt;
** Fevus was unable to replicate this (and had all DLC enabled). Bosch did not have DLC enabled. This may be relevant, but the cause of the setup not working could be something else entirely as well.&lt;br /&gt;
** This could be related to the [https://en.uesp.net/wiki/Oblivion_talk:Exploitable_Glitches#Voluntarily_trigger_.22jailtime_followers.22_glitch Jail Time Followers Glitch].&lt;br /&gt;
&lt;br /&gt;
===Wabbajack Horse into City Leads===&lt;br /&gt;
&lt;br /&gt;
* Fevus discovered that you can hit a horse with Wabbajack to turn it into an ogre to move it into a city.&lt;br /&gt;
** This is the setup:&lt;br /&gt;
**# Fast travel with any horse besides Shadowmere to the stable outside of Anvil.&lt;br /&gt;
**# Run around to the south entrance to the city across the bridge from the castle entrance.&lt;br /&gt;
**# Get off the horse, and use Wabbajack to transform it. If you get a Troll, Skeleton Champion, Ogre, or Goblin Skirmisher, continue to the next step, otherwise reroll the transformation.&lt;br /&gt;
**# Get the transformed enemy to aggro you, then jump onto the nearby rock next to the wall. The enemy will enter the city.&lt;br /&gt;
**# Enter the city and make sure your horse is not killed before it transforms back. You should now have a horse inside of the city.&lt;br /&gt;
** The problem with this glitch is that it doesn’t work with Shadowmere. This isn’t a huge issue in terms of movement speed, but it does mean the horse cannot have potions to heal itself like Shadowmere can. It appears Shadowmere is on some sort of blacklist of creatures that Wabbajack cannot transform. Our best option would be to instead find a way to heal the horse through other means, or to simply use the current traveling salesman exploration system with Shadowmere and forgo horse vectors entirely.&lt;br /&gt;
** Curiously, [https://drive.google.com/file/d/1MYY7dIwtBKZGa2GTEg1aC5RCsg4BKkUI/view?usp=sharing Fevus’ save file] (which has all DLC enabled) is able to perform this glitch, but not [https://drive.google.com/file/d/1Jm01kcfwXvePAzUHIv1DQrfGxwgwFvf4/view?usp=sharing the test save file] we used on stream. We need to figure out if the glitch is DLC specific or if some other aspect of the save file is the cause of this issue. It is likely the stable relocation glitch could be involved in this.&lt;br /&gt;
&lt;br /&gt;
The final part of the problem will simply be getting the horse out of the bounds of the city once inside. [https://youtu.be/vuzcObuUwGc This video] makes Cheydinhal look very promising if we can get the Anvil Wabbajack setup to work there too. This channel also has several other videos about how to get out of most other cities as well. On stream, we managed to jump out of Anvil on a horse after applying speed buffs to it.&lt;br /&gt;
=== Horse into city===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/961102573564219412 AleronLoche — 2022-04-05 8:18 PM]: This probably isn&#039;t useful since you&#039;re not doing horse vectors but I found an easy way to get a horse into a city, including Shadowmere. You just cast a command creature spell on the horse, commit a crime, pay fine/go to jail and then when you get out of the prison the horse will be there inside the city&lt;br /&gt;
&lt;br /&gt;
[8:19 PM]AleronLoche: Also doing the same thing on Mannimarco but with command humanoid is interesting because when you talk to him and finish his dialogue he&#039;ll cast a spell on you which enables player controls, so it could potentially be used for skipping cutscenes. It would probably be too hard to get him to the cutscene trigger though since he won&#039;t follow you after you get out of jail&lt;br /&gt;
&lt;br /&gt;
==Daedric Shrine Cutscene Skips==&lt;br /&gt;
&lt;br /&gt;
Daedric Shrines take forever because of cutscenes at the beginning and end of each quest. Is there a way to skip having to sit through these?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* If you open your inventory on the one frame of actionable gameplay after making an offering to a shrine, you can fast travel away. You can also drop the items you were about to offer as well, although this is not useful in our case.&lt;br /&gt;
**Returning to the shrine will trigger the cutscene to start as soon as you are in the area. Is there any way to overlap multiple cutscenes at once via saddling?&lt;br /&gt;
* It was discovered that if you uninstall the Shivering Isles, the Sheogorath cutscene [https://www.twitch.tv/videos/1138964203 instantly ends] because there is no audio file for his voice. This implies the audio file length determines the cutscene length. Any “legal” way to achieve something similar? Maybe through in-game sound settings?&lt;br /&gt;
** New tech was discovered that will also likely be deemed &amp;quot;illegal&amp;quot; in the speedrun. By disabling the sound device on your computer that the game is outputting to ([https://media.discordapp.net/attachments/892473620989898805/906074177591726100/unknown.png screenshot]), all dialogue is cut short or entirely skipped, which includes shrine cutscenes. Finding an in-game way to recreate this via audio settings would be solve this glitch.&lt;br /&gt;
&lt;br /&gt;
==Nude Warping==&lt;br /&gt;
&lt;br /&gt;
If you load warp into an indoor area using an outdoor save file, humorously the NPCs will not be wearing any weapons/armor/apparel, instead having them in their inventory. What this means is we can possibly steal items that are otherwise completely inaccessible to us normally from essential NPCs (example, Gray Cowl of Nocturnal) and NPCs we need to keep alive for other reasons. Are there any useful situations where we could use this tech?&lt;br /&gt;
* Agronak gro-Malog’s raiment could sequence break the Arena.&lt;br /&gt;
* Ahdarji’s Ring from Countess Alessia Caro.&lt;br /&gt;
* Steal from Ancotar for Zero Visibility (already outdoors, may not work).&lt;br /&gt;
* Arnora Auria’s amulet during Two Sides of the Coin.&lt;br /&gt;
* Caranya during The Necromancer’s Amulet.&lt;br /&gt;
* Jakben, Earl of Imbel to sequence break Boots of Springheel Jak.&lt;br /&gt;
* Rosentia Gallenus during Whom Gods Annoy.&lt;br /&gt;
&lt;br /&gt;
==Fast Travel Indoors==&lt;br /&gt;
&lt;br /&gt;
There is no proof of this being possible, but being able to fast travel indoors would theoretically make the Tutorial significantly shorter and more consistent, as well as remove several Load Warps from the route.&lt;br /&gt;
&lt;br /&gt;
In the construction set, each interior has a flag that can be checked or unchecked for allowing fast travel from that location. The only interiors that have fast travel enabled are the houses the player can own. Ideally we would find a way to trick the game into thinking we are in an outdoor cell or one of the player homes when we actually are not, resulting in enabled fast travel. Load Warping seems to be the most likely source of a glitch like this, particularly experimenting with making saves mid-Load Warp, something that inconsistently crashes the game and has been otherwise unexplored.&lt;br /&gt;
&lt;br /&gt;
==Load Screen Manipulation==&lt;br /&gt;
&lt;br /&gt;
Many times when loading a save or transiting cells a load screen will sometimes appear. This load screen interferes with a recently discovered glitch, [[Oblivion:Quicksave Activation Transfer|Quicksave Activation Transfer]], that can be used to talk to NPCs without warping the leading save file away. Currently it&#039;s useful for talking to NPCs in nearby cells, but could be used to talk to NPCs in nearly any cell if circumventing load screens is possible, or if it&#039;s possible to maintain the glitch despite a load screen appearing.&lt;br /&gt;
&lt;br /&gt;
Our best guess for how the load screen works is based on whether the cell being transited to is already loaded into memory. Any time there&#039;s not enough memory to load in the another cell to memory, the oldest information gets cleared. And any time after a save is loaded or possibly after fast traveling, ALL information in memory is cleared. Ideally there&#039;s a simple way to force a cell to remain loaded.&lt;br /&gt;
&lt;br /&gt;
==Possibly useful bugs==&lt;br /&gt;
===Skull of Corruption===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/898274203789328434 Fevus — 2021-10-14 11:20 AM]&lt;br /&gt;
if we get the skull of corruption and staff of worms and decide to dupe &amp;quot;missing name&amp;quot; items, has also potential for cloning money and getting the gray agis for convinience&lt;br /&gt;
&lt;br /&gt;
===Vampirism===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/892529184512016394 Fevus — 2021-09-28 2:52 PM]&lt;br /&gt;
found something, vampirism can be cured again with cure vampirism if the potion is cloned with skull of corruption&lt;br /&gt;
&lt;br /&gt;
===Chameleon===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/916437823018663966 brianbosch — 2021-12-03 1:16 PM]&lt;br /&gt;
while being 100 chameleon, if you attack npcs and fast travel it&#039;s possible that they will spawn with you, i just attacked every scholar in the arcane university with a conjuration farming spell that had turn undead in it, and they started fleeing, then i fast travelled to skingrad and entered the mages guild, and in that moment all the scholar spawned there too, they went outside, i followed them and they started chasing a guard. this is something i&#039;ve seen regularly, when you attack an npc with chameleon on, they start chasing someone else but not necesarily attack them. the following part is new to me, to a point where they even spawn in other cities with you&lt;br /&gt;
&lt;br /&gt;
glarthir approached me and was able to talk to me while being chameleon&lt;br /&gt;
&lt;br /&gt;
now all those scholars are marauding in skingrad with their bounded weapons equipped but without attacking anyone&lt;br /&gt;
&lt;br /&gt;
===Routing===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/644112615718780940/1025181692312424548 AleronLoche - 2022-09-29 4:06 PM]&lt;br /&gt;
you don&#039;t actually have to take the amulet of kings from Mankar, you get it either way when you get the quest popup&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/330252789374779393/644112615718780940/1025229777323425802 dingus — 9/29/2022 7:17 PM]&lt;br /&gt;
There&#039;s a very convenient saddle point for the Ayleid statue in Fanacas. The player runs right past the stool next to Denel during Vahtacen&#039;s Secret, and it takes you to just below the statue room, which you can easily swim down to void warp in.&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3989</id>
		<title>Oblivion:Tools/Resources</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3989"/>
		<updated>2026-05-14T04:58:43Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tools==&lt;br /&gt;
&lt;br /&gt;
These are tools created by the PRCLive community to assist in routing and improving our overall knowledge of game mechanics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://valarnin.github.io/oblivion-save-reader/test.html Save/ESM/ESP Reader]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/valarnin/oblivion-save-reader/ GitHub]&#039;&#039;&#039;) — A program by valarnin that can read the 100% progress of a save file, as well as pull data out of ESM/ESP files for code analysis. For help using this program, see the [[Help:Oblivion Save/ESM/ESP Reader|help page]].&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/index.html 100% Interactive Guide]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionProgressTracker GitHub]&#039;&#039;&#039;) — A website being developed by Ultrapotassium and Muggyfox1 that aims to automate the checklisting process and integrate with the save file reader.&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/tools/chairlookup.html Nearest Chair Lookup]&#039;&#039;&#039; — A calculator for finding the nearest chair to a given set of coordinates, built using a chair database compiled by [https://fromdarkhell.github.io/Oblivion/#chair-searcher FromDarkHell].&lt;br /&gt;
* &#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionSaveReaderCS/releases/latest Automatic Save Uploader]&#039;&#039;&#039; — A program developed by Ultrapotassium that connects the 100% Progress Tracker and the Save File Reader, allowing a user to have their save file directory automatically open the most recent save file and upload it to the progress tracker for completely automated tracking!&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1-eZbe2JgwJPngwxvYNtMJ4ngYA7xNZl8/edit?usp=sharing&amp;amp;ouid=104430489625956261497&amp;amp;rtpof=true&amp;amp;sd=true Weakness Stacking Calculator]&#039;&#039;&#039; — MrBosch&#039;s calculator for stacking weakness to magic.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1y5aTwZ8e2DlwLZnv_PjUPboMq0zacEY8/edit#gid=1720985196 Character reset/100% Calculators]&#039;&#039;&#039; — Character reset and other various calculators for game mechanics by MrBosch.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1e_Qx7Xj8JwcmZNGTNvnblqe811OZSvTFUMJ6dl0ywRM/edit?usp=sharing Master Database]&#039;&#039;&#039; — A series of spreadsheets that compile info about 100% requirements for programmers to use homogenized data.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://en.uesp.net/wiki/Oblivion:Oblivion The Unofficial Elder Scrolls Pages]&#039;&#039;&#039; — The largest wiki of information about Oblivion, which is used extensively when referencing general game info for routing purposes. Lacks a comprehensive list of glitches and speedrun tech/info, but has pretty much all other info you would ever need.&lt;br /&gt;
* &#039;&#039;&#039;[[Tips and Tricks]]&#039;&#039;&#039; Miscellaneous 100% tips and tricks&lt;br /&gt;
&lt;br /&gt;
===100% spreadsheets and misc routing notes===&lt;br /&gt;
Many runners have created their own 100% spreadsheets. here are links to them if you are interested in creating your own.&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1hT55ilA14RHqcd2LGCR0_NXzSCu32XIv8GOiAY8BF5c/edit?gid=340007591#gid=340007591 Meemaw&#039;s list of things in DLCs that will alter requirements]&#039;&#039;&#039; Meemaw&#039;s list of things in DLCs that will alter requirements&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/document/d/1Di-qrIyH48DsCExUt7vjlNu4ltmBMVMi2-6ipD1mrns/edit?tab=t.0 Sh1kabane&#039;s 100% no dlc notes]&#039;&#039;&#039; Sh1kabane&#039;s 100% no dlc notes&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/document/d/1bbOgjC7k0BvubUIcngSg5DHz7MjDk9an51oLtcCU4x4/edit?tab=t.0 Sh1kabane&#039;s 100% with DLC notes]&#039;&#039;&#039; Sh1kabane&#039;s 100% with DLC notes&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1TvRiTkX6DOSdWzXExGJ1z4CFnwsSS_J38NGNwhZLO70/edit?gid=0#gid=0 Wil&#039;s completionist checklist]&#039;&#039;&#039; — Wil&#039;s completionist checklist&lt;br /&gt;
* &#039;&#039;&#039;[https://drive.google.com/drive/folders/1RJ9aACDanO4vE5zS2Y5pR05ZaKeP3WKW V3 speedrun/casual resources]&#039;&#039;&#039; V3 speedrun/casual resources&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3988</id>
		<title>Oblivion:Tools/Resources</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3988"/>
		<updated>2026-05-14T04:55:23Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* Tools */ update mrbosch tool link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tools==&lt;br /&gt;
&lt;br /&gt;
These are tools created by the PRCLive community to assist in routing and improving our overall knowledge of game mechanics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://valarnin.github.io/oblivion-save-reader/test.html Save/ESM/ESP Reader]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/valarnin/oblivion-save-reader/ GitHub]&#039;&#039;&#039;) — A program by valarnin that can read the 100% progress of a save file, as well as pull data out of ESM/ESP files for code analysis. For help using this program, see the [[Help:Oblivion Save/ESM/ESP Reader|help page]].&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/index.html 100% Interactive Guide]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionProgressTracker GitHub]&#039;&#039;&#039;) — A website being developed by Ultrapotassium and Muggyfox1 that aims to automate the checklisting process and integrate with the save file reader.&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/tools/chairlookup.html Nearest Chair Lookup]&#039;&#039;&#039; — A calculator for finding the nearest chair to a given set of coordinates, built using a chair database compiled by [https://fromdarkhell.github.io/Oblivion/#chair-searcher FromDarkHell].&lt;br /&gt;
* &#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionSaveReaderCS/releases/latest Automatic Save Uploader]&#039;&#039;&#039; — A program developed by Ultrapotassium that connects the 100% Progress Tracker and the Save File Reader, allowing a user to have their save file directory automatically open the most recent save file and upload it to the progress tracker for completely automated tracking!&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1-eZbe2JgwJPngwxvYNtMJ4ngYA7xNZl8/edit?usp=sharing&amp;amp;ouid=104430489625956261497&amp;amp;rtpof=true&amp;amp;sd=true Weakness Stacking Calculator]&#039;&#039;&#039; — MrBosch&#039;s calculator for stacking weakness to magic.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1y5aTwZ8e2DlwLZnv_PjUPboMq0zacEY8/edit#gid=1720985196 Character reset/100% Calculators]&#039;&#039;&#039; — Character reset and other various calculators for game mechanics by MrBosch.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1e_Qx7Xj8JwcmZNGTNvnblqe811OZSvTFUMJ6dl0ywRM/edit?usp=sharing Master Database]&#039;&#039;&#039; — A series of spreadsheets that compile info about 100% requirements for programmers to use homogenized data.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://en.uesp.net/wiki/Oblivion:Oblivion The Unofficial Elder Scrolls Pages]&#039;&#039;&#039; — The largest wiki of information about Oblivion, which is used extensively when referencing general game info for routing purposes. Lacks a comprehensive list of glitches and speedrun tech/info, but has pretty much all other info you would ever need.&lt;br /&gt;
&lt;br /&gt;
===100% spreadsheets and misc routing notes===&lt;br /&gt;
Many runners have created their own 100% spreadsheets. here are links to them if you are interested in creating your own.&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1hT55ilA14RHqcd2LGCR0_NXzSCu32XIv8GOiAY8BF5c/edit?gid=340007591#gid=340007591 Meemaw&#039;s list of things in DLCs that will alter requirements]&#039;&#039;&#039; Meemaw&#039;s list of things in DLCs that will alter requirements&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/document/d/1Di-qrIyH48DsCExUt7vjlNu4ltmBMVMi2-6ipD1mrns/edit?tab=t.0 Sh1kabane&#039;s 100% no dlc notes]&#039;&#039;&#039; Sh1kabane&#039;s 100% no dlc notes&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/document/d/1bbOgjC7k0BvubUIcngSg5DHz7MjDk9an51oLtcCU4x4/edit?tab=t.0 Sh1kabane&#039;s 100% with DLC notes]&#039;&#039;&#039; Sh1kabane&#039;s 100% with DLC notes&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1TvRiTkX6DOSdWzXExGJ1z4CFnwsSS_J38NGNwhZLO70/edit?gid=0#gid=0 Wil&#039;s completionist checklist]&#039;&#039;&#039; — Wil&#039;s completionist checklist&lt;br /&gt;
* &#039;&#039;&#039;[https://drive.google.com/drive/folders/1RJ9aACDanO4vE5zS2Y5pR05ZaKeP3WKW V3 speedrun/casual resources]&#039;&#039;&#039; V3 speedrun/casual resources&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Main_Page&amp;diff=3987</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Main_Page&amp;diff=3987"/>
		<updated>2025-10-15T20:02:55Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: add skyrim:overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the PRCLive 100% Speedrun Wiki!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the knowledge base for all of the information regarding the Oblivion 100% Completion Speedrun, including routing resources, history, glitches, tech, etc. We hope to eventually expand this wiki to include 100% Speedrun category information for other games in the Elder Scrolls series as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have over 4 years of information to transfer into a wiki format, so this wiki is currently not fully reflecting our community&#039;s total knowledge base.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Oblivion 100% Completion==&lt;br /&gt;
&#039;&#039;New readers/viewers are strongly encouraged to check out the &#039;&#039;&#039;[[Oblivion:Primer|Primer]]&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Overview|Overview]]&#039;&#039;&#039; — Requirements for 100% Completion in Oblivion, and the rules for speedrunners.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Route Logic|Route Logic]]&#039;&#039;&#039; — A breakdown of the main elements of the route logic.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Glitches/Tech|Glitches/Tech]]&#039;&#039;&#039; — An extensive list of all of the known tech and glitches discovered so far.&lt;br /&gt;
** &#039;&#039;&#039;[[Oblivion:Glitch Hunting|Glitch Hunting]]&#039;&#039;&#039; — A list of undiscovered/underdeveloped glitches and tech that we are working on solving, with notes about leads and overall progress.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Game Mechanics|Game Mechanics]]&#039;&#039;&#039; — In-depth research about how Oblivion&#039;s various game mechanics work.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Project Progress|Project Progress]]&#039;&#039;&#039; — Updates and information about the current progress on the latest revision of the route, community improvements, and all other aspects of the project.&lt;br /&gt;
** &#039;&#039;&#039;[[Oblivion:History of 100%|History of 100%]]&#039;&#039;&#039; — Information about past routes and runs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Tools/Resources|Tools/Resources]]&#039;&#039;&#039; — A list of the tools created by the community to aid in routing, solving/optimizing game mechanics, etc, as well as a list of other webpages with helpful game info.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Credits|Credits]]&#039;&#039;&#039; — A list of all the wonderful people who have volunteered their time and energy into improving the 100% category.&lt;br /&gt;
&lt;br /&gt;
==Skyrim 100% Completion==&lt;br /&gt;
* [[Skyrim:Overview]] currently working on what requirements for skyrim should be&lt;br /&gt;
&lt;br /&gt;
==Redguard 100% Completion==&lt;br /&gt;
&#039;&#039;This is a work in progress, with the currently goal being to document all of the glitches discovered during the recent Moist Speedrun Challenge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[RG:Overview|Overview]]&#039;&#039;&#039; — Requirements for 100% Completion in Redguard, and the rules for speedrunners.&lt;br /&gt;
* &#039;&#039;&#039;[[RG:Route Logic|Route Logic]]&#039;&#039;&#039; — A breakdown of the main elements of the route logic.&lt;br /&gt;
* &#039;&#039;&#039;[[RG:Glitches/Tech|Glitches/Tech]]&#039;&#039;&#039; — An extensive list of all of the known tech and glitches discovered so far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* &#039;&#039;&#039;[[AN:Elder Scrolls Anthology 100%|Elder Scrolls Anthology 100%]]&#039;&#039;&#039; — The definition and current progress towards creating a 100% category for the entire Elder Scrolls Anthology.&lt;br /&gt;
* &#039;&#039;&#039;[[PRC:PRCLore|PRCLore]]&#039;&#039;&#039; — Running gags, in-jokes, and other lore that is specific to the PRCLive community.&lt;br /&gt;
* &#039;&#039;&#039;[[Routing Theory]]&#039;&#039;&#039; — Details on our philosophy and overall approach to creating and improving a speedrun category.&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=3944</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=3944"/>
		<updated>2025-09-25T23:22:16Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: glitchbox darkmode background&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page.action-view h1.firstHeading, &lt;br /&gt;
body.page-Main_Page.action-submit h1.firstHeading { display: none; }&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #68AA63;&lt;br /&gt;
  font-family: &amp;quot;Segoe UI&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-page-base {&lt;br /&gt;
  background: #68AA63;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (prefers-color-scheme: dark) {&lt;br /&gt;
    --background-color-base: #0A190F;&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
.glitchbox {&lt;br /&gt;
    background: var(--background-color-neutral-subtle);&lt;br /&gt;
    border: 1px solid #aaa;&lt;br /&gt;
    float: right;&lt;br /&gt;
    margin: 0 0 1em 1em;&lt;br /&gt;
    padding: 1em;&lt;br /&gt;
    width: 300px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.glitchbox-title {&lt;br /&gt;
    background: #D7B4ED;&lt;br /&gt;
    font-family: verdana, sans-serif;&lt;br /&gt;
    font-size: 16px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    margin-bottom: 8px;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
.glitchbox-subTitle {&lt;br /&gt;
    background: #D7B4ED;&lt;br /&gt;
    font-family: verdana, sans-serif;&lt;br /&gt;
    font-size: 13px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    margin-bottom: 8px;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
.glitchbox-image {&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
.glitchboxvTh {&lt;br /&gt;
    background: #C2C3C5;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    vertical-align: center;&lt;br /&gt;
    border:1px solid black;&lt;br /&gt;
}&lt;br /&gt;
.glitchboxvTd {&lt;br /&gt;
    background: #F8F9FA;&lt;br /&gt;
    border:1px solid black;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    vertical-align: center;&lt;br /&gt;
}&lt;br /&gt;
.glitchboxvTable {&lt;br /&gt;
    border:1px solid black;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    margin-bottom: 8px;&lt;br /&gt;
    font-size: 12px;&lt;br /&gt;
}&lt;br /&gt;
.questHeader {&lt;br /&gt;
    margin: auto; &lt;br /&gt;
    text-align: center; &lt;br /&gt;
    width: 50%;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Main_Page&amp;diff=3943</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Main_Page&amp;diff=3943"/>
		<updated>2025-09-25T22:55:05Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* Oblivion 100% Completion */ make history a subcategory so it doesnt show on sidebar all the time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the PRCLive 100% Speedrun Wiki!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the knowledge base for all of the information regarding the Oblivion 100% Completion Speedrun, including routing resources, history, glitches, tech, etc. We hope to eventually expand this wiki to include 100% Speedrun category information for other games in the Elder Scrolls series as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have over 4 years of information to transfer into a wiki format, so this wiki is currently not fully reflecting our community&#039;s total knowledge base.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Oblivion 100% Completion==&lt;br /&gt;
&#039;&#039;New readers/viewers are strongly encouraged to check out the &#039;&#039;&#039;[[Oblivion:Primer|Primer]]&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Overview|Overview]]&#039;&#039;&#039; — Requirements for 100% Completion in Oblivion, and the rules for speedrunners.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Route Logic|Route Logic]]&#039;&#039;&#039; — A breakdown of the main elements of the route logic.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Glitches/Tech|Glitches/Tech]]&#039;&#039;&#039; — An extensive list of all of the known tech and glitches discovered so far.&lt;br /&gt;
** &#039;&#039;&#039;[[Oblivion:Glitch Hunting|Glitch Hunting]]&#039;&#039;&#039; — A list of undiscovered/underdeveloped glitches and tech that we are working on solving, with notes about leads and overall progress.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Game Mechanics|Game Mechanics]]&#039;&#039;&#039; — In-depth research about how Oblivion&#039;s various game mechanics work.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Project Progress|Project Progress]]&#039;&#039;&#039; — Updates and information about the current progress on the latest revision of the route, community improvements, and all other aspects of the project.&lt;br /&gt;
** &#039;&#039;&#039;[[Oblivion:History of 100%|History of 100%]]&#039;&#039;&#039; — Information about past routes and runs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Tools/Resources|Tools/Resources]]&#039;&#039;&#039; — A list of the tools created by the community to aid in routing, solving/optimizing game mechanics, etc, as well as a list of other webpages with helpful game info.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Credits|Credits]]&#039;&#039;&#039; — A list of all the wonderful people who have volunteered their time and energy into improving the 100% category.&lt;br /&gt;
&lt;br /&gt;
==Redguard 100% Completion==&lt;br /&gt;
&#039;&#039;This is a work in progress, with the currently goal being to document all of the glitches discovered during the recent Moist Speedrun Challenge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[RG:Overview|Overview]]&#039;&#039;&#039; — Requirements for 100% Completion in Redguard, and the rules for speedrunners.&lt;br /&gt;
* &#039;&#039;&#039;[[RG:Route Logic|Route Logic]]&#039;&#039;&#039; — A breakdown of the main elements of the route logic.&lt;br /&gt;
* &#039;&#039;&#039;[[RG:Glitches/Tech|Glitches/Tech]]&#039;&#039;&#039; — An extensive list of all of the known tech and glitches discovered so far.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* &#039;&#039;&#039;[[AN:Elder Scrolls Anthology 100%|Elder Scrolls Anthology 100%]]&#039;&#039;&#039; — The definition and current progress towards creating a 100% category for the entire Elder Scrolls Anthology.&lt;br /&gt;
* &#039;&#039;&#039;[[PRC:PRCLore|PRCLore]]&#039;&#039;&#039; — Running gags, in-jokes, and other lore that is specific to the PRCLive community.&lt;br /&gt;
* &#039;&#039;&#039;[[Routing Theory]]&#039;&#039;&#039; — Details on our philosophy and overall approach to creating and improving a speedrun category.&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3942</id>
		<title>Oblivion:Tools/Resources</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3942"/>
		<updated>2025-09-25T22:43:24Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* 100% spreadsheets and misc routing notes */  formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tools==&lt;br /&gt;
&lt;br /&gt;
These are tools created by the PRCLive community to assist in routing and improving our overall knowledge of game mechanics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://valarnin.github.io/oblivion-save-reader/test.html Save/ESM/ESP Reader]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/valarnin/oblivion-save-reader/ GitHub]&#039;&#039;&#039;) — A program by valarnin that can read the 100% progress of a save file, as well as pull data out of ESM/ESP files for code analysis. For help using this program, see the [[Help:Oblivion Save/ESM/ESP Reader|help page]].&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/index.html 100% Interactive Guide]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionProgressTracker GitHub]&#039;&#039;&#039;) — A website being developed by Ultrapotassium and Muggyfox1 that aims to automate the checklisting process and integrate with the save file reader.&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/tools/chairlookup.html Nearest Chair Lookup]&#039;&#039;&#039; — A calculator for finding the nearest chair to a given set of coordinates, built using a chair database compiled by [https://fromdarkhell.github.io/Oblivion/#chair-searcher FromDarkHell].&lt;br /&gt;
* &#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionSaveReaderCS/releases/latest Automatic Save Uploader]&#039;&#039;&#039; — A program developed by Ultrapotassium that connects the 100% Progress Tracker and the Save File Reader, allowing a user to have their save file directory automatically open the most recent save file and upload it to the progress tracker for completely automated tracking!&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1-eZbe2JgwJPngwxvYNtMJ4ngYA7xNZl8/edit?usp=sharing&amp;amp;ouid=104430489625956261497&amp;amp;rtpof=true&amp;amp;sd=true Weakness Stacking Calculator]&#039;&#039;&#039; — MrBosch&#039;s calculator for stacking weakness to magic.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1y5aTwZ8e2DlwLZnv_PjUPboMq0zacEY8/edit#gid=1720985196 100% Calculators]&#039;&#039;&#039; — MrBosch&#039;s calculators for various game mechanics.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1e_Qx7Xj8JwcmZNGTNvnblqe811OZSvTFUMJ6dl0ywRM/edit?usp=sharing Master Database]&#039;&#039;&#039; — A series of spreadsheets that compile info about 100% requirements for programmers to use homogenized data.&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://en.uesp.net/wiki/Oblivion:Oblivion The Unofficial Elder Scrolls Pages]&#039;&#039;&#039; — The largest wiki of information about Oblivion, which is used extensively when referencing general game info for routing purposes. Lacks a comprehensive list of glitches and speedrun tech/info, but has pretty much all other info you would ever need.&lt;br /&gt;
&lt;br /&gt;
===100% spreadsheets and misc routing notes===&lt;br /&gt;
Many runners have created their own 100% spreadsheets. here are links to them if you are interested in creating your own.&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1hT55ilA14RHqcd2LGCR0_NXzSCu32XIv8GOiAY8BF5c/edit?gid=340007591#gid=340007591 Meemaw&#039;s list of things in DLCs that will alter requirements]&#039;&#039;&#039; Meemaw&#039;s list of things in DLCs that will alter requirements&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/document/d/1Di-qrIyH48DsCExUt7vjlNu4ltmBMVMi2-6ipD1mrns/edit?tab=t.0 Sh1kabane&#039;s 100% no dlc notes]&#039;&#039;&#039; Sh1kabane&#039;s 100% no dlc notes&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/document/d/1bbOgjC7k0BvubUIcngSg5DHz7MjDk9an51oLtcCU4x4/edit?tab=t.0 Sh1kabane&#039;s 100% with DLC notes]&#039;&#039;&#039; Sh1kabane&#039;s 100% with DLC notes&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1TvRiTkX6DOSdWzXExGJ1z4CFnwsSS_J38NGNwhZLO70/edit?gid=0#gid=0 Wil&#039;s completionist checklist]&#039;&#039;&#039; — Wil&#039;s completionist checklist&lt;br /&gt;
* &#039;&#039;&#039;[https://drive.google.com/drive/folders/1RJ9aACDanO4vE5zS2Y5pR05ZaKeP3WKW V3 speedrun/casual resources]&#039;&#039;&#039; V3 speedrun/casual resources&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3941</id>
		<title>Oblivion:Tools/Resources</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3941"/>
		<updated>2025-09-25T22:42:36Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: remove rng manipulation, not practical. Add links to community spreadsheets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tools==&lt;br /&gt;
&lt;br /&gt;
These are tools created by the PRCLive community to assist in routing and improving our overall knowledge of game mechanics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://valarnin.github.io/oblivion-save-reader/test.html Save/ESM/ESP Reader]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/valarnin/oblivion-save-reader/ GitHub]&#039;&#039;&#039;) — A program by valarnin that can read the 100% progress of a save file, as well as pull data out of ESM/ESP files for code analysis. For help using this program, see the [[Help:Oblivion Save/ESM/ESP Reader|help page]].&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/index.html 100% Interactive Guide]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionProgressTracker GitHub]&#039;&#039;&#039;) — A website being developed by Ultrapotassium and Muggyfox1 that aims to automate the checklisting process and integrate with the save file reader.&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/tools/chairlookup.html Nearest Chair Lookup]&#039;&#039;&#039; — A calculator for finding the nearest chair to a given set of coordinates, built using a chair database compiled by [https://fromdarkhell.github.io/Oblivion/#chair-searcher FromDarkHell].&lt;br /&gt;
* &#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionSaveReaderCS/releases/latest Automatic Save Uploader]&#039;&#039;&#039; — A program developed by Ultrapotassium that connects the 100% Progress Tracker and the Save File Reader, allowing a user to have their save file directory automatically open the most recent save file and upload it to the progress tracker for completely automated tracking!&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1-eZbe2JgwJPngwxvYNtMJ4ngYA7xNZl8/edit?usp=sharing&amp;amp;ouid=104430489625956261497&amp;amp;rtpof=true&amp;amp;sd=true Weakness Stacking Calculator]&#039;&#039;&#039; — MrBosch&#039;s calculator for stacking weakness to magic.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1y5aTwZ8e2DlwLZnv_PjUPboMq0zacEY8/edit#gid=1720985196 100% Calculators]&#039;&#039;&#039; — MrBosch&#039;s calculators for various game mechanics.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1e_Qx7Xj8JwcmZNGTNvnblqe811OZSvTFUMJ6dl0ywRM/edit?usp=sharing Master Database]&#039;&#039;&#039; — A series of spreadsheets that compile info about 100% requirements for programmers to use homogenized data.&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://en.uesp.net/wiki/Oblivion:Oblivion The Unofficial Elder Scrolls Pages]&#039;&#039;&#039; — The largest wiki of information about Oblivion, which is used extensively when referencing general game info for routing purposes. Lacks a comprehensive list of glitches and speedrun tech/info, but has pretty much all other info you would ever need.&lt;br /&gt;
&lt;br /&gt;
===100% spreadsheets and misc routing notes===&lt;br /&gt;
Many runners have created their own 100% spreadsheets. here are links to them if you are interested in creating your own.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/document/d/1bbOgjC7k0BvubUIcngSg5DHz7MjDk9an51oLtcCU4x4/edit?tab=t.0]&#039;&#039;&#039; Sh1kabane&#039;s 100% with DLC notes&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1hT55ilA14RHqcd2LGCR0_NXzSCu32XIv8GOiAY8BF5c/edit?gid=340007591#gid=340007591]&#039;&#039;&#039; Meemaw&#039;s list of things in DLCs that will alter requirements&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/document/d/1Di-qrIyH48DsCExUt7vjlNu4ltmBMVMi2-6ipD1mrns/edit?tab=t.0]&#039;&#039;&#039; Sh1kabane&#039;s 100% no dlc notes&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1TvRiTkX6DOSdWzXExGJ1z4CFnwsSS_J38NGNwhZLO70/edit?gid=0#gid=0]&#039;&#039;&#039; — Wil&#039;s completionist checklist&lt;br /&gt;
* &#039;&#039;&#039;[https://drive.google.com/drive/folders/1RJ9aACDanO4vE5zS2Y5pR05ZaKeP3WKW]&#039;&#039;&#039; V3 speedrun/casual resources&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:History_of_100%25&amp;diff=3940</id>
		<title>Oblivion:History of 100%</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:History_of_100%25&amp;diff=3940"/>
		<updated>2025-09-25T22:28:40Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* Shikabane&amp;#039;s Route */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Version 1: Borked Toddd (7-21-2017)=&lt;br /&gt;
V1 was run in June 2017 and was completed in 79:17:32. &lt;br /&gt;
&lt;br /&gt;
The goal was to see if 100% in a single segment was even possible, no matter how long it took. The outcome was that it succeeded. A lot of the 79 hours was pain and suffering because of routing errors. The routing process took about 2 months.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=tO0YuXu2s_M&amp;amp;list=PL1TxDeKobdaxFQd1FAhO-ha-6MOyx3TRc playlist here]&lt;br /&gt;
&lt;br /&gt;
=Version 2: Kirkland Crimson Chin III (9-25-2020)=&lt;br /&gt;
V2 was run in September 2020 and was completed in 39:27:40.&lt;br /&gt;
&lt;br /&gt;
The goal was to get under 55 hours, shaving at least a day off of the previous run. The focus was to do this by making the route materials more accessible. A lot of the pain and suffering of V1 was vague instructions and not knowing where things were. V2 had much better route materials. Color coding, illustrated maps, and labeling systems were all added.&lt;br /&gt;
&lt;br /&gt;
The result of this effort was that the route was much easier to understand. However, much of the gameplay was still very tedious and suboptimal.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is a speedrun that has been three years in the making. Ever since our previous run in June 2017 with a time of 79:17:32, I slowly chipped away at improving the 100% route in every way I could. I learned a ton about the game along the way, and was completely shocked at how much of an improvement this route was over the previous version. Looking forward to Version 3.&amp;quot; -MeemawHustlin&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0qoD2x9g4Fg&amp;amp;list=PL1TxDeKobdazdGtH1ZiSyIhYU-qxR-iE9 Playlist here]&lt;br /&gt;
&lt;br /&gt;
=Version 3: Keith &amp;quot;Da Baby&amp;quot; Ledger (8-28-2021)=&lt;br /&gt;
V3 was run in August 2021 and was completed in 21:47:22.&lt;br /&gt;
&lt;br /&gt;
The goal for this run was to make it in under 30 hours, saving around 12 hours. Do this by heavily optimizing the route logic. The materials were similar to V2, with minor optimizations. However, during the run, it turns out that the route was so well optimized that interacting with and managing the guide materials became the bottleneck.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My long term goal with the Oblivion 100% speedrun project has been to get the run under 24 hours. With our practice data for this run, it really did seem like we would be getting a little over the 24 hour threshold at best. I guess practicing the pilot/co-pilot system over Discord must have resulted in slower timing data than the final result, because we were not expecting a time several hours faster than our data suggested. I&#039;d like to thank everyone in the Oblivion speedrun and PRCLive communities that has contributed to the 100% route, as this run would not have been even close to under the 24 hour goal without the help of everyone involved. I&#039;m very happy that this route is now at a point where it is more accessible to attempt, and that it has become a much more collaborative project that utilizes the skills of many smart and talented contributors. Looking forward to V4&amp;quot; - Ben S. (MeemawHustlin)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=tJFJHlHGcM8&amp;amp;list=PL1TxDeKobdaxzqac31bUgsr6IvBTg3vo3 Playlist here]&lt;br /&gt;
&lt;br /&gt;
=Version 4=&lt;br /&gt;
Developed for a while, but eventually burned out. Ultrapotassium ran through a v4 blind segmented in a time of ~24 hours.&lt;br /&gt;
&lt;br /&gt;
=Shikabane&#039;s Route=&lt;br /&gt;
Using a combination of v3 materials and homegrown routing, Sh1kabanei completed her first 100% on 2025-03-13 with a time of 14:24:39 [https://www.youtube.com/watch?v=AtKvRFZJbHc].&lt;br /&gt;
&lt;br /&gt;
She further used the v4 improvements that we have developed to reduce her time to 12:36:49 [https://www.youtube.com/watch?v=Z9dIm5uwRKw]. Sh1ka used a large amount of memorization in the route and minimal guide materials, even memorizing most of the nirnroot locations.&lt;br /&gt;
&lt;br /&gt;
=Further Work=&lt;br /&gt;
Further time improvements will probably require runners to, as Sh1kabanei did, memorize most of the route. Minor improvements in nirnroute and quest routing may be possible but are minor compared to memorization.&lt;br /&gt;
&lt;br /&gt;
=100% with DLC=&lt;br /&gt;
Sh1ka&#039;s comments:&lt;br /&gt;
[11:13 PM]Shikabane屍&lt;br /&gt;
: with 100% DLC Edition coming to a close officially i wanted to give some closing thoughts on paper for those who werent there at the end of the stream.&lt;br /&gt;
&lt;br /&gt;
My run went extremely well overall. I really think it is probably the best i&#039;ve performed in one of these thus far. Jorundr&#039;s gold giving me goated RNG, Bear Season giving me the exact book i needed on the 1st try, and managing to maneuver through all the DLC with 0 major issues in addition to no soft locks this time around. with the biggest bump on the road being a skipped oblivion gate location taking me a few minutes to find.&lt;br /&gt;
&lt;br /&gt;
I really dont think my time of 14:40:57 is beatable without serious jumps in routing tech or a complete route overhaul.&lt;br /&gt;
&lt;br /&gt;
While i did make quite a few &#039;minor mistakes&#039; most of them were easily correctable and only cost me maybe a handful of seconds each time. add in the mistake of the oblivion gate and you maybe have 20 minutes total of timesave due to user error.&lt;br /&gt;
&lt;br /&gt;
HOWEVER this run is over 14 hours long and that timesave is assuming you play PERFECTLY, accompany that by the fact that i just have intrinsic knowledge of nearly everything relevant to the run in my head and minimalist notes for the rest, AND the aformentioned amazing RNG, i actually am slightly saddened to say i dont think its beatable within reason.&lt;br /&gt;
&lt;br /&gt;
Not unless someone puts their nose to the grindstone i think that time will stand for a good while, I wouldnt want to run against that time myself and im the one who made it.&lt;br /&gt;
[11:22 PM]Shikabane屍&lt;br /&gt;
: in terms of the run itself... i... didnt enjoy it as much as Base Game 100%.&lt;br /&gt;
&lt;br /&gt;
Frostcrag Spire is great and getting to cut out the nirnroute is convienent. but Shivering Isles devours any timesave you MIGHT have had from those and even drags it on.&lt;br /&gt;
&lt;br /&gt;
what this version of the run also adds alot of... is YAP&lt;br /&gt;
&lt;br /&gt;
Yapping Pelinal in the clouds&lt;br /&gt;
Yapping Knights as you wait for them to attack you&lt;br /&gt;
Yapping Adventurers in Xedilian&lt;br /&gt;
Yapping Sheogorath talking to Thadon&lt;br /&gt;
Yapping Jyggalag&lt;br /&gt;
Yapping Gatekeeper Ritual&lt;br /&gt;
&lt;br /&gt;
by the time i hit SI I felt myself physically annoyed by all the unskippable Yapping and sitting around waiting to continue. I was NOT having fun at that point and felt relieved when it was finaly over and was actually LOOKING FORWARD to skillbook grind&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:History_of_100%25&amp;diff=3939</id>
		<title>Oblivion:History of 100%</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:History_of_100%25&amp;diff=3939"/>
		<updated>2025-09-25T22:27:36Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: updated with sh1ka&amp;#039;s progress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Version 1: Borked Toddd (7-21-2017)=&lt;br /&gt;
V1 was run in June 2017 and was completed in 79:17:32. &lt;br /&gt;
&lt;br /&gt;
The goal was to see if 100% in a single segment was even possible, no matter how long it took. The outcome was that it succeeded. A lot of the 79 hours was pain and suffering because of routing errors. The routing process took about 2 months.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=tO0YuXu2s_M&amp;amp;list=PL1TxDeKobdaxFQd1FAhO-ha-6MOyx3TRc playlist here]&lt;br /&gt;
&lt;br /&gt;
=Version 2: Kirkland Crimson Chin III (9-25-2020)=&lt;br /&gt;
V2 was run in September 2020 and was completed in 39:27:40.&lt;br /&gt;
&lt;br /&gt;
The goal was to get under 55 hours, shaving at least a day off of the previous run. The focus was to do this by making the route materials more accessible. A lot of the pain and suffering of V1 was vague instructions and not knowing where things were. V2 had much better route materials. Color coding, illustrated maps, and labeling systems were all added.&lt;br /&gt;
&lt;br /&gt;
The result of this effort was that the route was much easier to understand. However, much of the gameplay was still very tedious and suboptimal.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is a speedrun that has been three years in the making. Ever since our previous run in June 2017 with a time of 79:17:32, I slowly chipped away at improving the 100% route in every way I could. I learned a ton about the game along the way, and was completely shocked at how much of an improvement this route was over the previous version. Looking forward to Version 3.&amp;quot; -MeemawHustlin&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0qoD2x9g4Fg&amp;amp;list=PL1TxDeKobdazdGtH1ZiSyIhYU-qxR-iE9 Playlist here]&lt;br /&gt;
&lt;br /&gt;
=Version 3: Keith &amp;quot;Da Baby&amp;quot; Ledger (8-28-2021)=&lt;br /&gt;
V3 was run in August 2021 and was completed in 21:47:22.&lt;br /&gt;
&lt;br /&gt;
The goal for this run was to make it in under 30 hours, saving around 12 hours. Do this by heavily optimizing the route logic. The materials were similar to V2, with minor optimizations. However, during the run, it turns out that the route was so well optimized that interacting with and managing the guide materials became the bottleneck.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My long term goal with the Oblivion 100% speedrun project has been to get the run under 24 hours. With our practice data for this run, it really did seem like we would be getting a little over the 24 hour threshold at best. I guess practicing the pilot/co-pilot system over Discord must have resulted in slower timing data than the final result, because we were not expecting a time several hours faster than our data suggested. I&#039;d like to thank everyone in the Oblivion speedrun and PRCLive communities that has contributed to the 100% route, as this run would not have been even close to under the 24 hour goal without the help of everyone involved. I&#039;m very happy that this route is now at a point where it is more accessible to attempt, and that it has become a much more collaborative project that utilizes the skills of many smart and talented contributors. Looking forward to V4&amp;quot; - Ben S. (MeemawHustlin)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=tJFJHlHGcM8&amp;amp;list=PL1TxDeKobdaxzqac31bUgsr6IvBTg3vo3 Playlist here]&lt;br /&gt;
&lt;br /&gt;
=Version 4=&lt;br /&gt;
Developed for a while, but eventually burned out. Ultrapotassium ran through a v4 blind segmented in a time of ~24 hours.&lt;br /&gt;
&lt;br /&gt;
=Shikabane&#039;s Route=&lt;br /&gt;
Using a combination of v3 materials and homegrown routing, Sh1kabanei completed her first 100% on 2025-03-13 with a time of 14:24:39.&lt;br /&gt;
&lt;br /&gt;
She further used the v4 improvements that we have developed to reduce her time to 12:36:49. Sh1ka used a large amount of memorization in the route and minimal guide materials, even memorizing most of the nirnroot locations. &lt;br /&gt;
&lt;br /&gt;
=Further Work=&lt;br /&gt;
Further time improvements will probably require runners to, as Sh1kabanei did, memorize most of the route. Minor improvements in nirnroute and quest routing may be possible but are minor compared to memorization.&lt;br /&gt;
&lt;br /&gt;
=100% with DLC=&lt;br /&gt;
Sh1ka&#039;s comments:&lt;br /&gt;
[11:13 PM]Shikabane屍&lt;br /&gt;
: with 100% DLC Edition coming to a close officially i wanted to give some closing thoughts on paper for those who werent there at the end of the stream.&lt;br /&gt;
&lt;br /&gt;
My run went extremely well overall. I really think it is probably the best i&#039;ve performed in one of these thus far. Jorundr&#039;s gold giving me goated RNG, Bear Season giving me the exact book i needed on the 1st try, and managing to maneuver through all the DLC with 0 major issues in addition to no soft locks this time around. with the biggest bump on the road being a skipped oblivion gate location taking me a few minutes to find.&lt;br /&gt;
&lt;br /&gt;
I really dont think my time of 14:40:57 is beatable without serious jumps in routing tech or a complete route overhaul.&lt;br /&gt;
&lt;br /&gt;
While i did make quite a few &#039;minor mistakes&#039; most of them were easily correctable and only cost me maybe a handful of seconds each time. add in the mistake of the oblivion gate and you maybe have 20 minutes total of timesave due to user error.&lt;br /&gt;
&lt;br /&gt;
HOWEVER this run is over 14 hours long and that timesave is assuming you play PERFECTLY, accompany that by the fact that i just have intrinsic knowledge of nearly everything relevant to the run in my head and minimalist notes for the rest, AND the aformentioned amazing RNG, i actually am slightly saddened to say i dont think its beatable within reason.&lt;br /&gt;
&lt;br /&gt;
Not unless someone puts their nose to the grindstone i think that time will stand for a good while, I wouldnt want to run against that time myself and im the one who made it.&lt;br /&gt;
[11:22 PM]Shikabane屍&lt;br /&gt;
: in terms of the run itself... i... didnt enjoy it as much as Base Game 100%.&lt;br /&gt;
&lt;br /&gt;
Frostcrag Spire is great and getting to cut out the nirnroute is convienent. but Shivering Isles devours any timesave you MIGHT have had from those and even drags it on.&lt;br /&gt;
&lt;br /&gt;
what this version of the run also adds alot of... is YAP&lt;br /&gt;
&lt;br /&gt;
Yapping Pelinal in the clouds&lt;br /&gt;
Yapping Knights as you wait for them to attack you&lt;br /&gt;
Yapping Adventurers in Xedilian&lt;br /&gt;
Yapping Sheogorath talking to Thadon&lt;br /&gt;
Yapping Jyggalag&lt;br /&gt;
Yapping Gatekeeper Ritual&lt;br /&gt;
&lt;br /&gt;
by the time i hit SI I felt myself physically annoyed by all the unskippable Yapping and sitting around waiting to continue. I was NOT having fun at that point and felt relieved when it was finaly over and was actually LOOKING FORWARD to skillbook grind&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=3938</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=3938"/>
		<updated>2025-09-25T22:14:10Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page.action-view h1.firstHeading, &lt;br /&gt;
body.page-Main_Page.action-submit h1.firstHeading { display: none; }&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #68AA63;&lt;br /&gt;
  font-family: &amp;quot;Segoe UI&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-page-base {&lt;br /&gt;
  background: #68AA63;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (prefers-color-scheme: dark) {&lt;br /&gt;
    --background-color-base:#0A190F;&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
.glitchbox {&lt;br /&gt;
    background: #eee;&lt;br /&gt;
    border: 1px solid #aaa;&lt;br /&gt;
    float: right;&lt;br /&gt;
    margin: 0 0 1em 1em;&lt;br /&gt;
    padding: 1em;&lt;br /&gt;
    width: 300px;&lt;br /&gt;
}&lt;br /&gt;
.glitchbox-title {&lt;br /&gt;
    background: #D7B4ED;&lt;br /&gt;
    font-family: verdana, sans-serif;&lt;br /&gt;
    font-size: 16px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    margin-bottom: 8px;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
.glitchbox-subTitle {&lt;br /&gt;
    background: #D7B4ED;&lt;br /&gt;
    font-family: verdana, sans-serif;&lt;br /&gt;
    font-size: 13px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    margin-bottom: 8px;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
.glitchbox-image {&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
.glitchboxvTh {&lt;br /&gt;
    background: #C2C3C5;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    vertical-align: center;&lt;br /&gt;
    border:1px solid black;&lt;br /&gt;
}&lt;br /&gt;
.glitchboxvTd {&lt;br /&gt;
    background: #F8F9FA;&lt;br /&gt;
    border:1px solid black;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    vertical-align: center;&lt;br /&gt;
}&lt;br /&gt;
.glitchboxvTable {&lt;br /&gt;
    border:1px solid black;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    margin-bottom: 8px;&lt;br /&gt;
    font-size: 12px;&lt;br /&gt;
}&lt;br /&gt;
.questHeader {&lt;br /&gt;
    margin: auto; &lt;br /&gt;
    text-align: center; &lt;br /&gt;
    width: 50%;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=3937</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=3937"/>
		<updated>2025-09-25T22:13:53Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: change dark mode background to dark green&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page.action-view h1.firstHeading, &lt;br /&gt;
body.page-Main_Page.action-submit h1.firstHeading { display: none; }&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
  background: #68AA63;&lt;br /&gt;
  font-family: &amp;quot;Segoe UI&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-page-base {&lt;br /&gt;
  background: #68AA63;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (prefers-color-scheme: dark) {&lt;br /&gt;
    --background-color-base:0A190F;&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
.glitchbox {&lt;br /&gt;
    background: #eee;&lt;br /&gt;
    border: 1px solid #aaa;&lt;br /&gt;
    float: right;&lt;br /&gt;
    margin: 0 0 1em 1em;&lt;br /&gt;
    padding: 1em;&lt;br /&gt;
    width: 300px;&lt;br /&gt;
}&lt;br /&gt;
.glitchbox-title {&lt;br /&gt;
    background: #D7B4ED;&lt;br /&gt;
    font-family: verdana, sans-serif;&lt;br /&gt;
    font-size: 16px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    margin-bottom: 8px;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
.glitchbox-subTitle {&lt;br /&gt;
    background: #D7B4ED;&lt;br /&gt;
    font-family: verdana, sans-serif;&lt;br /&gt;
    font-size: 13px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    margin-bottom: 8px;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
.glitchbox-image {&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
.glitchboxvTh {&lt;br /&gt;
    background: #C2C3C5;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    vertical-align: center;&lt;br /&gt;
    border:1px solid black;&lt;br /&gt;
}&lt;br /&gt;
.glitchboxvTd {&lt;br /&gt;
    background: #F8F9FA;&lt;br /&gt;
    border:1px solid black;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    vertical-align: center;&lt;br /&gt;
}&lt;br /&gt;
.glitchboxvTable {&lt;br /&gt;
    border:1px solid black;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    margin-bottom: 8px;&lt;br /&gt;
    font-size: 12px;&lt;br /&gt;
}&lt;br /&gt;
.questHeader {&lt;br /&gt;
    margin: auto; &lt;br /&gt;
    text-align: center; &lt;br /&gt;
    width: 50%;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Project_Progress&amp;diff=3936</id>
		<title>Oblivion:Project Progress</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Project_Progress&amp;diff=3936"/>
		<updated>2025-09-25T22:04:22Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Update project progress with copypaste of google doc. still needs to be updated for current status.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Oblivion 100% Completion Speedrun is currently in the process of being improved a fourth time. The Shikabane route is the current WR route. This page shows the ongoing projects involved in making the V4 route/materials and their current progress.&lt;br /&gt;
&lt;br /&gt;
==Version 4 Project Tasks==&lt;br /&gt;
===Website===&lt;br /&gt;
*This includes both the interactive guide and the rest of the non-wiki parts of the site.&lt;br /&gt;
*Figure out how to publish the github repo to the prclive.run website.&lt;br /&gt;
*Need to thoroughly test and understand how the audience viewing feature will work.&lt;br /&gt;
*Add a downloadable livesplit comparison timer to the website.&lt;br /&gt;
*Retake photos of city nirnroot + new indoor photos.&lt;br /&gt;
*Verify that all requirements track correctly after all other features are updated.&lt;br /&gt;
*Fame section of checklist for oblivion gates doesn’t turn green for some of them when completed.&lt;br /&gt;
*A button to toggle the iframe on/off that retains sizing.&lt;br /&gt;
*Certain types of links send to the iframe could potentially send sizing rules, for example so glitch pages on the wiki are readable without having to manually resize.&lt;br /&gt;
*Float the checklist overview so user can see if from anywhere they scroll on that page.&lt;br /&gt;
*Highlight an objective’s background to be gold when fully complete on the overview.&lt;br /&gt;
*Need to make the Map Settings on map page to be shown by default.&lt;br /&gt;
*Arena fights (and several other page links) lead to dead UESP articles. Once we have all of the appropriate wiki articles on our own wiki, these links should be converted to our PRCLive pages.&lt;br /&gt;
*Name the city/indoor nirnroot.&lt;br /&gt;
*A primer for the Nirnroute explaining how to use it (hotkeys such as arrow keys explained)&lt;br /&gt;
*On checklist, grey out other arena fight when one is complete, grey out remaining oblivion gates when 40 have been found and/or closed.&lt;br /&gt;
*Clicking on different checklist overview objectives could act as table of contents to bring the user to the section of the checklist with that item.&lt;br /&gt;
*A dropdown menu of map options for eventually displaying more than just Cyrodiil and Nirnroute.&lt;br /&gt;
*A leaderboard for seeing past runs, both official runs and segmented/casual playthroughs.&lt;br /&gt;
*Some sort of hoverable annotated page system for reading all of the in-game scripts for easier script analysis.&lt;br /&gt;
*Daily Nirndle&lt;br /&gt;
&lt;br /&gt;
===Wiki===&lt;br /&gt;
*Add namespaces code.&lt;br /&gt;
*Quest Articles for every quest in the game need to be written that include the current V4 steps for optimal routing and all known bugs/pitfalls for casual players to avoid.&lt;br /&gt;
*Glitch Article: Paradise Portal warping.&lt;br /&gt;
*Verify that the paradise portal glitch is 1.2 specific, then add info to the wiki article.&lt;br /&gt;
*Route Logic article: Nirnroute&lt;br /&gt;
*Route Logic article: Oblivion Gates&lt;br /&gt;
*Include timing data from tower travel times.&lt;br /&gt;
*Quests article sections for methods.&lt;br /&gt;
*Finish writing the V4 Primer to onboard new viewers quickly.&lt;br /&gt;
*Skill Book table showing all books and their locations (table already set up, needs to be filled out.)&lt;br /&gt;
*Fame article.&lt;br /&gt;
*Stores Invested In article.&lt;br /&gt;
*Clean up Map Exploration article.&lt;br /&gt;
*Include table of possible out of bounds spots and their viability.&lt;br /&gt;
*Movement Speed article that explains v4 spell stack and transfer some map exploration excerpts over.&lt;br /&gt;
*Houses Article&lt;br /&gt;
*NPC Articles that have a picture and route-specific info for runners to quickly locate the NPC and debug if things go wrong.&lt;br /&gt;
*Need to devise standards/format for this type of article.&lt;br /&gt;
*Help pages for each tool we’ve made and an overview help page on how to configure all tools for the run.&lt;br /&gt;
*A few more NavBoxes now that they work:&lt;br /&gt;
*GlitchNavBox&lt;br /&gt;
*RouteLogic/Mechanics NavBox&lt;br /&gt;
*Fill out the items article tables and make individual pages per item analyzing the best source of each item so far.&lt;br /&gt;
*Several glitch articles have not even been started yet.&lt;br /&gt;
*Glitch Article: Black text glitch.&lt;br /&gt;
*Glitch Article: Melting UI glitch.&lt;br /&gt;
*Add floating bodies glitch from Infiltration to the wiki.&lt;br /&gt;
*Cutscenes wiki page needs update about enable player controls, with more documented instances to exploit:&lt;br /&gt;
*Final dark brotherhood quest has several instances of enable player controls.&lt;br /&gt;
*Activate also enables player controls? Need to look for all of these in the console as well.&lt;br /&gt;
*Add Agamir cutscenes to the wiki page about cutscenes.&lt;br /&gt;
*Organize the wiki categories/namespaces better for QoL.&lt;br /&gt;
*Stream Setup:		           Most of these tasks will need to be done by PRCLive themselves.&lt;br /&gt;
*Load Removal (IGT) + RTA Timer simultaneously.&lt;br /&gt;
*Livesplit needs to communicate load removal times from the gaming PC to the streaming PC so the timer is accurate on the stream layout.&lt;br /&gt;
====The Fame Summit====&lt;br /&gt;
&lt;br /&gt;
A glitch was discovered that allows for infinitely increasing Fame and Oblivion Gates Shut, requiring the community to host a long form discussion aiming to reevaluate the category requirements and justifications. The Fame Summit came to a close, resulting an agreed upon revision of the rules, currently visible [[Oblivion:Overview|here]].&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Project_Progress&amp;diff=3935</id>
		<title>Oblivion:Project Progress</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Project_Progress&amp;diff=3935"/>
		<updated>2025-09-25T22:03:18Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Update project progress with copypaste of google doc. still needs to be updated for current status.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Oblivion 100% Completion Speedrun is currently in the process of being improved a fourth time. The Shikabane route is the current WR route. This page shows the ongoing projects involved in making the V4 route/materials and their current progress.&lt;br /&gt;
&lt;br /&gt;
==Version 4 Project Tasks==&lt;br /&gt;
===Website===&lt;br /&gt;
This includes both the interactive guide and the rest of the non-wiki parts of the site.&lt;br /&gt;
Figure out how to publish the github repo to the prclive.run website.&lt;br /&gt;
Need to thoroughly test and understand how the audience viewing feature will work.&lt;br /&gt;
Add a downloadable livesplit comparison timer to the website.&lt;br /&gt;
Retake photos of city nirnroot + new indoor photos.&lt;br /&gt;
Verify that all requirements track correctly after all other features are updated.&lt;br /&gt;
Fame section of checklist for oblivion gates doesn’t turn green for some of them when completed.&lt;br /&gt;
A button to toggle the iframe on/off that retains sizing.&lt;br /&gt;
Certain types of links send to the iframe could potentially send sizing rules, for example so glitch pages on the wiki are readable without having to manually resize.&lt;br /&gt;
Float the checklist overview so user can see if from anywhere they scroll on that page.&lt;br /&gt;
Highlight an objective’s background to be gold when fully complete on the overview.&lt;br /&gt;
Need to make the Map Settings on map page to be shown by default.&lt;br /&gt;
Arena fights (and several other page links) lead to dead UESP articles. Once we have all of the appropriate wiki articles on our own wiki, these links should be converted to our PRCLive pages.&lt;br /&gt;
Name the city/indoor nirnroot.&lt;br /&gt;
A primer for the Nirnroute explaining how to use it (hotkeys such as arrow keys explained)&lt;br /&gt;
On checklist, grey out other arena fight when one is complete, grey out remaining oblivion gates when 40 have been found and/or closed.&lt;br /&gt;
Clicking on different checklist overview objectives could act as table of contents to bring the user to the section of the checklist with that item.&lt;br /&gt;
A dropdown menu of map options for eventually displaying more than just Cyrodiil and Nirnroute.&lt;br /&gt;
A leaderboard for seeing past runs, both official runs and segmented/casual playthroughs.&lt;br /&gt;
Some sort of hoverable annotated page system for reading all of the in-game scripts for easier script analysis.&lt;br /&gt;
Daily Nirndle&lt;br /&gt;
&lt;br /&gt;
===Wiki===&lt;br /&gt;
Add namespaces code.&lt;br /&gt;
Quest Articles for every quest in the game need to be written that include the current V4 steps for optimal routing and all known bugs/pitfalls for casual players to avoid.&lt;br /&gt;
Glitch Article: Paradise Portal warping.&lt;br /&gt;
Verify that the paradise portal glitch is 1.2 specific, then add info to the wiki article.&lt;br /&gt;
Route Logic article: Nirnroute&lt;br /&gt;
Route Logic article: Oblivion Gates&lt;br /&gt;
Include timing data from tower travel times.&lt;br /&gt;
Quests article sections for methods.&lt;br /&gt;
Finish writing the V4 Primer to onboard new viewers quickly.&lt;br /&gt;
Skill Book table showing all books and their locations (table already set up, needs to be filled out.)&lt;br /&gt;
Fame article.&lt;br /&gt;
Stores Invested In article.&lt;br /&gt;
Clean up Map Exploration article.&lt;br /&gt;
Include table of possible out of bounds spots and their viability.&lt;br /&gt;
Movement Speed article that explains v4 spell stack and transfer some map exploration excerpts over.&lt;br /&gt;
Houses Article&lt;br /&gt;
NPC Articles that have a picture and route-specific info for runners to quickly locate the NPC and debug if things go wrong.&lt;br /&gt;
Need to devise standards/format for this type of article.&lt;br /&gt;
Help pages for each tool we’ve made and an overview help page on how to configure all tools for the run.&lt;br /&gt;
A few more NavBoxes now that they work:&lt;br /&gt;
GlitchNavBox&lt;br /&gt;
RouteLogic/Mechanics NavBox&lt;br /&gt;
Fill out the items article tables and make individual pages per item analyzing the best source of each item so far.&lt;br /&gt;
Several glitch articles have not even been started yet.&lt;br /&gt;
Glitch Article: Black text glitch.&lt;br /&gt;
Glitch Article: Melting UI glitch.&lt;br /&gt;
Add floating bodies glitch from Infiltration to the wiki.&lt;br /&gt;
Cutscenes wiki page needs update about enable player controls, with more documented instances to exploit:&lt;br /&gt;
Final dark brotherhood quest has several instances of enable player controls.&lt;br /&gt;
Activate also enables player controls? Need to look for all of these in the console as well.&lt;br /&gt;
Add Agamir cutscenes to the wiki page about cutscenes.&lt;br /&gt;
Organize the wiki categories/namespaces better for QoL.&lt;br /&gt;
Stream Setup:		           Most of these tasks will need to be done by PRCLive themselves.&lt;br /&gt;
Load Removal (IGT) + RTA Timer simultaneously.&lt;br /&gt;
Livesplit needs to communicate load removal times from the gaming PC to the streaming PC so the timer is accurate on the stream layout.&lt;br /&gt;
&lt;br /&gt;
====The Fame Summit====&lt;br /&gt;
&lt;br /&gt;
A glitch was discovered that allows for infinitely increasing Fame and Oblivion Gates Shut, requiring the community to host a long form discussion aiming to reevaluate the category requirements and justifications. The Fame Summit came to a close, resulting an agreed upon revision of the rules, currently visible [[Oblivion:Overview|here]].&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3934</id>
		<title>Oblivion:Tools/Resources</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3934"/>
		<updated>2025-09-25T06:16:04Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: update save reader link to latest version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Tools===&lt;br /&gt;
&lt;br /&gt;
These are tools created by the PRCLive community to assist in routing and improving our overall knowledge of game mechanics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://valarnin.github.io/oblivion-save-reader/test.html Save/ESM/ESP Reader]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/valarnin/oblivion-save-reader/ GitHub]&#039;&#039;&#039;) — A program by valarnin that can read the 100% progress of a save file, as well as pull data out of ESM/ESP files for code analysis. For help using this program, see the [[Help:Oblivion Save/ESM/ESP Reader|help page]].&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/index.html 100% Interactive Guide]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionProgressTracker GitHub]&#039;&#039;&#039;) — A website being developed by Ultrapotassium and Muggyfox1 that aims to automate the checklisting process and integrate with the save file reader.&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/tools/chairlookup.html Nearest Chair Lookup]&#039;&#039;&#039; — A calculator for finding the nearest chair to a given set of coordinates, built using a chair database compiled by [https://fromdarkhell.github.io/Oblivion/#chair-searcher FromDarkHell].&lt;br /&gt;
* &#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionSaveReaderCS/releases/latest Automatic Save Uploader]&#039;&#039;&#039; — A program developed by Ultrapotassium that connects the 100% Progress Tracker and the Save File Reader, allowing a user to have their save file directory automatically open the most recent save file and upload it to the progress tracker for completely automated tracking!&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1e_Qx7Xj8JwcmZNGTNvnblqe811OZSvTFUMJ6dl0ywRM/edit?usp=sharing Master Database]&#039;&#039;&#039; — A series of spreadsheets that compile info about 100% requirements for programmers to use homogenized data.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1y5aTwZ8e2DlwLZnv_PjUPboMq0zacEY8/edit#gid=1720985196 100% Calculators]&#039;&#039;&#039; — MrBosch&#039;s calculators for various game mechanics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://github.com/Scaless/corn-cob RNG Manipulation Research]&#039;&#039;&#039; — A GitHub where Scales is researching RNG manipulation.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1-eZbe2JgwJPngwxvYNtMJ4ngYA7xNZl8/edit?usp=sharing&amp;amp;ouid=104430489625956261497&amp;amp;rtpof=true&amp;amp;sd=true Weakness Stacking Calculator]&#039;&#039;&#039; — MrBosch&#039;s calculator for stacking weakness to magic.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
These are external websites unaffiliated with PRCLive that provide useful additional information about the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://en.uesp.net/wiki/Oblivion:Oblivion The Unofficial Elder Scrolls Pages]&#039;&#039;&#039; — The largest wiki of information about Oblivion, which is used extensively when referencing general game info for routing purposes. Lacks a comprehensive list of glitches and speedrun tech/info, but has pretty much all other info you would ever need.&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3933</id>
		<title>Oblivion:Tools/Resources</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Tools/Resources&amp;diff=3933"/>
		<updated>2025-09-25T06:08:50Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Update links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Tools===&lt;br /&gt;
&lt;br /&gt;
These are tools created by the PRCLive community to assist in routing and improving our overall knowledge of game mechanics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://valarnin.github.io/oblivion-save-reader/test.html Save/ESM/ESP Reader]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/valarnin/oblivion-save-reader/ GitHub]&#039;&#039;&#039;) — A program by valarnin that can read the 100% progress of a save file, as well as pull data out of ESM/ESP files for code analysis. For help using this program, see the [[Help:Oblivion Save/ESM/ESP Reader|help page]].&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/index.html 100% Interactive Guide]&#039;&#039;&#039; (&#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionProgressTracker GitHub]&#039;&#039;&#039;) — A website being developed by Ultrapotassium and Muggyfox1 that aims to automate the checklisting process and integrate with the save file reader.&lt;br /&gt;
* &#039;&#039;&#039;[https://oblivion.azuriteforest.net/guide/tools/chairlookup.html Nearest Chair Lookup]&#039;&#039;&#039; — A calculator for finding the nearest chair to a given set of coordinates, built using a chair database compiled by [https://fromdarkhell.github.io/Oblivion/#chair-searcher FromDarkHell].&lt;br /&gt;
* &#039;&#039;&#039;[https://github.com/MichaelEbert/OblivionSaveReaderCS/releases/tag/v1.21 Automatic Save Uploader]&#039;&#039;&#039; — A program developed by Ultrapotassium that connects the 100% Progress Tracker and the Save File Reader, allowing a user to have their save file directory automatically open the most recent save file and upload it to the progress tracker for completely automated tracking!&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1e_Qx7Xj8JwcmZNGTNvnblqe811OZSvTFUMJ6dl0ywRM/edit?usp=sharing Master Database]&#039;&#039;&#039; — A series of spreadsheets that compile info about 100% requirements for programmers to use homogenized data.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1y5aTwZ8e2DlwLZnv_PjUPboMq0zacEY8/edit#gid=1720985196 100% Calculators]&#039;&#039;&#039; — MrBosch&#039;s calculators for various game mechanics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://github.com/Scaless/corn-cob RNG Manipulation Research]&#039;&#039;&#039; — A GitHub where Scales is researching RNG manipulation.&lt;br /&gt;
* &#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1-eZbe2JgwJPngwxvYNtMJ4ngYA7xNZl8/edit?usp=sharing&amp;amp;ouid=104430489625956261497&amp;amp;rtpof=true&amp;amp;sd=true Weakness Stacking Calculator]&#039;&#039;&#039; — MrBosch&#039;s calculator for stacking weakness to magic.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
These are external websites unaffiliated with PRCLive that provide useful additional information about the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://en.uesp.net/wiki/Oblivion:Oblivion The Unofficial Elder Scrolls Pages]&#039;&#039;&#039; — The largest wiki of information about Oblivion, which is used extensively when referencing general game info for routing purposes. Lacks a comprehensive list of glitches and speedrun tech/info, but has pretty much all other info you would ever need.&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Namespaces&amp;diff=3932</id>
		<title>Namespaces</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Namespaces&amp;diff=3932"/>
		<updated>2025-09-25T05:47:22Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Namespaces ==&lt;br /&gt;
list of namespaces in case we have to migrate wikis again&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
define(&amp;quot;NS_PRCLIVE&amp;quot;, 3000);&lt;br /&gt;
define(&amp;quot;NS_PRCLIVE_TALK&amp;quot;, 3001);&lt;br /&gt;
define(&amp;quot;NS_ANTHOLOGY&amp;quot;, 3002);&lt;br /&gt;
define(&amp;quot;NS_ANTHOLOGY_TALK&amp;quot;, 3003);&lt;br /&gt;
define(&amp;quot;NS_ARENA&amp;quot;, 3004);&lt;br /&gt;
define(&amp;quot;NS_ARENA_TALK&amp;quot;, 3005);&lt;br /&gt;
define(&amp;quot;NS_DAGGERFALL&amp;quot;, 3006);&lt;br /&gt;
define(&amp;quot;NS_DAGGERFALL_TALK&amp;quot;, 3007);&lt;br /&gt;
define(&amp;quot;NS_BATTLESPIRE&amp;quot;, 3008);&lt;br /&gt;
define(&amp;quot;NS_BATTLESPIRE_TALK&amp;quot;, 3009);&lt;br /&gt;
define(&amp;quot;NS_REDGUARD&amp;quot;, 3010);&lt;br /&gt;
define(&amp;quot;NS_REDGUARD_TALK&amp;quot;, 3011);&lt;br /&gt;
define(&amp;quot;NS_MORROWIND&amp;quot;, 3012);&lt;br /&gt;
define(&amp;quot;NS_MORROWIND_TALK&amp;quot;, 3013);&lt;br /&gt;
define(&amp;quot;NS_OBLIVION&amp;quot;, 3014);&lt;br /&gt;
define(&amp;quot;NS_OBLIVION_TALK&amp;quot;, 3015);&lt;br /&gt;
define(&amp;quot;NS_SKYRIM&amp;quot;, 3016);&lt;br /&gt;
define(&amp;quot;NS_SKYRIM_TALK&amp;quot;, 3017);&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_PRCLIVE] = &amp;quot;PRCLive&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_PRCLIVE_TALK] = &amp;quot;PRCLive_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_PRCLIVE;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_PRCLIVE] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;PRC&#039;] = NS_PRCLIVE;&lt;br /&gt;
$wgNamespaceAliases[&#039;PRC_talk&#039;] = NS_PRCLIVE_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_ANTHOLOGY] = &amp;quot;Anthology&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_ANTHOLOGY_TALK] = &amp;quot;Anthology_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_ANTHOLOGY;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_ANTHOLOGY] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;AN&#039;] = NS_ANTHOLOGY;&lt;br /&gt;
$wgNamespaceAliases[&#039;AN_talk&#039;] = NS_ANTHOLOGY_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_ARENA] = &amp;quot;Arena&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_ARENA_TALK] = &amp;quot;Arena_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_ARENA;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_ARENA] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;AR&#039;] = NS_ARENA;&lt;br /&gt;
$wgNamespaceAliases[&#039;AR_talk&#039;] = NS_ARENA_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_DAGGERFALL] = &amp;quot;Daggerfall&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_DAGGERFALL_TALK] = &amp;quot;Daggerfall_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_DAGGERFALL;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_DAGGERFALL] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;DF&#039;] = NS_DAGGERFALL;&lt;br /&gt;
$wgNamespaceAliases[&#039;DF_talk&#039;] = NS_DAGGERFALL_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_BATTLESPIRE] = &amp;quot;Battlespire&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_BATTLESPIRE_TALK] = &amp;quot;Battlespire_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_BATTLESPIRE;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_BATTLESPIRE] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;BS&#039;] = NS_BATTLESPIRE;&lt;br /&gt;
$wgNamespaceAliases[&#039;BS_talk&#039;] = NS_BATTLESPIRE_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_REDGUARD] = &amp;quot;Redguard&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_REDGUARD_TALK] = &amp;quot;Redguard_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_REDGUARD;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_REDGUARD] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;RG&#039;] = NS_REDGUARD;&lt;br /&gt;
$wgNamespaceAliases[&#039;RG_talk&#039;] = NS_REDGUARD_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_MORROWIND] = &amp;quot;Morrowind&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_MORROWIND_TALK] = &amp;quot;Morrowind_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_MORROWIND;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_MORROWIND] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;MW&#039;] = NS_MORROWIND;&lt;br /&gt;
$wgNamespaceAliases[&#039;MW_talk&#039;] = NS_MORROWIND_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_OBLIVION] = &amp;quot;Oblivion&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_OBLIVION_TALK] = &amp;quot;Oblivion_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_OBLIVION;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_OBLIVION] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;OB&#039;] = NS_OBLIVION;&lt;br /&gt;
$wgNamespaceAliases[&#039;OB_talk&#039;] = NS_OBLIVION_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_SKYRIM] = &amp;quot;Skyrim&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_SKYRIM_TALK] = &amp;quot;Skyrim_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_SKYRIM;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_SKYRIM] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;SK&#039;] = NS_SKYRIM;&lt;br /&gt;
$wgNamespaceAliases[&#039;SK_talk&#039;] = NS_SKYRIM_TALK;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Namespaces&amp;diff=3931</id>
		<title>Namespaces</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Namespaces&amp;diff=3931"/>
		<updated>2025-09-25T05:47:00Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Namespaces&lt;br /&gt;
list of namespaces in case we have to migrate wikis again&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
define(&amp;quot;NS_PRCLIVE&amp;quot;, 3000);&lt;br /&gt;
define(&amp;quot;NS_PRCLIVE_TALK&amp;quot;, 3001);&lt;br /&gt;
define(&amp;quot;NS_ANTHOLOGY&amp;quot;, 3002);&lt;br /&gt;
define(&amp;quot;NS_ANTHOLOGY_TALK&amp;quot;, 3003);&lt;br /&gt;
define(&amp;quot;NS_ARENA&amp;quot;, 3004);&lt;br /&gt;
define(&amp;quot;NS_ARENA_TALK&amp;quot;, 3005);&lt;br /&gt;
define(&amp;quot;NS_DAGGERFALL&amp;quot;, 3006);&lt;br /&gt;
define(&amp;quot;NS_DAGGERFALL_TALK&amp;quot;, 3007);&lt;br /&gt;
define(&amp;quot;NS_BATTLESPIRE&amp;quot;, 3008);&lt;br /&gt;
define(&amp;quot;NS_BATTLESPIRE_TALK&amp;quot;, 3009);&lt;br /&gt;
define(&amp;quot;NS_REDGUARD&amp;quot;, 3010);&lt;br /&gt;
define(&amp;quot;NS_REDGUARD_TALK&amp;quot;, 3011);&lt;br /&gt;
define(&amp;quot;NS_MORROWIND&amp;quot;, 3012);&lt;br /&gt;
define(&amp;quot;NS_MORROWIND_TALK&amp;quot;, 3013);&lt;br /&gt;
define(&amp;quot;NS_OBLIVION&amp;quot;, 3014);&lt;br /&gt;
define(&amp;quot;NS_OBLIVION_TALK&amp;quot;, 3015);&lt;br /&gt;
define(&amp;quot;NS_SKYRIM&amp;quot;, 3016);&lt;br /&gt;
define(&amp;quot;NS_SKYRIM_TALK&amp;quot;, 3017);&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_PRCLIVE] = &amp;quot;PRCLive&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_PRCLIVE_TALK] = &amp;quot;PRCLive_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_PRCLIVE;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_PRCLIVE] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;PRC&#039;] = NS_PRCLIVE;&lt;br /&gt;
$wgNamespaceAliases[&#039;PRC_talk&#039;] = NS_PRCLIVE_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_ANTHOLOGY] = &amp;quot;Anthology&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_ANTHOLOGY_TALK] = &amp;quot;Anthology_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_ANTHOLOGY;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_ANTHOLOGY] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;AN&#039;] = NS_ANTHOLOGY;&lt;br /&gt;
$wgNamespaceAliases[&#039;AN_talk&#039;] = NS_ANTHOLOGY_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_ARENA] = &amp;quot;Arena&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_ARENA_TALK] = &amp;quot;Arena_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_ARENA;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_ARENA] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;AR&#039;] = NS_ARENA;&lt;br /&gt;
$wgNamespaceAliases[&#039;AR_talk&#039;] = NS_ARENA_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_DAGGERFALL] = &amp;quot;Daggerfall&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_DAGGERFALL_TALK] = &amp;quot;Daggerfall_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_DAGGERFALL;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_DAGGERFALL] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;DF&#039;] = NS_DAGGERFALL;&lt;br /&gt;
$wgNamespaceAliases[&#039;DF_talk&#039;] = NS_DAGGERFALL_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_BATTLESPIRE] = &amp;quot;Battlespire&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_BATTLESPIRE_TALK] = &amp;quot;Battlespire_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_BATTLESPIRE;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_BATTLESPIRE] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;BS&#039;] = NS_BATTLESPIRE;&lt;br /&gt;
$wgNamespaceAliases[&#039;BS_talk&#039;] = NS_BATTLESPIRE_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_REDGUARD] = &amp;quot;Redguard&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_REDGUARD_TALK] = &amp;quot;Redguard_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_REDGUARD;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_REDGUARD] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;RG&#039;] = NS_REDGUARD;&lt;br /&gt;
$wgNamespaceAliases[&#039;RG_talk&#039;] = NS_REDGUARD_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_MORROWIND] = &amp;quot;Morrowind&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_MORROWIND_TALK] = &amp;quot;Morrowind_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_MORROWIND;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_MORROWIND] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;MW&#039;] = NS_MORROWIND;&lt;br /&gt;
$wgNamespaceAliases[&#039;MW_talk&#039;] = NS_MORROWIND_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_OBLIVION] = &amp;quot;Oblivion&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_OBLIVION_TALK] = &amp;quot;Oblivion_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_OBLIVION;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_OBLIVION] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;OB&#039;] = NS_OBLIVION;&lt;br /&gt;
$wgNamespaceAliases[&#039;OB_talk&#039;] = NS_OBLIVION_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_SKYRIM] = &amp;quot;Skyrim&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_SKYRIM_TALK] = &amp;quot;Skyrim_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_SKYRIM;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_SKYRIM] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;SK&#039;] = NS_SKYRIM;&lt;br /&gt;
$wgNamespaceAliases[&#039;SK_talk&#039;] = NS_SKYRIM_TALK;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Namespaces&amp;diff=3930</id>
		<title>Namespaces</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Namespaces&amp;diff=3930"/>
		<updated>2025-09-25T05:46:27Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Created page with &amp;quot;Namespaces &amp;lt;code&amp;gt; define(&amp;quot;NS_PRCLIVE&amp;quot;, 3000); define(&amp;quot;NS_PRCLIVE_TALK&amp;quot;, 3001); define(&amp;quot;NS_ANTHOLOGY&amp;quot;, 3002); define(&amp;quot;NS_ANTHOLOGY_TALK&amp;quot;, 3003); define(&amp;quot;NS_ARENA&amp;quot;, 3004); define(&amp;quot;NS_ARENA_TALK&amp;quot;, 3005); define(&amp;quot;NS_DAGGERFALL&amp;quot;, 3006); define(&amp;quot;NS_DAGGERFALL_TALK&amp;quot;, 3007); define(&amp;quot;NS_BATTLESPIRE&amp;quot;, 3008); define(&amp;quot;NS_BATTLESPIRE_TALK&amp;quot;, 3009); define(&amp;quot;NS_REDGUARD&amp;quot;, 3010); define(&amp;quot;NS_REDGUARD_TALK&amp;quot;, 3011); define(&amp;quot;NS_MORROWIND&amp;quot;, 3012); define(&amp;quot;NS_MORROWIND_TALK&amp;quot;, 3013); define(&amp;quot;NS...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Namespaces&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
define(&amp;quot;NS_PRCLIVE&amp;quot;, 3000);&lt;br /&gt;
define(&amp;quot;NS_PRCLIVE_TALK&amp;quot;, 3001);&lt;br /&gt;
define(&amp;quot;NS_ANTHOLOGY&amp;quot;, 3002);&lt;br /&gt;
define(&amp;quot;NS_ANTHOLOGY_TALK&amp;quot;, 3003);&lt;br /&gt;
define(&amp;quot;NS_ARENA&amp;quot;, 3004);&lt;br /&gt;
define(&amp;quot;NS_ARENA_TALK&amp;quot;, 3005);&lt;br /&gt;
define(&amp;quot;NS_DAGGERFALL&amp;quot;, 3006);&lt;br /&gt;
define(&amp;quot;NS_DAGGERFALL_TALK&amp;quot;, 3007);&lt;br /&gt;
define(&amp;quot;NS_BATTLESPIRE&amp;quot;, 3008);&lt;br /&gt;
define(&amp;quot;NS_BATTLESPIRE_TALK&amp;quot;, 3009);&lt;br /&gt;
define(&amp;quot;NS_REDGUARD&amp;quot;, 3010);&lt;br /&gt;
define(&amp;quot;NS_REDGUARD_TALK&amp;quot;, 3011);&lt;br /&gt;
define(&amp;quot;NS_MORROWIND&amp;quot;, 3012);&lt;br /&gt;
define(&amp;quot;NS_MORROWIND_TALK&amp;quot;, 3013);&lt;br /&gt;
define(&amp;quot;NS_OBLIVION&amp;quot;, 3014);&lt;br /&gt;
define(&amp;quot;NS_OBLIVION_TALK&amp;quot;, 3015);&lt;br /&gt;
define(&amp;quot;NS_SKYRIM&amp;quot;, 3016);&lt;br /&gt;
define(&amp;quot;NS_SKYRIM_TALK&amp;quot;, 3017);&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_PRCLIVE] = &amp;quot;PRCLive&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_PRCLIVE_TALK] = &amp;quot;PRCLive_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_PRCLIVE;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_PRCLIVE] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;PRC&#039;] = NS_PRCLIVE;&lt;br /&gt;
$wgNamespaceAliases[&#039;PRC_talk&#039;] = NS_PRCLIVE_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_ANTHOLOGY] = &amp;quot;Anthology&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_ANTHOLOGY_TALK] = &amp;quot;Anthology_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_ANTHOLOGY;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_ANTHOLOGY] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;AN&#039;] = NS_ANTHOLOGY;&lt;br /&gt;
$wgNamespaceAliases[&#039;AN_talk&#039;] = NS_ANTHOLOGY_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_ARENA] = &amp;quot;Arena&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_ARENA_TALK] = &amp;quot;Arena_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_ARENA;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_ARENA] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;AR&#039;] = NS_ARENA;&lt;br /&gt;
$wgNamespaceAliases[&#039;AR_talk&#039;] = NS_ARENA_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_DAGGERFALL] = &amp;quot;Daggerfall&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_DAGGERFALL_TALK] = &amp;quot;Daggerfall_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_DAGGERFALL;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_DAGGERFALL] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;DF&#039;] = NS_DAGGERFALL;&lt;br /&gt;
$wgNamespaceAliases[&#039;DF_talk&#039;] = NS_DAGGERFALL_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_BATTLESPIRE] = &amp;quot;Battlespire&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_BATTLESPIRE_TALK] = &amp;quot;Battlespire_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_BATTLESPIRE;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_BATTLESPIRE] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;BS&#039;] = NS_BATTLESPIRE;&lt;br /&gt;
$wgNamespaceAliases[&#039;BS_talk&#039;] = NS_BATTLESPIRE_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_REDGUARD] = &amp;quot;Redguard&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_REDGUARD_TALK] = &amp;quot;Redguard_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_REDGUARD;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_REDGUARD] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;RG&#039;] = NS_REDGUARD;&lt;br /&gt;
$wgNamespaceAliases[&#039;RG_talk&#039;] = NS_REDGUARD_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_MORROWIND] = &amp;quot;Morrowind&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_MORROWIND_TALK] = &amp;quot;Morrowind_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_MORROWIND;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_MORROWIND] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;MW&#039;] = NS_MORROWIND;&lt;br /&gt;
$wgNamespaceAliases[&#039;MW_talk&#039;] = NS_MORROWIND_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_OBLIVION] = &amp;quot;Oblivion&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_OBLIVION_TALK] = &amp;quot;Oblivion_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_OBLIVION;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_OBLIVION] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;OB&#039;] = NS_OBLIVION;&lt;br /&gt;
$wgNamespaceAliases[&#039;OB_talk&#039;] = NS_OBLIVION_TALK;&lt;br /&gt;
&lt;br /&gt;
$wgExtraNamespaces[NS_SKYRIM] = &amp;quot;Skyrim&amp;quot;;&lt;br /&gt;
$wgExtraNamespaces[NS_SKYRIM_TALK] = &amp;quot;Skyrim_talk&amp;quot;;&lt;br /&gt;
$wgContentNamespaces[] = NS_SKYRIM;&lt;br /&gt;
$wgNamespacesToBeSearchedDefault[NS_SKYRIM] = true;&lt;br /&gt;
$wgNamespaceAliases[&#039;SK&#039;] = NS_SKYRIM;&lt;br /&gt;
$wgNamespaceAliases[&#039;SK_talk&#039;] = NS_SKYRIM_TALK;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Main_Page&amp;diff=2279</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Main_Page&amp;diff=2279"/>
		<updated>2025-09-25T02:30:52Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the PRCLive 100% Speedrun Wiki!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the knowledge base for all of the information regarding the Oblivion 100% Completion Speedrun, including routing resources, history, glitches, tech, etc. We hope to eventually expand this wiki to include 100% Speedrun category information for other games in the Elder Scrolls series as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have over 4 years of information to transfer into a wiki format, so this wiki is currently not fully reflecting our community&#039;s total knowledge base.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Oblivion 100% Completion==&lt;br /&gt;
&#039;&#039;New readers/viewers are strongly encouraged to check out the &#039;&#039;&#039;[[Oblivion:Primer|Primer]]&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Overview|Overview]]&#039;&#039;&#039; — Requirements for 100% Completion in Oblivion, and the rules for speedrunners.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Route Logic|Route Logic]]&#039;&#039;&#039; — A breakdown of the main elements of the route logic.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Glitches/Tech|Glitches/Tech]]&#039;&#039;&#039; — An extensive list of all of the known tech and glitches discovered so far.&lt;br /&gt;
** &#039;&#039;&#039;[[Oblivion:Glitch Hunting|Glitch Hunting]]&#039;&#039;&#039; — A list of undiscovered/underdeveloped glitches and tech that we are working on solving, with notes about leads and overall progress.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Game Mechanics|Game Mechanics]]&#039;&#039;&#039; — In-depth research about how Oblivion&#039;s various game mechanics work.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:History of 100%|History of 100%]]&#039;&#039;&#039; — Information about past routes and runs.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Project Progress|Project Progress]]&#039;&#039;&#039; — Updates and information about the current progress on the latest revision of the route, community improvements, and all other aspects of the project.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Tools/Resources|Tools/Resources]]&#039;&#039;&#039; — A list of the tools created by the community to aid in routing, solving/optimizing game mechanics, etc, as well as a list of other webpages with helpful game info.&lt;br /&gt;
* &#039;&#039;&#039;[[Oblivion:Credits|Credits]]&#039;&#039;&#039; — A list of all the wonderful people who have volunteered their time and energy into improving the 100% category.&lt;br /&gt;
&lt;br /&gt;
==Redguard 100% Completion==&lt;br /&gt;
&#039;&#039;This is a work in progress, with the currently goal being to document all of the glitches discovered during the recent Moist Speedrun Challenge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[RG:Overview|Overview]]&#039;&#039;&#039; — Requirements for 100% Completion in Redguard, and the rules for speedrunners.&lt;br /&gt;
* &#039;&#039;&#039;[[RG:Route Logic|Route Logic]]&#039;&#039;&#039; — A breakdown of the main elements of the route logic.&lt;br /&gt;
* &#039;&#039;&#039;[[RG:Glitches/Tech|Glitches/Tech]]&#039;&#039;&#039; — An extensive list of all of the known tech and glitches discovered so far.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* &#039;&#039;&#039;[[AN:Elder Scrolls Anthology 100%|Elder Scrolls Anthology 100%]]&#039;&#039;&#039; — The definition and current progress towards creating a 100% category for the entire Elder Scrolls Anthology.&lt;br /&gt;
* &#039;&#039;&#039;[[PRC:PRCLore|PRCLore]]&#039;&#039;&#039; — Running gags, in-jokes, and other lore that is specific to the PRCLive community.&lt;br /&gt;
* &#039;&#039;&#039;[[Routing Theory]]&#039;&#039;&#039; — Details on our philosophy and overall approach to creating and improving a speedrun category.&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2524</id>
		<title>Oblivion:Glitch Hunting</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2524"/>
		<updated>2025-03-14T21:53:30Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* Horse Out of Bounds in City (Stable Spawn Location Manipulation) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The PRCLive community has an ongoing project to hunt for new glitches through a variety of methods. While most glitches mentioned in this article are theorized to exist based on leads and/or video evidence, some glitches are being researched due to the significant impact they would have on the 100% speedrun regardless of whether or not leads currently exist. Additionally, several glitches listed were already solved mechanically, but are being further optimized to discover new potential routing options for 100%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check the [[OB talk:Glitch Hunting|Discussion tab]] for this article to see archived Glitch Hunting projects that have been solved.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Glitch Archaeology==&lt;br /&gt;
&lt;br /&gt;
The internet has a large quantity of Oblivion glitch videos/posts from over a decade ago. People within the community have been finding relatively obscure glitches/tech just by looking for old YouTube videos/forum posts. If you would like to hunt for glitches this way, you may just find something useful that was never noticed by the community at large. Message us on the [https://discord.gg/eudsps7 Discord] with your findings and we’ll attempt to recreate any found glitches and verify which versions of the game they work on.&lt;br /&gt;
&lt;br /&gt;
Common sources for finding forgotten glitches include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;YouTube Videos&#039;&#039;&#039; — Oblivion was released within the first year of YouTube&#039;s existence, so there is a vast quantity of old Oblivion video content from the early YouTube area.&lt;br /&gt;
* &#039;&#039;&#039;Forums&#039;&#039;&#039; — Neoseeker appears to be the most common website for this. Old forum posts are usually easiest to find by searching for specific info on google, making them a good starting point to follow existing leads or get a new lead on a glitch concept.&lt;br /&gt;
* &#039;&#039;&#039;Wikis&#039;&#039;&#039; — On other Elder Scrolls wikis there are often old archived talk threads with people claiming to have encountered unusual glitches. The [https://en.m.uesp.net/wiki/Oblivion_talk:Glitches UESP Glitches Page] is the primary example.&lt;br /&gt;
&lt;br /&gt;
Glitch Archaeology is not only about finding long-forgotten glitches. It is also about finding the earliest documented example of each known glitch to more thoroughly document the history of glitch hunting in the Oblivion community.&lt;br /&gt;
&lt;br /&gt;
===Unconfirmed/Pending===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/9eZGgBam7cE Bruma Gate Jail Glitch]&lt;br /&gt;
| 2011&lt;br /&gt;
| Fevus&lt;br /&gt;
| You can close the Bruma Gate by going to jail to skip doing the actual quest.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=kI1rp7aOx6g Deer Glitch]&lt;br /&gt;
| 2013&lt;br /&gt;
| Fevus&lt;br /&gt;
| A Missing Name item dropped by the player results in deer spawning. This could be the result of a Skull of Corruption item.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=cMGOnAvDFHA&amp;amp;ab_channel=IronShire Horse Mount While Sitting]&lt;br /&gt;
| 2013&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| The player is teleported to 0, 0, 0 when mounting a horse while seated.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=MOVz3nk52j4 Floating Soul Gems]&lt;br /&gt;
| 2011&lt;br /&gt;
| elecman&lt;br /&gt;
| Soul gems appear to float just like paint brushes, and can similarly be used as stairs.&lt;br /&gt;
|-&lt;br /&gt;
| [https://gamefaqs.gamespot.com/boards/934605-the-elder-scrolls-iv-oblivion/41924734 Spell Duration Glitch]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| By stacking two spells with the same effect, the longest duration and the most powerful magnitude are both combined to make a much better spell.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=iXvNAdKgowA Edge of Map Air Walking]&lt;br /&gt;
| 2008&lt;br /&gt;
| elecman&lt;br /&gt;
| Running into the edge of the map raises the player up in the air, at which point they can walk on air around the map freely.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1rWIbpC_aoRP1YrX3n7OpZr Natural Clipping Playlist]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist of several videos containing alleged natural clips where game developers forgot to put collision on certain walls. Elecman says videos 1-8 are suspicious looking, and videos 9 and onward look legitimate. The playlist may be updated as elecman finds more videos.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ulp3O0JRDFM Natural Arena Clip]&lt;br /&gt;
| 2010&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| A natural clip that allows you to clip out of bounds in the bloodworks.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1ouHeF53K4g8agt4iBhaeq5 Glitch Megamix]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist, starting with &amp;quot;out of cities&amp;quot; videos, then a bunch of random glitches to explore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Confirmed===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Version&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=vDYEm8wFuJA Selling Equipped Items]&lt;br /&gt;
| 2014&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| v1.0 only&lt;br /&gt;
| Selling an item you have equipped gives you the gold without losing the item. This glitch is also mentioned on the [https://en.uesp.net/wiki/Oblivion:Patched_Glitches#Infinite_Money_-_Kvatch UESP].&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=RyQJbVlzDAI TCL Glitch]&lt;br /&gt;
| 2009&lt;br /&gt;
| Fevus&lt;br /&gt;
| v1.2&lt;br /&gt;
| The player can walk through objects as if the TCL console command is active by fainting a horse while mounting it.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/tQAqhKYtU3o?t=153 Lucien Duping]&lt;br /&gt;
| 2013&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Lucien&#039;s Lockpicks are glitched in the same way as Dorian&#039;s Gold. This strengthened our understanding of the Negative Inventory Glitch.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=1b6rV_CInrA Telekinesis Absorption]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Telekinesis is an on target effect that applies to the player, allowing for absorbing your own spell&#039;s base magicka cost to regain magicka each cast.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/RvEGSwPz27g Invisible Guard]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| A relatively well-known glitch, but the earliest documented example of it found so far. Killing a horse a guard is riding will cause the guard to be stuck ragdolled on the ground visually, but an invisible version of the guard will run around and attack the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Duping Oghma Infinium==&lt;br /&gt;
&lt;br /&gt;
This is the holy grail of Oblivion glitch hunting. For over a decade people have speculated or even directly hoaxed the existence of this glitch. For the purposes of 100% it would provide several benefits:&lt;br /&gt;
&lt;br /&gt;
# Skill grind would be much faster since the majority of skills could be maxed out extremely quickly. The Class Reset Glitch may make this a less significant discovery.&lt;br /&gt;
# Perma enchanting would be much faster because we could repeatedly raise our speed and strength with books instead of having to make dozens of rings.&lt;br /&gt;
# Attributes could easily be overflowed so we don’t have to worry about running out of training levels.&lt;br /&gt;
&lt;br /&gt;
There are a few ways this glitch could be pulled off theoretically:&lt;br /&gt;
&lt;br /&gt;
# Duplicating the Oghma Infinium item.&lt;br /&gt;
# Rereading Oghma Infinium repeatedly without it being removed from the inventory.&lt;br /&gt;
#* Analysis of the code implies that this shouldn’t be possible. In the &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt;, the section of code that modifies the skill values immediately sets a variable &amp;lt;code&amp;gt;readOnce&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;, which immediately goes into a conditional check that will pass and remove the item from the player’s inventory.&lt;br /&gt;
# Acquiring multiple copies of Oghma Infinium without duping a source item.&lt;br /&gt;
#* Being rewarded the book multiple times from Hermaeus Mora.&lt;br /&gt;
#* Finding another source of the book, such as the alleged RealArchaic setup.&lt;br /&gt;
#** [https://youtu.be/nGjd3wAi_5I In his video], RealArchaic claims being level 255 with 100 luck made enemies during the Den of Thieves quest drop Oghma Infinium. It is worth noting that he was on the Xbox360 version.&lt;br /&gt;
&lt;br /&gt;
In order to achieve one of these effects, we likely would need to discover a few intermediate glitches:&lt;br /&gt;
&lt;br /&gt;
# Removing quest Items from your inventory.&lt;br /&gt;
# Removing the quest time flag from an item.&lt;br /&gt;
#* It is worth noting that even with using console commands to remove the quest item flag from Oghma, we are still unable to dupe with any currently known methods.&lt;br /&gt;
&lt;br /&gt;
The script that handles reading the Oghma Infinium is &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt; which can be viewed [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
The book has three states for our purposes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unread:&amp;lt;/u&amp;gt; The flag for having chosen a path has not been set.&lt;br /&gt;
* &amp;lt;u&amp;gt;Read:&amp;lt;/u&amp;gt; The flag for having chosen a path has been set and the book has been removed.&lt;br /&gt;
* &amp;lt;u&amp;gt;Pre-Loaded:&amp;lt;/u&amp;gt; The book’s path flag was interrupted after selecting a path but before applying the effects of the path, so the book has not been removed until you open any menu.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
* [https://elderscrolls.fandom.com/wiki/Talk:Oghma_Infinium_(Oblivion)#Exploit_on_latest_patch Elder Scrolls Wiki Discussion] - Claims you can at least read it twice, although this is unconfirmed.&lt;br /&gt;
* RealArchaic [https://youtu.be/nGjd3wAi_5I Video 1] and [https://youtu.be/HwdlHgkJlB8 Video 2], and [https://youtu.be/3EffZZTYqvY Video 3] - Likely a hoax, his story claims that he was able to get to level 255 despite that being [https://docs.google.com/spreadsheets/d/11XwzaAOLocEaWWpDibGQyACNqkBzTCRa41fVa1-vuf0/edit?usp=sharing mathematically proven to be impossible] with the setup he explained. With the new Class Reset Glitch however, it is possible to recreate the requirements of Level 255 and 100 Luck organically, but this does not prove anything.&lt;br /&gt;
** [https://gamefaqs.gamespot.com/boards/941877-the-elder-scrolls-iv-oblivion-game-of-the-year-edition/48421540 This person] tried to recreate it and seemed to be unsuccessful.&lt;br /&gt;
** [https://en.uesp.net/wiki/Oblivion_talk:Oghma_Infinium/Archive_1#Glitch.2FExploit.3F This discussion] claims the Khajiit at the Roxey Inn dropped the Oghma using RealArchaic’s setup. We have been unable to recreate this on PC using console commands. At the very most this could be an Xbox360 specific glitch if multiple users with different IP Addresses are claiming the same thing.&lt;br /&gt;
** In the second video, we noticed that it is likely that the Oghma has replaced a stack of Steel Arrows. Their item IDs are very similar, with Steel Arrows being &amp;lt;code&amp;gt;229C1&amp;lt;/code&amp;gt; and Oghma being &amp;lt;code&amp;gt;228F1&amp;lt;/code&amp;gt;. It&#039;s possible that the game&#039;s memory was modified by RealArchaic or perhaps a memory buffer overflow subtracted 259 from the Steel Arrow&#039;s pointer in the inventory.&lt;br /&gt;
* An annotated document of Oghma&#039;s script when it is read can be found [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* You can queue up the Oghma popup by activating Oghma with a hotkey at the same time as performing another action. For example, entering a door and hotkeying the book at the same time will trigger the book to open automatically when you load into the next cell. Other actions this works on are talking to an NPC or loading a save file (if the save file also had Oghma hotkeyed in the same slot.)&lt;br /&gt;
** Holding down the hotkey while performing other actions will make the hotkey UI appear over the other UI, at which point you can release the hotkey to varying results, including freezing the UI on top in cases such as NPC dialogue.&lt;br /&gt;
* You can interrupt the script between the &amp;lt;code&amp;gt;OnEquip&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;OnMenu&amp;lt;/code&amp;gt; transition by spamming enter (after highlighting an option using the arrow keys) so that you select the Exit option before the pop up finishes fading out. This pre-loads the book so that the next time you enter a menu of any kind, the book will activate the path choice.&lt;br /&gt;
* When you go to jail, quest items remain in your inventory secretly. If you hotkey Oghma, go to jail, then use the hotkey, the book will appear despite not being visible in your inventory. Could this be useful for anything?&lt;br /&gt;
* We’ve tried scroll duping, 0 weight pickpocket duping, and Skull of Corruption duping, all of which did not work. We should see if the Lucien Dupe works.&lt;br /&gt;
* The popup for Oghma has 4 options. Using popup overlapping, we may be able to gain the benefits of Oghma and make a save before it removes it from our inventory, then load the save to skip the end of the script. To overlay popups, open the Oghma popup, then open any other popup via the settings menu (such as Yes/No to loading a save file, or Yes/No to resetting default controls).&lt;br /&gt;
** Selecting a &amp;quot;No&amp;quot; to loading a save when the Oghma popup is open results in the book never showing the popup again, but the book remains in the inventory.&lt;br /&gt;
&lt;br /&gt;
==Inventory Underflowing==&lt;br /&gt;
&lt;br /&gt;
In our attempts to dupe the Oghma Infinium, we inadvertently stumbled across a new glitch that has huge potential. [https://youtu.be/Xd2mShNeXpc Here is a video] of the glitch being performed/explained.&lt;br /&gt;
&lt;br /&gt;
===Guided Research Questions===&lt;br /&gt;
&lt;br /&gt;
* Can other items besides the Oghma Infinium be used to achieve this effect? We theorize we could potentially use this glitch for things like gold farming, but currently do not have an easy way to activate the effect early in the game.&lt;br /&gt;
** It appears that the glitch works because a script removes the item from our inventory as we go to open our menu, making the menu fail to visually update despite being functionally accurate.&lt;br /&gt;
* What exactly is going on with the visual display of the inventory after activating the glitch? It appears that it is possibly underflowing alphabetically, so that the item directly before Oghma in the inventory alphabetically represents the gold.&lt;br /&gt;
&lt;br /&gt;
==Wisp Stalk Cap Stack Separation==&lt;br /&gt;
&lt;br /&gt;
Using the [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Duplicate_Items_using_the_Skull_of_Corruption Skull of Corruption Glitch] we have found that you can duplicate Nirnroot to create “illegitimate” copies that don’t stack with the original ones. This results in you being able to create potions with alchemy that have two of the same Nirnroot ingredient, allowing for very efficient potions for abusing potion stacking. The perfect speed boost potion would theoretically have an “organic” Nirnroot and a “non-organic” one in addition to two Wisp Stalk Caps that are also glitched to be considered different ingredients. Is there a way to achieve this?&lt;br /&gt;
&lt;br /&gt;
* Currently, it appears using the Skull of Corruption Glitch on Wisp Stalk Caps does not achieve the same effect as when it is used to dupe Nirnroot. This is likely because Nirnroot and a few other items in the game are scripted to behave differently when duped to avoid being exploited.&lt;br /&gt;
&lt;br /&gt;
==RNG Manipulation==&lt;br /&gt;
Finding random skill books is annoying and RNG heavy. We can potentially lose a lot of time if we get bad RNG finding skill books, so ideally we would have a way to manipulate what drops we get.&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/901258344541589534 valarnin — 2021-10-22 4:58 PM]&lt;br /&gt;
of the 20 rand calls I&#039;ve checked so far, 12 of them limit to 32767 (or 32767.0, in the case of float).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a fun one: There are two separate global booleans that track if the RNG has been seeded yet. Some of the random functions check one, some check the other. Everything uses the same rand seed under the hood though. And there&#039;s also a function that &amp;quot;resets&amp;quot; the seed in a very interesting way...&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot; line&amp;gt;&lt;br /&gt;
void _rand_seed_conditional(int newSeed)&lt;br /&gt;
{&lt;br /&gt;
  __time64_t lCurrentTime;&lt;br /&gt;
  &lt;br /&gt;
  if (newSeed != 0) {&lt;br /&gt;
    _rand_seed(newSeed);&lt;br /&gt;
    GLB_RAND_SEEDED_2 = 0;&lt;br /&gt;
    _rand();&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
  if (GLB_RAND_SEEDED_2 != &#039;\0&#039;) {&lt;br /&gt;
    lCurrentTime = __time64((__time64_t *)0x0);&lt;br /&gt;
    _rand_seed((int)lCurrentTime);&lt;br /&gt;
    GLB_RAND_SEEDED_2 = &#039;\0&#039;;&lt;br /&gt;
  }&lt;br /&gt;
  _rand();&lt;br /&gt;
  return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Valid&amp;quot; Ayleid Statue Dupes==&lt;br /&gt;
&lt;br /&gt;
For Umbaccano’s quests, you need to acquire 10 total Ayleid Statues from around the map. These stack but cannot be duped with current methods, including the Skull of Corruption Glitch. Having to traverse 10 individual dungeons with confusing layouts just to complete a single quest is a huge time sink, is there any way to duplicate a statue so that Umbacano will accept it?&lt;br /&gt;
&lt;br /&gt;
* Discovering how to do this would have further implications for similar quests such as Bear Season.&lt;br /&gt;
* The Lucien Dupe mentioned in the Glitch Archaeology section might work for this. Ayleid statues actually have two different item IDs, &amp;lt;code&amp;gt;0002AB48&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;000844C4&amp;lt;/code&amp;gt;, with the second one being weightless. It is possible the second one is actually the version that gets placed in the display case.&lt;br /&gt;
&lt;br /&gt;
see [[Ten Ancestors]] for more&lt;br /&gt;
&lt;br /&gt;
==Havrd Escort Optimizations==&lt;br /&gt;
&lt;br /&gt;
Speedrunner Havrd created a crazy complicated setup for progressing through the escort section of the tutorial. His setup was slower than the regular method, resulting in it being largely forgotten, until we recently found a way to bring it much closer to the time the normal method takes. [https://www.youtube.com/watch?v=w7lJNsoJ0Ts Here] is a video showing how to perform it.&lt;br /&gt;
&lt;br /&gt;
# Set hard save with Adrenaline Rush cast for the first save clip in the prison cell.&lt;br /&gt;
# Do the tutorial normally through goblin cave to end up at the door to escort.&lt;br /&gt;
# Hard save at escort door.&lt;br /&gt;
# Load warp the prison cell save so that you have AR, go in, quicksave at hole in wall.&lt;br /&gt;
# Load escort door hard save, load warp through door.&lt;br /&gt;
# Exit back through door, quicksave quickload&lt;br /&gt;
# Go back into escort, flare mythic dawn, stand at base of stairs to pick class and do dialogue with uriel.&lt;br /&gt;
# Wait for uriel to start walking, quicksave&lt;br /&gt;
# Load escort door hard save, load warp through door&lt;br /&gt;
# Exit back through door, quicksave quickload.&lt;br /&gt;
# Run to save clip position to the left of the open door in escort, save clip&lt;br /&gt;
# Void warp at base of stairs to trigger glenroy walking, go through door to finish escort.&lt;br /&gt;
# Finish run as normal.&lt;br /&gt;
&lt;br /&gt;
The general revelation here is that NPCs in the tutorial can be manipulated to move around by leaving areas where they are running scripted events, unloading the cell by quicksaving and quickloading, then reloading the cell to skip their events. &lt;br /&gt;
&lt;br /&gt;
* Given that we are stuck in “tutorial mode” using the Class Reset Glitch, are there other long scripted events in other quests that we can skip with similar methods? Will this tech work even if we aren’t in “tutorial mode”?&lt;br /&gt;
* Is there a way to improve the tutorial even further, especially by skipping dialogue or finding a better save clip?&lt;br /&gt;
&lt;br /&gt;
==Testing Hall Access==&lt;br /&gt;
&lt;br /&gt;
There is a test room (which you can visit using the console command &amp;lt;code&amp;gt;coc testinghall)&amp;lt;/code&amp;gt; which contains essentially every item in the game in addition to tons of debug functions. Getting into this area would completely break several objectives for 100%, especially Skill Books Read. Is there any way to access this room?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* [https://community.wemod.com/t/oblivion-test-hall-location/178 This post] claims to have specific coords for the &amp;lt;code&amp;gt;testinghall&amp;lt;/code&amp;gt; (&#039;&#039;“change your location to: 3DB92, Y:1932.375000000, X: 1823.990000000 Z: 7162.773000000”&#039;&#039;)&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion_talk:Exterior_Test_Cells#Possible_Exterior_Cell:_TestEndGame This UESP discussion] ends with someone claiming to be traveling towards the same coordinates the other post mentioned, but in a &amp;lt;code&amp;gt;TestEndGame&amp;lt;/code&amp;gt; cell that is found by climbing out of Anvil Castle. We should visit this cell/location and see what the deal is.&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Frostcrag_Spire_Glitch The Frostcrag Spire Glitch] allows players to get into a similar test area by uninstalling DLC. Is there a “legal” way to achieve this? Possibly with Load Warping?&lt;br /&gt;
&lt;br /&gt;
==Super Perma Key/Perma Key-like Effects==&lt;br /&gt;
&lt;br /&gt;
The [https://youtu.be/uzM51QR8K_Y Perma Key Glitch] allows you to set a flag for having successfully unlocked a door with a key, and keep that flag set so that all other doors will now open even if you don’t have the key. The interesting thing about this glitch is it universally activates across all save files for the current instance of the game, so the only way to disable it is to close it:&lt;br /&gt;
&lt;br /&gt;
# Open any door with a valid key so that the popup appears confirming the key was used.&lt;br /&gt;
# Before closing the popup, load any other save.&lt;br /&gt;
# The glitch is now active on all save files until you close the game.&lt;br /&gt;
&lt;br /&gt;
The glitch only works on doors with a valid key somewhere in the game, meaning that scripted doors do not work. The &#039;&#039;&#039;Super Perma Key Glitch&#039;&#039;&#039; would be a system that lets us enter locked scripted doors in addition to regular doors. This would have massive implications not just in 100%, but in every category:&lt;br /&gt;
* You could skip the entire tutorial with only a few save clips.&lt;br /&gt;
* The main quest (and many other questlines) could be massively sequence broken since you could now gain access to dungeons that are scripted to open once a specific quest starts.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is very interesting that this glitch is universal across save files, since it implies a global flag was set permanently due to a fault in the game engine.&lt;br /&gt;
* Are there any other global flags that can be permanently set by simply loading a save to interrupt the process of resetting the flag? Or through other means?&lt;br /&gt;
* The perma key effect was tried on chests, and the result was that the game no longer let the player open any chests until they closed the game. There could be another way to do this, which would possibly allow for sequence breaking several quests.&lt;br /&gt;
&lt;br /&gt;
==Ancestor Moths Well Clip==&lt;br /&gt;
&lt;br /&gt;
During the Turning a Blind Eye quest, when you exit the dungeon it spawns you on the well outside. It turns out, there is actually a hidden door underneath the well that could be used to skip having to go through the entire dungeon, effectively skipping the entire quest. Is there a way to get into this well?&lt;br /&gt;
* Finding a clip that will work for this will likely result in us discovering new tech about clipping through outdoor terrain, something which has never been done before.&lt;br /&gt;
** The core issue is that all current methods of clipping such as Save Clipping and the TCL Glitch don’t actually let us go through outdoor ground, only buildings and other objects.&lt;br /&gt;
&lt;br /&gt;
==Horse Out of Bounds in City (Stable Spawn Location Manipulation)==&lt;br /&gt;
&lt;br /&gt;
For the Horse Vector system to work, we’d need to largely eliminate all rocks, trees, buildings, etc. from the map. The easiest way to do this is to jump out of a city to get out of bounds, which results in a fully explorable but empty map. The problem is, we can’t do this on a horse because currently we have no way to push a horse into the load zone for a city. Perhaps through Load Warping or some other method this would be possible?&lt;br /&gt;
&lt;br /&gt;
* Dnayls unearthed old forum posts confirming this is possible by mistake:&lt;br /&gt;
** [https://steamcommunity.com/app/22330/discussions/0/846947320688894976/ Source 1], [https://gamefaqs.gamespot.com/boards/927345-the-elder-scrolls-iv-oblivion/42412522 Source 2]&lt;br /&gt;
&lt;br /&gt;
There are two glitches involved in this, the &#039;&#039;&#039;Stable Spawn Location Glitch&#039;&#039;&#039; and the &#039;&#039;&#039;Wabbajack Horse into City Glitch&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stable Spawn Location Leads===&lt;br /&gt;
&lt;br /&gt;
* MrBosch has created a result where Shadowmere can be stabled at a location other than a city, with the goal now being to recreate this in a way that proves a reliable setup. Here is what we know:&lt;br /&gt;
** &#039;&#039;“i think i somehow set shadowmere&#039;s &amp;quot;stables&#039; spawn&amp;quot; coordinates in the imperial prison.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i was trying to make shadowmere want to enter the imperial market district or prison from outside (in the bridge between both). this idea came from [https://www.youtube.com/watch?v=DvfwPC2G0As this youtube video]but thought it was fake anyways.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“during my test, a guard attacks me when im on shadowmere and fatigue her enough to faint, then i got off shadowmere and fast traveled to the imperial prison, shadowmere spawned next to me.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“then i traveled across the map and although i traveled to indoor and outdoor places, on shadowmere, she got back to the same place in the prison where she spawned and the &amp;quot;your horse is in the stables&amp;quot; text appeared. also, if you travel to imperial prsion district with shadowmere, she will stay with you so all this things makes me think that her new &amp;quot;stable&amp;quot; is this place”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i tried different variations with the tcl glitch + fast travelling but couldnt get the same results.”&#039;&#039;&lt;br /&gt;
** Fevus was unable to replicate this (and had all DLC enabled). Bosch did not have DLC enabled. This may be relevant, but the cause of the setup not working could be something else entirely as well.&lt;br /&gt;
** This could be related to the [https://en.uesp.net/wiki/Oblivion_talk:Exploitable_Glitches#Voluntarily_trigger_.22jailtime_followers.22_glitch Jail Time Followers Glitch].&lt;br /&gt;
&lt;br /&gt;
===Wabbajack Horse into City Leads===&lt;br /&gt;
&lt;br /&gt;
* Fevus discovered that you can hit a horse with Wabbajack to turn it into an ogre to move it into a city.&lt;br /&gt;
** This is the setup:&lt;br /&gt;
**# Fast travel with any horse besides Shadowmere to the stable outside of Anvil.&lt;br /&gt;
**# Run around to the south entrance to the city across the bridge from the castle entrance.&lt;br /&gt;
**# Get off the horse, and use Wabbajack to transform it. If you get a Troll, Skeleton Champion, Ogre, or Goblin Skirmisher, continue to the next step, otherwise reroll the transformation.&lt;br /&gt;
**# Get the transformed enemy to aggro you, then jump onto the nearby rock next to the wall. The enemy will enter the city.&lt;br /&gt;
**# Enter the city and make sure your horse is not killed before it transforms back. You should now have a horse inside of the city.&lt;br /&gt;
** The problem with this glitch is that it doesn’t work with Shadowmere. This isn’t a huge issue in terms of movement speed, but it does mean the horse cannot have potions to heal itself like Shadowmere can. It appears Shadowmere is on some sort of blacklist of creatures that Wabbajack cannot transform. Our best option would be to instead find a way to heal the horse through other means, or to simply use the current traveling salesman exploration system with Shadowmere and forgo horse vectors entirely.&lt;br /&gt;
** Curiously, [https://drive.google.com/file/d/1MYY7dIwtBKZGa2GTEg1aC5RCsg4BKkUI/view?usp=sharing Fevus’ save file] (which has all DLC enabled) is able to perform this glitch, but not [https://drive.google.com/file/d/1Jm01kcfwXvePAzUHIv1DQrfGxwgwFvf4/view?usp=sharing the test save file] we used on stream. We need to figure out if the glitch is DLC specific or if some other aspect of the save file is the cause of this issue. It is likely the stable relocation glitch could be involved in this.&lt;br /&gt;
&lt;br /&gt;
The final part of the problem will simply be getting the horse out of the bounds of the city once inside. [https://youtu.be/vuzcObuUwGc This video] makes Cheydinhal look very promising if we can get the Anvil Wabbajack setup to work there too. This channel also has several other videos about how to get out of most other cities as well. On stream, we managed to jump out of Anvil on a horse after applying speed buffs to it.&lt;br /&gt;
=== Horse into city===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/961102573564219412 AleronLoche — 2022-04-05 8:18 PM]: This probably isn&#039;t useful since you&#039;re not doing horse vectors but I found an easy way to get a horse into a city, including Shadowmere. You just cast a command creature spell on the horse, commit a crime, pay fine/go to jail and then when you get out of the prison the horse will be there inside the city&lt;br /&gt;
&lt;br /&gt;
[8:19 PM]AleronLoche: Also doing the same thing on Mannimarco but with command humanoid is interesting because when you talk to him and finish his dialogue he&#039;ll cast a spell on you which enables player controls, so it could potentially be used for skipping cutscenes. It would probably be too hard to get him to the cutscene trigger though since he won&#039;t follow you after you get out of jail&lt;br /&gt;
&lt;br /&gt;
==Daedric Shrine Cutscene Skips==&lt;br /&gt;
&lt;br /&gt;
Daedric Shrines take forever because of cutscenes at the beginning and end of each quest. Is there a way to skip having to sit through these?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* If you open your inventory on the one frame of actionable gameplay after making an offering to a shrine, you can fast travel away. You can also drop the items you were about to offer as well, although this is not useful in our case.&lt;br /&gt;
**Returning to the shrine will trigger the cutscene to start as soon as you are in the area. Is there any way to overlap multiple cutscenes at once via saddling?&lt;br /&gt;
* It was discovered that if you uninstall the Shivering Isles, the Sheogorath cutscene [https://www.twitch.tv/videos/1138964203 instantly ends] because there is no audio file for his voice. This implies the audio file length determines the cutscene length. Any “legal” way to achieve something similar? Maybe through in-game sound settings?&lt;br /&gt;
** New tech was discovered that will also likely be deemed &amp;quot;illegal&amp;quot; in the speedrun. By disabling the sound device on your computer that the game is outputting to ([https://media.discordapp.net/attachments/892473620989898805/906074177591726100/unknown.png screenshot]), all dialogue is cut short or entirely skipped, which includes shrine cutscenes. Finding an in-game way to recreate this via audio settings would be solve this glitch.&lt;br /&gt;
&lt;br /&gt;
==Nude Warping==&lt;br /&gt;
&lt;br /&gt;
If you load warp into an indoor area using an outdoor save file, humorously the NPCs will not be wearing any weapons/armor/apparel, instead having them in their inventory. What this means is we can possibly steal items that are otherwise completely inaccessible to us normally from essential NPCs (example, Gray Cowl of Nocturnal) and NPCs we need to keep alive for other reasons. Are there any useful situations where we could use this tech?&lt;br /&gt;
* Agronak gro-Malog’s raiment could sequence break the Arena.&lt;br /&gt;
* Ahdarji’s Ring from Countess Alessia Caro.&lt;br /&gt;
* Steal from Ancotar for Zero Visibility (already outdoors, may not work).&lt;br /&gt;
* Arnora Auria’s amulet during Two Sides of the Coin.&lt;br /&gt;
* Caranya during The Necromancer’s Amulet.&lt;br /&gt;
* Jakben, Earl of Imbel to sequence break Boots of Springheel Jak.&lt;br /&gt;
* Rosentia Gallenus during Whom Gods Annoy.&lt;br /&gt;
&lt;br /&gt;
==Fast Travel Indoors==&lt;br /&gt;
&lt;br /&gt;
There is no proof of this being possible, but being able to fast travel indoors would theoretically make the Tutorial significantly shorter and more consistent, as well as remove several Load Warps from the route.&lt;br /&gt;
&lt;br /&gt;
In the construction set, each interior has a flag that can be checked or unchecked for allowing fast travel from that location. The only interiors that have fast travel enabled are the houses the player can own. Ideally we would find a way to trick the game into thinking we are in an outdoor cell or one of the player homes when we actually are not, resulting in enabled fast travel. Load Warping seems to be the most likely source of a glitch like this, particularly experimenting with making saves mid-Load Warp, something that inconsistently crashes the game and has been otherwise unexplored.&lt;br /&gt;
&lt;br /&gt;
==Possibly useful bugs==&lt;br /&gt;
===Skull of Corruption===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/898274203789328434 Fevus — 2021-10-14 11:20 AM]&lt;br /&gt;
if we get the skull of corruption and staff of worms and decide to dupe &amp;quot;missing name&amp;quot; items, has also potential for cloning money and getting the gray agis for convinience&lt;br /&gt;
&lt;br /&gt;
===Vampirism===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/892529184512016394 Fevus — 2021-09-28 2:52 PM]&lt;br /&gt;
found something, vampirism can be cured again with cure vampirism if the potion is cloned with skull of corruption&lt;br /&gt;
&lt;br /&gt;
===Chameleon===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/916437823018663966 brianbosch — 2021-12-03 1:16 PM]&lt;br /&gt;
while being 100 chameleon, if you attack npcs and fast travel it&#039;s possible that they will spawn with you, i just attacked every scholar in the arcane university with a conjuration farming spell that had turn undead in it, and they started fleeing, then i fast travelled to skingrad and entered the mages guild, and in that moment all the scholar spawned there too, they went outside, i followed them and they started chasing a guard. this is something i&#039;ve seen regularly, when you attack an npc with chameleon on, they start chasing someone else but not necesarily attack them. the following part is new to me, to a point where they even spawn in other cities with you&lt;br /&gt;
&lt;br /&gt;
glarthir approached me and was able to talk to me while being chameleon&lt;br /&gt;
&lt;br /&gt;
now all those scholars are marauding in skingrad with their bounded weapons equipped but without attacking anyone&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2523</id>
		<title>Oblivion:Glitch Hunting</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2523"/>
		<updated>2025-03-14T21:51:01Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Remove rng manipulation full article since it doesnt exist. Add valarnin comments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The PRCLive community has an ongoing project to hunt for new glitches through a variety of methods. While most glitches mentioned in this article are theorized to exist based on leads and/or video evidence, some glitches are being researched due to the significant impact they would have on the 100% speedrun regardless of whether or not leads currently exist. Additionally, several glitches listed were already solved mechanically, but are being further optimized to discover new potential routing options for 100%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check the [[OB talk:Glitch Hunting|Discussion tab]] for this article to see archived Glitch Hunting projects that have been solved.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Glitch Archaeology==&lt;br /&gt;
&lt;br /&gt;
The internet has a large quantity of Oblivion glitch videos/posts from over a decade ago. People within the community have been finding relatively obscure glitches/tech just by looking for old YouTube videos/forum posts. If you would like to hunt for glitches this way, you may just find something useful that was never noticed by the community at large. Message us on the [https://discord.gg/eudsps7 Discord] with your findings and we’ll attempt to recreate any found glitches and verify which versions of the game they work on.&lt;br /&gt;
&lt;br /&gt;
Common sources for finding forgotten glitches include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;YouTube Videos&#039;&#039;&#039; — Oblivion was released within the first year of YouTube&#039;s existence, so there is a vast quantity of old Oblivion video content from the early YouTube area.&lt;br /&gt;
* &#039;&#039;&#039;Forums&#039;&#039;&#039; — Neoseeker appears to be the most common website for this. Old forum posts are usually easiest to find by searching for specific info on google, making them a good starting point to follow existing leads or get a new lead on a glitch concept.&lt;br /&gt;
* &#039;&#039;&#039;Wikis&#039;&#039;&#039; — On other Elder Scrolls wikis there are often old archived talk threads with people claiming to have encountered unusual glitches. The [https://en.m.uesp.net/wiki/Oblivion_talk:Glitches UESP Glitches Page] is the primary example.&lt;br /&gt;
&lt;br /&gt;
Glitch Archaeology is not only about finding long-forgotten glitches. It is also about finding the earliest documented example of each known glitch to more thoroughly document the history of glitch hunting in the Oblivion community.&lt;br /&gt;
&lt;br /&gt;
===Unconfirmed/Pending===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/9eZGgBam7cE Bruma Gate Jail Glitch]&lt;br /&gt;
| 2011&lt;br /&gt;
| Fevus&lt;br /&gt;
| You can close the Bruma Gate by going to jail to skip doing the actual quest.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=kI1rp7aOx6g Deer Glitch]&lt;br /&gt;
| 2013&lt;br /&gt;
| Fevus&lt;br /&gt;
| A Missing Name item dropped by the player results in deer spawning. This could be the result of a Skull of Corruption item.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=cMGOnAvDFHA&amp;amp;ab_channel=IronShire Horse Mount While Sitting]&lt;br /&gt;
| 2013&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| The player is teleported to 0, 0, 0 when mounting a horse while seated.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=MOVz3nk52j4 Floating Soul Gems]&lt;br /&gt;
| 2011&lt;br /&gt;
| elecman&lt;br /&gt;
| Soul gems appear to float just like paint brushes, and can similarly be used as stairs.&lt;br /&gt;
|-&lt;br /&gt;
| [https://gamefaqs.gamespot.com/boards/934605-the-elder-scrolls-iv-oblivion/41924734 Spell Duration Glitch]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| By stacking two spells with the same effect, the longest duration and the most powerful magnitude are both combined to make a much better spell.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=iXvNAdKgowA Edge of Map Air Walking]&lt;br /&gt;
| 2008&lt;br /&gt;
| elecman&lt;br /&gt;
| Running into the edge of the map raises the player up in the air, at which point they can walk on air around the map freely.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1rWIbpC_aoRP1YrX3n7OpZr Natural Clipping Playlist]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist of several videos containing alleged natural clips where game developers forgot to put collision on certain walls. Elecman says videos 1-8 are suspicious looking, and videos 9 and onward look legitimate. The playlist may be updated as elecman finds more videos.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ulp3O0JRDFM Natural Arena Clip]&lt;br /&gt;
| 2010&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| A natural clip that allows you to clip out of bounds in the bloodworks.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1ouHeF53K4g8agt4iBhaeq5 Glitch Megamix]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist, starting with &amp;quot;out of cities&amp;quot; videos, then a bunch of random glitches to explore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Confirmed===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Version&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=vDYEm8wFuJA Selling Equipped Items]&lt;br /&gt;
| 2014&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| v1.0 only&lt;br /&gt;
| Selling an item you have equipped gives you the gold without losing the item. This glitch is also mentioned on the [https://en.uesp.net/wiki/Oblivion:Patched_Glitches#Infinite_Money_-_Kvatch UESP].&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=RyQJbVlzDAI TCL Glitch]&lt;br /&gt;
| 2009&lt;br /&gt;
| Fevus&lt;br /&gt;
| v1.2&lt;br /&gt;
| The player can walk through objects as if the TCL console command is active by fainting a horse while mounting it.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/tQAqhKYtU3o?t=153 Lucien Duping]&lt;br /&gt;
| 2013&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Lucien&#039;s Lockpicks are glitched in the same way as Dorian&#039;s Gold. This strengthened our understanding of the Negative Inventory Glitch.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=1b6rV_CInrA Telekinesis Absorption]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Telekinesis is an on target effect that applies to the player, allowing for absorbing your own spell&#039;s base magicka cost to regain magicka each cast.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/RvEGSwPz27g Invisible Guard]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| A relatively well-known glitch, but the earliest documented example of it found so far. Killing a horse a guard is riding will cause the guard to be stuck ragdolled on the ground visually, but an invisible version of the guard will run around and attack the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Duping Oghma Infinium==&lt;br /&gt;
&lt;br /&gt;
This is the holy grail of Oblivion glitch hunting. For over a decade people have speculated or even directly hoaxed the existence of this glitch. For the purposes of 100% it would provide several benefits:&lt;br /&gt;
&lt;br /&gt;
# Skill grind would be much faster since the majority of skills could be maxed out extremely quickly. The Class Reset Glitch may make this a less significant discovery.&lt;br /&gt;
# Perma enchanting would be much faster because we could repeatedly raise our speed and strength with books instead of having to make dozens of rings.&lt;br /&gt;
# Attributes could easily be overflowed so we don’t have to worry about running out of training levels.&lt;br /&gt;
&lt;br /&gt;
There are a few ways this glitch could be pulled off theoretically:&lt;br /&gt;
&lt;br /&gt;
# Duplicating the Oghma Infinium item.&lt;br /&gt;
# Rereading Oghma Infinium repeatedly without it being removed from the inventory.&lt;br /&gt;
#* Analysis of the code implies that this shouldn’t be possible. In the &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt;, the section of code that modifies the skill values immediately sets a variable &amp;lt;code&amp;gt;readOnce&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;, which immediately goes into a conditional check that will pass and remove the item from the player’s inventory.&lt;br /&gt;
# Acquiring multiple copies of Oghma Infinium without duping a source item.&lt;br /&gt;
#* Being rewarded the book multiple times from Hermaeus Mora.&lt;br /&gt;
#* Finding another source of the book, such as the alleged RealArchaic setup.&lt;br /&gt;
#** [https://youtu.be/nGjd3wAi_5I In his video], RealArchaic claims being level 255 with 100 luck made enemies during the Den of Thieves quest drop Oghma Infinium. It is worth noting that he was on the Xbox360 version.&lt;br /&gt;
&lt;br /&gt;
In order to achieve one of these effects, we likely would need to discover a few intermediate glitches:&lt;br /&gt;
&lt;br /&gt;
# Removing quest Items from your inventory.&lt;br /&gt;
# Removing the quest time flag from an item.&lt;br /&gt;
#* It is worth noting that even with using console commands to remove the quest item flag from Oghma, we are still unable to dupe with any currently known methods.&lt;br /&gt;
&lt;br /&gt;
The script that handles reading the Oghma Infinium is &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt; which can be viewed [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
The book has three states for our purposes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unread:&amp;lt;/u&amp;gt; The flag for having chosen a path has not been set.&lt;br /&gt;
* &amp;lt;u&amp;gt;Read:&amp;lt;/u&amp;gt; The flag for having chosen a path has been set and the book has been removed.&lt;br /&gt;
* &amp;lt;u&amp;gt;Pre-Loaded:&amp;lt;/u&amp;gt; The book’s path flag was interrupted after selecting a path but before applying the effects of the path, so the book has not been removed until you open any menu.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
* [https://elderscrolls.fandom.com/wiki/Talk:Oghma_Infinium_(Oblivion)#Exploit_on_latest_patch Elder Scrolls Wiki Discussion] - Claims you can at least read it twice, although this is unconfirmed.&lt;br /&gt;
* RealArchaic [https://youtu.be/nGjd3wAi_5I Video 1] and [https://youtu.be/HwdlHgkJlB8 Video 2], and [https://youtu.be/3EffZZTYqvY Video 3] - Likely a hoax, his story claims that he was able to get to level 255 despite that being [https://docs.google.com/spreadsheets/d/11XwzaAOLocEaWWpDibGQyACNqkBzTCRa41fVa1-vuf0/edit?usp=sharing mathematically proven to be impossible] with the setup he explained. With the new Class Reset Glitch however, it is possible to recreate the requirements of Level 255 and 100 Luck organically, but this does not prove anything.&lt;br /&gt;
** [https://gamefaqs.gamespot.com/boards/941877-the-elder-scrolls-iv-oblivion-game-of-the-year-edition/48421540 This person] tried to recreate it and seemed to be unsuccessful.&lt;br /&gt;
** [https://en.uesp.net/wiki/Oblivion_talk:Oghma_Infinium/Archive_1#Glitch.2FExploit.3F This discussion] claims the Khajiit at the Roxey Inn dropped the Oghma using RealArchaic’s setup. We have been unable to recreate this on PC using console commands. At the very most this could be an Xbox360 specific glitch if multiple users with different IP Addresses are claiming the same thing.&lt;br /&gt;
** In the second video, we noticed that it is likely that the Oghma has replaced a stack of Steel Arrows. Their item IDs are very similar, with Steel Arrows being &amp;lt;code&amp;gt;229C1&amp;lt;/code&amp;gt; and Oghma being &amp;lt;code&amp;gt;228F1&amp;lt;/code&amp;gt;. It&#039;s possible that the game&#039;s memory was modified by RealArchaic or perhaps a memory buffer overflow subtracted 259 from the Steel Arrow&#039;s pointer in the inventory.&lt;br /&gt;
* An annotated document of Oghma&#039;s script when it is read can be found [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* You can queue up the Oghma popup by activating Oghma with a hotkey at the same time as performing another action. For example, entering a door and hotkeying the book at the same time will trigger the book to open automatically when you load into the next cell. Other actions this works on are talking to an NPC or loading a save file (if the save file also had Oghma hotkeyed in the same slot.)&lt;br /&gt;
** Holding down the hotkey while performing other actions will make the hotkey UI appear over the other UI, at which point you can release the hotkey to varying results, including freezing the UI on top in cases such as NPC dialogue.&lt;br /&gt;
* You can interrupt the script between the &amp;lt;code&amp;gt;OnEquip&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;OnMenu&amp;lt;/code&amp;gt; transition by spamming enter (after highlighting an option using the arrow keys) so that you select the Exit option before the pop up finishes fading out. This pre-loads the book so that the next time you enter a menu of any kind, the book will activate the path choice.&lt;br /&gt;
* When you go to jail, quest items remain in your inventory secretly. If you hotkey Oghma, go to jail, then use the hotkey, the book will appear despite not being visible in your inventory. Could this be useful for anything?&lt;br /&gt;
* We’ve tried scroll duping, 0 weight pickpocket duping, and Skull of Corruption duping, all of which did not work. We should see if the Lucien Dupe works.&lt;br /&gt;
* The popup for Oghma has 4 options. Using popup overlapping, we may be able to gain the benefits of Oghma and make a save before it removes it from our inventory, then load the save to skip the end of the script. To overlay popups, open the Oghma popup, then open any other popup via the settings menu (such as Yes/No to loading a save file, or Yes/No to resetting default controls).&lt;br /&gt;
** Selecting a &amp;quot;No&amp;quot; to loading a save when the Oghma popup is open results in the book never showing the popup again, but the book remains in the inventory.&lt;br /&gt;
&lt;br /&gt;
==Inventory Underflowing==&lt;br /&gt;
&lt;br /&gt;
In our attempts to dupe the Oghma Infinium, we inadvertently stumbled across a new glitch that has huge potential. [https://youtu.be/Xd2mShNeXpc Here is a video] of the glitch being performed/explained.&lt;br /&gt;
&lt;br /&gt;
===Guided Research Questions===&lt;br /&gt;
&lt;br /&gt;
* Can other items besides the Oghma Infinium be used to achieve this effect? We theorize we could potentially use this glitch for things like gold farming, but currently do not have an easy way to activate the effect early in the game.&lt;br /&gt;
** It appears that the glitch works because a script removes the item from our inventory as we go to open our menu, making the menu fail to visually update despite being functionally accurate.&lt;br /&gt;
* What exactly is going on with the visual display of the inventory after activating the glitch? It appears that it is possibly underflowing alphabetically, so that the item directly before Oghma in the inventory alphabetically represents the gold.&lt;br /&gt;
&lt;br /&gt;
==Wisp Stalk Cap Stack Separation==&lt;br /&gt;
&lt;br /&gt;
Using the [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Duplicate_Items_using_the_Skull_of_Corruption Skull of Corruption Glitch] we have found that you can duplicate Nirnroot to create “illegitimate” copies that don’t stack with the original ones. This results in you being able to create potions with alchemy that have two of the same Nirnroot ingredient, allowing for very efficient potions for abusing potion stacking. The perfect speed boost potion would theoretically have an “organic” Nirnroot and a “non-organic” one in addition to two Wisp Stalk Caps that are also glitched to be considered different ingredients. Is there a way to achieve this?&lt;br /&gt;
&lt;br /&gt;
* Currently, it appears using the Skull of Corruption Glitch on Wisp Stalk Caps does not achieve the same effect as when it is used to dupe Nirnroot. This is likely because Nirnroot and a few other items in the game are scripted to behave differently when duped to avoid being exploited.&lt;br /&gt;
&lt;br /&gt;
==RNG Manipulation==&lt;br /&gt;
Finding random skill books is annoying and RNG heavy. We can potentially lose a lot of time if we get bad RNG finding skill books, so ideally we would have a way to manipulate what drops we get.&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/901258344541589534 valarnin — 2021-10-22 4:58 PM]&lt;br /&gt;
of the 20 rand calls I&#039;ve checked so far, 12 of them limit to 32767 (or 32767.0, in the case of float).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a fun one: There are two separate global booleans that track if the RNG has been seeded yet. Some of the random functions check one, some check the other. Everything uses the same rand seed under the hood though. And there&#039;s also a function that &amp;quot;resets&amp;quot; the seed in a very interesting way...&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot; line&amp;gt;&lt;br /&gt;
void _rand_seed_conditional(int newSeed)&lt;br /&gt;
{&lt;br /&gt;
  __time64_t lCurrentTime;&lt;br /&gt;
  &lt;br /&gt;
  if (newSeed != 0) {&lt;br /&gt;
    _rand_seed(newSeed);&lt;br /&gt;
    GLB_RAND_SEEDED_2 = 0;&lt;br /&gt;
    _rand();&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
  if (GLB_RAND_SEEDED_2 != &#039;\0&#039;) {&lt;br /&gt;
    lCurrentTime = __time64((__time64_t *)0x0);&lt;br /&gt;
    _rand_seed((int)lCurrentTime);&lt;br /&gt;
    GLB_RAND_SEEDED_2 = &#039;\0&#039;;&lt;br /&gt;
  }&lt;br /&gt;
  _rand();&lt;br /&gt;
  return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Valid&amp;quot; Ayleid Statue Dupes==&lt;br /&gt;
&lt;br /&gt;
For Umbaccano’s quests, you need to acquire 10 total Ayleid Statues from around the map. These stack but cannot be duped with current methods, including the Skull of Corruption Glitch. Having to traverse 10 individual dungeons with confusing layouts just to complete a single quest is a huge time sink, is there any way to duplicate a statue so that Umbacano will accept it?&lt;br /&gt;
&lt;br /&gt;
* Discovering how to do this would have further implications for similar quests such as Bear Season.&lt;br /&gt;
* The Lucien Dupe mentioned in the Glitch Archaeology section might work for this. Ayleid statues actually have two different item IDs, &amp;lt;code&amp;gt;0002AB48&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;000844C4&amp;lt;/code&amp;gt;, with the second one being weightless. It is possible the second one is actually the version that gets placed in the display case.&lt;br /&gt;
&lt;br /&gt;
see [[Ten Ancestors]] for more&lt;br /&gt;
&lt;br /&gt;
==Havrd Escort Optimizations==&lt;br /&gt;
&lt;br /&gt;
Speedrunner Havrd created a crazy complicated setup for progressing through the escort section of the tutorial. His setup was slower than the regular method, resulting in it being largely forgotten, until we recently found a way to bring it much closer to the time the normal method takes. [https://www.youtube.com/watch?v=w7lJNsoJ0Ts Here] is a video showing how to perform it.&lt;br /&gt;
&lt;br /&gt;
# Set hard save with Adrenaline Rush cast for the first save clip in the prison cell.&lt;br /&gt;
# Do the tutorial normally through goblin cave to end up at the door to escort.&lt;br /&gt;
# Hard save at escort door.&lt;br /&gt;
# Load warp the prison cell save so that you have AR, go in, quicksave at hole in wall.&lt;br /&gt;
# Load escort door hard save, load warp through door.&lt;br /&gt;
# Exit back through door, quicksave quickload&lt;br /&gt;
# Go back into escort, flare mythic dawn, stand at base of stairs to pick class and do dialogue with uriel.&lt;br /&gt;
# Wait for uriel to start walking, quicksave&lt;br /&gt;
# Load escort door hard save, load warp through door&lt;br /&gt;
# Exit back through door, quicksave quickload.&lt;br /&gt;
# Run to save clip position to the left of the open door in escort, save clip&lt;br /&gt;
# Void warp at base of stairs to trigger glenroy walking, go through door to finish escort.&lt;br /&gt;
# Finish run as normal.&lt;br /&gt;
&lt;br /&gt;
The general revelation here is that NPCs in the tutorial can be manipulated to move around by leaving areas where they are running scripted events, unloading the cell by quicksaving and quickloading, then reloading the cell to skip their events. &lt;br /&gt;
&lt;br /&gt;
* Given that we are stuck in “tutorial mode” using the Class Reset Glitch, are there other long scripted events in other quests that we can skip with similar methods? Will this tech work even if we aren’t in “tutorial mode”?&lt;br /&gt;
* Is there a way to improve the tutorial even further, especially by skipping dialogue or finding a better save clip?&lt;br /&gt;
&lt;br /&gt;
==Testing Hall Access==&lt;br /&gt;
&lt;br /&gt;
There is a test room (which you can visit using the console command &amp;lt;code&amp;gt;coc testinghall)&amp;lt;/code&amp;gt; which contains essentially every item in the game in addition to tons of debug functions. Getting into this area would completely break several objectives for 100%, especially Skill Books Read. Is there any way to access this room?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* [https://community.wemod.com/t/oblivion-test-hall-location/178 This post] claims to have specific coords for the &amp;lt;code&amp;gt;testinghall&amp;lt;/code&amp;gt; (&#039;&#039;“change your location to: 3DB92, Y:1932.375000000, X: 1823.990000000 Z: 7162.773000000”&#039;&#039;)&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion_talk:Exterior_Test_Cells#Possible_Exterior_Cell:_TestEndGame This UESP discussion] ends with someone claiming to be traveling towards the same coordinates the other post mentioned, but in a &amp;lt;code&amp;gt;TestEndGame&amp;lt;/code&amp;gt; cell that is found by climbing out of Anvil Castle. We should visit this cell/location and see what the deal is.&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Frostcrag_Spire_Glitch The Frostcrag Spire Glitch] allows players to get into a similar test area by uninstalling DLC. Is there a “legal” way to achieve this? Possibly with Load Warping?&lt;br /&gt;
&lt;br /&gt;
==Super Perma Key/Perma Key-like Effects==&lt;br /&gt;
&lt;br /&gt;
The [https://youtu.be/uzM51QR8K_Y Perma Key Glitch] allows you to set a flag for having successfully unlocked a door with a key, and keep that flag set so that all other doors will now open even if you don’t have the key. The interesting thing about this glitch is it universally activates across all save files for the current instance of the game, so the only way to disable it is to close it:&lt;br /&gt;
&lt;br /&gt;
# Open any door with a valid key so that the popup appears confirming the key was used.&lt;br /&gt;
# Before closing the popup, load any other save.&lt;br /&gt;
# The glitch is now active on all save files until you close the game.&lt;br /&gt;
&lt;br /&gt;
The glitch only works on doors with a valid key somewhere in the game, meaning that scripted doors do not work. The &#039;&#039;&#039;Super Perma Key Glitch&#039;&#039;&#039; would be a system that lets us enter locked scripted doors in addition to regular doors. This would have massive implications not just in 100%, but in every category:&lt;br /&gt;
* You could skip the entire tutorial with only a few save clips.&lt;br /&gt;
* The main quest (and many other questlines) could be massively sequence broken since you could now gain access to dungeons that are scripted to open once a specific quest starts.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is very interesting that this glitch is universal across save files, since it implies a global flag was set permanently due to a fault in the game engine.&lt;br /&gt;
* Are there any other global flags that can be permanently set by simply loading a save to interrupt the process of resetting the flag? Or through other means?&lt;br /&gt;
* The perma key effect was tried on chests, and the result was that the game no longer let the player open any chests until they closed the game. There could be another way to do this, which would possibly allow for sequence breaking several quests.&lt;br /&gt;
&lt;br /&gt;
==Ancestor Moths Well Clip==&lt;br /&gt;
&lt;br /&gt;
During the Turning a Blind Eye quest, when you exit the dungeon it spawns you on the well outside. It turns out, there is actually a hidden door underneath the well that could be used to skip having to go through the entire dungeon, effectively skipping the entire quest. Is there a way to get into this well?&lt;br /&gt;
* Finding a clip that will work for this will likely result in us discovering new tech about clipping through outdoor terrain, something which has never been done before.&lt;br /&gt;
** The core issue is that all current methods of clipping such as Save Clipping and the TCL Glitch don’t actually let us go through outdoor ground, only buildings and other objects.&lt;br /&gt;
&lt;br /&gt;
==Horse Out of Bounds in City (Stable Spawn Location Manipulation)==&lt;br /&gt;
&lt;br /&gt;
For the Horse Vector system to work, we’d need to largely eliminate all rocks, trees, buildings, etc. from the map. The easiest way to do this is to jump out of a city to get out of bounds, which results in a fully explorable but empty map. The problem is, we can’t do this on a horse because currently we have no way to push a horse into the load zone for a city. Perhaps through Load Warping or some other method this would be possible?&lt;br /&gt;
&lt;br /&gt;
* Dnayls unearthed old forum posts confirming this is possible by mistake:&lt;br /&gt;
** [https://steamcommunity.com/app/22330/discussions/0/846947320688894976/ Source 1], [https://gamefaqs.gamespot.com/boards/927345-the-elder-scrolls-iv-oblivion/42412522 Source 2]&lt;br /&gt;
&lt;br /&gt;
There are two glitches involved in this, the &#039;&#039;&#039;Stable Spawn Location Glitch&#039;&#039;&#039; and the &#039;&#039;&#039;Wabbajack Horse into City Glitch&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stable Spawn Location Leads===&lt;br /&gt;
&lt;br /&gt;
* MrBosch has created a result where Shadowmere can be stabled at a location other than a city, with the goal now being to recreate this in a way that proves a reliable setup. Here is what we know:&lt;br /&gt;
** &#039;&#039;“i think i somehow set shadowmere&#039;s &amp;quot;stables&#039; spawn&amp;quot; coordinates in the imperial prison.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i was trying to make shadowmere want to enter the imperial market district or prison from outside (in the bridge between both). this idea came from [https://www.youtube.com/watch?v=DvfwPC2G0As this youtube video]but thought it was fake anyways.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“during my test, a guard attacks me when im on shadowmere and fatigue her enough to faint, then i got off shadowmere and fast traveled to the imperial prison, shadowmere spawned next to me.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“then i traveled across the map and although i traveled to indoor and outdoor places, on shadowmere, she got back to the same place in the prison where she spawned and the &amp;quot;your horse is in the stables&amp;quot; text appeared. also, if you travel to imperial prsion district with shadowmere, she will stay with you so all this things makes me think that her new &amp;quot;stable&amp;quot; is this place”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i tried different variations with the tcl glitch + fast travelling but couldnt get the same results.”&#039;&#039;&lt;br /&gt;
** Fevus was unable to replicate this (and had all DLC enabled). Bosch did not have DLC enabled. This may be relevant, but the cause of the setup not working could be something else entirely as well.&lt;br /&gt;
** This could be related to the [https://en.uesp.net/wiki/Oblivion_talk:Exploitable_Glitches#Voluntarily_trigger_.22jailtime_followers.22_glitch Jail Time Followers Glitch].&lt;br /&gt;
&lt;br /&gt;
===Wabbajack Horse into City Leads===&lt;br /&gt;
&lt;br /&gt;
* Fevus discovered that you can hit a horse with Wabbajack to turn it into an ogre to move it into a city.&lt;br /&gt;
** This is the setup:&lt;br /&gt;
**# Fast travel with any horse besides Shadowmere to the stable outside of Anvil.&lt;br /&gt;
**# Run around to the south entrance to the city across the bridge from the castle entrance.&lt;br /&gt;
**# Get off the horse, and use Wabbajack to transform it. If you get a Troll, Skeleton Champion, Ogre, or Goblin Skirmisher, continue to the next step, otherwise reroll the transformation.&lt;br /&gt;
**# Get the transformed enemy to aggro you, then jump onto the nearby rock next to the wall. The enemy will enter the city.&lt;br /&gt;
**# Enter the city and make sure your horse is not killed before it transforms back. You should now have a horse inside of the city.&lt;br /&gt;
** The problem with this glitch is that it doesn’t work with Shadowmere. This isn’t a huge issue in terms of movement speed, but it does mean the horse cannot have potions to heal itself like Shadowmere can. It appears Shadowmere is on some sort of blacklist of creatures that Wabbajack cannot transform. Our best option would be to instead find a way to heal the horse through other means, or to simply use the current traveling salesman exploration system with Shadowmere and forgo horse vectors entirely.&lt;br /&gt;
** Curiously, [https://drive.google.com/file/d/1MYY7dIwtBKZGa2GTEg1aC5RCsg4BKkUI/view?usp=sharing Fevus’ save file] (which has all DLC enabled) is able to perform this glitch, but not [https://drive.google.com/file/d/1Jm01kcfwXvePAzUHIv1DQrfGxwgwFvf4/view?usp=sharing the test save file] we used on stream. We need to figure out if the glitch is DLC specific or if some other aspect of the save file is the cause of this issue. It is likely the stable relocation glitch could be involved in this.&lt;br /&gt;
&lt;br /&gt;
The final part of the problem will simply be getting the horse out of the bounds of the city once inside. [https://youtu.be/vuzcObuUwGc This video] makes Cheydinhal look very promising if we can get the Anvil Wabbajack setup to work there too. This channel also has several other videos about how to get out of most other cities as well. On stream, we managed to jump out of Anvil on a horse after applying speed buffs to it.&lt;br /&gt;
&lt;br /&gt;
==Daedric Shrine Cutscene Skips==&lt;br /&gt;
&lt;br /&gt;
Daedric Shrines take forever because of cutscenes at the beginning and end of each quest. Is there a way to skip having to sit through these?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* If you open your inventory on the one frame of actionable gameplay after making an offering to a shrine, you can fast travel away. You can also drop the items you were about to offer as well, although this is not useful in our case.&lt;br /&gt;
**Returning to the shrine will trigger the cutscene to start as soon as you are in the area. Is there any way to overlap multiple cutscenes at once via saddling?&lt;br /&gt;
* It was discovered that if you uninstall the Shivering Isles, the Sheogorath cutscene [https://www.twitch.tv/videos/1138964203 instantly ends] because there is no audio file for his voice. This implies the audio file length determines the cutscene length. Any “legal” way to achieve something similar? Maybe through in-game sound settings?&lt;br /&gt;
** New tech was discovered that will also likely be deemed &amp;quot;illegal&amp;quot; in the speedrun. By disabling the sound device on your computer that the game is outputting to ([https://media.discordapp.net/attachments/892473620989898805/906074177591726100/unknown.png screenshot]), all dialogue is cut short or entirely skipped, which includes shrine cutscenes. Finding an in-game way to recreate this via audio settings would be solve this glitch.&lt;br /&gt;
&lt;br /&gt;
==Nude Warping==&lt;br /&gt;
&lt;br /&gt;
If you load warp into an indoor area using an outdoor save file, humorously the NPCs will not be wearing any weapons/armor/apparel, instead having them in their inventory. What this means is we can possibly steal items that are otherwise completely inaccessible to us normally from essential NPCs (example, Gray Cowl of Nocturnal) and NPCs we need to keep alive for other reasons. Are there any useful situations where we could use this tech?&lt;br /&gt;
* Agronak gro-Malog’s raiment could sequence break the Arena.&lt;br /&gt;
* Ahdarji’s Ring from Countess Alessia Caro.&lt;br /&gt;
* Steal from Ancotar for Zero Visibility (already outdoors, may not work).&lt;br /&gt;
* Arnora Auria’s amulet during Two Sides of the Coin.&lt;br /&gt;
* Caranya during The Necromancer’s Amulet.&lt;br /&gt;
* Jakben, Earl of Imbel to sequence break Boots of Springheel Jak.&lt;br /&gt;
* Rosentia Gallenus during Whom Gods Annoy.&lt;br /&gt;
&lt;br /&gt;
==Fast Travel Indoors==&lt;br /&gt;
&lt;br /&gt;
There is no proof of this being possible, but being able to fast travel indoors would theoretically make the Tutorial significantly shorter and more consistent, as well as remove several Load Warps from the route.&lt;br /&gt;
&lt;br /&gt;
In the construction set, each interior has a flag that can be checked or unchecked for allowing fast travel from that location. The only interiors that have fast travel enabled are the houses the player can own. Ideally we would find a way to trick the game into thinking we are in an outdoor cell or one of the player homes when we actually are not, resulting in enabled fast travel. Load Warping seems to be the most likely source of a glitch like this, particularly experimenting with making saves mid-Load Warp, something that inconsistently crashes the game and has been otherwise unexplored.&lt;br /&gt;
&lt;br /&gt;
==Possibly useful bugs==&lt;br /&gt;
===Skull of Corruption===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/898274203789328434 Fevus — 2021-10-14 11:20 AM]&lt;br /&gt;
if we get the skull of corruption and staff of worms and decide to dupe &amp;quot;missing name&amp;quot; items, has also potential for cloning money and getting the gray agis for convinience&lt;br /&gt;
&lt;br /&gt;
===Vampirism===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/892529184512016394 Fevus — 2021-09-28 2:52 PM]&lt;br /&gt;
found something, vampirism can be cured again with cure vampirism if the potion is cloned with skull of corruption&lt;br /&gt;
&lt;br /&gt;
===Chameleon===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/916437823018663966 brianbosch — 2021-12-03 1:16 PM]&lt;br /&gt;
while being 100 chameleon, if you attack npcs and fast travel it&#039;s possible that they will spawn with you, i just attacked every scholar in the arcane university with a conjuration farming spell that had turn undead in it, and they started fleeing, then i fast travelled to skingrad and entered the mages guild, and in that moment all the scholar spawned there too, they went outside, i followed them and they started chasing a guard. this is something i&#039;ve seen regularly, when you attack an npc with chameleon on, they start chasing someone else but not necesarily attack them. the following part is new to me, to a point where they even spawn in other cities with you&lt;br /&gt;
&lt;br /&gt;
glarthir approached me and was able to talk to me while being chameleon&lt;br /&gt;
&lt;br /&gt;
now all those scholars are marauding in skingrad with their bounded weapons equipped but without attacking anyone&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Skill_Underflowing&amp;diff=2784</id>
		<title>Oblivion:Skill Underflowing</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Skill_Underflowing&amp;diff=2784"/>
		<updated>2025-03-14T21:44:48Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: add fevus greenmote comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GlitchBox&lt;br /&gt;
|title&lt;br /&gt;
|category = Player Stats&lt;br /&gt;
|aka = Underflowing&lt;br /&gt;
|image&lt;br /&gt;
|videoLink&lt;br /&gt;
|caption&lt;br /&gt;
|v1 = ?&lt;br /&gt;
|v115 = ?&lt;br /&gt;
|v12 = ?&lt;br /&gt;
|v121 = ✔&lt;br /&gt;
|foundby = MeemawHustlin&lt;br /&gt;
|datefound = 9/23/2021&lt;br /&gt;
|archaeologist = N/A&lt;br /&gt;
|archdate = N/A&lt;br /&gt;
|source = https://www.twitch.tv/videos/1157672222?t=01h28m05s&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Skill Underflowing&#039;&#039;&#039; is a glitch that allows the player to reduce a skill&#039;s base value below zero, resulting in the integer value underflowing back to the maximum integer value of 255.&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
There are two currently known ways to underflow skills, either by using the [[Oblivion:Class Reset|Class Reset]] glitch, or by using the [[Oblivion:Molag Bal Glitch|Molag Bal Glitch]].&lt;br /&gt;
&lt;br /&gt;
===Class Reset Method===&lt;br /&gt;
&lt;br /&gt;
# Acquire some combination of the [[Oblivion:Skill Underflowing#Underflowable Boosts|Underflowable Boosts]] listed below.&lt;br /&gt;
# Perform the [[Oblivion:Class Reset|Class Reset]] glitch, making sure that any skills you desire to underflow are reset to values less than the total boosts you have acquired in step 1.&lt;br /&gt;
# Remove the acquired boosts using the appropriate means, either dropping the Skeleton Key or drinking the Cure for Vampirism potion.&lt;br /&gt;
&lt;br /&gt;
===Molag Bal Method===&lt;br /&gt;
&lt;br /&gt;
# Acquire some combination of the [[Oblivion:Skill Underflowing#Underflowable Boosts|Underflowable Boosts]] listed below.&lt;br /&gt;
# &#039;&#039;Steps will be added in soon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Underflowable Boosts===&lt;br /&gt;
&lt;br /&gt;
There are [https://en.uesp.net/wiki/Oblivion:Free_Skill_Boosts#Abilities several free skill boosts] in the game that are incorrectly programmed to give the player boosts to a skill&#039;s base stats rather than fortifying it as a magic effect. These types of boosts are what makes underflowing possible:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Boost&lt;br /&gt;
! Skill Bonuses&lt;br /&gt;
! Acquired From&lt;br /&gt;
! Class Reset&lt;br /&gt;
! Molag Bal&lt;br /&gt;
! Removed Via&lt;br /&gt;
|-&lt;br /&gt;
| Skeleton Key&lt;br /&gt;
| +40 to Security&lt;br /&gt;
| Nocturnal quest&lt;br /&gt;
| ✔&lt;br /&gt;
| ✔&lt;br /&gt;
| Dropping the Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| +5 to +20 Acrobatics, Athletics, Destruction, Hand to Hand, Illusion, Mysticism, and Sneak&lt;br /&gt;
| Getting/developing the disease to the final stage.&lt;br /&gt;
| ✔&lt;br /&gt;
| ✔&lt;br /&gt;
| Drinking the Cure for Vampirism&lt;br /&gt;
|-&lt;br /&gt;
| Night Mother&#039;s Blessing&lt;br /&gt;
| +2 to Acrobatics, Blade, Marksman, Security, and Sneak&lt;br /&gt;
| Whodunit? quest&lt;br /&gt;
| ✘&lt;br /&gt;
| ✔&lt;br /&gt;
| Molag Bal Glitch&lt;br /&gt;
|-&lt;br /&gt;
| Gray Prince&#039;s Training&lt;br /&gt;
| +3 to Athletics, Blade, and Block&lt;br /&gt;
| Origin of the Gray Prince&lt;br /&gt;
| ✘&lt;br /&gt;
| ✔&lt;br /&gt;
| Molag Bal Glitch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effectively, this means that we currently know how to underflow 11/21 skills in the vanilla game. (Acrobatics, Athletics, Blade, Block, Destruction, Hand to Hand, Illusion, Marksman, Mysticism, Security, and Sneak)&lt;br /&gt;
&lt;br /&gt;
===Class Reset Mechanics===&lt;br /&gt;
&lt;br /&gt;
When a Class Reset is performed, it resets the player&#039;s stats based on their current level among many other factors. Since the base stats are altered by these skill boosts, Class Reset effectively ignores them when calculating the new skill values, but keeps their effects active on the player. For example, the Skeleton Key gives +40 Security, so if the player Class Resets and picks Security as a minor skill, Security could for example be reset to 39 (it is based on player level and will not always be this value.) However, since the base stat is now 39, and the Skeleton Key is still on the player, the player currently has a +40 Security boost for a total of 39 Security, meaning that if the player then drops the key, they will lose 40 Security, resulting in a final total of -1. Skills are unsigned 8-bit integers, which means that they can only be a positive value from 0-255, so a value of -1 is interpreted as rolling backwards from 0 to 255. This is what results in the final desired effect of skills underflowing to a very high value.&lt;br /&gt;
&lt;br /&gt;
==Ongoing Work==&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/897218883524648960 Fevus — 2021-10-11 1:27 PM]&lt;br /&gt;
found something, if we decide to use dlc content, greenmote can be used to fortify personality, speed, endurance by 10 base which we can remove with level scaling glitch so we could start with base 15 personality and maybe we have enough to underflow speed now&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Broken/Oblivion:Skill_Underflowing&amp;diff=650</id>
		<title>Broken/Oblivion:Skill Underflowing</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Broken/Oblivion:Skill_Underflowing&amp;diff=650"/>
		<updated>2025-03-14T21:44:48Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: add fevus greenmote comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GlitchBox&lt;br /&gt;
|title&lt;br /&gt;
|category = Player Stats&lt;br /&gt;
|aka = Underflowing&lt;br /&gt;
|image&lt;br /&gt;
|videoLink&lt;br /&gt;
|caption&lt;br /&gt;
|v1 = ?&lt;br /&gt;
|v115 = ?&lt;br /&gt;
|v12 = ?&lt;br /&gt;
|v121 = ✔&lt;br /&gt;
|foundby = MeemawHustlin&lt;br /&gt;
|datefound = 9/23/2021&lt;br /&gt;
|archaeologist = N/A&lt;br /&gt;
|archdate = N/A&lt;br /&gt;
|source = https://www.twitch.tv/videos/1157672222?t=01h28m05s&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Skill Underflowing&#039;&#039;&#039; is a glitch that allows the player to reduce a skill&#039;s base value below zero, resulting in the integer value underflowing back to the maximum integer value of 255.&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
There are two currently known ways to underflow skills, either by using the [[Oblivion:Class Reset|Class Reset]] glitch, or by using the [[Oblivion:Molag Bal Glitch|Molag Bal Glitch]].&lt;br /&gt;
&lt;br /&gt;
===Class Reset Method===&lt;br /&gt;
&lt;br /&gt;
# Acquire some combination of the [[Oblivion:Skill Underflowing#Underflowable Boosts|Underflowable Boosts]] listed below.&lt;br /&gt;
# Perform the [[Oblivion:Class Reset|Class Reset]] glitch, making sure that any skills you desire to underflow are reset to values less than the total boosts you have acquired in step 1.&lt;br /&gt;
# Remove the acquired boosts using the appropriate means, either dropping the Skeleton Key or drinking the Cure for Vampirism potion.&lt;br /&gt;
&lt;br /&gt;
===Molag Bal Method===&lt;br /&gt;
&lt;br /&gt;
# Acquire some combination of the [[Oblivion:Skill Underflowing#Underflowable Boosts|Underflowable Boosts]] listed below.&lt;br /&gt;
# &#039;&#039;Steps will be added in soon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Underflowable Boosts===&lt;br /&gt;
&lt;br /&gt;
There are [https://en.uesp.net/wiki/Oblivion:Free_Skill_Boosts#Abilities several free skill boosts] in the game that are incorrectly programmed to give the player boosts to a skill&#039;s base stats rather than fortifying it as a magic effect. These types of boosts are what makes underflowing possible:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Boost&lt;br /&gt;
! Skill Bonuses&lt;br /&gt;
! Acquired From&lt;br /&gt;
! Class Reset&lt;br /&gt;
! Molag Bal&lt;br /&gt;
! Removed Via&lt;br /&gt;
|-&lt;br /&gt;
| Skeleton Key&lt;br /&gt;
| +40 to Security&lt;br /&gt;
| Nocturnal quest&lt;br /&gt;
| ✔&lt;br /&gt;
| ✔&lt;br /&gt;
| Dropping the Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| +5 to +20 Acrobatics, Athletics, Destruction, Hand to Hand, Illusion, Mysticism, and Sneak&lt;br /&gt;
| Getting/developing the disease to the final stage.&lt;br /&gt;
| ✔&lt;br /&gt;
| ✔&lt;br /&gt;
| Drinking the Cure for Vampirism&lt;br /&gt;
|-&lt;br /&gt;
| Night Mother&#039;s Blessing&lt;br /&gt;
| +2 to Acrobatics, Blade, Marksman, Security, and Sneak&lt;br /&gt;
| Whodunit? quest&lt;br /&gt;
| ✘&lt;br /&gt;
| ✔&lt;br /&gt;
| Molag Bal Glitch&lt;br /&gt;
|-&lt;br /&gt;
| Gray Prince&#039;s Training&lt;br /&gt;
| +3 to Athletics, Blade, and Block&lt;br /&gt;
| Origin of the Gray Prince&lt;br /&gt;
| ✘&lt;br /&gt;
| ✔&lt;br /&gt;
| Molag Bal Glitch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effectively, this means that we currently know how to underflow 11/21 skills in the vanilla game. (Acrobatics, Athletics, Blade, Block, Destruction, Hand to Hand, Illusion, Marksman, Mysticism, Security, and Sneak)&lt;br /&gt;
&lt;br /&gt;
===Class Reset Mechanics===&lt;br /&gt;
&lt;br /&gt;
When a Class Reset is performed, it resets the player&#039;s stats based on their current level among many other factors. Since the base stats are altered by these skill boosts, Class Reset effectively ignores them when calculating the new skill values, but keeps their effects active on the player. For example, the Skeleton Key gives +40 Security, so if the player Class Resets and picks Security as a minor skill, Security could for example be reset to 39 (it is based on player level and will not always be this value.) However, since the base stat is now 39, and the Skeleton Key is still on the player, the player currently has a +40 Security boost for a total of 39 Security, meaning that if the player then drops the key, they will lose 40 Security, resulting in a final total of -1. Skills are unsigned 8-bit integers, which means that they can only be a positive value from 0-255, so a value of -1 is interpreted as rolling backwards from 0 to 255. This is what results in the final desired effect of skills underflowing to a very high value.&lt;br /&gt;
&lt;br /&gt;
==Ongoing Work==&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/897218883524648960 Fevus — 2021-10-11 1:27 PM]&lt;br /&gt;
found something, if we decide to use dlc content, greenmote can be used to fortify personality, speed, endurance by 10 base which we can remove with level scaling glitch so we could start with base 15 personality and maybe we have enough to underflow speed now&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Spell_Stacking&amp;diff=2627</id>
		<title>Oblivion:Spell Stacking</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Spell_Stacking&amp;diff=2627"/>
		<updated>2025-03-14T21:42:43Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: add Brian Bosch&amp;#039;s AoE spell stacking experiments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Spell Stacking&#039;&#039;&#039; is a game mechanic that allows you to use Weakness to Magic to recursively boost the magnitude of spells with negative effects on subsequent spell casts, including Weakness to Magic itself. This allows for casting spells with incredibly large magnitudes relatively easily, enabling the player or a desired target to reach absurdly high stat values. While spell stacking is a game mechanic, the player&#039;s ability to apply it to themselves is not. In the latest patch, you can only apply Weakness to Magic to yourself via a [[Oblivion:Weakness to Magic Reflect on Self|spell reflecting glitch]].&lt;br /&gt;
&lt;br /&gt;
[[File:Spell Stacking.png|thumb|A High Elf performing a Spell Stacking setup using Reflect Spell on a summoned skeleton.]]&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For stacking spells on a target:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Cast an On Target or On Touch spell on the target that contains the Weakness to Magic effect. Make sure the duration is long enough that you have time to cast a second spell.&lt;br /&gt;
# Cast a different On Target or On Touch spell on the target that contains another Weakness to Magic effect. The Weakness to Magic of the first spell will increase the magnitude of the second spell.&lt;br /&gt;
# Repeatedly cast these two spells back and forth until you&#039;ve reached your desired Weakness to Magic magnitude. If one spell wears off before the other is cast, the stack is broken.&lt;br /&gt;
# Now that the target has a high Weakness to Magic, cast a payload spell containing the desired effects you would like to apply in large magnitudes to the target. The spell must have at least one negative effect for this to work.&lt;br /&gt;
# The end result is that the target now has massive spell magnitudes applied to them that extend far beyond what you would normally be able to achieve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For stacking spells on yourself:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Cast an On Target or On Touch spell with a Reflect Spell effect onto another creature, ideally with a magnitude of 100 points (100% chance of reflecting) and a duration long enough to cast another spell before it wears off.&lt;br /&gt;
# Cast an On Target or On Touch spell on the creature that contains a Weakness to Magic effect. Make sure the duration is long enough to cast a second spell. You will notice that this spell is reflected back at you and applied to yourself instead of the creature.&lt;br /&gt;
# Cast a different On Target or On Touch spell on the creature that contains another Weakness to Magic effect. The Weakness to Magic of the first spell will increase the magnitude of the second spell.&lt;br /&gt;
# Repeatedly cast these two spells back and forth, reflecting the effects onto yourself off of the creature until you&#039;ve reached your desired Weakness to Magic magnitude. If one spell wears off before the other is cast, the stack is broken.&lt;br /&gt;
# Now that you have a high Weakness to Magic, cast a payload spell containing the desired effects you would like to apply to yourself in large magnitudes. The spell must have at least one negative effect for this to work.&lt;br /&gt;
# The end result is that you now have massive spell magnitudes applied to you that extend far beyond what you would normally be able to achieve.&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
* A summoned creature or horse is ideal for reflecting spells off of when applying the spell stacks to yourself.&lt;br /&gt;
* The [[Oblivion:Animation Blocking|Animation Blocking glitch]] may be useful for casting spells quick enough to stack them.&lt;br /&gt;
* Instead of having separate Weakness to Magic stacking spells and a final payload spell, you can alternatively have the Weakness to Magic and payload effects built into a single spell that you have two copies of, allowing for the same stacking effect.&lt;br /&gt;
* It is recommended that your payload or stacking spells contain effects that boost your magicka so that you can afford to cast all the required spells in the chain. [[Oblivion:Spell Chaining|Spell Chaining]] mechanics may be necessary to utilize in some cases.&lt;br /&gt;
* Your payload spell does not need to have a high magnitude since it will be amplified, but it is recommended that you make the duration as long as possible since this typically cannot be increased.&lt;br /&gt;
* Spell effects such as summon spells do not have a magnitude, so their duration is amplified instead, allowing for extremely long spell effect durations.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
Weakness to Magic&#039;s magnitude represents the percentage any subsequent spell effects will be multiplied by when applied to the target. For the purposes of all calculations, the Weakness to Magic magnitude is &amp;lt;code&amp;gt;100% + Weakness to Magic Magnitude %&amp;lt;/code&amp;gt;. For example, a target with a Weakness to Magic effect of 0% on it will have a Flare 8pt spell effect applied as &amp;lt;code&amp;gt;8pts + (0% WeakMag * 8pts) = 8pts&amp;lt;/code&amp;gt;, i.e. 100% of its normal magnitude. A target with 50% Weakness to Magic will have a Flare 8pt spell effect applied as &amp;lt;code&amp;gt;8pts + (50% WeakMag * 8pts) = 12pts&amp;lt;/code&amp;gt;, i.e. 150% of its normal magnitude.&lt;br /&gt;
&lt;br /&gt;
Weakness to Magic stacking has several mechanics that are not intuitive:&lt;br /&gt;
&lt;br /&gt;
* Weakness to Magic On Self was patched in v1.2. On Self spell effects are no longer influenced by the amount of Weakness to Magic on the player, regardless of its source.&lt;br /&gt;
* Casting the same spell will replace the previous instance.&lt;br /&gt;
* Weakness to Magic does not affect the other spell effects within its own spell, only on subsequent casts.&lt;br /&gt;
* Weakness to Magic spells scale linearly off of the previous instance of themselves before replacing the original instance.&lt;br /&gt;
* Any spell effects that appear AFTER Weakness to Magic in a spell will not be modified by the previous instances of itself.&lt;br /&gt;
* A spell must have at least one negative effect in order to be affected by existing Weakness to Magic conditions prior to the cast. This can be Weakness to Magic itself.&lt;br /&gt;
* Spell effects will be boosted by Weakness to Magic effects from other spells/sources regardless of the Weakness to Magic effect order in the spell being cast.&lt;br /&gt;
* When reflecting a spell off of multiple creatures/NPCs (such as an AOE On Target spell), all instances of reflected spells count as separate spells.&lt;br /&gt;
&lt;br /&gt;
Weakness to Magic itself is a negative effect, meaning that it can affect another instance of itself. For example, a target with a Weakness to Magic effect of 200% on it will have a Weakness to Magic 50pts applied as &amp;lt;code&amp;gt;50pts + (200% WeakMag + 50pts) = 150pts&amp;lt;/code&amp;gt;. This then stacks on top of the 200% that was already present on the target, resulting in 350% Weakness to Magic until one of the effects wears off.&lt;br /&gt;
&lt;br /&gt;
===Stacking Conditions===&lt;br /&gt;
&lt;br /&gt;
There are several subtle mechanics that affect when/how a spell effect will stack (the ones listed above). This system of spell stacking is very complicated, so this section is designed to teach someone from the ground up how each mechanic can be observed. For the following examples, we will use Shadowmere. We will be using the &amp;lt;code&amp;gt;sdt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tdt 8&amp;lt;/code&amp;gt; console commands while selecting Shadowmere to see the results of each test.&lt;br /&gt;
&lt;br /&gt;
First, let&#039;s examine the following basic spell, representing a desired effect we want to stack:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Fortify Strength, for 3 points, for 120 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we apply this spell to Shadowmere, who has a base Strength of 50, we can see that the Strength increases by 3 pts as expected. However, all subsequent casts of this spell keep Shadowmere&#039;s Strength at 53 pts, rather than stacking 3 more points each time. This illustrates an important mechanic that &#039;&#039;&#039;casting the same spell will replace the previous instance.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, let&#039;s examine a standalone Weakness to Magic spell:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Weakness to Magic, 75%, for 4 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When spell is cast repeatedly on Shadowmere, the Weakness to Magic effect stacks each time, first adding the intended 75pts. of Weakness to Magic, then adding 131pts. on the second cast. Using the formula from earlier: &amp;lt;code&amp;gt;75pts + (75% WeakMag * 75pts) = 131pts.&amp;lt;/code&amp;gt; from this we can see that each subsequent cast is actually being modified by the Weakness to Magic of the previous instance of the spell, and is replacing the previous instance of the spell (otherwise the total Weakness to Magic would be &amp;lt;code&amp;gt;original 75% + new 131% = 206%&amp;lt;/code&amp;gt; after the first two casts. When we examine this in the console debug text we can verify that the spell is not actually stacking multiple instances of the effect, rather it is replacing the previous one each time after being boosted by it. This allows for linearly stacking Weakness to Magic and shows that &#039;&#039;&#039;Weakness to Magic spells scale linearly off of the previous instance of themselves before replacing the original instance.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, let&#039;s try using both of these spells together. If we cast the Weakness to Magic spell on Shadowmere, then cast the Fortify Strength spell, we can observe that the Fortify Strength is not influenced by the Weakness to Magic effect, adding only 3 pts instead of the desired 6 pts. &lt;br /&gt;
&lt;br /&gt;
Now let&#039;s add an arbitrary negative effect to the original spell, keeping in mind that the order of effects for this situation will not matter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Fortify Strength, for 3 points, for 120 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Drain Armorer, for 3 points, for 1 second, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we first cast the Weakness to Magic spell on Shadowmere, then cast this new spell with a negative effect, we see the Fortify Strength is now properly boosted by Weakness to Magic. From this we can conclude that &#039;&#039;&#039;a spell must have at least one negative effect in order to be affected by Weakness to Magic.&#039;&#039;&#039; Keep in mind that Weakness to Magic itself can be the negative effect needed. See the section below for a list of all spells the game considers negative.&lt;br /&gt;
&lt;br /&gt;
Now we need to look at some spells to illustrate spell effect order:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Weakness to Magic, 75%, for 4 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Fortify Strength, for 3 points, for 120 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Fortify Armorer, for 3 points, for 120 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Fortify Strength, for 3 points, for 120 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Weakness to Magic, 75%, for 4 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Fortify Armorer, for 3 points, for 120 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Fortify Strength, for 3 points, for 120 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Fortify Armorer, for 3 points, for 120 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Weakness to Magic, 75%, for 4 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In these spells, we have Weakness to Magic placed at the beginning, middle, and end of each one to test effect order. When the spell with Weakness to Magic as the first effect is cast on Shadowmere, only the Weakness to Magic effect scales up (going from 75 pts to 131 pts as before). Neither of the other two effects scale up. If we cast the spell where Weakness to Magic is in the middle of the effect order, the Strength and Weakness to Magic effects both scale up correctly, but the Armorer effect does not. Finally, if we cast the spell where Weakness to Magic is at the end of the effect order, all three effects scale up linearly. From this we can conclude that &#039;&#039;&#039;any spell effects that appear AFTER Weakness to Magic in a spell will not be modified by the previous instances of that spell.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, if we cast the spell where Weakness to Magic is last in the effect order, we can observe after the first cast that Strength and Armorer do not scale, showing that &#039;&#039;&#039;Weakness to Magic does not affect the other spell effects within its own spell, only on subsequent casts.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, by casting a separate Weakness to Magic spell before casting the example spell where Weakness to Magic is the first effect, we can see that all three effects are scaled up by the other Weakness to Magic effect the first cast, but only Weakness to Magic continues to scale as it stacks off of itself. This shows that &#039;&#039;&#039;Spell effects will be boosted by Weakness to Magic effects from other spells/sources regardless of the Weakness to Magic effect order in the spell being cast.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Exponential Scaling===&lt;br /&gt;
&lt;br /&gt;
Previous examples have all shown how to linearly stack Weakness to Magic on itself. To truly take advantage of this mechanic and push it to its extreme limits, you must incorporate multiple spells to exponentially scale the stacking effect. As previously stated, if you have a Weakness to Magic 100% spell that you want to apply to a target twice, the second cast will overwrite the effect of the first cast after being boosted by it, resulting in a 200% increase. However, if you have two of this spell, which can be identical in every way aside from their name so that the game counts them as separate effects, casting each of them back and forth causes them to replacing versions of themselves with progressively more amplified ones based on the Weakness to Magic of the other spell.&lt;br /&gt;
&lt;br /&gt;
To observe this, create the following spell twice, each with a different name:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Fortify Speed, for 3 points, for 120 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Weakness to Magic, 100%, for 4 seconds, On Touch&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hotkey both copies of this spell and cast them back and forth on Shadowmere. You will observe the following scaling:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CYCLE 1&lt;br /&gt;
  (Cast spell 1)&lt;br /&gt;
    Fortify Speed: 3 pts.&lt;br /&gt;
      [3 pts + (0% WeakMag * 3 pts) = 3 pts]&lt;br /&gt;
    Weakness to Magic: 100 pts.&lt;br /&gt;
      [100 pts + (0% WeakMag * 100 pts) = 100 pts]&lt;br /&gt;
  CURRENT TOTAL: 3 pts (from spell 1) = 3 pts Speed&lt;br /&gt;
                 100 pts (from spell 1) = 100 pts Weakness to Magic.&lt;br /&gt;
  (Cast spell 2)&lt;br /&gt;
    Fortify Speed: 6 pts.&lt;br /&gt;
      [3 pts + (100% WeakMag * 3 pts) = 6 pts]&lt;br /&gt;
    Weakness to Magic: 200 pts.&lt;br /&gt;
      [100 pts + (100% WeakMag * 100 pts) = 200 pts]&lt;br /&gt;
  CURRENT TOTAL: 3 pts (from spell 1) + 6 pts (from spell 2) = 9 pts Speed&lt;br /&gt;
                 100 pts (from spell 1) + 200 pts (from spell 2) = 300 pts Weakness to Magic.&lt;br /&gt;
CYCLE 2&lt;br /&gt;
  (Cast spell 1 again)&lt;br /&gt;
    Fortify Speed: 12 pts.&lt;br /&gt;
      [3 pts + (300% WeakMag * 3 pts) = 12 pts]&lt;br /&gt;
    Weakness to Magic: 400 pts.&lt;br /&gt;
      [100 pts + (300% WeakMag * 100 pts) = 400 pts]&lt;br /&gt;
  CURRENT TOTAL: 12 pts (from spell 1) + 6 pts (from spell 2) = 18 pts Speed&lt;br /&gt;
                 400 pts (from spell 1) + 200 pts (from spell 2) = 600 pts Weakness to Magic.&lt;br /&gt;
  (Cast spell 2 again)&lt;br /&gt;
    Fortify Speed: 21 pts.&lt;br /&gt;
      [3 pts + (600% WeakMag * 3 pts) = 21 pts]&lt;br /&gt;
    Weakness to Magic: 700 pts.&lt;br /&gt;
      [100 pts + (600% WeakMag * 100 pts) = 700 pts]&lt;br /&gt;
   CURRENT TOTAL: 12 pts (from spell 1) + 21 pts (from spell 2) = 33 pts Speed &lt;br /&gt;
                  400 pts (from spell 1) + 700 pts (from spell 2) = 1100 pts Weakness to Magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From this, it becomes clear how massively overpowered the potential of these types of stacks can be. To try it for yourself, cast this spell cycle on Shadowmere 6-8 times and then ride her around. Keep in mind that if they both wear off before you can successfully cast the next one, the chain is broken and your Weakness to Magic goes back to zero, requiring the whole stack to be built up again. Due to the magicka cost associated with longer durations and starting magnitudes, spell stacks often require implementing magicka boosts on the player to enable them to cast enough instances of the spells in a row. You may also need a high enough level of certain magic skills to create and cast more powerful stacking spells.&lt;br /&gt;
&lt;br /&gt;
A calculator for Weakness to Magic stacking has been provided [https://docs.google.com/spreadsheets/d/1-eZbe2JgwJPngwxvYNtMJ4ngYA7xNZl8/edit?usp=sharing&amp;amp;ouid=104430489625956261497&amp;amp;rtpof=true&amp;amp;sd=true here].&lt;br /&gt;
&lt;br /&gt;
===Methods of Applying Weakness to Magic===&lt;br /&gt;
&lt;br /&gt;
====Applying Stacks to the Player====&lt;br /&gt;
&lt;br /&gt;
On Self Weakness to Magic spells were originally able to be stacked on the player in v1.0, but were patched in v1.2. However, by making an On Touch/On Target spell with the desired effects and reflecting it off of another NPC or creature first, the game now considers it a spell that was cast at the player, not by the player. This results in the Weakness to Magic effect stacking correctly, making Weakness to Magic stacks on the player still possible in v1.2. &lt;br /&gt;
&lt;br /&gt;
A main difference between an On Self spell and a reflected spell is how they stack. On Self spells normally replace the previous instance of themselves, while reflected spells each count as a separate effect. For example, examine this spell:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Weakness to Magic 100%, for 10 seconds, On Self&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
In this case, casting the spell the first time will apply the 100% Weakness to Magic effect as expected, but all subsequent casts will replace the previous version before applying the new instance of the effects. This means that the second cast would not scale up to equal 300%, nor would it linearly add on to the previous total to equal 200% since the previous effect gets removed. It would simply be 100% again. Note that this spell stacking behavior On Self is applicable to all spell effects, not just Weakness to Magic.&lt;br /&gt;
&lt;br /&gt;
====AOE Spells====&lt;br /&gt;
&lt;br /&gt;
On Touch/On Target spells that have an area of effect will reflect multiple instances of that spell back at the player. Each individual instance of a reflected spell counts as a separate stack of Weakness to Magic, meaning that the exponential scaling of the effect will be much faster when done in this way. Start by casting a Reflect 100% spell in an area around several creatures or NPCs (for example, the Scamps from the Staff of the Everscamp) and then cast a Weakness to Magic AOE spell repeatedly on those creatures to scale up extremely quickly. Finally, deliver a reflected payload spell to apply a massively boosted spell to the player.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Weapons====&lt;br /&gt;
&lt;br /&gt;
The spell effects on enchanted weapons work the same way as spells. There is currently no known difference between the two mechanics.&lt;br /&gt;
&lt;br /&gt;
Using an enchanted dagger is the fastest way known to stack the same effects on each other in order to perform the spell stacking mechanic. Combining an enchanted dagger and different spells stacks high values of effects since different spell/enchantment effects stack on each other exponentially, while a same effect stacks on itself linearly. This method consists in attacking an entity with an enchanted dagger and casting different spells between each attack. It works for spell stacking on other entities as well as on the player&#039;s character using a Reflect Spell effect first.&lt;br /&gt;
&lt;br /&gt;
====Poisons====&lt;br /&gt;
&lt;br /&gt;
Although potions are completely unaffected by Weakness to Magic, poisons are affected. This is not a useful effect for the player as any potion with at least one positive effect is not considered a poison, although it could be useful in stacking negative effects on others by using poisoned weapons or reverse pickpocketing poisons onto NPCs.&lt;br /&gt;
&lt;br /&gt;
===Example Spell Stacks===&lt;br /&gt;
&lt;br /&gt;
Here is a relatively simple example of a useful spell stack. Two copies of the following spell are made, and are designed to be used on a horse to increase its speed:&lt;br /&gt;
&lt;br /&gt;
* Fortify Magicka 100 pts, 4 secs on self&lt;br /&gt;
* Fortify Speed 3 pts for 120 secs on touch&lt;br /&gt;
* Fortify Restoration 50 pts for 4 seconds on self&lt;br /&gt;
* Weakness to Magic 100% for 4 secs on touch&lt;br /&gt;
&lt;br /&gt;
In this example, the spell is both the amplification stage and payload. When casting two copies of this back and forth, the Fortify Magicka and Fortify Restoration effects keep the player&#039;s magicka and Restoration high enough to keep the spell cheap and able to be chained together infinitely. The Weakness to Magic is the amplification effect and makes the spell contain the one required negative effect to amplify all the effects. The Fortify Speed is the payload effect, which has a maximum duration but a low magnitude that will be increased significantly each repetition of the cast.&lt;br /&gt;
&lt;br /&gt;
Each cast of this spell amplifies the Weakness to Magic by another 100%, and fortifies the horse&#039;s speed by &amp;lt;code&amp;gt;3 pts + (x% WeakMag * 3 pts)&amp;lt;/code&amp;gt;. Within less than 10 total casts, the horse can be buffed to have over 1,000 speed.&lt;br /&gt;
&lt;br /&gt;
Because each copy of the spell is overwriting itself each time, the end of the spell stack results in the horse only have two active spells on it, one for each copy of the spell, both with a two minute duration. This allows the player a long time to use the payload Speed effect to travel around the map.&lt;br /&gt;
&lt;br /&gt;
For more examples of spell stacks, see our progress in implementing them into map exploration and other tasks here: [[Oblivion:Useful Spell Stacks|Useful Spell Stacks]].&lt;br /&gt;
&lt;br /&gt;
==Negative Spell Effects==&lt;br /&gt;
&lt;br /&gt;
Here is a list of all the spell effects in the game that are considered negative. Having at least one of these effects in your payload spell will trigger the Weakness to Magic magnitude to be applied to every effect in the spell, even positive ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;List pending.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==AoE spell stacking==&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/916094707132661830 brianbosch — 2021-12-02 2:33 PM]&lt;br /&gt;
ok i made a prototype of AoE spell chain and did a test, it already gives the speed really efficiently but its lacking a bit more health. this time i show the spellmaking process so you can open the game and follow my video to have this setup on your own save file (you have to get the everscamp staff first) &lt;br /&gt;
the demo starts at 5:25 aprox. the spell chain execution is just 1 - 2 - 3 - 4. that&#039;s it. [https://youtu.be/8B9LzsdrLwY]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
2:34 PM]MeemawHustlin: including the before part is super helpful thanks for including that part&lt;br /&gt;
[2:34 PM]MeemawHustlin: that&#039;s a super easy to remember spell chain too lol&lt;br /&gt;
[2:34 PM]MeemawHustlin: is the AOE itself enhanced by the weakness to magic or just the magnitude?&lt;br /&gt;
[2:36 PM]brianbosch: yeah only the magnitude&lt;br /&gt;
[2:36 PM]MeemawHustlin: so for using this setup we would absolutely need to have already done class reset right?&lt;br /&gt;
[2:36 PM]MeemawHustlin: because of the level 100 in several skills? Or would we just buy training for those early on&lt;br /&gt;
[2:37 PM]brianbosch: nono the only requirement is mysticism 100 thats it&lt;br /&gt;
[2:37 PM]MeemawHustlin: oh I see, you&#039;re switching the magnitudes to show that&lt;br /&gt;
[2:37 PM]brianbosch: and i used 300* magicka assuming 100 intelligence + high elf &lt;br /&gt;
[2:38 PM]MeemawHustlin: is 2k speed approximately what the original setup did?&lt;br /&gt;
[2:38 PM]MeemawHustlin: for the non AOE&lt;br /&gt;
[2:39 PM]brianbosch: now i see that i used half the magicka pool so probably 200 magicka is enough (high elf lvl 1)&lt;br /&gt;
[2:39 PM]brianbosch: i used 800-1,300 in both speed and athl in the map exploration speedrun video, i replicated that here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2522</id>
		<title>Oblivion:Glitch Hunting</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2522"/>
		<updated>2025-03-14T21:40:07Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: add chameleon fast travel info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The PRCLive community has an ongoing project to hunt for new glitches through a variety of methods. While most glitches mentioned in this article are theorized to exist based on leads and/or video evidence, some glitches are being researched due to the significant impact they would have on the 100% speedrun regardless of whether or not leads currently exist. Additionally, several glitches listed were already solved mechanically, but are being further optimized to discover new potential routing options for 100%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check the [[OB talk:Glitch Hunting|Discussion tab]] for this article to see archived Glitch Hunting projects that have been solved.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Glitch Archaeology==&lt;br /&gt;
&lt;br /&gt;
The internet has a large quantity of Oblivion glitch videos/posts from over a decade ago. People within the community have been finding relatively obscure glitches/tech just by looking for old YouTube videos/forum posts. If you would like to hunt for glitches this way, you may just find something useful that was never noticed by the community at large. Message us on the [https://discord.gg/eudsps7 Discord] with your findings and we’ll attempt to recreate any found glitches and verify which versions of the game they work on.&lt;br /&gt;
&lt;br /&gt;
Common sources for finding forgotten glitches include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;YouTube Videos&#039;&#039;&#039; — Oblivion was released within the first year of YouTube&#039;s existence, so there is a vast quantity of old Oblivion video content from the early YouTube area.&lt;br /&gt;
* &#039;&#039;&#039;Forums&#039;&#039;&#039; — Neoseeker appears to be the most common website for this. Old forum posts are usually easiest to find by searching for specific info on google, making them a good starting point to follow existing leads or get a new lead on a glitch concept.&lt;br /&gt;
* &#039;&#039;&#039;Wikis&#039;&#039;&#039; — On other Elder Scrolls wikis there are often old archived talk threads with people claiming to have encountered unusual glitches. The [https://en.m.uesp.net/wiki/Oblivion_talk:Glitches UESP Glitches Page] is the primary example.&lt;br /&gt;
&lt;br /&gt;
Glitch Archaeology is not only about finding long-forgotten glitches. It is also about finding the earliest documented example of each known glitch to more thoroughly document the history of glitch hunting in the Oblivion community.&lt;br /&gt;
&lt;br /&gt;
===Unconfirmed/Pending===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/9eZGgBam7cE Bruma Gate Jail Glitch]&lt;br /&gt;
| 2011&lt;br /&gt;
| Fevus&lt;br /&gt;
| You can close the Bruma Gate by going to jail to skip doing the actual quest.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=kI1rp7aOx6g Deer Glitch]&lt;br /&gt;
| 2013&lt;br /&gt;
| Fevus&lt;br /&gt;
| A Missing Name item dropped by the player results in deer spawning. This could be the result of a Skull of Corruption item.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=cMGOnAvDFHA&amp;amp;ab_channel=IronShire Horse Mount While Sitting]&lt;br /&gt;
| 2013&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| The player is teleported to 0, 0, 0 when mounting a horse while seated.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=MOVz3nk52j4 Floating Soul Gems]&lt;br /&gt;
| 2011&lt;br /&gt;
| elecman&lt;br /&gt;
| Soul gems appear to float just like paint brushes, and can similarly be used as stairs.&lt;br /&gt;
|-&lt;br /&gt;
| [https://gamefaqs.gamespot.com/boards/934605-the-elder-scrolls-iv-oblivion/41924734 Spell Duration Glitch]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| By stacking two spells with the same effect, the longest duration and the most powerful magnitude are both combined to make a much better spell.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=iXvNAdKgowA Edge of Map Air Walking]&lt;br /&gt;
| 2008&lt;br /&gt;
| elecman&lt;br /&gt;
| Running into the edge of the map raises the player up in the air, at which point they can walk on air around the map freely.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1rWIbpC_aoRP1YrX3n7OpZr Natural Clipping Playlist]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist of several videos containing alleged natural clips where game developers forgot to put collision on certain walls. Elecman says videos 1-8 are suspicious looking, and videos 9 and onward look legitimate. The playlist may be updated as elecman finds more videos.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ulp3O0JRDFM Natural Arena Clip]&lt;br /&gt;
| 2010&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| A natural clip that allows you to clip out of bounds in the bloodworks.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1ouHeF53K4g8agt4iBhaeq5 Glitch Megamix]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist, starting with &amp;quot;out of cities&amp;quot; videos, then a bunch of random glitches to explore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Confirmed===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Version&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=vDYEm8wFuJA Selling Equipped Items]&lt;br /&gt;
| 2014&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| v1.0 only&lt;br /&gt;
| Selling an item you have equipped gives you the gold without losing the item. This glitch is also mentioned on the [https://en.uesp.net/wiki/Oblivion:Patched_Glitches#Infinite_Money_-_Kvatch UESP].&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=RyQJbVlzDAI TCL Glitch]&lt;br /&gt;
| 2009&lt;br /&gt;
| Fevus&lt;br /&gt;
| v1.2&lt;br /&gt;
| The player can walk through objects as if the TCL console command is active by fainting a horse while mounting it.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/tQAqhKYtU3o?t=153 Lucien Duping]&lt;br /&gt;
| 2013&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Lucien&#039;s Lockpicks are glitched in the same way as Dorian&#039;s Gold. This strengthened our understanding of the Negative Inventory Glitch.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=1b6rV_CInrA Telekinesis Absorption]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Telekinesis is an on target effect that applies to the player, allowing for absorbing your own spell&#039;s base magicka cost to regain magicka each cast.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/RvEGSwPz27g Invisible Guard]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| A relatively well-known glitch, but the earliest documented example of it found so far. Killing a horse a guard is riding will cause the guard to be stuck ragdolled on the ground visually, but an invisible version of the guard will run around and attack the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Duping Oghma Infinium==&lt;br /&gt;
&lt;br /&gt;
This is the holy grail of Oblivion glitch hunting. For over a decade people have speculated or even directly hoaxed the existence of this glitch. For the purposes of 100% it would provide several benefits:&lt;br /&gt;
&lt;br /&gt;
# Skill grind would be much faster since the majority of skills could be maxed out extremely quickly. The Class Reset Glitch may make this a less significant discovery.&lt;br /&gt;
# Perma enchanting would be much faster because we could repeatedly raise our speed and strength with books instead of having to make dozens of rings.&lt;br /&gt;
# Attributes could easily be overflowed so we don’t have to worry about running out of training levels.&lt;br /&gt;
&lt;br /&gt;
There are a few ways this glitch could be pulled off theoretically:&lt;br /&gt;
&lt;br /&gt;
# Duplicating the Oghma Infinium item.&lt;br /&gt;
# Rereading Oghma Infinium repeatedly without it being removed from the inventory.&lt;br /&gt;
#* Analysis of the code implies that this shouldn’t be possible. In the &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt;, the section of code that modifies the skill values immediately sets a variable &amp;lt;code&amp;gt;readOnce&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;, which immediately goes into a conditional check that will pass and remove the item from the player’s inventory.&lt;br /&gt;
# Acquiring multiple copies of Oghma Infinium without duping a source item.&lt;br /&gt;
#* Being rewarded the book multiple times from Hermaeus Mora.&lt;br /&gt;
#* Finding another source of the book, such as the alleged RealArchaic setup.&lt;br /&gt;
#** [https://youtu.be/nGjd3wAi_5I In his video], RealArchaic claims being level 255 with 100 luck made enemies during the Den of Thieves quest drop Oghma Infinium. It is worth noting that he was on the Xbox360 version.&lt;br /&gt;
&lt;br /&gt;
In order to achieve one of these effects, we likely would need to discover a few intermediate glitches:&lt;br /&gt;
&lt;br /&gt;
# Removing quest Items from your inventory.&lt;br /&gt;
# Removing the quest time flag from an item.&lt;br /&gt;
#* It is worth noting that even with using console commands to remove the quest item flag from Oghma, we are still unable to dupe with any currently known methods.&lt;br /&gt;
&lt;br /&gt;
The script that handles reading the Oghma Infinium is &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt; which can be viewed [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
The book has three states for our purposes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unread:&amp;lt;/u&amp;gt; The flag for having chosen a path has not been set.&lt;br /&gt;
* &amp;lt;u&amp;gt;Read:&amp;lt;/u&amp;gt; The flag for having chosen a path has been set and the book has been removed.&lt;br /&gt;
* &amp;lt;u&amp;gt;Pre-Loaded:&amp;lt;/u&amp;gt; The book’s path flag was interrupted after selecting a path but before applying the effects of the path, so the book has not been removed until you open any menu.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
* [https://elderscrolls.fandom.com/wiki/Talk:Oghma_Infinium_(Oblivion)#Exploit_on_latest_patch Elder Scrolls Wiki Discussion] - Claims you can at least read it twice, although this is unconfirmed.&lt;br /&gt;
* RealArchaic [https://youtu.be/nGjd3wAi_5I Video 1] and [https://youtu.be/HwdlHgkJlB8 Video 2], and [https://youtu.be/3EffZZTYqvY Video 3] - Likely a hoax, his story claims that he was able to get to level 255 despite that being [https://docs.google.com/spreadsheets/d/11XwzaAOLocEaWWpDibGQyACNqkBzTCRa41fVa1-vuf0/edit?usp=sharing mathematically proven to be impossible] with the setup he explained. With the new Class Reset Glitch however, it is possible to recreate the requirements of Level 255 and 100 Luck organically, but this does not prove anything.&lt;br /&gt;
** [https://gamefaqs.gamespot.com/boards/941877-the-elder-scrolls-iv-oblivion-game-of-the-year-edition/48421540 This person] tried to recreate it and seemed to be unsuccessful.&lt;br /&gt;
** [https://en.uesp.net/wiki/Oblivion_talk:Oghma_Infinium/Archive_1#Glitch.2FExploit.3F This discussion] claims the Khajiit at the Roxey Inn dropped the Oghma using RealArchaic’s setup. We have been unable to recreate this on PC using console commands. At the very most this could be an Xbox360 specific glitch if multiple users with different IP Addresses are claiming the same thing.&lt;br /&gt;
** In the second video, we noticed that it is likely that the Oghma has replaced a stack of Steel Arrows. Their item IDs are very similar, with Steel Arrows being &amp;lt;code&amp;gt;229C1&amp;lt;/code&amp;gt; and Oghma being &amp;lt;code&amp;gt;228F1&amp;lt;/code&amp;gt;. It&#039;s possible that the game&#039;s memory was modified by RealArchaic or perhaps a memory buffer overflow subtracted 259 from the Steel Arrow&#039;s pointer in the inventory.&lt;br /&gt;
* An annotated document of Oghma&#039;s script when it is read can be found [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* You can queue up the Oghma popup by activating Oghma with a hotkey at the same time as performing another action. For example, entering a door and hotkeying the book at the same time will trigger the book to open automatically when you load into the next cell. Other actions this works on are talking to an NPC or loading a save file (if the save file also had Oghma hotkeyed in the same slot.)&lt;br /&gt;
** Holding down the hotkey while performing other actions will make the hotkey UI appear over the other UI, at which point you can release the hotkey to varying results, including freezing the UI on top in cases such as NPC dialogue.&lt;br /&gt;
* You can interrupt the script between the &amp;lt;code&amp;gt;OnEquip&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;OnMenu&amp;lt;/code&amp;gt; transition by spamming enter (after highlighting an option using the arrow keys) so that you select the Exit option before the pop up finishes fading out. This pre-loads the book so that the next time you enter a menu of any kind, the book will activate the path choice.&lt;br /&gt;
* When you go to jail, quest items remain in your inventory secretly. If you hotkey Oghma, go to jail, then use the hotkey, the book will appear despite not being visible in your inventory. Could this be useful for anything?&lt;br /&gt;
* We’ve tried scroll duping, 0 weight pickpocket duping, and Skull of Corruption duping, all of which did not work. We should see if the Lucien Dupe works.&lt;br /&gt;
* The popup for Oghma has 4 options. Using popup overlapping, we may be able to gain the benefits of Oghma and make a save before it removes it from our inventory, then load the save to skip the end of the script. To overlay popups, open the Oghma popup, then open any other popup via the settings menu (such as Yes/No to loading a save file, or Yes/No to resetting default controls).&lt;br /&gt;
** Selecting a &amp;quot;No&amp;quot; to loading a save when the Oghma popup is open results in the book never showing the popup again, but the book remains in the inventory.&lt;br /&gt;
&lt;br /&gt;
==Inventory Underflowing==&lt;br /&gt;
&lt;br /&gt;
In our attempts to dupe the Oghma Infinium, we inadvertently stumbled across a new glitch that has huge potential. [https://youtu.be/Xd2mShNeXpc Here is a video] of the glitch being performed/explained.&lt;br /&gt;
&lt;br /&gt;
===Guided Research Questions===&lt;br /&gt;
&lt;br /&gt;
* Can other items besides the Oghma Infinium be used to achieve this effect? We theorize we could potentially use this glitch for things like gold farming, but currently do not have an easy way to activate the effect early in the game.&lt;br /&gt;
** It appears that the glitch works because a script removes the item from our inventory as we go to open our menu, making the menu fail to visually update despite being functionally accurate.&lt;br /&gt;
* What exactly is going on with the visual display of the inventory after activating the glitch? It appears that it is possibly underflowing alphabetically, so that the item directly before Oghma in the inventory alphabetically represents the gold.&lt;br /&gt;
&lt;br /&gt;
==Wisp Stalk Cap Stack Separation==&lt;br /&gt;
&lt;br /&gt;
Using the [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Duplicate_Items_using_the_Skull_of_Corruption Skull of Corruption Glitch] we have found that you can duplicate Nirnroot to create “illegitimate” copies that don’t stack with the original ones. This results in you being able to create potions with alchemy that have two of the same Nirnroot ingredient, allowing for very efficient potions for abusing potion stacking. The perfect speed boost potion would theoretically have an “organic” Nirnroot and a “non-organic” one in addition to two Wisp Stalk Caps that are also glitched to be considered different ingredients. Is there a way to achieve this?&lt;br /&gt;
&lt;br /&gt;
* Currently, it appears using the Skull of Corruption Glitch on Wisp Stalk Caps does not achieve the same effect as when it is used to dupe Nirnroot. This is likely because Nirnroot and a few other items in the game are scripted to behave differently when duped to avoid being exploited.&lt;br /&gt;
&lt;br /&gt;
==RNG Manipulation==&lt;br /&gt;
&#039;&#039;Full article: [[Oblivion:RNG Manipulation|RNG Manipulation]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finding random skill books is annoying and RNG heavy. We can potentially lose a lot of time if we get bad RNG finding skill books, so ideally we would have a way to manipulate what drops we get. If you are interested in researching how this works, refer to the full article.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Valid&amp;quot; Ayleid Statue Dupes==&lt;br /&gt;
&lt;br /&gt;
For Umbaccano’s quests, you need to acquire 10 total Ayleid Statues from around the map. These stack but cannot be duped with current methods, including the Skull of Corruption Glitch. Having to traverse 10 individual dungeons with confusing layouts just to complete a single quest is a huge time sink, is there any way to duplicate a statue so that Umbacano will accept it?&lt;br /&gt;
&lt;br /&gt;
* Discovering how to do this would have further implications for similar quests such as Bear Season.&lt;br /&gt;
* The Lucien Dupe mentioned in the Glitch Archaeology section might work for this. Ayleid statues actually have two different item IDs, &amp;lt;code&amp;gt;0002AB48&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;000844C4&amp;lt;/code&amp;gt;, with the second one being weightless. It is possible the second one is actually the version that gets placed in the display case.&lt;br /&gt;
&lt;br /&gt;
see [[Ten Ancestors]] for more&lt;br /&gt;
&lt;br /&gt;
==Havrd Escort Optimizations==&lt;br /&gt;
&lt;br /&gt;
Speedrunner Havrd created a crazy complicated setup for progressing through the escort section of the tutorial. His setup was slower than the regular method, resulting in it being largely forgotten, until we recently found a way to bring it much closer to the time the normal method takes. [https://www.youtube.com/watch?v=w7lJNsoJ0Ts Here] is a video showing how to perform it.&lt;br /&gt;
&lt;br /&gt;
# Set hard save with Adrenaline Rush cast for the first save clip in the prison cell.&lt;br /&gt;
# Do the tutorial normally through goblin cave to end up at the door to escort.&lt;br /&gt;
# Hard save at escort door.&lt;br /&gt;
# Load warp the prison cell save so that you have AR, go in, quicksave at hole in wall.&lt;br /&gt;
# Load escort door hard save, load warp through door.&lt;br /&gt;
# Exit back through door, quicksave quickload&lt;br /&gt;
# Go back into escort, flare mythic dawn, stand at base of stairs to pick class and do dialogue with uriel.&lt;br /&gt;
# Wait for uriel to start walking, quicksave&lt;br /&gt;
# Load escort door hard save, load warp through door&lt;br /&gt;
# Exit back through door, quicksave quickload.&lt;br /&gt;
# Run to save clip position to the left of the open door in escort, save clip&lt;br /&gt;
# Void warp at base of stairs to trigger glenroy walking, go through door to finish escort.&lt;br /&gt;
# Finish run as normal.&lt;br /&gt;
&lt;br /&gt;
The general revelation here is that NPCs in the tutorial can be manipulated to move around by leaving areas where they are running scripted events, unloading the cell by quicksaving and quickloading, then reloading the cell to skip their events. &lt;br /&gt;
&lt;br /&gt;
* Given that we are stuck in “tutorial mode” using the Class Reset Glitch, are there other long scripted events in other quests that we can skip with similar methods? Will this tech work even if we aren’t in “tutorial mode”?&lt;br /&gt;
* Is there a way to improve the tutorial even further, especially by skipping dialogue or finding a better save clip?&lt;br /&gt;
&lt;br /&gt;
==Testing Hall Access==&lt;br /&gt;
&lt;br /&gt;
There is a test room (which you can visit using the console command &amp;lt;code&amp;gt;coc testinghall)&amp;lt;/code&amp;gt; which contains essentially every item in the game in addition to tons of debug functions. Getting into this area would completely break several objectives for 100%, especially Skill Books Read. Is there any way to access this room?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* [https://community.wemod.com/t/oblivion-test-hall-location/178 This post] claims to have specific coords for the &amp;lt;code&amp;gt;testinghall&amp;lt;/code&amp;gt; (&#039;&#039;“change your location to: 3DB92, Y:1932.375000000, X: 1823.990000000 Z: 7162.773000000”&#039;&#039;)&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion_talk:Exterior_Test_Cells#Possible_Exterior_Cell:_TestEndGame This UESP discussion] ends with someone claiming to be traveling towards the same coordinates the other post mentioned, but in a &amp;lt;code&amp;gt;TestEndGame&amp;lt;/code&amp;gt; cell that is found by climbing out of Anvil Castle. We should visit this cell/location and see what the deal is.&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Frostcrag_Spire_Glitch The Frostcrag Spire Glitch] allows players to get into a similar test area by uninstalling DLC. Is there a “legal” way to achieve this? Possibly with Load Warping?&lt;br /&gt;
&lt;br /&gt;
==Super Perma Key/Perma Key-like Effects==&lt;br /&gt;
&lt;br /&gt;
The [https://youtu.be/uzM51QR8K_Y Perma Key Glitch] allows you to set a flag for having successfully unlocked a door with a key, and keep that flag set so that all other doors will now open even if you don’t have the key. The interesting thing about this glitch is it universally activates across all save files for the current instance of the game, so the only way to disable it is to close it:&lt;br /&gt;
&lt;br /&gt;
# Open any door with a valid key so that the popup appears confirming the key was used.&lt;br /&gt;
# Before closing the popup, load any other save.&lt;br /&gt;
# The glitch is now active on all save files until you close the game.&lt;br /&gt;
&lt;br /&gt;
The glitch only works on doors with a valid key somewhere in the game, meaning that scripted doors do not work. The &#039;&#039;&#039;Super Perma Key Glitch&#039;&#039;&#039; would be a system that lets us enter locked scripted doors in addition to regular doors. This would have massive implications not just in 100%, but in every category:&lt;br /&gt;
* You could skip the entire tutorial with only a few save clips.&lt;br /&gt;
* The main quest (and many other questlines) could be massively sequence broken since you could now gain access to dungeons that are scripted to open once a specific quest starts.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is very interesting that this glitch is universal across save files, since it implies a global flag was set permanently due to a fault in the game engine.&lt;br /&gt;
* Are there any other global flags that can be permanently set by simply loading a save to interrupt the process of resetting the flag? Or through other means?&lt;br /&gt;
* The perma key effect was tried on chests, and the result was that the game no longer let the player open any chests until they closed the game. There could be another way to do this, which would possibly allow for sequence breaking several quests.&lt;br /&gt;
&lt;br /&gt;
==Ancestor Moths Well Clip==&lt;br /&gt;
&lt;br /&gt;
During the Turning a Blind Eye quest, when you exit the dungeon it spawns you on the well outside. It turns out, there is actually a hidden door underneath the well that could be used to skip having to go through the entire dungeon, effectively skipping the entire quest. Is there a way to get into this well?&lt;br /&gt;
* Finding a clip that will work for this will likely result in us discovering new tech about clipping through outdoor terrain, something which has never been done before.&lt;br /&gt;
** The core issue is that all current methods of clipping such as Save Clipping and the TCL Glitch don’t actually let us go through outdoor ground, only buildings and other objects.&lt;br /&gt;
&lt;br /&gt;
==Horse Out of Bounds in City (Stable Spawn Location Manipulation)==&lt;br /&gt;
&lt;br /&gt;
For the Horse Vector system to work, we’d need to largely eliminate all rocks, trees, buildings, etc. from the map. The easiest way to do this is to jump out of a city to get out of bounds, which results in a fully explorable but empty map. The problem is, we can’t do this on a horse because currently we have no way to push a horse into the load zone for a city. Perhaps through Load Warping or some other method this would be possible?&lt;br /&gt;
&lt;br /&gt;
* Dnayls unearthed old forum posts confirming this is possible by mistake:&lt;br /&gt;
** [https://steamcommunity.com/app/22330/discussions/0/846947320688894976/ Source 1], [https://gamefaqs.gamespot.com/boards/927345-the-elder-scrolls-iv-oblivion/42412522 Source 2]&lt;br /&gt;
&lt;br /&gt;
There are two glitches involved in this, the &#039;&#039;&#039;Stable Spawn Location Glitch&#039;&#039;&#039; and the &#039;&#039;&#039;Wabbajack Horse into City Glitch&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stable Spawn Location Leads===&lt;br /&gt;
&lt;br /&gt;
* MrBosch has created a result where Shadowmere can be stabled at a location other than a city, with the goal now being to recreate this in a way that proves a reliable setup. Here is what we know:&lt;br /&gt;
** &#039;&#039;“i think i somehow set shadowmere&#039;s &amp;quot;stables&#039; spawn&amp;quot; coordinates in the imperial prison.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i was trying to make shadowmere want to enter the imperial market district or prison from outside (in the bridge between both). this idea came from [https://www.youtube.com/watch?v=DvfwPC2G0As this youtube video]but thought it was fake anyways.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“during my test, a guard attacks me when im on shadowmere and fatigue her enough to faint, then i got off shadowmere and fast traveled to the imperial prison, shadowmere spawned next to me.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“then i traveled across the map and although i traveled to indoor and outdoor places, on shadowmere, she got back to the same place in the prison where she spawned and the &amp;quot;your horse is in the stables&amp;quot; text appeared. also, if you travel to imperial prsion district with shadowmere, she will stay with you so all this things makes me think that her new &amp;quot;stable&amp;quot; is this place”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i tried different variations with the tcl glitch + fast travelling but couldnt get the same results.”&#039;&#039;&lt;br /&gt;
** Fevus was unable to replicate this (and had all DLC enabled). Bosch did not have DLC enabled. This may be relevant, but the cause of the setup not working could be something else entirely as well.&lt;br /&gt;
** This could be related to the [https://en.uesp.net/wiki/Oblivion_talk:Exploitable_Glitches#Voluntarily_trigger_.22jailtime_followers.22_glitch Jail Time Followers Glitch].&lt;br /&gt;
&lt;br /&gt;
===Wabbajack Horse into City Leads===&lt;br /&gt;
&lt;br /&gt;
* Fevus discovered that you can hit a horse with Wabbajack to turn it into an ogre to move it into a city.&lt;br /&gt;
** This is the setup:&lt;br /&gt;
**# Fast travel with any horse besides Shadowmere to the stable outside of Anvil.&lt;br /&gt;
**# Run around to the south entrance to the city across the bridge from the castle entrance.&lt;br /&gt;
**# Get off the horse, and use Wabbajack to transform it. If you get a Troll, Skeleton Champion, Ogre, or Goblin Skirmisher, continue to the next step, otherwise reroll the transformation.&lt;br /&gt;
**# Get the transformed enemy to aggro you, then jump onto the nearby rock next to the wall. The enemy will enter the city.&lt;br /&gt;
**# Enter the city and make sure your horse is not killed before it transforms back. You should now have a horse inside of the city.&lt;br /&gt;
** The problem with this glitch is that it doesn’t work with Shadowmere. This isn’t a huge issue in terms of movement speed, but it does mean the horse cannot have potions to heal itself like Shadowmere can. It appears Shadowmere is on some sort of blacklist of creatures that Wabbajack cannot transform. Our best option would be to instead find a way to heal the horse through other means, or to simply use the current traveling salesman exploration system with Shadowmere and forgo horse vectors entirely.&lt;br /&gt;
** Curiously, [https://drive.google.com/file/d/1MYY7dIwtBKZGa2GTEg1aC5RCsg4BKkUI/view?usp=sharing Fevus’ save file] (which has all DLC enabled) is able to perform this glitch, but not [https://drive.google.com/file/d/1Jm01kcfwXvePAzUHIv1DQrfGxwgwFvf4/view?usp=sharing the test save file] we used on stream. We need to figure out if the glitch is DLC specific or if some other aspect of the save file is the cause of this issue. It is likely the stable relocation glitch could be involved in this.&lt;br /&gt;
&lt;br /&gt;
The final part of the problem will simply be getting the horse out of the bounds of the city once inside. [https://youtu.be/vuzcObuUwGc This video] makes Cheydinhal look very promising if we can get the Anvil Wabbajack setup to work there too. This channel also has several other videos about how to get out of most other cities as well. On stream, we managed to jump out of Anvil on a horse after applying speed buffs to it.&lt;br /&gt;
&lt;br /&gt;
==Daedric Shrine Cutscene Skips==&lt;br /&gt;
&lt;br /&gt;
Daedric Shrines take forever because of cutscenes at the beginning and end of each quest. Is there a way to skip having to sit through these?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* If you open your inventory on the one frame of actionable gameplay after making an offering to a shrine, you can fast travel away. You can also drop the items you were about to offer as well, although this is not useful in our case.&lt;br /&gt;
**Returning to the shrine will trigger the cutscene to start as soon as you are in the area. Is there any way to overlap multiple cutscenes at once via saddling?&lt;br /&gt;
* It was discovered that if you uninstall the Shivering Isles, the Sheogorath cutscene [https://www.twitch.tv/videos/1138964203 instantly ends] because there is no audio file for his voice. This implies the audio file length determines the cutscene length. Any “legal” way to achieve something similar? Maybe through in-game sound settings?&lt;br /&gt;
** New tech was discovered that will also likely be deemed &amp;quot;illegal&amp;quot; in the speedrun. By disabling the sound device on your computer that the game is outputting to ([https://media.discordapp.net/attachments/892473620989898805/906074177591726100/unknown.png screenshot]), all dialogue is cut short or entirely skipped, which includes shrine cutscenes. Finding an in-game way to recreate this via audio settings would be solve this glitch.&lt;br /&gt;
&lt;br /&gt;
==Nude Warping==&lt;br /&gt;
&lt;br /&gt;
If you load warp into an indoor area using an outdoor save file, humorously the NPCs will not be wearing any weapons/armor/apparel, instead having them in their inventory. What this means is we can possibly steal items that are otherwise completely inaccessible to us normally from essential NPCs (example, Gray Cowl of Nocturnal) and NPCs we need to keep alive for other reasons. Are there any useful situations where we could use this tech?&lt;br /&gt;
* Agronak gro-Malog’s raiment could sequence break the Arena.&lt;br /&gt;
* Ahdarji’s Ring from Countess Alessia Caro.&lt;br /&gt;
* Steal from Ancotar for Zero Visibility (already outdoors, may not work).&lt;br /&gt;
* Arnora Auria’s amulet during Two Sides of the Coin.&lt;br /&gt;
* Caranya during The Necromancer’s Amulet.&lt;br /&gt;
* Jakben, Earl of Imbel to sequence break Boots of Springheel Jak.&lt;br /&gt;
* Rosentia Gallenus during Whom Gods Annoy.&lt;br /&gt;
&lt;br /&gt;
==Fast Travel Indoors==&lt;br /&gt;
&lt;br /&gt;
There is no proof of this being possible, but being able to fast travel indoors would theoretically make the Tutorial significantly shorter and more consistent, as well as remove several Load Warps from the route.&lt;br /&gt;
&lt;br /&gt;
In the construction set, each interior has a flag that can be checked or unchecked for allowing fast travel from that location. The only interiors that have fast travel enabled are the houses the player can own. Ideally we would find a way to trick the game into thinking we are in an outdoor cell or one of the player homes when we actually are not, resulting in enabled fast travel. Load Warping seems to be the most likely source of a glitch like this, particularly experimenting with making saves mid-Load Warp, something that inconsistently crashes the game and has been otherwise unexplored.&lt;br /&gt;
&lt;br /&gt;
==Possibly useful bugs==&lt;br /&gt;
===Skull of Corruption===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/898274203789328434 Fevus — 2021-10-14 11:20 AM]&lt;br /&gt;
if we get the skull of corruption and staff of worms and decide to dupe &amp;quot;missing name&amp;quot; items, has also potential for cloning money and getting the gray agis for convinience&lt;br /&gt;
&lt;br /&gt;
===Vampirism===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/892529184512016394 Fevus — 2021-09-28 2:52 PM]&lt;br /&gt;
found something, vampirism can be cured again with cure vampirism if the potion is cloned with skull of corruption&lt;br /&gt;
&lt;br /&gt;
===Chameleon===&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/916437823018663966 brianbosch — 2021-12-03 1:16 PM]&lt;br /&gt;
while being 100 chameleon, if you attack npcs and fast travel it&#039;s possible that they will spawn with you, i just attacked every scholar in the arcane university with a conjuration farming spell that had turn undead in it, and they started fleeing, then i fast travelled to skingrad and entered the mages guild, and in that moment all the scholar spawned there too, they went outside, i followed them and they started chasing a guard. this is something i&#039;ve seen regularly, when you attack an npc with chameleon on, they start chasing someone else but not necesarily attack them. the following part is new to me, to a point where they even spawn in other cities with you&lt;br /&gt;
&lt;br /&gt;
glarthir approached me and was able to talk to me while being chameleon&lt;br /&gt;
&lt;br /&gt;
now all those scholars are marauding in skingrad with their bounded weapons equipped but without attacking anyone&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2521</id>
		<title>Oblivion:Glitch Hunting</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2521"/>
		<updated>2025-03-14T21:37:16Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: add vampirism double cure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The PRCLive community has an ongoing project to hunt for new glitches through a variety of methods. While most glitches mentioned in this article are theorized to exist based on leads and/or video evidence, some glitches are being researched due to the significant impact they would have on the 100% speedrun regardless of whether or not leads currently exist. Additionally, several glitches listed were already solved mechanically, but are being further optimized to discover new potential routing options for 100%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check the [[OB talk:Glitch Hunting|Discussion tab]] for this article to see archived Glitch Hunting projects that have been solved.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Glitch Archaeology==&lt;br /&gt;
&lt;br /&gt;
The internet has a large quantity of Oblivion glitch videos/posts from over a decade ago. People within the community have been finding relatively obscure glitches/tech just by looking for old YouTube videos/forum posts. If you would like to hunt for glitches this way, you may just find something useful that was never noticed by the community at large. Message us on the [https://discord.gg/eudsps7 Discord] with your findings and we’ll attempt to recreate any found glitches and verify which versions of the game they work on.&lt;br /&gt;
&lt;br /&gt;
Common sources for finding forgotten glitches include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;YouTube Videos&#039;&#039;&#039; — Oblivion was released within the first year of YouTube&#039;s existence, so there is a vast quantity of old Oblivion video content from the early YouTube area.&lt;br /&gt;
* &#039;&#039;&#039;Forums&#039;&#039;&#039; — Neoseeker appears to be the most common website for this. Old forum posts are usually easiest to find by searching for specific info on google, making them a good starting point to follow existing leads or get a new lead on a glitch concept.&lt;br /&gt;
* &#039;&#039;&#039;Wikis&#039;&#039;&#039; — On other Elder Scrolls wikis there are often old archived talk threads with people claiming to have encountered unusual glitches. The [https://en.m.uesp.net/wiki/Oblivion_talk:Glitches UESP Glitches Page] is the primary example.&lt;br /&gt;
&lt;br /&gt;
Glitch Archaeology is not only about finding long-forgotten glitches. It is also about finding the earliest documented example of each known glitch to more thoroughly document the history of glitch hunting in the Oblivion community.&lt;br /&gt;
&lt;br /&gt;
===Unconfirmed/Pending===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/9eZGgBam7cE Bruma Gate Jail Glitch]&lt;br /&gt;
| 2011&lt;br /&gt;
| Fevus&lt;br /&gt;
| You can close the Bruma Gate by going to jail to skip doing the actual quest.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=kI1rp7aOx6g Deer Glitch]&lt;br /&gt;
| 2013&lt;br /&gt;
| Fevus&lt;br /&gt;
| A Missing Name item dropped by the player results in deer spawning. This could be the result of a Skull of Corruption item.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=cMGOnAvDFHA&amp;amp;ab_channel=IronShire Horse Mount While Sitting]&lt;br /&gt;
| 2013&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| The player is teleported to 0, 0, 0 when mounting a horse while seated.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=MOVz3nk52j4 Floating Soul Gems]&lt;br /&gt;
| 2011&lt;br /&gt;
| elecman&lt;br /&gt;
| Soul gems appear to float just like paint brushes, and can similarly be used as stairs.&lt;br /&gt;
|-&lt;br /&gt;
| [https://gamefaqs.gamespot.com/boards/934605-the-elder-scrolls-iv-oblivion/41924734 Spell Duration Glitch]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| By stacking two spells with the same effect, the longest duration and the most powerful magnitude are both combined to make a much better spell.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=iXvNAdKgowA Edge of Map Air Walking]&lt;br /&gt;
| 2008&lt;br /&gt;
| elecman&lt;br /&gt;
| Running into the edge of the map raises the player up in the air, at which point they can walk on air around the map freely.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1rWIbpC_aoRP1YrX3n7OpZr Natural Clipping Playlist]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist of several videos containing alleged natural clips where game developers forgot to put collision on certain walls. Elecman says videos 1-8 are suspicious looking, and videos 9 and onward look legitimate. The playlist may be updated as elecman finds more videos.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ulp3O0JRDFM Natural Arena Clip]&lt;br /&gt;
| 2010&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| A natural clip that allows you to clip out of bounds in the bloodworks.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1ouHeF53K4g8agt4iBhaeq5 Glitch Megamix]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist, starting with &amp;quot;out of cities&amp;quot; videos, then a bunch of random glitches to explore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Confirmed===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Version&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=vDYEm8wFuJA Selling Equipped Items]&lt;br /&gt;
| 2014&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| v1.0 only&lt;br /&gt;
| Selling an item you have equipped gives you the gold without losing the item. This glitch is also mentioned on the [https://en.uesp.net/wiki/Oblivion:Patched_Glitches#Infinite_Money_-_Kvatch UESP].&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=RyQJbVlzDAI TCL Glitch]&lt;br /&gt;
| 2009&lt;br /&gt;
| Fevus&lt;br /&gt;
| v1.2&lt;br /&gt;
| The player can walk through objects as if the TCL console command is active by fainting a horse while mounting it.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/tQAqhKYtU3o?t=153 Lucien Duping]&lt;br /&gt;
| 2013&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Lucien&#039;s Lockpicks are glitched in the same way as Dorian&#039;s Gold. This strengthened our understanding of the Negative Inventory Glitch.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=1b6rV_CInrA Telekinesis Absorption]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Telekinesis is an on target effect that applies to the player, allowing for absorbing your own spell&#039;s base magicka cost to regain magicka each cast.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/RvEGSwPz27g Invisible Guard]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| A relatively well-known glitch, but the earliest documented example of it found so far. Killing a horse a guard is riding will cause the guard to be stuck ragdolled on the ground visually, but an invisible version of the guard will run around and attack the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Duping Oghma Infinium==&lt;br /&gt;
&lt;br /&gt;
This is the holy grail of Oblivion glitch hunting. For over a decade people have speculated or even directly hoaxed the existence of this glitch. For the purposes of 100% it would provide several benefits:&lt;br /&gt;
&lt;br /&gt;
# Skill grind would be much faster since the majority of skills could be maxed out extremely quickly. The Class Reset Glitch may make this a less significant discovery.&lt;br /&gt;
# Perma enchanting would be much faster because we could repeatedly raise our speed and strength with books instead of having to make dozens of rings.&lt;br /&gt;
# Attributes could easily be overflowed so we don’t have to worry about running out of training levels.&lt;br /&gt;
&lt;br /&gt;
There are a few ways this glitch could be pulled off theoretically:&lt;br /&gt;
&lt;br /&gt;
# Duplicating the Oghma Infinium item.&lt;br /&gt;
# Rereading Oghma Infinium repeatedly without it being removed from the inventory.&lt;br /&gt;
#* Analysis of the code implies that this shouldn’t be possible. In the &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt;, the section of code that modifies the skill values immediately sets a variable &amp;lt;code&amp;gt;readOnce&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;, which immediately goes into a conditional check that will pass and remove the item from the player’s inventory.&lt;br /&gt;
# Acquiring multiple copies of Oghma Infinium without duping a source item.&lt;br /&gt;
#* Being rewarded the book multiple times from Hermaeus Mora.&lt;br /&gt;
#* Finding another source of the book, such as the alleged RealArchaic setup.&lt;br /&gt;
#** [https://youtu.be/nGjd3wAi_5I In his video], RealArchaic claims being level 255 with 100 luck made enemies during the Den of Thieves quest drop Oghma Infinium. It is worth noting that he was on the Xbox360 version.&lt;br /&gt;
&lt;br /&gt;
In order to achieve one of these effects, we likely would need to discover a few intermediate glitches:&lt;br /&gt;
&lt;br /&gt;
# Removing quest Items from your inventory.&lt;br /&gt;
# Removing the quest time flag from an item.&lt;br /&gt;
#* It is worth noting that even with using console commands to remove the quest item flag from Oghma, we are still unable to dupe with any currently known methods.&lt;br /&gt;
&lt;br /&gt;
The script that handles reading the Oghma Infinium is &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt; which can be viewed [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
The book has three states for our purposes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unread:&amp;lt;/u&amp;gt; The flag for having chosen a path has not been set.&lt;br /&gt;
* &amp;lt;u&amp;gt;Read:&amp;lt;/u&amp;gt; The flag for having chosen a path has been set and the book has been removed.&lt;br /&gt;
* &amp;lt;u&amp;gt;Pre-Loaded:&amp;lt;/u&amp;gt; The book’s path flag was interrupted after selecting a path but before applying the effects of the path, so the book has not been removed until you open any menu.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
* [https://elderscrolls.fandom.com/wiki/Talk:Oghma_Infinium_(Oblivion)#Exploit_on_latest_patch Elder Scrolls Wiki Discussion] - Claims you can at least read it twice, although this is unconfirmed.&lt;br /&gt;
* RealArchaic [https://youtu.be/nGjd3wAi_5I Video 1] and [https://youtu.be/HwdlHgkJlB8 Video 2], and [https://youtu.be/3EffZZTYqvY Video 3] - Likely a hoax, his story claims that he was able to get to level 255 despite that being [https://docs.google.com/spreadsheets/d/11XwzaAOLocEaWWpDibGQyACNqkBzTCRa41fVa1-vuf0/edit?usp=sharing mathematically proven to be impossible] with the setup he explained. With the new Class Reset Glitch however, it is possible to recreate the requirements of Level 255 and 100 Luck organically, but this does not prove anything.&lt;br /&gt;
** [https://gamefaqs.gamespot.com/boards/941877-the-elder-scrolls-iv-oblivion-game-of-the-year-edition/48421540 This person] tried to recreate it and seemed to be unsuccessful.&lt;br /&gt;
** [https://en.uesp.net/wiki/Oblivion_talk:Oghma_Infinium/Archive_1#Glitch.2FExploit.3F This discussion] claims the Khajiit at the Roxey Inn dropped the Oghma using RealArchaic’s setup. We have been unable to recreate this on PC using console commands. At the very most this could be an Xbox360 specific glitch if multiple users with different IP Addresses are claiming the same thing.&lt;br /&gt;
** In the second video, we noticed that it is likely that the Oghma has replaced a stack of Steel Arrows. Their item IDs are very similar, with Steel Arrows being &amp;lt;code&amp;gt;229C1&amp;lt;/code&amp;gt; and Oghma being &amp;lt;code&amp;gt;228F1&amp;lt;/code&amp;gt;. It&#039;s possible that the game&#039;s memory was modified by RealArchaic or perhaps a memory buffer overflow subtracted 259 from the Steel Arrow&#039;s pointer in the inventory.&lt;br /&gt;
* An annotated document of Oghma&#039;s script when it is read can be found [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* You can queue up the Oghma popup by activating Oghma with a hotkey at the same time as performing another action. For example, entering a door and hotkeying the book at the same time will trigger the book to open automatically when you load into the next cell. Other actions this works on are talking to an NPC or loading a save file (if the save file also had Oghma hotkeyed in the same slot.)&lt;br /&gt;
** Holding down the hotkey while performing other actions will make the hotkey UI appear over the other UI, at which point you can release the hotkey to varying results, including freezing the UI on top in cases such as NPC dialogue.&lt;br /&gt;
* You can interrupt the script between the &amp;lt;code&amp;gt;OnEquip&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;OnMenu&amp;lt;/code&amp;gt; transition by spamming enter (after highlighting an option using the arrow keys) so that you select the Exit option before the pop up finishes fading out. This pre-loads the book so that the next time you enter a menu of any kind, the book will activate the path choice.&lt;br /&gt;
* When you go to jail, quest items remain in your inventory secretly. If you hotkey Oghma, go to jail, then use the hotkey, the book will appear despite not being visible in your inventory. Could this be useful for anything?&lt;br /&gt;
* We’ve tried scroll duping, 0 weight pickpocket duping, and Skull of Corruption duping, all of which did not work. We should see if the Lucien Dupe works.&lt;br /&gt;
* The popup for Oghma has 4 options. Using popup overlapping, we may be able to gain the benefits of Oghma and make a save before it removes it from our inventory, then load the save to skip the end of the script. To overlay popups, open the Oghma popup, then open any other popup via the settings menu (such as Yes/No to loading a save file, or Yes/No to resetting default controls).&lt;br /&gt;
** Selecting a &amp;quot;No&amp;quot; to loading a save when the Oghma popup is open results in the book never showing the popup again, but the book remains in the inventory.&lt;br /&gt;
&lt;br /&gt;
==Inventory Underflowing==&lt;br /&gt;
&lt;br /&gt;
In our attempts to dupe the Oghma Infinium, we inadvertently stumbled across a new glitch that has huge potential. [https://youtu.be/Xd2mShNeXpc Here is a video] of the glitch being performed/explained.&lt;br /&gt;
&lt;br /&gt;
===Guided Research Questions===&lt;br /&gt;
&lt;br /&gt;
* Can other items besides the Oghma Infinium be used to achieve this effect? We theorize we could potentially use this glitch for things like gold farming, but currently do not have an easy way to activate the effect early in the game.&lt;br /&gt;
** It appears that the glitch works because a script removes the item from our inventory as we go to open our menu, making the menu fail to visually update despite being functionally accurate.&lt;br /&gt;
* What exactly is going on with the visual display of the inventory after activating the glitch? It appears that it is possibly underflowing alphabetically, so that the item directly before Oghma in the inventory alphabetically represents the gold.&lt;br /&gt;
&lt;br /&gt;
==Wisp Stalk Cap Stack Separation==&lt;br /&gt;
&lt;br /&gt;
Using the [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Duplicate_Items_using_the_Skull_of_Corruption Skull of Corruption Glitch] we have found that you can duplicate Nirnroot to create “illegitimate” copies that don’t stack with the original ones. This results in you being able to create potions with alchemy that have two of the same Nirnroot ingredient, allowing for very efficient potions for abusing potion stacking. The perfect speed boost potion would theoretically have an “organic” Nirnroot and a “non-organic” one in addition to two Wisp Stalk Caps that are also glitched to be considered different ingredients. Is there a way to achieve this?&lt;br /&gt;
&lt;br /&gt;
* Currently, it appears using the Skull of Corruption Glitch on Wisp Stalk Caps does not achieve the same effect as when it is used to dupe Nirnroot. This is likely because Nirnroot and a few other items in the game are scripted to behave differently when duped to avoid being exploited.&lt;br /&gt;
&lt;br /&gt;
==RNG Manipulation==&lt;br /&gt;
&#039;&#039;Full article: [[Oblivion:RNG Manipulation|RNG Manipulation]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finding random skill books is annoying and RNG heavy. We can potentially lose a lot of time if we get bad RNG finding skill books, so ideally we would have a way to manipulate what drops we get. If you are interested in researching how this works, refer to the full article.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Valid&amp;quot; Ayleid Statue Dupes==&lt;br /&gt;
&lt;br /&gt;
For Umbaccano’s quests, you need to acquire 10 total Ayleid Statues from around the map. These stack but cannot be duped with current methods, including the Skull of Corruption Glitch. Having to traverse 10 individual dungeons with confusing layouts just to complete a single quest is a huge time sink, is there any way to duplicate a statue so that Umbacano will accept it?&lt;br /&gt;
&lt;br /&gt;
* Discovering how to do this would have further implications for similar quests such as Bear Season.&lt;br /&gt;
* The Lucien Dupe mentioned in the Glitch Archaeology section might work for this. Ayleid statues actually have two different item IDs, &amp;lt;code&amp;gt;0002AB48&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;000844C4&amp;lt;/code&amp;gt;, with the second one being weightless. It is possible the second one is actually the version that gets placed in the display case.&lt;br /&gt;
&lt;br /&gt;
see [[Ten Ancestors]] for more&lt;br /&gt;
&lt;br /&gt;
==Havrd Escort Optimizations==&lt;br /&gt;
&lt;br /&gt;
Speedrunner Havrd created a crazy complicated setup for progressing through the escort section of the tutorial. His setup was slower than the regular method, resulting in it being largely forgotten, until we recently found a way to bring it much closer to the time the normal method takes. [https://www.youtube.com/watch?v=w7lJNsoJ0Ts Here] is a video showing how to perform it.&lt;br /&gt;
&lt;br /&gt;
# Set hard save with Adrenaline Rush cast for the first save clip in the prison cell.&lt;br /&gt;
# Do the tutorial normally through goblin cave to end up at the door to escort.&lt;br /&gt;
# Hard save at escort door.&lt;br /&gt;
# Load warp the prison cell save so that you have AR, go in, quicksave at hole in wall.&lt;br /&gt;
# Load escort door hard save, load warp through door.&lt;br /&gt;
# Exit back through door, quicksave quickload&lt;br /&gt;
# Go back into escort, flare mythic dawn, stand at base of stairs to pick class and do dialogue with uriel.&lt;br /&gt;
# Wait for uriel to start walking, quicksave&lt;br /&gt;
# Load escort door hard save, load warp through door&lt;br /&gt;
# Exit back through door, quicksave quickload.&lt;br /&gt;
# Run to save clip position to the left of the open door in escort, save clip&lt;br /&gt;
# Void warp at base of stairs to trigger glenroy walking, go through door to finish escort.&lt;br /&gt;
# Finish run as normal.&lt;br /&gt;
&lt;br /&gt;
The general revelation here is that NPCs in the tutorial can be manipulated to move around by leaving areas where they are running scripted events, unloading the cell by quicksaving and quickloading, then reloading the cell to skip their events. &lt;br /&gt;
&lt;br /&gt;
* Given that we are stuck in “tutorial mode” using the Class Reset Glitch, are there other long scripted events in other quests that we can skip with similar methods? Will this tech work even if we aren’t in “tutorial mode”?&lt;br /&gt;
* Is there a way to improve the tutorial even further, especially by skipping dialogue or finding a better save clip?&lt;br /&gt;
&lt;br /&gt;
==Testing Hall Access==&lt;br /&gt;
&lt;br /&gt;
There is a test room (which you can visit using the console command &amp;lt;code&amp;gt;coc testinghall)&amp;lt;/code&amp;gt; which contains essentially every item in the game in addition to tons of debug functions. Getting into this area would completely break several objectives for 100%, especially Skill Books Read. Is there any way to access this room?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* [https://community.wemod.com/t/oblivion-test-hall-location/178 This post] claims to have specific coords for the &amp;lt;code&amp;gt;testinghall&amp;lt;/code&amp;gt; (&#039;&#039;“change your location to: 3DB92, Y:1932.375000000, X: 1823.990000000 Z: 7162.773000000”&#039;&#039;)&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion_talk:Exterior_Test_Cells#Possible_Exterior_Cell:_TestEndGame This UESP discussion] ends with someone claiming to be traveling towards the same coordinates the other post mentioned, but in a &amp;lt;code&amp;gt;TestEndGame&amp;lt;/code&amp;gt; cell that is found by climbing out of Anvil Castle. We should visit this cell/location and see what the deal is.&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Frostcrag_Spire_Glitch The Frostcrag Spire Glitch] allows players to get into a similar test area by uninstalling DLC. Is there a “legal” way to achieve this? Possibly with Load Warping?&lt;br /&gt;
&lt;br /&gt;
==Super Perma Key/Perma Key-like Effects==&lt;br /&gt;
&lt;br /&gt;
The [https://youtu.be/uzM51QR8K_Y Perma Key Glitch] allows you to set a flag for having successfully unlocked a door with a key, and keep that flag set so that all other doors will now open even if you don’t have the key. The interesting thing about this glitch is it universally activates across all save files for the current instance of the game, so the only way to disable it is to close it:&lt;br /&gt;
&lt;br /&gt;
# Open any door with a valid key so that the popup appears confirming the key was used.&lt;br /&gt;
# Before closing the popup, load any other save.&lt;br /&gt;
# The glitch is now active on all save files until you close the game.&lt;br /&gt;
&lt;br /&gt;
The glitch only works on doors with a valid key somewhere in the game, meaning that scripted doors do not work. The &#039;&#039;&#039;Super Perma Key Glitch&#039;&#039;&#039; would be a system that lets us enter locked scripted doors in addition to regular doors. This would have massive implications not just in 100%, but in every category:&lt;br /&gt;
* You could skip the entire tutorial with only a few save clips.&lt;br /&gt;
* The main quest (and many other questlines) could be massively sequence broken since you could now gain access to dungeons that are scripted to open once a specific quest starts.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is very interesting that this glitch is universal across save files, since it implies a global flag was set permanently due to a fault in the game engine.&lt;br /&gt;
* Are there any other global flags that can be permanently set by simply loading a save to interrupt the process of resetting the flag? Or through other means?&lt;br /&gt;
* The perma key effect was tried on chests, and the result was that the game no longer let the player open any chests until they closed the game. There could be another way to do this, which would possibly allow for sequence breaking several quests.&lt;br /&gt;
&lt;br /&gt;
==Ancestor Moths Well Clip==&lt;br /&gt;
&lt;br /&gt;
During the Turning a Blind Eye quest, when you exit the dungeon it spawns you on the well outside. It turns out, there is actually a hidden door underneath the well that could be used to skip having to go through the entire dungeon, effectively skipping the entire quest. Is there a way to get into this well?&lt;br /&gt;
* Finding a clip that will work for this will likely result in us discovering new tech about clipping through outdoor terrain, something which has never been done before.&lt;br /&gt;
** The core issue is that all current methods of clipping such as Save Clipping and the TCL Glitch don’t actually let us go through outdoor ground, only buildings and other objects.&lt;br /&gt;
&lt;br /&gt;
==Horse Out of Bounds in City (Stable Spawn Location Manipulation)==&lt;br /&gt;
&lt;br /&gt;
For the Horse Vector system to work, we’d need to largely eliminate all rocks, trees, buildings, etc. from the map. The easiest way to do this is to jump out of a city to get out of bounds, which results in a fully explorable but empty map. The problem is, we can’t do this on a horse because currently we have no way to push a horse into the load zone for a city. Perhaps through Load Warping or some other method this would be possible?&lt;br /&gt;
&lt;br /&gt;
* Dnayls unearthed old forum posts confirming this is possible by mistake:&lt;br /&gt;
** [https://steamcommunity.com/app/22330/discussions/0/846947320688894976/ Source 1], [https://gamefaqs.gamespot.com/boards/927345-the-elder-scrolls-iv-oblivion/42412522 Source 2]&lt;br /&gt;
&lt;br /&gt;
There are two glitches involved in this, the &#039;&#039;&#039;Stable Spawn Location Glitch&#039;&#039;&#039; and the &#039;&#039;&#039;Wabbajack Horse into City Glitch&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stable Spawn Location Leads===&lt;br /&gt;
&lt;br /&gt;
* MrBosch has created a result where Shadowmere can be stabled at a location other than a city, with the goal now being to recreate this in a way that proves a reliable setup. Here is what we know:&lt;br /&gt;
** &#039;&#039;“i think i somehow set shadowmere&#039;s &amp;quot;stables&#039; spawn&amp;quot; coordinates in the imperial prison.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i was trying to make shadowmere want to enter the imperial market district or prison from outside (in the bridge between both). this idea came from [https://www.youtube.com/watch?v=DvfwPC2G0As this youtube video]but thought it was fake anyways.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“during my test, a guard attacks me when im on shadowmere and fatigue her enough to faint, then i got off shadowmere and fast traveled to the imperial prison, shadowmere spawned next to me.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“then i traveled across the map and although i traveled to indoor and outdoor places, on shadowmere, she got back to the same place in the prison where she spawned and the &amp;quot;your horse is in the stables&amp;quot; text appeared. also, if you travel to imperial prsion district with shadowmere, she will stay with you so all this things makes me think that her new &amp;quot;stable&amp;quot; is this place”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i tried different variations with the tcl glitch + fast travelling but couldnt get the same results.”&#039;&#039;&lt;br /&gt;
** Fevus was unable to replicate this (and had all DLC enabled). Bosch did not have DLC enabled. This may be relevant, but the cause of the setup not working could be something else entirely as well.&lt;br /&gt;
** This could be related to the [https://en.uesp.net/wiki/Oblivion_talk:Exploitable_Glitches#Voluntarily_trigger_.22jailtime_followers.22_glitch Jail Time Followers Glitch].&lt;br /&gt;
&lt;br /&gt;
===Wabbajack Horse into City Leads===&lt;br /&gt;
&lt;br /&gt;
* Fevus discovered that you can hit a horse with Wabbajack to turn it into an ogre to move it into a city.&lt;br /&gt;
** This is the setup:&lt;br /&gt;
**# Fast travel with any horse besides Shadowmere to the stable outside of Anvil.&lt;br /&gt;
**# Run around to the south entrance to the city across the bridge from the castle entrance.&lt;br /&gt;
**# Get off the horse, and use Wabbajack to transform it. If you get a Troll, Skeleton Champion, Ogre, or Goblin Skirmisher, continue to the next step, otherwise reroll the transformation.&lt;br /&gt;
**# Get the transformed enemy to aggro you, then jump onto the nearby rock next to the wall. The enemy will enter the city.&lt;br /&gt;
**# Enter the city and make sure your horse is not killed before it transforms back. You should now have a horse inside of the city.&lt;br /&gt;
** The problem with this glitch is that it doesn’t work with Shadowmere. This isn’t a huge issue in terms of movement speed, but it does mean the horse cannot have potions to heal itself like Shadowmere can. It appears Shadowmere is on some sort of blacklist of creatures that Wabbajack cannot transform. Our best option would be to instead find a way to heal the horse through other means, or to simply use the current traveling salesman exploration system with Shadowmere and forgo horse vectors entirely.&lt;br /&gt;
** Curiously, [https://drive.google.com/file/d/1MYY7dIwtBKZGa2GTEg1aC5RCsg4BKkUI/view?usp=sharing Fevus’ save file] (which has all DLC enabled) is able to perform this glitch, but not [https://drive.google.com/file/d/1Jm01kcfwXvePAzUHIv1DQrfGxwgwFvf4/view?usp=sharing the test save file] we used on stream. We need to figure out if the glitch is DLC specific or if some other aspect of the save file is the cause of this issue. It is likely the stable relocation glitch could be involved in this.&lt;br /&gt;
&lt;br /&gt;
The final part of the problem will simply be getting the horse out of the bounds of the city once inside. [https://youtu.be/vuzcObuUwGc This video] makes Cheydinhal look very promising if we can get the Anvil Wabbajack setup to work there too. This channel also has several other videos about how to get out of most other cities as well. On stream, we managed to jump out of Anvil on a horse after applying speed buffs to it.&lt;br /&gt;
&lt;br /&gt;
==Daedric Shrine Cutscene Skips==&lt;br /&gt;
&lt;br /&gt;
Daedric Shrines take forever because of cutscenes at the beginning and end of each quest. Is there a way to skip having to sit through these?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* If you open your inventory on the one frame of actionable gameplay after making an offering to a shrine, you can fast travel away. You can also drop the items you were about to offer as well, although this is not useful in our case.&lt;br /&gt;
**Returning to the shrine will trigger the cutscene to start as soon as you are in the area. Is there any way to overlap multiple cutscenes at once via saddling?&lt;br /&gt;
* It was discovered that if you uninstall the Shivering Isles, the Sheogorath cutscene [https://www.twitch.tv/videos/1138964203 instantly ends] because there is no audio file for his voice. This implies the audio file length determines the cutscene length. Any “legal” way to achieve something similar? Maybe through in-game sound settings?&lt;br /&gt;
** New tech was discovered that will also likely be deemed &amp;quot;illegal&amp;quot; in the speedrun. By disabling the sound device on your computer that the game is outputting to ([https://media.discordapp.net/attachments/892473620989898805/906074177591726100/unknown.png screenshot]), all dialogue is cut short or entirely skipped, which includes shrine cutscenes. Finding an in-game way to recreate this via audio settings would be solve this glitch.&lt;br /&gt;
&lt;br /&gt;
==Nude Warping==&lt;br /&gt;
&lt;br /&gt;
If you load warp into an indoor area using an outdoor save file, humorously the NPCs will not be wearing any weapons/armor/apparel, instead having them in their inventory. What this means is we can possibly steal items that are otherwise completely inaccessible to us normally from essential NPCs (example, Gray Cowl of Nocturnal) and NPCs we need to keep alive for other reasons. Are there any useful situations where we could use this tech?&lt;br /&gt;
* Agronak gro-Malog’s raiment could sequence break the Arena.&lt;br /&gt;
* Ahdarji’s Ring from Countess Alessia Caro.&lt;br /&gt;
* Steal from Ancotar for Zero Visibility (already outdoors, may not work).&lt;br /&gt;
* Arnora Auria’s amulet during Two Sides of the Coin.&lt;br /&gt;
* Caranya during The Necromancer’s Amulet.&lt;br /&gt;
* Jakben, Earl of Imbel to sequence break Boots of Springheel Jak.&lt;br /&gt;
* Rosentia Gallenus during Whom Gods Annoy.&lt;br /&gt;
&lt;br /&gt;
==Fast Travel Indoors==&lt;br /&gt;
&lt;br /&gt;
There is no proof of this being possible, but being able to fast travel indoors would theoretically make the Tutorial significantly shorter and more consistent, as well as remove several Load Warps from the route.&lt;br /&gt;
&lt;br /&gt;
In the construction set, each interior has a flag that can be checked or unchecked for allowing fast travel from that location. The only interiors that have fast travel enabled are the houses the player can own. Ideally we would find a way to trick the game into thinking we are in an outdoor cell or one of the player homes when we actually are not, resulting in enabled fast travel. Load Warping seems to be the most likely source of a glitch like this, particularly experimenting with making saves mid-Load Warp, something that inconsistently crashes the game and has been otherwise unexplored.&lt;br /&gt;
&lt;br /&gt;
==Skull of Corruption==&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/898274203789328434 Fevus — 2021-10-14 11:20 AM]&lt;br /&gt;
if we get the skull of corruption and staff of worms and decide to dupe &amp;quot;missing name&amp;quot; items, has also potential for cloning money and getting the gray agis for convinience&lt;br /&gt;
&lt;br /&gt;
==Vampirism==&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/892529184512016394 Fevus — 2021-09-28 2:52 PM]&lt;br /&gt;
found something, vampirism can be cured again with cure vampirism if the potion is cloned with skull of corruption&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2520</id>
		<title>Oblivion:Glitch Hunting</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2520"/>
		<updated>2025-03-14T21:36:18Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: add fevus staff of corruption dupe comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The PRCLive community has an ongoing project to hunt for new glitches through a variety of methods. While most glitches mentioned in this article are theorized to exist based on leads and/or video evidence, some glitches are being researched due to the significant impact they would have on the 100% speedrun regardless of whether or not leads currently exist. Additionally, several glitches listed were already solved mechanically, but are being further optimized to discover new potential routing options for 100%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check the [[OB talk:Glitch Hunting|Discussion tab]] for this article to see archived Glitch Hunting projects that have been solved.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Glitch Archaeology==&lt;br /&gt;
&lt;br /&gt;
The internet has a large quantity of Oblivion glitch videos/posts from over a decade ago. People within the community have been finding relatively obscure glitches/tech just by looking for old YouTube videos/forum posts. If you would like to hunt for glitches this way, you may just find something useful that was never noticed by the community at large. Message us on the [https://discord.gg/eudsps7 Discord] with your findings and we’ll attempt to recreate any found glitches and verify which versions of the game they work on.&lt;br /&gt;
&lt;br /&gt;
Common sources for finding forgotten glitches include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;YouTube Videos&#039;&#039;&#039; — Oblivion was released within the first year of YouTube&#039;s existence, so there is a vast quantity of old Oblivion video content from the early YouTube area.&lt;br /&gt;
* &#039;&#039;&#039;Forums&#039;&#039;&#039; — Neoseeker appears to be the most common website for this. Old forum posts are usually easiest to find by searching for specific info on google, making them a good starting point to follow existing leads or get a new lead on a glitch concept.&lt;br /&gt;
* &#039;&#039;&#039;Wikis&#039;&#039;&#039; — On other Elder Scrolls wikis there are often old archived talk threads with people claiming to have encountered unusual glitches. The [https://en.m.uesp.net/wiki/Oblivion_talk:Glitches UESP Glitches Page] is the primary example.&lt;br /&gt;
&lt;br /&gt;
Glitch Archaeology is not only about finding long-forgotten glitches. It is also about finding the earliest documented example of each known glitch to more thoroughly document the history of glitch hunting in the Oblivion community.&lt;br /&gt;
&lt;br /&gt;
===Unconfirmed/Pending===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/9eZGgBam7cE Bruma Gate Jail Glitch]&lt;br /&gt;
| 2011&lt;br /&gt;
| Fevus&lt;br /&gt;
| You can close the Bruma Gate by going to jail to skip doing the actual quest.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=kI1rp7aOx6g Deer Glitch]&lt;br /&gt;
| 2013&lt;br /&gt;
| Fevus&lt;br /&gt;
| A Missing Name item dropped by the player results in deer spawning. This could be the result of a Skull of Corruption item.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=cMGOnAvDFHA&amp;amp;ab_channel=IronShire Horse Mount While Sitting]&lt;br /&gt;
| 2013&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| The player is teleported to 0, 0, 0 when mounting a horse while seated.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=MOVz3nk52j4 Floating Soul Gems]&lt;br /&gt;
| 2011&lt;br /&gt;
| elecman&lt;br /&gt;
| Soul gems appear to float just like paint brushes, and can similarly be used as stairs.&lt;br /&gt;
|-&lt;br /&gt;
| [https://gamefaqs.gamespot.com/boards/934605-the-elder-scrolls-iv-oblivion/41924734 Spell Duration Glitch]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| By stacking two spells with the same effect, the longest duration and the most powerful magnitude are both combined to make a much better spell.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=iXvNAdKgowA Edge of Map Air Walking]&lt;br /&gt;
| 2008&lt;br /&gt;
| elecman&lt;br /&gt;
| Running into the edge of the map raises the player up in the air, at which point they can walk on air around the map freely.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1rWIbpC_aoRP1YrX3n7OpZr Natural Clipping Playlist]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist of several videos containing alleged natural clips where game developers forgot to put collision on certain walls. Elecman says videos 1-8 are suspicious looking, and videos 9 and onward look legitimate. The playlist may be updated as elecman finds more videos.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ulp3O0JRDFM Natural Arena Clip]&lt;br /&gt;
| 2010&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| A natural clip that allows you to clip out of bounds in the bloodworks.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1ouHeF53K4g8agt4iBhaeq5 Glitch Megamix]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist, starting with &amp;quot;out of cities&amp;quot; videos, then a bunch of random glitches to explore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Confirmed===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Version&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=vDYEm8wFuJA Selling Equipped Items]&lt;br /&gt;
| 2014&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| v1.0 only&lt;br /&gt;
| Selling an item you have equipped gives you the gold without losing the item. This glitch is also mentioned on the [https://en.uesp.net/wiki/Oblivion:Patched_Glitches#Infinite_Money_-_Kvatch UESP].&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=RyQJbVlzDAI TCL Glitch]&lt;br /&gt;
| 2009&lt;br /&gt;
| Fevus&lt;br /&gt;
| v1.2&lt;br /&gt;
| The player can walk through objects as if the TCL console command is active by fainting a horse while mounting it.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/tQAqhKYtU3o?t=153 Lucien Duping]&lt;br /&gt;
| 2013&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Lucien&#039;s Lockpicks are glitched in the same way as Dorian&#039;s Gold. This strengthened our understanding of the Negative Inventory Glitch.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=1b6rV_CInrA Telekinesis Absorption]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Telekinesis is an on target effect that applies to the player, allowing for absorbing your own spell&#039;s base magicka cost to regain magicka each cast.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/RvEGSwPz27g Invisible Guard]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| A relatively well-known glitch, but the earliest documented example of it found so far. Killing a horse a guard is riding will cause the guard to be stuck ragdolled on the ground visually, but an invisible version of the guard will run around and attack the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Duping Oghma Infinium==&lt;br /&gt;
&lt;br /&gt;
This is the holy grail of Oblivion glitch hunting. For over a decade people have speculated or even directly hoaxed the existence of this glitch. For the purposes of 100% it would provide several benefits:&lt;br /&gt;
&lt;br /&gt;
# Skill grind would be much faster since the majority of skills could be maxed out extremely quickly. The Class Reset Glitch may make this a less significant discovery.&lt;br /&gt;
# Perma enchanting would be much faster because we could repeatedly raise our speed and strength with books instead of having to make dozens of rings.&lt;br /&gt;
# Attributes could easily be overflowed so we don’t have to worry about running out of training levels.&lt;br /&gt;
&lt;br /&gt;
There are a few ways this glitch could be pulled off theoretically:&lt;br /&gt;
&lt;br /&gt;
# Duplicating the Oghma Infinium item.&lt;br /&gt;
# Rereading Oghma Infinium repeatedly without it being removed from the inventory.&lt;br /&gt;
#* Analysis of the code implies that this shouldn’t be possible. In the &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt;, the section of code that modifies the skill values immediately sets a variable &amp;lt;code&amp;gt;readOnce&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;, which immediately goes into a conditional check that will pass and remove the item from the player’s inventory.&lt;br /&gt;
# Acquiring multiple copies of Oghma Infinium without duping a source item.&lt;br /&gt;
#* Being rewarded the book multiple times from Hermaeus Mora.&lt;br /&gt;
#* Finding another source of the book, such as the alleged RealArchaic setup.&lt;br /&gt;
#** [https://youtu.be/nGjd3wAi_5I In his video], RealArchaic claims being level 255 with 100 luck made enemies during the Den of Thieves quest drop Oghma Infinium. It is worth noting that he was on the Xbox360 version.&lt;br /&gt;
&lt;br /&gt;
In order to achieve one of these effects, we likely would need to discover a few intermediate glitches:&lt;br /&gt;
&lt;br /&gt;
# Removing quest Items from your inventory.&lt;br /&gt;
# Removing the quest time flag from an item.&lt;br /&gt;
#* It is worth noting that even with using console commands to remove the quest item flag from Oghma, we are still unable to dupe with any currently known methods.&lt;br /&gt;
&lt;br /&gt;
The script that handles reading the Oghma Infinium is &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt; which can be viewed [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
The book has three states for our purposes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unread:&amp;lt;/u&amp;gt; The flag for having chosen a path has not been set.&lt;br /&gt;
* &amp;lt;u&amp;gt;Read:&amp;lt;/u&amp;gt; The flag for having chosen a path has been set and the book has been removed.&lt;br /&gt;
* &amp;lt;u&amp;gt;Pre-Loaded:&amp;lt;/u&amp;gt; The book’s path flag was interrupted after selecting a path but before applying the effects of the path, so the book has not been removed until you open any menu.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
* [https://elderscrolls.fandom.com/wiki/Talk:Oghma_Infinium_(Oblivion)#Exploit_on_latest_patch Elder Scrolls Wiki Discussion] - Claims you can at least read it twice, although this is unconfirmed.&lt;br /&gt;
* RealArchaic [https://youtu.be/nGjd3wAi_5I Video 1] and [https://youtu.be/HwdlHgkJlB8 Video 2], and [https://youtu.be/3EffZZTYqvY Video 3] - Likely a hoax, his story claims that he was able to get to level 255 despite that being [https://docs.google.com/spreadsheets/d/11XwzaAOLocEaWWpDibGQyACNqkBzTCRa41fVa1-vuf0/edit?usp=sharing mathematically proven to be impossible] with the setup he explained. With the new Class Reset Glitch however, it is possible to recreate the requirements of Level 255 and 100 Luck organically, but this does not prove anything.&lt;br /&gt;
** [https://gamefaqs.gamespot.com/boards/941877-the-elder-scrolls-iv-oblivion-game-of-the-year-edition/48421540 This person] tried to recreate it and seemed to be unsuccessful.&lt;br /&gt;
** [https://en.uesp.net/wiki/Oblivion_talk:Oghma_Infinium/Archive_1#Glitch.2FExploit.3F This discussion] claims the Khajiit at the Roxey Inn dropped the Oghma using RealArchaic’s setup. We have been unable to recreate this on PC using console commands. At the very most this could be an Xbox360 specific glitch if multiple users with different IP Addresses are claiming the same thing.&lt;br /&gt;
** In the second video, we noticed that it is likely that the Oghma has replaced a stack of Steel Arrows. Their item IDs are very similar, with Steel Arrows being &amp;lt;code&amp;gt;229C1&amp;lt;/code&amp;gt; and Oghma being &amp;lt;code&amp;gt;228F1&amp;lt;/code&amp;gt;. It&#039;s possible that the game&#039;s memory was modified by RealArchaic or perhaps a memory buffer overflow subtracted 259 from the Steel Arrow&#039;s pointer in the inventory.&lt;br /&gt;
* An annotated document of Oghma&#039;s script when it is read can be found [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* You can queue up the Oghma popup by activating Oghma with a hotkey at the same time as performing another action. For example, entering a door and hotkeying the book at the same time will trigger the book to open automatically when you load into the next cell. Other actions this works on are talking to an NPC or loading a save file (if the save file also had Oghma hotkeyed in the same slot.)&lt;br /&gt;
** Holding down the hotkey while performing other actions will make the hotkey UI appear over the other UI, at which point you can release the hotkey to varying results, including freezing the UI on top in cases such as NPC dialogue.&lt;br /&gt;
* You can interrupt the script between the &amp;lt;code&amp;gt;OnEquip&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;OnMenu&amp;lt;/code&amp;gt; transition by spamming enter (after highlighting an option using the arrow keys) so that you select the Exit option before the pop up finishes fading out. This pre-loads the book so that the next time you enter a menu of any kind, the book will activate the path choice.&lt;br /&gt;
* When you go to jail, quest items remain in your inventory secretly. If you hotkey Oghma, go to jail, then use the hotkey, the book will appear despite not being visible in your inventory. Could this be useful for anything?&lt;br /&gt;
* We’ve tried scroll duping, 0 weight pickpocket duping, and Skull of Corruption duping, all of which did not work. We should see if the Lucien Dupe works.&lt;br /&gt;
* The popup for Oghma has 4 options. Using popup overlapping, we may be able to gain the benefits of Oghma and make a save before it removes it from our inventory, then load the save to skip the end of the script. To overlay popups, open the Oghma popup, then open any other popup via the settings menu (such as Yes/No to loading a save file, or Yes/No to resetting default controls).&lt;br /&gt;
** Selecting a &amp;quot;No&amp;quot; to loading a save when the Oghma popup is open results in the book never showing the popup again, but the book remains in the inventory.&lt;br /&gt;
&lt;br /&gt;
==Inventory Underflowing==&lt;br /&gt;
&lt;br /&gt;
In our attempts to dupe the Oghma Infinium, we inadvertently stumbled across a new glitch that has huge potential. [https://youtu.be/Xd2mShNeXpc Here is a video] of the glitch being performed/explained.&lt;br /&gt;
&lt;br /&gt;
===Guided Research Questions===&lt;br /&gt;
&lt;br /&gt;
* Can other items besides the Oghma Infinium be used to achieve this effect? We theorize we could potentially use this glitch for things like gold farming, but currently do not have an easy way to activate the effect early in the game.&lt;br /&gt;
** It appears that the glitch works because a script removes the item from our inventory as we go to open our menu, making the menu fail to visually update despite being functionally accurate.&lt;br /&gt;
* What exactly is going on with the visual display of the inventory after activating the glitch? It appears that it is possibly underflowing alphabetically, so that the item directly before Oghma in the inventory alphabetically represents the gold.&lt;br /&gt;
&lt;br /&gt;
==Wisp Stalk Cap Stack Separation==&lt;br /&gt;
&lt;br /&gt;
Using the [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Duplicate_Items_using_the_Skull_of_Corruption Skull of Corruption Glitch] we have found that you can duplicate Nirnroot to create “illegitimate” copies that don’t stack with the original ones. This results in you being able to create potions with alchemy that have two of the same Nirnroot ingredient, allowing for very efficient potions for abusing potion stacking. The perfect speed boost potion would theoretically have an “organic” Nirnroot and a “non-organic” one in addition to two Wisp Stalk Caps that are also glitched to be considered different ingredients. Is there a way to achieve this?&lt;br /&gt;
&lt;br /&gt;
* Currently, it appears using the Skull of Corruption Glitch on Wisp Stalk Caps does not achieve the same effect as when it is used to dupe Nirnroot. This is likely because Nirnroot and a few other items in the game are scripted to behave differently when duped to avoid being exploited.&lt;br /&gt;
&lt;br /&gt;
==RNG Manipulation==&lt;br /&gt;
&#039;&#039;Full article: [[Oblivion:RNG Manipulation|RNG Manipulation]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finding random skill books is annoying and RNG heavy. We can potentially lose a lot of time if we get bad RNG finding skill books, so ideally we would have a way to manipulate what drops we get. If you are interested in researching how this works, refer to the full article.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Valid&amp;quot; Ayleid Statue Dupes==&lt;br /&gt;
&lt;br /&gt;
For Umbaccano’s quests, you need to acquire 10 total Ayleid Statues from around the map. These stack but cannot be duped with current methods, including the Skull of Corruption Glitch. Having to traverse 10 individual dungeons with confusing layouts just to complete a single quest is a huge time sink, is there any way to duplicate a statue so that Umbacano will accept it?&lt;br /&gt;
&lt;br /&gt;
* Discovering how to do this would have further implications for similar quests such as Bear Season.&lt;br /&gt;
* The Lucien Dupe mentioned in the Glitch Archaeology section might work for this. Ayleid statues actually have two different item IDs, &amp;lt;code&amp;gt;0002AB48&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;000844C4&amp;lt;/code&amp;gt;, with the second one being weightless. It is possible the second one is actually the version that gets placed in the display case.&lt;br /&gt;
&lt;br /&gt;
see [[Ten Ancestors]] for more&lt;br /&gt;
&lt;br /&gt;
==Havrd Escort Optimizations==&lt;br /&gt;
&lt;br /&gt;
Speedrunner Havrd created a crazy complicated setup for progressing through the escort section of the tutorial. His setup was slower than the regular method, resulting in it being largely forgotten, until we recently found a way to bring it much closer to the time the normal method takes. [https://www.youtube.com/watch?v=w7lJNsoJ0Ts Here] is a video showing how to perform it.&lt;br /&gt;
&lt;br /&gt;
# Set hard save with Adrenaline Rush cast for the first save clip in the prison cell.&lt;br /&gt;
# Do the tutorial normally through goblin cave to end up at the door to escort.&lt;br /&gt;
# Hard save at escort door.&lt;br /&gt;
# Load warp the prison cell save so that you have AR, go in, quicksave at hole in wall.&lt;br /&gt;
# Load escort door hard save, load warp through door.&lt;br /&gt;
# Exit back through door, quicksave quickload&lt;br /&gt;
# Go back into escort, flare mythic dawn, stand at base of stairs to pick class and do dialogue with uriel.&lt;br /&gt;
# Wait for uriel to start walking, quicksave&lt;br /&gt;
# Load escort door hard save, load warp through door&lt;br /&gt;
# Exit back through door, quicksave quickload.&lt;br /&gt;
# Run to save clip position to the left of the open door in escort, save clip&lt;br /&gt;
# Void warp at base of stairs to trigger glenroy walking, go through door to finish escort.&lt;br /&gt;
# Finish run as normal.&lt;br /&gt;
&lt;br /&gt;
The general revelation here is that NPCs in the tutorial can be manipulated to move around by leaving areas where they are running scripted events, unloading the cell by quicksaving and quickloading, then reloading the cell to skip their events. &lt;br /&gt;
&lt;br /&gt;
* Given that we are stuck in “tutorial mode” using the Class Reset Glitch, are there other long scripted events in other quests that we can skip with similar methods? Will this tech work even if we aren’t in “tutorial mode”?&lt;br /&gt;
* Is there a way to improve the tutorial even further, especially by skipping dialogue or finding a better save clip?&lt;br /&gt;
&lt;br /&gt;
==Testing Hall Access==&lt;br /&gt;
&lt;br /&gt;
There is a test room (which you can visit using the console command &amp;lt;code&amp;gt;coc testinghall)&amp;lt;/code&amp;gt; which contains essentially every item in the game in addition to tons of debug functions. Getting into this area would completely break several objectives for 100%, especially Skill Books Read. Is there any way to access this room?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* [https://community.wemod.com/t/oblivion-test-hall-location/178 This post] claims to have specific coords for the &amp;lt;code&amp;gt;testinghall&amp;lt;/code&amp;gt; (&#039;&#039;“change your location to: 3DB92, Y:1932.375000000, X: 1823.990000000 Z: 7162.773000000”&#039;&#039;)&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion_talk:Exterior_Test_Cells#Possible_Exterior_Cell:_TestEndGame This UESP discussion] ends with someone claiming to be traveling towards the same coordinates the other post mentioned, but in a &amp;lt;code&amp;gt;TestEndGame&amp;lt;/code&amp;gt; cell that is found by climbing out of Anvil Castle. We should visit this cell/location and see what the deal is.&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Frostcrag_Spire_Glitch The Frostcrag Spire Glitch] allows players to get into a similar test area by uninstalling DLC. Is there a “legal” way to achieve this? Possibly with Load Warping?&lt;br /&gt;
&lt;br /&gt;
==Super Perma Key/Perma Key-like Effects==&lt;br /&gt;
&lt;br /&gt;
The [https://youtu.be/uzM51QR8K_Y Perma Key Glitch] allows you to set a flag for having successfully unlocked a door with a key, and keep that flag set so that all other doors will now open even if you don’t have the key. The interesting thing about this glitch is it universally activates across all save files for the current instance of the game, so the only way to disable it is to close it:&lt;br /&gt;
&lt;br /&gt;
# Open any door with a valid key so that the popup appears confirming the key was used.&lt;br /&gt;
# Before closing the popup, load any other save.&lt;br /&gt;
# The glitch is now active on all save files until you close the game.&lt;br /&gt;
&lt;br /&gt;
The glitch only works on doors with a valid key somewhere in the game, meaning that scripted doors do not work. The &#039;&#039;&#039;Super Perma Key Glitch&#039;&#039;&#039; would be a system that lets us enter locked scripted doors in addition to regular doors. This would have massive implications not just in 100%, but in every category:&lt;br /&gt;
* You could skip the entire tutorial with only a few save clips.&lt;br /&gt;
* The main quest (and many other questlines) could be massively sequence broken since you could now gain access to dungeons that are scripted to open once a specific quest starts.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is very interesting that this glitch is universal across save files, since it implies a global flag was set permanently due to a fault in the game engine.&lt;br /&gt;
* Are there any other global flags that can be permanently set by simply loading a save to interrupt the process of resetting the flag? Or through other means?&lt;br /&gt;
* The perma key effect was tried on chests, and the result was that the game no longer let the player open any chests until they closed the game. There could be another way to do this, which would possibly allow for sequence breaking several quests.&lt;br /&gt;
&lt;br /&gt;
==Ancestor Moths Well Clip==&lt;br /&gt;
&lt;br /&gt;
During the Turning a Blind Eye quest, when you exit the dungeon it spawns you on the well outside. It turns out, there is actually a hidden door underneath the well that could be used to skip having to go through the entire dungeon, effectively skipping the entire quest. Is there a way to get into this well?&lt;br /&gt;
* Finding a clip that will work for this will likely result in us discovering new tech about clipping through outdoor terrain, something which has never been done before.&lt;br /&gt;
** The core issue is that all current methods of clipping such as Save Clipping and the TCL Glitch don’t actually let us go through outdoor ground, only buildings and other objects.&lt;br /&gt;
&lt;br /&gt;
==Horse Out of Bounds in City (Stable Spawn Location Manipulation)==&lt;br /&gt;
&lt;br /&gt;
For the Horse Vector system to work, we’d need to largely eliminate all rocks, trees, buildings, etc. from the map. The easiest way to do this is to jump out of a city to get out of bounds, which results in a fully explorable but empty map. The problem is, we can’t do this on a horse because currently we have no way to push a horse into the load zone for a city. Perhaps through Load Warping or some other method this would be possible?&lt;br /&gt;
&lt;br /&gt;
* Dnayls unearthed old forum posts confirming this is possible by mistake:&lt;br /&gt;
** [https://steamcommunity.com/app/22330/discussions/0/846947320688894976/ Source 1], [https://gamefaqs.gamespot.com/boards/927345-the-elder-scrolls-iv-oblivion/42412522 Source 2]&lt;br /&gt;
&lt;br /&gt;
There are two glitches involved in this, the &#039;&#039;&#039;Stable Spawn Location Glitch&#039;&#039;&#039; and the &#039;&#039;&#039;Wabbajack Horse into City Glitch&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stable Spawn Location Leads===&lt;br /&gt;
&lt;br /&gt;
* MrBosch has created a result where Shadowmere can be stabled at a location other than a city, with the goal now being to recreate this in a way that proves a reliable setup. Here is what we know:&lt;br /&gt;
** &#039;&#039;“i think i somehow set shadowmere&#039;s &amp;quot;stables&#039; spawn&amp;quot; coordinates in the imperial prison.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i was trying to make shadowmere want to enter the imperial market district or prison from outside (in the bridge between both). this idea came from [https://www.youtube.com/watch?v=DvfwPC2G0As this youtube video]but thought it was fake anyways.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“during my test, a guard attacks me when im on shadowmere and fatigue her enough to faint, then i got off shadowmere and fast traveled to the imperial prison, shadowmere spawned next to me.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“then i traveled across the map and although i traveled to indoor and outdoor places, on shadowmere, she got back to the same place in the prison where she spawned and the &amp;quot;your horse is in the stables&amp;quot; text appeared. also, if you travel to imperial prsion district with shadowmere, she will stay with you so all this things makes me think that her new &amp;quot;stable&amp;quot; is this place”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i tried different variations with the tcl glitch + fast travelling but couldnt get the same results.”&#039;&#039;&lt;br /&gt;
** Fevus was unable to replicate this (and had all DLC enabled). Bosch did not have DLC enabled. This may be relevant, but the cause of the setup not working could be something else entirely as well.&lt;br /&gt;
** This could be related to the [https://en.uesp.net/wiki/Oblivion_talk:Exploitable_Glitches#Voluntarily_trigger_.22jailtime_followers.22_glitch Jail Time Followers Glitch].&lt;br /&gt;
&lt;br /&gt;
===Wabbajack Horse into City Leads===&lt;br /&gt;
&lt;br /&gt;
* Fevus discovered that you can hit a horse with Wabbajack to turn it into an ogre to move it into a city.&lt;br /&gt;
** This is the setup:&lt;br /&gt;
**# Fast travel with any horse besides Shadowmere to the stable outside of Anvil.&lt;br /&gt;
**# Run around to the south entrance to the city across the bridge from the castle entrance.&lt;br /&gt;
**# Get off the horse, and use Wabbajack to transform it. If you get a Troll, Skeleton Champion, Ogre, or Goblin Skirmisher, continue to the next step, otherwise reroll the transformation.&lt;br /&gt;
**# Get the transformed enemy to aggro you, then jump onto the nearby rock next to the wall. The enemy will enter the city.&lt;br /&gt;
**# Enter the city and make sure your horse is not killed before it transforms back. You should now have a horse inside of the city.&lt;br /&gt;
** The problem with this glitch is that it doesn’t work with Shadowmere. This isn’t a huge issue in terms of movement speed, but it does mean the horse cannot have potions to heal itself like Shadowmere can. It appears Shadowmere is on some sort of blacklist of creatures that Wabbajack cannot transform. Our best option would be to instead find a way to heal the horse through other means, or to simply use the current traveling salesman exploration system with Shadowmere and forgo horse vectors entirely.&lt;br /&gt;
** Curiously, [https://drive.google.com/file/d/1MYY7dIwtBKZGa2GTEg1aC5RCsg4BKkUI/view?usp=sharing Fevus’ save file] (which has all DLC enabled) is able to perform this glitch, but not [https://drive.google.com/file/d/1Jm01kcfwXvePAzUHIv1DQrfGxwgwFvf4/view?usp=sharing the test save file] we used on stream. We need to figure out if the glitch is DLC specific or if some other aspect of the save file is the cause of this issue. It is likely the stable relocation glitch could be involved in this.&lt;br /&gt;
&lt;br /&gt;
The final part of the problem will simply be getting the horse out of the bounds of the city once inside. [https://youtu.be/vuzcObuUwGc This video] makes Cheydinhal look very promising if we can get the Anvil Wabbajack setup to work there too. This channel also has several other videos about how to get out of most other cities as well. On stream, we managed to jump out of Anvil on a horse after applying speed buffs to it.&lt;br /&gt;
&lt;br /&gt;
==Daedric Shrine Cutscene Skips==&lt;br /&gt;
&lt;br /&gt;
Daedric Shrines take forever because of cutscenes at the beginning and end of each quest. Is there a way to skip having to sit through these?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* If you open your inventory on the one frame of actionable gameplay after making an offering to a shrine, you can fast travel away. You can also drop the items you were about to offer as well, although this is not useful in our case.&lt;br /&gt;
**Returning to the shrine will trigger the cutscene to start as soon as you are in the area. Is there any way to overlap multiple cutscenes at once via saddling?&lt;br /&gt;
* It was discovered that if you uninstall the Shivering Isles, the Sheogorath cutscene [https://www.twitch.tv/videos/1138964203 instantly ends] because there is no audio file for his voice. This implies the audio file length determines the cutscene length. Any “legal” way to achieve something similar? Maybe through in-game sound settings?&lt;br /&gt;
** New tech was discovered that will also likely be deemed &amp;quot;illegal&amp;quot; in the speedrun. By disabling the sound device on your computer that the game is outputting to ([https://media.discordapp.net/attachments/892473620989898805/906074177591726100/unknown.png screenshot]), all dialogue is cut short or entirely skipped, which includes shrine cutscenes. Finding an in-game way to recreate this via audio settings would be solve this glitch.&lt;br /&gt;
&lt;br /&gt;
==Nude Warping==&lt;br /&gt;
&lt;br /&gt;
If you load warp into an indoor area using an outdoor save file, humorously the NPCs will not be wearing any weapons/armor/apparel, instead having them in their inventory. What this means is we can possibly steal items that are otherwise completely inaccessible to us normally from essential NPCs (example, Gray Cowl of Nocturnal) and NPCs we need to keep alive for other reasons. Are there any useful situations where we could use this tech?&lt;br /&gt;
* Agronak gro-Malog’s raiment could sequence break the Arena.&lt;br /&gt;
* Ahdarji’s Ring from Countess Alessia Caro.&lt;br /&gt;
* Steal from Ancotar for Zero Visibility (already outdoors, may not work).&lt;br /&gt;
* Arnora Auria’s amulet during Two Sides of the Coin.&lt;br /&gt;
* Caranya during The Necromancer’s Amulet.&lt;br /&gt;
* Jakben, Earl of Imbel to sequence break Boots of Springheel Jak.&lt;br /&gt;
* Rosentia Gallenus during Whom Gods Annoy.&lt;br /&gt;
&lt;br /&gt;
==Fast Travel Indoors==&lt;br /&gt;
&lt;br /&gt;
There is no proof of this being possible, but being able to fast travel indoors would theoretically make the Tutorial significantly shorter and more consistent, as well as remove several Load Warps from the route.&lt;br /&gt;
&lt;br /&gt;
In the construction set, each interior has a flag that can be checked or unchecked for allowing fast travel from that location. The only interiors that have fast travel enabled are the houses the player can own. Ideally we would find a way to trick the game into thinking we are in an outdoor cell or one of the player homes when we actually are not, resulting in enabled fast travel. Load Warping seems to be the most likely source of a glitch like this, particularly experimenting with making saves mid-Load Warp, something that inconsistently crashes the game and has been otherwise unexplored.&lt;br /&gt;
&lt;br /&gt;
==Skull of Corruption==&lt;br /&gt;
[https://discord.com/channels/330252789374779393/892473620989898805/898274203789328434 Fevus — 2021-10-14 11:20 AM]&lt;br /&gt;
if we get the skull of corruption and staff of worms and decide to dupe &amp;quot;missing name&amp;quot; items, has also potential for cloning money and getting the gray agis for convinience&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2519</id>
		<title>Oblivion:Glitch Hunting</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2519"/>
		<updated>2025-03-14T21:33:45Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* &amp;quot;Valid&amp;quot; Ayleid Statue Dupes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The PRCLive community has an ongoing project to hunt for new glitches through a variety of methods. While most glitches mentioned in this article are theorized to exist based on leads and/or video evidence, some glitches are being researched due to the significant impact they would have on the 100% speedrun regardless of whether or not leads currently exist. Additionally, several glitches listed were already solved mechanically, but are being further optimized to discover new potential routing options for 100%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check the [[OB talk:Glitch Hunting|Discussion tab]] for this article to see archived Glitch Hunting projects that have been solved.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Glitch Archaeology==&lt;br /&gt;
&lt;br /&gt;
The internet has a large quantity of Oblivion glitch videos/posts from over a decade ago. People within the community have been finding relatively obscure glitches/tech just by looking for old YouTube videos/forum posts. If you would like to hunt for glitches this way, you may just find something useful that was never noticed by the community at large. Message us on the [https://discord.gg/eudsps7 Discord] with your findings and we’ll attempt to recreate any found glitches and verify which versions of the game they work on.&lt;br /&gt;
&lt;br /&gt;
Common sources for finding forgotten glitches include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;YouTube Videos&#039;&#039;&#039; — Oblivion was released within the first year of YouTube&#039;s existence, so there is a vast quantity of old Oblivion video content from the early YouTube area.&lt;br /&gt;
* &#039;&#039;&#039;Forums&#039;&#039;&#039; — Neoseeker appears to be the most common website for this. Old forum posts are usually easiest to find by searching for specific info on google, making them a good starting point to follow existing leads or get a new lead on a glitch concept.&lt;br /&gt;
* &#039;&#039;&#039;Wikis&#039;&#039;&#039; — On other Elder Scrolls wikis there are often old archived talk threads with people claiming to have encountered unusual glitches. The [https://en.m.uesp.net/wiki/Oblivion_talk:Glitches UESP Glitches Page] is the primary example.&lt;br /&gt;
&lt;br /&gt;
Glitch Archaeology is not only about finding long-forgotten glitches. It is also about finding the earliest documented example of each known glitch to more thoroughly document the history of glitch hunting in the Oblivion community.&lt;br /&gt;
&lt;br /&gt;
===Unconfirmed/Pending===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/9eZGgBam7cE Bruma Gate Jail Glitch]&lt;br /&gt;
| 2011&lt;br /&gt;
| Fevus&lt;br /&gt;
| You can close the Bruma Gate by going to jail to skip doing the actual quest.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=kI1rp7aOx6g Deer Glitch]&lt;br /&gt;
| 2013&lt;br /&gt;
| Fevus&lt;br /&gt;
| A Missing Name item dropped by the player results in deer spawning. This could be the result of a Skull of Corruption item.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=cMGOnAvDFHA&amp;amp;ab_channel=IronShire Horse Mount While Sitting]&lt;br /&gt;
| 2013&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| The player is teleported to 0, 0, 0 when mounting a horse while seated.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=MOVz3nk52j4 Floating Soul Gems]&lt;br /&gt;
| 2011&lt;br /&gt;
| elecman&lt;br /&gt;
| Soul gems appear to float just like paint brushes, and can similarly be used as stairs.&lt;br /&gt;
|-&lt;br /&gt;
| [https://gamefaqs.gamespot.com/boards/934605-the-elder-scrolls-iv-oblivion/41924734 Spell Duration Glitch]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| By stacking two spells with the same effect, the longest duration and the most powerful magnitude are both combined to make a much better spell.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=iXvNAdKgowA Edge of Map Air Walking]&lt;br /&gt;
| 2008&lt;br /&gt;
| elecman&lt;br /&gt;
| Running into the edge of the map raises the player up in the air, at which point they can walk on air around the map freely.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1rWIbpC_aoRP1YrX3n7OpZr Natural Clipping Playlist]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist of several videos containing alleged natural clips where game developers forgot to put collision on certain walls. Elecman says videos 1-8 are suspicious looking, and videos 9 and onward look legitimate. The playlist may be updated as elecman finds more videos.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ulp3O0JRDFM Natural Arena Clip]&lt;br /&gt;
| 2010&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| A natural clip that allows you to clip out of bounds in the bloodworks.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1ouHeF53K4g8agt4iBhaeq5 Glitch Megamix]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist, starting with &amp;quot;out of cities&amp;quot; videos, then a bunch of random glitches to explore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Confirmed===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Version&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=vDYEm8wFuJA Selling Equipped Items]&lt;br /&gt;
| 2014&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| v1.0 only&lt;br /&gt;
| Selling an item you have equipped gives you the gold without losing the item. This glitch is also mentioned on the [https://en.uesp.net/wiki/Oblivion:Patched_Glitches#Infinite_Money_-_Kvatch UESP].&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=RyQJbVlzDAI TCL Glitch]&lt;br /&gt;
| 2009&lt;br /&gt;
| Fevus&lt;br /&gt;
| v1.2&lt;br /&gt;
| The player can walk through objects as if the TCL console command is active by fainting a horse while mounting it.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/tQAqhKYtU3o?t=153 Lucien Duping]&lt;br /&gt;
| 2013&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Lucien&#039;s Lockpicks are glitched in the same way as Dorian&#039;s Gold. This strengthened our understanding of the Negative Inventory Glitch.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=1b6rV_CInrA Telekinesis Absorption]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Telekinesis is an on target effect that applies to the player, allowing for absorbing your own spell&#039;s base magicka cost to regain magicka each cast.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/RvEGSwPz27g Invisible Guard]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| A relatively well-known glitch, but the earliest documented example of it found so far. Killing a horse a guard is riding will cause the guard to be stuck ragdolled on the ground visually, but an invisible version of the guard will run around and attack the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Duping Oghma Infinium==&lt;br /&gt;
&lt;br /&gt;
This is the holy grail of Oblivion glitch hunting. For over a decade people have speculated or even directly hoaxed the existence of this glitch. For the purposes of 100% it would provide several benefits:&lt;br /&gt;
&lt;br /&gt;
# Skill grind would be much faster since the majority of skills could be maxed out extremely quickly. The Class Reset Glitch may make this a less significant discovery.&lt;br /&gt;
# Perma enchanting would be much faster because we could repeatedly raise our speed and strength with books instead of having to make dozens of rings.&lt;br /&gt;
# Attributes could easily be overflowed so we don’t have to worry about running out of training levels.&lt;br /&gt;
&lt;br /&gt;
There are a few ways this glitch could be pulled off theoretically:&lt;br /&gt;
&lt;br /&gt;
# Duplicating the Oghma Infinium item.&lt;br /&gt;
# Rereading Oghma Infinium repeatedly without it being removed from the inventory.&lt;br /&gt;
#* Analysis of the code implies that this shouldn’t be possible. In the &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt;, the section of code that modifies the skill values immediately sets a variable &amp;lt;code&amp;gt;readOnce&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;, which immediately goes into a conditional check that will pass and remove the item from the player’s inventory.&lt;br /&gt;
# Acquiring multiple copies of Oghma Infinium without duping a source item.&lt;br /&gt;
#* Being rewarded the book multiple times from Hermaeus Mora.&lt;br /&gt;
#* Finding another source of the book, such as the alleged RealArchaic setup.&lt;br /&gt;
#** [https://youtu.be/nGjd3wAi_5I In his video], RealArchaic claims being level 255 with 100 luck made enemies during the Den of Thieves quest drop Oghma Infinium. It is worth noting that he was on the Xbox360 version.&lt;br /&gt;
&lt;br /&gt;
In order to achieve one of these effects, we likely would need to discover a few intermediate glitches:&lt;br /&gt;
&lt;br /&gt;
# Removing quest Items from your inventory.&lt;br /&gt;
# Removing the quest time flag from an item.&lt;br /&gt;
#* It is worth noting that even with using console commands to remove the quest item flag from Oghma, we are still unable to dupe with any currently known methods.&lt;br /&gt;
&lt;br /&gt;
The script that handles reading the Oghma Infinium is &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt; which can be viewed [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
The book has three states for our purposes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unread:&amp;lt;/u&amp;gt; The flag for having chosen a path has not been set.&lt;br /&gt;
* &amp;lt;u&amp;gt;Read:&amp;lt;/u&amp;gt; The flag for having chosen a path has been set and the book has been removed.&lt;br /&gt;
* &amp;lt;u&amp;gt;Pre-Loaded:&amp;lt;/u&amp;gt; The book’s path flag was interrupted after selecting a path but before applying the effects of the path, so the book has not been removed until you open any menu.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
* [https://elderscrolls.fandom.com/wiki/Talk:Oghma_Infinium_(Oblivion)#Exploit_on_latest_patch Elder Scrolls Wiki Discussion] - Claims you can at least read it twice, although this is unconfirmed.&lt;br /&gt;
* RealArchaic [https://youtu.be/nGjd3wAi_5I Video 1] and [https://youtu.be/HwdlHgkJlB8 Video 2], and [https://youtu.be/3EffZZTYqvY Video 3] - Likely a hoax, his story claims that he was able to get to level 255 despite that being [https://docs.google.com/spreadsheets/d/11XwzaAOLocEaWWpDibGQyACNqkBzTCRa41fVa1-vuf0/edit?usp=sharing mathematically proven to be impossible] with the setup he explained. With the new Class Reset Glitch however, it is possible to recreate the requirements of Level 255 and 100 Luck organically, but this does not prove anything.&lt;br /&gt;
** [https://gamefaqs.gamespot.com/boards/941877-the-elder-scrolls-iv-oblivion-game-of-the-year-edition/48421540 This person] tried to recreate it and seemed to be unsuccessful.&lt;br /&gt;
** [https://en.uesp.net/wiki/Oblivion_talk:Oghma_Infinium/Archive_1#Glitch.2FExploit.3F This discussion] claims the Khajiit at the Roxey Inn dropped the Oghma using RealArchaic’s setup. We have been unable to recreate this on PC using console commands. At the very most this could be an Xbox360 specific glitch if multiple users with different IP Addresses are claiming the same thing.&lt;br /&gt;
** In the second video, we noticed that it is likely that the Oghma has replaced a stack of Steel Arrows. Their item IDs are very similar, with Steel Arrows being &amp;lt;code&amp;gt;229C1&amp;lt;/code&amp;gt; and Oghma being &amp;lt;code&amp;gt;228F1&amp;lt;/code&amp;gt;. It&#039;s possible that the game&#039;s memory was modified by RealArchaic or perhaps a memory buffer overflow subtracted 259 from the Steel Arrow&#039;s pointer in the inventory.&lt;br /&gt;
* An annotated document of Oghma&#039;s script when it is read can be found [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* You can queue up the Oghma popup by activating Oghma with a hotkey at the same time as performing another action. For example, entering a door and hotkeying the book at the same time will trigger the book to open automatically when you load into the next cell. Other actions this works on are talking to an NPC or loading a save file (if the save file also had Oghma hotkeyed in the same slot.)&lt;br /&gt;
** Holding down the hotkey while performing other actions will make the hotkey UI appear over the other UI, at which point you can release the hotkey to varying results, including freezing the UI on top in cases such as NPC dialogue.&lt;br /&gt;
* You can interrupt the script between the &amp;lt;code&amp;gt;OnEquip&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;OnMenu&amp;lt;/code&amp;gt; transition by spamming enter (after highlighting an option using the arrow keys) so that you select the Exit option before the pop up finishes fading out. This pre-loads the book so that the next time you enter a menu of any kind, the book will activate the path choice.&lt;br /&gt;
* When you go to jail, quest items remain in your inventory secretly. If you hotkey Oghma, go to jail, then use the hotkey, the book will appear despite not being visible in your inventory. Could this be useful for anything?&lt;br /&gt;
* We’ve tried scroll duping, 0 weight pickpocket duping, and Skull of Corruption duping, all of which did not work. We should see if the Lucien Dupe works.&lt;br /&gt;
* The popup for Oghma has 4 options. Using popup overlapping, we may be able to gain the benefits of Oghma and make a save before it removes it from our inventory, then load the save to skip the end of the script. To overlay popups, open the Oghma popup, then open any other popup via the settings menu (such as Yes/No to loading a save file, or Yes/No to resetting default controls).&lt;br /&gt;
** Selecting a &amp;quot;No&amp;quot; to loading a save when the Oghma popup is open results in the book never showing the popup again, but the book remains in the inventory.&lt;br /&gt;
&lt;br /&gt;
==Inventory Underflowing==&lt;br /&gt;
&lt;br /&gt;
In our attempts to dupe the Oghma Infinium, we inadvertently stumbled across a new glitch that has huge potential. [https://youtu.be/Xd2mShNeXpc Here is a video] of the glitch being performed/explained.&lt;br /&gt;
&lt;br /&gt;
===Guided Research Questions===&lt;br /&gt;
&lt;br /&gt;
* Can other items besides the Oghma Infinium be used to achieve this effect? We theorize we could potentially use this glitch for things like gold farming, but currently do not have an easy way to activate the effect early in the game.&lt;br /&gt;
** It appears that the glitch works because a script removes the item from our inventory as we go to open our menu, making the menu fail to visually update despite being functionally accurate.&lt;br /&gt;
* What exactly is going on with the visual display of the inventory after activating the glitch? It appears that it is possibly underflowing alphabetically, so that the item directly before Oghma in the inventory alphabetically represents the gold.&lt;br /&gt;
&lt;br /&gt;
==Wisp Stalk Cap Stack Separation==&lt;br /&gt;
&lt;br /&gt;
Using the [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Duplicate_Items_using_the_Skull_of_Corruption Skull of Corruption Glitch] we have found that you can duplicate Nirnroot to create “illegitimate” copies that don’t stack with the original ones. This results in you being able to create potions with alchemy that have two of the same Nirnroot ingredient, allowing for very efficient potions for abusing potion stacking. The perfect speed boost potion would theoretically have an “organic” Nirnroot and a “non-organic” one in addition to two Wisp Stalk Caps that are also glitched to be considered different ingredients. Is there a way to achieve this?&lt;br /&gt;
&lt;br /&gt;
* Currently, it appears using the Skull of Corruption Glitch on Wisp Stalk Caps does not achieve the same effect as when it is used to dupe Nirnroot. This is likely because Nirnroot and a few other items in the game are scripted to behave differently when duped to avoid being exploited.&lt;br /&gt;
&lt;br /&gt;
==RNG Manipulation==&lt;br /&gt;
&#039;&#039;Full article: [[Oblivion:RNG Manipulation|RNG Manipulation]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finding random skill books is annoying and RNG heavy. We can potentially lose a lot of time if we get bad RNG finding skill books, so ideally we would have a way to manipulate what drops we get. If you are interested in researching how this works, refer to the full article.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Valid&amp;quot; Ayleid Statue Dupes==&lt;br /&gt;
&lt;br /&gt;
For Umbaccano’s quests, you need to acquire 10 total Ayleid Statues from around the map. These stack but cannot be duped with current methods, including the Skull of Corruption Glitch. Having to traverse 10 individual dungeons with confusing layouts just to complete a single quest is a huge time sink, is there any way to duplicate a statue so that Umbacano will accept it?&lt;br /&gt;
&lt;br /&gt;
* Discovering how to do this would have further implications for similar quests such as Bear Season.&lt;br /&gt;
* The Lucien Dupe mentioned in the Glitch Archaeology section might work for this. Ayleid statues actually have two different item IDs, &amp;lt;code&amp;gt;0002AB48&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;000844C4&amp;lt;/code&amp;gt;, with the second one being weightless. It is possible the second one is actually the version that gets placed in the display case.&lt;br /&gt;
&lt;br /&gt;
see [[Ten Ancestors]] for more&lt;br /&gt;
&lt;br /&gt;
==Havrd Escort Optimizations==&lt;br /&gt;
&lt;br /&gt;
Speedrunner Havrd created a crazy complicated setup for progressing through the escort section of the tutorial. His setup was slower than the regular method, resulting in it being largely forgotten, until we recently found a way to bring it much closer to the time the normal method takes. [https://www.youtube.com/watch?v=w7lJNsoJ0Ts Here] is a video showing how to perform it.&lt;br /&gt;
&lt;br /&gt;
# Set hard save with Adrenaline Rush cast for the first save clip in the prison cell.&lt;br /&gt;
# Do the tutorial normally through goblin cave to end up at the door to escort.&lt;br /&gt;
# Hard save at escort door.&lt;br /&gt;
# Load warp the prison cell save so that you have AR, go in, quicksave at hole in wall.&lt;br /&gt;
# Load escort door hard save, load warp through door.&lt;br /&gt;
# Exit back through door, quicksave quickload&lt;br /&gt;
# Go back into escort, flare mythic dawn, stand at base of stairs to pick class and do dialogue with uriel.&lt;br /&gt;
# Wait for uriel to start walking, quicksave&lt;br /&gt;
# Load escort door hard save, load warp through door&lt;br /&gt;
# Exit back through door, quicksave quickload.&lt;br /&gt;
# Run to save clip position to the left of the open door in escort, save clip&lt;br /&gt;
# Void warp at base of stairs to trigger glenroy walking, go through door to finish escort.&lt;br /&gt;
# Finish run as normal.&lt;br /&gt;
&lt;br /&gt;
The general revelation here is that NPCs in the tutorial can be manipulated to move around by leaving areas where they are running scripted events, unloading the cell by quicksaving and quickloading, then reloading the cell to skip their events. &lt;br /&gt;
&lt;br /&gt;
* Given that we are stuck in “tutorial mode” using the Class Reset Glitch, are there other long scripted events in other quests that we can skip with similar methods? Will this tech work even if we aren’t in “tutorial mode”?&lt;br /&gt;
* Is there a way to improve the tutorial even further, especially by skipping dialogue or finding a better save clip?&lt;br /&gt;
&lt;br /&gt;
==Testing Hall Access==&lt;br /&gt;
&lt;br /&gt;
There is a test room (which you can visit using the console command &amp;lt;code&amp;gt;coc testinghall)&amp;lt;/code&amp;gt; which contains essentially every item in the game in addition to tons of debug functions. Getting into this area would completely break several objectives for 100%, especially Skill Books Read. Is there any way to access this room?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* [https://community.wemod.com/t/oblivion-test-hall-location/178 This post] claims to have specific coords for the &amp;lt;code&amp;gt;testinghall&amp;lt;/code&amp;gt; (&#039;&#039;“change your location to: 3DB92, Y:1932.375000000, X: 1823.990000000 Z: 7162.773000000”&#039;&#039;)&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion_talk:Exterior_Test_Cells#Possible_Exterior_Cell:_TestEndGame This UESP discussion] ends with someone claiming to be traveling towards the same coordinates the other post mentioned, but in a &amp;lt;code&amp;gt;TestEndGame&amp;lt;/code&amp;gt; cell that is found by climbing out of Anvil Castle. We should visit this cell/location and see what the deal is.&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Frostcrag_Spire_Glitch The Frostcrag Spire Glitch] allows players to get into a similar test area by uninstalling DLC. Is there a “legal” way to achieve this? Possibly with Load Warping?&lt;br /&gt;
&lt;br /&gt;
==Super Perma Key/Perma Key-like Effects==&lt;br /&gt;
&lt;br /&gt;
The [https://youtu.be/uzM51QR8K_Y Perma Key Glitch] allows you to set a flag for having successfully unlocked a door with a key, and keep that flag set so that all other doors will now open even if you don’t have the key. The interesting thing about this glitch is it universally activates across all save files for the current instance of the game, so the only way to disable it is to close it:&lt;br /&gt;
&lt;br /&gt;
# Open any door with a valid key so that the popup appears confirming the key was used.&lt;br /&gt;
# Before closing the popup, load any other save.&lt;br /&gt;
# The glitch is now active on all save files until you close the game.&lt;br /&gt;
&lt;br /&gt;
The glitch only works on doors with a valid key somewhere in the game, meaning that scripted doors do not work. The &#039;&#039;&#039;Super Perma Key Glitch&#039;&#039;&#039; would be a system that lets us enter locked scripted doors in addition to regular doors. This would have massive implications not just in 100%, but in every category:&lt;br /&gt;
* You could skip the entire tutorial with only a few save clips.&lt;br /&gt;
* The main quest (and many other questlines) could be massively sequence broken since you could now gain access to dungeons that are scripted to open once a specific quest starts.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is very interesting that this glitch is universal across save files, since it implies a global flag was set permanently due to a fault in the game engine.&lt;br /&gt;
* Are there any other global flags that can be permanently set by simply loading a save to interrupt the process of resetting the flag? Or through other means?&lt;br /&gt;
* The perma key effect was tried on chests, and the result was that the game no longer let the player open any chests until they closed the game. There could be another way to do this, which would possibly allow for sequence breaking several quests.&lt;br /&gt;
&lt;br /&gt;
==Ancestor Moths Well Clip==&lt;br /&gt;
&lt;br /&gt;
During the Turning a Blind Eye quest, when you exit the dungeon it spawns you on the well outside. It turns out, there is actually a hidden door underneath the well that could be used to skip having to go through the entire dungeon, effectively skipping the entire quest. Is there a way to get into this well?&lt;br /&gt;
* Finding a clip that will work for this will likely result in us discovering new tech about clipping through outdoor terrain, something which has never been done before.&lt;br /&gt;
** The core issue is that all current methods of clipping such as Save Clipping and the TCL Glitch don’t actually let us go through outdoor ground, only buildings and other objects.&lt;br /&gt;
&lt;br /&gt;
==Horse Out of Bounds in City (Stable Spawn Location Manipulation)==&lt;br /&gt;
&lt;br /&gt;
For the Horse Vector system to work, we’d need to largely eliminate all rocks, trees, buildings, etc. from the map. The easiest way to do this is to jump out of a city to get out of bounds, which results in a fully explorable but empty map. The problem is, we can’t do this on a horse because currently we have no way to push a horse into the load zone for a city. Perhaps through Load Warping or some other method this would be possible?&lt;br /&gt;
&lt;br /&gt;
* Dnayls unearthed old forum posts confirming this is possible by mistake:&lt;br /&gt;
** [https://steamcommunity.com/app/22330/discussions/0/846947320688894976/ Source 1], [https://gamefaqs.gamespot.com/boards/927345-the-elder-scrolls-iv-oblivion/42412522 Source 2]&lt;br /&gt;
&lt;br /&gt;
There are two glitches involved in this, the &#039;&#039;&#039;Stable Spawn Location Glitch&#039;&#039;&#039; and the &#039;&#039;&#039;Wabbajack Horse into City Glitch&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stable Spawn Location Leads===&lt;br /&gt;
&lt;br /&gt;
* MrBosch has created a result where Shadowmere can be stabled at a location other than a city, with the goal now being to recreate this in a way that proves a reliable setup. Here is what we know:&lt;br /&gt;
** &#039;&#039;“i think i somehow set shadowmere&#039;s &amp;quot;stables&#039; spawn&amp;quot; coordinates in the imperial prison.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i was trying to make shadowmere want to enter the imperial market district or prison from outside (in the bridge between both). this idea came from [https://www.youtube.com/watch?v=DvfwPC2G0As this youtube video]but thought it was fake anyways.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“during my test, a guard attacks me when im on shadowmere and fatigue her enough to faint, then i got off shadowmere and fast traveled to the imperial prison, shadowmere spawned next to me.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“then i traveled across the map and although i traveled to indoor and outdoor places, on shadowmere, she got back to the same place in the prison where she spawned and the &amp;quot;your horse is in the stables&amp;quot; text appeared. also, if you travel to imperial prsion district with shadowmere, she will stay with you so all this things makes me think that her new &amp;quot;stable&amp;quot; is this place”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i tried different variations with the tcl glitch + fast travelling but couldnt get the same results.”&#039;&#039;&lt;br /&gt;
** Fevus was unable to replicate this (and had all DLC enabled). Bosch did not have DLC enabled. This may be relevant, but the cause of the setup not working could be something else entirely as well.&lt;br /&gt;
** This could be related to the [https://en.uesp.net/wiki/Oblivion_talk:Exploitable_Glitches#Voluntarily_trigger_.22jailtime_followers.22_glitch Jail Time Followers Glitch].&lt;br /&gt;
&lt;br /&gt;
===Wabbajack Horse into City Leads===&lt;br /&gt;
&lt;br /&gt;
* Fevus discovered that you can hit a horse with Wabbajack to turn it into an ogre to move it into a city.&lt;br /&gt;
** This is the setup:&lt;br /&gt;
**# Fast travel with any horse besides Shadowmere to the stable outside of Anvil.&lt;br /&gt;
**# Run around to the south entrance to the city across the bridge from the castle entrance.&lt;br /&gt;
**# Get off the horse, and use Wabbajack to transform it. If you get a Troll, Skeleton Champion, Ogre, or Goblin Skirmisher, continue to the next step, otherwise reroll the transformation.&lt;br /&gt;
**# Get the transformed enemy to aggro you, then jump onto the nearby rock next to the wall. The enemy will enter the city.&lt;br /&gt;
**# Enter the city and make sure your horse is not killed before it transforms back. You should now have a horse inside of the city.&lt;br /&gt;
** The problem with this glitch is that it doesn’t work with Shadowmere. This isn’t a huge issue in terms of movement speed, but it does mean the horse cannot have potions to heal itself like Shadowmere can. It appears Shadowmere is on some sort of blacklist of creatures that Wabbajack cannot transform. Our best option would be to instead find a way to heal the horse through other means, or to simply use the current traveling salesman exploration system with Shadowmere and forgo horse vectors entirely.&lt;br /&gt;
** Curiously, [https://drive.google.com/file/d/1MYY7dIwtBKZGa2GTEg1aC5RCsg4BKkUI/view?usp=sharing Fevus’ save file] (which has all DLC enabled) is able to perform this glitch, but not [https://drive.google.com/file/d/1Jm01kcfwXvePAzUHIv1DQrfGxwgwFvf4/view?usp=sharing the test save file] we used on stream. We need to figure out if the glitch is DLC specific or if some other aspect of the save file is the cause of this issue. It is likely the stable relocation glitch could be involved in this.&lt;br /&gt;
&lt;br /&gt;
The final part of the problem will simply be getting the horse out of the bounds of the city once inside. [https://youtu.be/vuzcObuUwGc This video] makes Cheydinhal look very promising if we can get the Anvil Wabbajack setup to work there too. This channel also has several other videos about how to get out of most other cities as well. On stream, we managed to jump out of Anvil on a horse after applying speed buffs to it.&lt;br /&gt;
&lt;br /&gt;
==Daedric Shrine Cutscene Skips==&lt;br /&gt;
&lt;br /&gt;
Daedric Shrines take forever because of cutscenes at the beginning and end of each quest. Is there a way to skip having to sit through these?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* If you open your inventory on the one frame of actionable gameplay after making an offering to a shrine, you can fast travel away. You can also drop the items you were about to offer as well, although this is not useful in our case.&lt;br /&gt;
**Returning to the shrine will trigger the cutscene to start as soon as you are in the area. Is there any way to overlap multiple cutscenes at once via saddling?&lt;br /&gt;
* It was discovered that if you uninstall the Shivering Isles, the Sheogorath cutscene [https://www.twitch.tv/videos/1138964203 instantly ends] because there is no audio file for his voice. This implies the audio file length determines the cutscene length. Any “legal” way to achieve something similar? Maybe through in-game sound settings?&lt;br /&gt;
** New tech was discovered that will also likely be deemed &amp;quot;illegal&amp;quot; in the speedrun. By disabling the sound device on your computer that the game is outputting to ([https://media.discordapp.net/attachments/892473620989898805/906074177591726100/unknown.png screenshot]), all dialogue is cut short or entirely skipped, which includes shrine cutscenes. Finding an in-game way to recreate this via audio settings would be solve this glitch.&lt;br /&gt;
&lt;br /&gt;
==Nude Warping==&lt;br /&gt;
&lt;br /&gt;
If you load warp into an indoor area using an outdoor save file, humorously the NPCs will not be wearing any weapons/armor/apparel, instead having them in their inventory. What this means is we can possibly steal items that are otherwise completely inaccessible to us normally from essential NPCs (example, Gray Cowl of Nocturnal) and NPCs we need to keep alive for other reasons. Are there any useful situations where we could use this tech?&lt;br /&gt;
* Agronak gro-Malog’s raiment could sequence break the Arena.&lt;br /&gt;
* Ahdarji’s Ring from Countess Alessia Caro.&lt;br /&gt;
* Steal from Ancotar for Zero Visibility (already outdoors, may not work).&lt;br /&gt;
* Arnora Auria’s amulet during Two Sides of the Coin.&lt;br /&gt;
* Caranya during The Necromancer’s Amulet.&lt;br /&gt;
* Jakben, Earl of Imbel to sequence break Boots of Springheel Jak.&lt;br /&gt;
* Rosentia Gallenus during Whom Gods Annoy.&lt;br /&gt;
&lt;br /&gt;
==Fast Travel Indoors==&lt;br /&gt;
&lt;br /&gt;
There is no proof of this being possible, but being able to fast travel indoors would theoretically make the Tutorial significantly shorter and more consistent, as well as remove several Load Warps from the route.&lt;br /&gt;
&lt;br /&gt;
In the construction set, each interior has a flag that can be checked or unchecked for allowing fast travel from that location. The only interiors that have fast travel enabled are the houses the player can own. Ideally we would find a way to trick the game into thinking we are in an outdoor cell or one of the player homes when we actually are not, resulting in enabled fast travel. Load Warping seems to be the most likely source of a glitch like this, particularly experimenting with making saves mid-Load Warp, something that inconsistently crashes the game and has been otherwise unexplored.&lt;br /&gt;
&lt;br /&gt;
==Ten Ancestors==&lt;br /&gt;
see [[Ten Ancestors]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2518</id>
		<title>Oblivion:Glitch Hunting</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Glitch_Hunting&amp;diff=2518"/>
		<updated>2025-03-14T21:32:54Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The PRCLive community has an ongoing project to hunt for new glitches through a variety of methods. While most glitches mentioned in this article are theorized to exist based on leads and/or video evidence, some glitches are being researched due to the significant impact they would have on the 100% speedrun regardless of whether or not leads currently exist. Additionally, several glitches listed were already solved mechanically, but are being further optimized to discover new potential routing options for 100%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check the [[OB talk:Glitch Hunting|Discussion tab]] for this article to see archived Glitch Hunting projects that have been solved.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Glitch Archaeology==&lt;br /&gt;
&lt;br /&gt;
The internet has a large quantity of Oblivion glitch videos/posts from over a decade ago. People within the community have been finding relatively obscure glitches/tech just by looking for old YouTube videos/forum posts. If you would like to hunt for glitches this way, you may just find something useful that was never noticed by the community at large. Message us on the [https://discord.gg/eudsps7 Discord] with your findings and we’ll attempt to recreate any found glitches and verify which versions of the game they work on.&lt;br /&gt;
&lt;br /&gt;
Common sources for finding forgotten glitches include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;YouTube Videos&#039;&#039;&#039; — Oblivion was released within the first year of YouTube&#039;s existence, so there is a vast quantity of old Oblivion video content from the early YouTube area.&lt;br /&gt;
* &#039;&#039;&#039;Forums&#039;&#039;&#039; — Neoseeker appears to be the most common website for this. Old forum posts are usually easiest to find by searching for specific info on google, making them a good starting point to follow existing leads or get a new lead on a glitch concept.&lt;br /&gt;
* &#039;&#039;&#039;Wikis&#039;&#039;&#039; — On other Elder Scrolls wikis there are often old archived talk threads with people claiming to have encountered unusual glitches. The [https://en.m.uesp.net/wiki/Oblivion_talk:Glitches UESP Glitches Page] is the primary example.&lt;br /&gt;
&lt;br /&gt;
Glitch Archaeology is not only about finding long-forgotten glitches. It is also about finding the earliest documented example of each known glitch to more thoroughly document the history of glitch hunting in the Oblivion community.&lt;br /&gt;
&lt;br /&gt;
===Unconfirmed/Pending===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/9eZGgBam7cE Bruma Gate Jail Glitch]&lt;br /&gt;
| 2011&lt;br /&gt;
| Fevus&lt;br /&gt;
| You can close the Bruma Gate by going to jail to skip doing the actual quest.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=kI1rp7aOx6g Deer Glitch]&lt;br /&gt;
| 2013&lt;br /&gt;
| Fevus&lt;br /&gt;
| A Missing Name item dropped by the player results in deer spawning. This could be the result of a Skull of Corruption item.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=cMGOnAvDFHA&amp;amp;ab_channel=IronShire Horse Mount While Sitting]&lt;br /&gt;
| 2013&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| The player is teleported to 0, 0, 0 when mounting a horse while seated.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=MOVz3nk52j4 Floating Soul Gems]&lt;br /&gt;
| 2011&lt;br /&gt;
| elecman&lt;br /&gt;
| Soul gems appear to float just like paint brushes, and can similarly be used as stairs.&lt;br /&gt;
|-&lt;br /&gt;
| [https://gamefaqs.gamespot.com/boards/934605-the-elder-scrolls-iv-oblivion/41924734 Spell Duration Glitch]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| By stacking two spells with the same effect, the longest duration and the most powerful magnitude are both combined to make a much better spell.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=iXvNAdKgowA Edge of Map Air Walking]&lt;br /&gt;
| 2008&lt;br /&gt;
| elecman&lt;br /&gt;
| Running into the edge of the map raises the player up in the air, at which point they can walk on air around the map freely.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1rWIbpC_aoRP1YrX3n7OpZr Natural Clipping Playlist]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist of several videos containing alleged natural clips where game developers forgot to put collision on certain walls. Elecman says videos 1-8 are suspicious looking, and videos 9 and onward look legitimate. The playlist may be updated as elecman finds more videos.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ulp3O0JRDFM Natural Arena Clip]&lt;br /&gt;
| 2010&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| A natural clip that allows you to clip out of bounds in the bloodworks.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PL6m4J3RjOh1ouHeF53K4g8agt4iBhaeq5 Glitch Megamix]&lt;br /&gt;
| Various&lt;br /&gt;
| elecman&lt;br /&gt;
| A playlist, starting with &amp;quot;out of cities&amp;quot; videos, then a bunch of random glitches to explore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Confirmed===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!|Glitch&lt;br /&gt;
!|Original Year&lt;br /&gt;
!|Archaeologist&lt;br /&gt;
!|Version&lt;br /&gt;
!|Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=vDYEm8wFuJA Selling Equipped Items]&lt;br /&gt;
| 2014&lt;br /&gt;
| theRealpoBBpC&lt;br /&gt;
| v1.0 only&lt;br /&gt;
| Selling an item you have equipped gives you the gold without losing the item. This glitch is also mentioned on the [https://en.uesp.net/wiki/Oblivion:Patched_Glitches#Infinite_Money_-_Kvatch UESP].&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=RyQJbVlzDAI TCL Glitch]&lt;br /&gt;
| 2009&lt;br /&gt;
| Fevus&lt;br /&gt;
| v1.2&lt;br /&gt;
| The player can walk through objects as if the TCL console command is active by fainting a horse while mounting it.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/tQAqhKYtU3o?t=153 Lucien Duping]&lt;br /&gt;
| 2013&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Lucien&#039;s Lockpicks are glitched in the same way as Dorian&#039;s Gold. This strengthened our understanding of the Negative Inventory Glitch.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=1b6rV_CInrA Telekinesis Absorption]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| Telekinesis is an on target effect that applies to the player, allowing for absorbing your own spell&#039;s base magicka cost to regain magicka each cast.&lt;br /&gt;
|-&lt;br /&gt;
| [https://youtu.be/RvEGSwPz27g Invisible Guard]&lt;br /&gt;
| 2008&lt;br /&gt;
| dnayls&lt;br /&gt;
| v1.2&lt;br /&gt;
| A relatively well-known glitch, but the earliest documented example of it found so far. Killing a horse a guard is riding will cause the guard to be stuck ragdolled on the ground visually, but an invisible version of the guard will run around and attack the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Duping Oghma Infinium==&lt;br /&gt;
&lt;br /&gt;
This is the holy grail of Oblivion glitch hunting. For over a decade people have speculated or even directly hoaxed the existence of this glitch. For the purposes of 100% it would provide several benefits:&lt;br /&gt;
&lt;br /&gt;
# Skill grind would be much faster since the majority of skills could be maxed out extremely quickly. The Class Reset Glitch may make this a less significant discovery.&lt;br /&gt;
# Perma enchanting would be much faster because we could repeatedly raise our speed and strength with books instead of having to make dozens of rings.&lt;br /&gt;
# Attributes could easily be overflowed so we don’t have to worry about running out of training levels.&lt;br /&gt;
&lt;br /&gt;
There are a few ways this glitch could be pulled off theoretically:&lt;br /&gt;
&lt;br /&gt;
# Duplicating the Oghma Infinium item.&lt;br /&gt;
# Rereading Oghma Infinium repeatedly without it being removed from the inventory.&lt;br /&gt;
#* Analysis of the code implies that this shouldn’t be possible. In the &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt;, the section of code that modifies the skill values immediately sets a variable &amp;lt;code&amp;gt;readOnce&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;, which immediately goes into a conditional check that will pass and remove the item from the player’s inventory.&lt;br /&gt;
# Acquiring multiple copies of Oghma Infinium without duping a source item.&lt;br /&gt;
#* Being rewarded the book multiple times from Hermaeus Mora.&lt;br /&gt;
#* Finding another source of the book, such as the alleged RealArchaic setup.&lt;br /&gt;
#** [https://youtu.be/nGjd3wAi_5I In his video], RealArchaic claims being level 255 with 100 luck made enemies during the Den of Thieves quest drop Oghma Infinium. It is worth noting that he was on the Xbox360 version.&lt;br /&gt;
&lt;br /&gt;
In order to achieve one of these effects, we likely would need to discover a few intermediate glitches:&lt;br /&gt;
&lt;br /&gt;
# Removing quest Items from your inventory.&lt;br /&gt;
# Removing the quest time flag from an item.&lt;br /&gt;
#* It is worth noting that even with using console commands to remove the quest item flag from Oghma, we are still unable to dupe with any currently known methods.&lt;br /&gt;
&lt;br /&gt;
The script that handles reading the Oghma Infinium is &amp;lt;code&amp;gt;DAOghmaInfiniumScript&amp;lt;/code&amp;gt; which can be viewed [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
The book has three states for our purposes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unread:&amp;lt;/u&amp;gt; The flag for having chosen a path has not been set.&lt;br /&gt;
* &amp;lt;u&amp;gt;Read:&amp;lt;/u&amp;gt; The flag for having chosen a path has been set and the book has been removed.&lt;br /&gt;
* &amp;lt;u&amp;gt;Pre-Loaded:&amp;lt;/u&amp;gt; The book’s path flag was interrupted after selecting a path but before applying the effects of the path, so the book has not been removed until you open any menu.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
* [https://elderscrolls.fandom.com/wiki/Talk:Oghma_Infinium_(Oblivion)#Exploit_on_latest_patch Elder Scrolls Wiki Discussion] - Claims you can at least read it twice, although this is unconfirmed.&lt;br /&gt;
* RealArchaic [https://youtu.be/nGjd3wAi_5I Video 1] and [https://youtu.be/HwdlHgkJlB8 Video 2], and [https://youtu.be/3EffZZTYqvY Video 3] - Likely a hoax, his story claims that he was able to get to level 255 despite that being [https://docs.google.com/spreadsheets/d/11XwzaAOLocEaWWpDibGQyACNqkBzTCRa41fVa1-vuf0/edit?usp=sharing mathematically proven to be impossible] with the setup he explained. With the new Class Reset Glitch however, it is possible to recreate the requirements of Level 255 and 100 Luck organically, but this does not prove anything.&lt;br /&gt;
** [https://gamefaqs.gamespot.com/boards/941877-the-elder-scrolls-iv-oblivion-game-of-the-year-edition/48421540 This person] tried to recreate it and seemed to be unsuccessful.&lt;br /&gt;
** [https://en.uesp.net/wiki/Oblivion_talk:Oghma_Infinium/Archive_1#Glitch.2FExploit.3F This discussion] claims the Khajiit at the Roxey Inn dropped the Oghma using RealArchaic’s setup. We have been unable to recreate this on PC using console commands. At the very most this could be an Xbox360 specific glitch if multiple users with different IP Addresses are claiming the same thing.&lt;br /&gt;
** In the second video, we noticed that it is likely that the Oghma has replaced a stack of Steel Arrows. Their item IDs are very similar, with Steel Arrows being &amp;lt;code&amp;gt;229C1&amp;lt;/code&amp;gt; and Oghma being &amp;lt;code&amp;gt;228F1&amp;lt;/code&amp;gt;. It&#039;s possible that the game&#039;s memory was modified by RealArchaic or perhaps a memory buffer overflow subtracted 259 from the Steel Arrow&#039;s pointer in the inventory.&lt;br /&gt;
* An annotated document of Oghma&#039;s script when it is read can be found [https://docs.google.com/document/d/17zXYowwpX6T3tm_bffr3Dh-GNIxDKdqMNJXxPxKOlO4/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* You can queue up the Oghma popup by activating Oghma with a hotkey at the same time as performing another action. For example, entering a door and hotkeying the book at the same time will trigger the book to open automatically when you load into the next cell. Other actions this works on are talking to an NPC or loading a save file (if the save file also had Oghma hotkeyed in the same slot.)&lt;br /&gt;
** Holding down the hotkey while performing other actions will make the hotkey UI appear over the other UI, at which point you can release the hotkey to varying results, including freezing the UI on top in cases such as NPC dialogue.&lt;br /&gt;
* You can interrupt the script between the &amp;lt;code&amp;gt;OnEquip&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;OnMenu&amp;lt;/code&amp;gt; transition by spamming enter (after highlighting an option using the arrow keys) so that you select the Exit option before the pop up finishes fading out. This pre-loads the book so that the next time you enter a menu of any kind, the book will activate the path choice.&lt;br /&gt;
* When you go to jail, quest items remain in your inventory secretly. If you hotkey Oghma, go to jail, then use the hotkey, the book will appear despite not being visible in your inventory. Could this be useful for anything?&lt;br /&gt;
* We’ve tried scroll duping, 0 weight pickpocket duping, and Skull of Corruption duping, all of which did not work. We should see if the Lucien Dupe works.&lt;br /&gt;
* The popup for Oghma has 4 options. Using popup overlapping, we may be able to gain the benefits of Oghma and make a save before it removes it from our inventory, then load the save to skip the end of the script. To overlay popups, open the Oghma popup, then open any other popup via the settings menu (such as Yes/No to loading a save file, or Yes/No to resetting default controls).&lt;br /&gt;
** Selecting a &amp;quot;No&amp;quot; to loading a save when the Oghma popup is open results in the book never showing the popup again, but the book remains in the inventory.&lt;br /&gt;
&lt;br /&gt;
==Inventory Underflowing==&lt;br /&gt;
&lt;br /&gt;
In our attempts to dupe the Oghma Infinium, we inadvertently stumbled across a new glitch that has huge potential. [https://youtu.be/Xd2mShNeXpc Here is a video] of the glitch being performed/explained.&lt;br /&gt;
&lt;br /&gt;
===Guided Research Questions===&lt;br /&gt;
&lt;br /&gt;
* Can other items besides the Oghma Infinium be used to achieve this effect? We theorize we could potentially use this glitch for things like gold farming, but currently do not have an easy way to activate the effect early in the game.&lt;br /&gt;
** It appears that the glitch works because a script removes the item from our inventory as we go to open our menu, making the menu fail to visually update despite being functionally accurate.&lt;br /&gt;
* What exactly is going on with the visual display of the inventory after activating the glitch? It appears that it is possibly underflowing alphabetically, so that the item directly before Oghma in the inventory alphabetically represents the gold.&lt;br /&gt;
&lt;br /&gt;
==Wisp Stalk Cap Stack Separation==&lt;br /&gt;
&lt;br /&gt;
Using the [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Duplicate_Items_using_the_Skull_of_Corruption Skull of Corruption Glitch] we have found that you can duplicate Nirnroot to create “illegitimate” copies that don’t stack with the original ones. This results in you being able to create potions with alchemy that have two of the same Nirnroot ingredient, allowing for very efficient potions for abusing potion stacking. The perfect speed boost potion would theoretically have an “organic” Nirnroot and a “non-organic” one in addition to two Wisp Stalk Caps that are also glitched to be considered different ingredients. Is there a way to achieve this?&lt;br /&gt;
&lt;br /&gt;
* Currently, it appears using the Skull of Corruption Glitch on Wisp Stalk Caps does not achieve the same effect as when it is used to dupe Nirnroot. This is likely because Nirnroot and a few other items in the game are scripted to behave differently when duped to avoid being exploited.&lt;br /&gt;
&lt;br /&gt;
==RNG Manipulation==&lt;br /&gt;
&#039;&#039;Full article: [[Oblivion:RNG Manipulation|RNG Manipulation]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finding random skill books is annoying and RNG heavy. We can potentially lose a lot of time if we get bad RNG finding skill books, so ideally we would have a way to manipulate what drops we get. If you are interested in researching how this works, refer to the full article.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Valid&amp;quot; Ayleid Statue Dupes==&lt;br /&gt;
&lt;br /&gt;
For Umbaccano’s quests, you need to acquire 10 total Ayleid Statues from around the map. These stack but cannot be duped with current methods, including the Skull of Corruption Glitch. Having to traverse 10 individual dungeons with confusing layouts just to complete a single quest is a huge time sink, is there any way to duplicate a statue so that Umbacano will accept it?&lt;br /&gt;
&lt;br /&gt;
* Discovering how to do this would have further implications for similar quests such as Bear Season.&lt;br /&gt;
* The Lucien Dupe mentioned in the Glitch Archaeology section might work for this. Ayleid statues actually have two different item IDs, &amp;lt;code&amp;gt;0002AB48&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;000844C4&amp;lt;/code&amp;gt;, with the second one being weightless. It is possible the second one is actually the version that gets placed in the display case.&lt;br /&gt;
&lt;br /&gt;
==Havrd Escort Optimizations==&lt;br /&gt;
&lt;br /&gt;
Speedrunner Havrd created a crazy complicated setup for progressing through the escort section of the tutorial. His setup was slower than the regular method, resulting in it being largely forgotten, until we recently found a way to bring it much closer to the time the normal method takes. [https://www.youtube.com/watch?v=w7lJNsoJ0Ts Here] is a video showing how to perform it.&lt;br /&gt;
&lt;br /&gt;
# Set hard save with Adrenaline Rush cast for the first save clip in the prison cell.&lt;br /&gt;
# Do the tutorial normally through goblin cave to end up at the door to escort.&lt;br /&gt;
# Hard save at escort door.&lt;br /&gt;
# Load warp the prison cell save so that you have AR, go in, quicksave at hole in wall.&lt;br /&gt;
# Load escort door hard save, load warp through door.&lt;br /&gt;
# Exit back through door, quicksave quickload&lt;br /&gt;
# Go back into escort, flare mythic dawn, stand at base of stairs to pick class and do dialogue with uriel.&lt;br /&gt;
# Wait for uriel to start walking, quicksave&lt;br /&gt;
# Load escort door hard save, load warp through door&lt;br /&gt;
# Exit back through door, quicksave quickload.&lt;br /&gt;
# Run to save clip position to the left of the open door in escort, save clip&lt;br /&gt;
# Void warp at base of stairs to trigger glenroy walking, go through door to finish escort.&lt;br /&gt;
# Finish run as normal.&lt;br /&gt;
&lt;br /&gt;
The general revelation here is that NPCs in the tutorial can be manipulated to move around by leaving areas where they are running scripted events, unloading the cell by quicksaving and quickloading, then reloading the cell to skip their events. &lt;br /&gt;
&lt;br /&gt;
* Given that we are stuck in “tutorial mode” using the Class Reset Glitch, are there other long scripted events in other quests that we can skip with similar methods? Will this tech work even if we aren’t in “tutorial mode”?&lt;br /&gt;
* Is there a way to improve the tutorial even further, especially by skipping dialogue or finding a better save clip?&lt;br /&gt;
&lt;br /&gt;
==Testing Hall Access==&lt;br /&gt;
&lt;br /&gt;
There is a test room (which you can visit using the console command &amp;lt;code&amp;gt;coc testinghall)&amp;lt;/code&amp;gt; which contains essentially every item in the game in addition to tons of debug functions. Getting into this area would completely break several objectives for 100%, especially Skill Books Read. Is there any way to access this room?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* [https://community.wemod.com/t/oblivion-test-hall-location/178 This post] claims to have specific coords for the &amp;lt;code&amp;gt;testinghall&amp;lt;/code&amp;gt; (&#039;&#039;“change your location to: 3DB92, Y:1932.375000000, X: 1823.990000000 Z: 7162.773000000”&#039;&#039;)&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion_talk:Exterior_Test_Cells#Possible_Exterior_Cell:_TestEndGame This UESP discussion] ends with someone claiming to be traveling towards the same coordinates the other post mentioned, but in a &amp;lt;code&amp;gt;TestEndGame&amp;lt;/code&amp;gt; cell that is found by climbing out of Anvil Castle. We should visit this cell/location and see what the deal is.&lt;br /&gt;
* [https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches#Frostcrag_Spire_Glitch The Frostcrag Spire Glitch] allows players to get into a similar test area by uninstalling DLC. Is there a “legal” way to achieve this? Possibly with Load Warping?&lt;br /&gt;
&lt;br /&gt;
==Super Perma Key/Perma Key-like Effects==&lt;br /&gt;
&lt;br /&gt;
The [https://youtu.be/uzM51QR8K_Y Perma Key Glitch] allows you to set a flag for having successfully unlocked a door with a key, and keep that flag set so that all other doors will now open even if you don’t have the key. The interesting thing about this glitch is it universally activates across all save files for the current instance of the game, so the only way to disable it is to close it:&lt;br /&gt;
&lt;br /&gt;
# Open any door with a valid key so that the popup appears confirming the key was used.&lt;br /&gt;
# Before closing the popup, load any other save.&lt;br /&gt;
# The glitch is now active on all save files until you close the game.&lt;br /&gt;
&lt;br /&gt;
The glitch only works on doors with a valid key somewhere in the game, meaning that scripted doors do not work. The &#039;&#039;&#039;Super Perma Key Glitch&#039;&#039;&#039; would be a system that lets us enter locked scripted doors in addition to regular doors. This would have massive implications not just in 100%, but in every category:&lt;br /&gt;
* You could skip the entire tutorial with only a few save clips.&lt;br /&gt;
* The main quest (and many other questlines) could be massively sequence broken since you could now gain access to dungeons that are scripted to open once a specific quest starts.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is very interesting that this glitch is universal across save files, since it implies a global flag was set permanently due to a fault in the game engine.&lt;br /&gt;
* Are there any other global flags that can be permanently set by simply loading a save to interrupt the process of resetting the flag? Or through other means?&lt;br /&gt;
* The perma key effect was tried on chests, and the result was that the game no longer let the player open any chests until they closed the game. There could be another way to do this, which would possibly allow for sequence breaking several quests.&lt;br /&gt;
&lt;br /&gt;
==Ancestor Moths Well Clip==&lt;br /&gt;
&lt;br /&gt;
During the Turning a Blind Eye quest, when you exit the dungeon it spawns you on the well outside. It turns out, there is actually a hidden door underneath the well that could be used to skip having to go through the entire dungeon, effectively skipping the entire quest. Is there a way to get into this well?&lt;br /&gt;
* Finding a clip that will work for this will likely result in us discovering new tech about clipping through outdoor terrain, something which has never been done before.&lt;br /&gt;
** The core issue is that all current methods of clipping such as Save Clipping and the TCL Glitch don’t actually let us go through outdoor ground, only buildings and other objects.&lt;br /&gt;
&lt;br /&gt;
==Horse Out of Bounds in City (Stable Spawn Location Manipulation)==&lt;br /&gt;
&lt;br /&gt;
For the Horse Vector system to work, we’d need to largely eliminate all rocks, trees, buildings, etc. from the map. The easiest way to do this is to jump out of a city to get out of bounds, which results in a fully explorable but empty map. The problem is, we can’t do this on a horse because currently we have no way to push a horse into the load zone for a city. Perhaps through Load Warping or some other method this would be possible?&lt;br /&gt;
&lt;br /&gt;
* Dnayls unearthed old forum posts confirming this is possible by mistake:&lt;br /&gt;
** [https://steamcommunity.com/app/22330/discussions/0/846947320688894976/ Source 1], [https://gamefaqs.gamespot.com/boards/927345-the-elder-scrolls-iv-oblivion/42412522 Source 2]&lt;br /&gt;
&lt;br /&gt;
There are two glitches involved in this, the &#039;&#039;&#039;Stable Spawn Location Glitch&#039;&#039;&#039; and the &#039;&#039;&#039;Wabbajack Horse into City Glitch&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stable Spawn Location Leads===&lt;br /&gt;
&lt;br /&gt;
* MrBosch has created a result where Shadowmere can be stabled at a location other than a city, with the goal now being to recreate this in a way that proves a reliable setup. Here is what we know:&lt;br /&gt;
** &#039;&#039;“i think i somehow set shadowmere&#039;s &amp;quot;stables&#039; spawn&amp;quot; coordinates in the imperial prison.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i was trying to make shadowmere want to enter the imperial market district or prison from outside (in the bridge between both). this idea came from [https://www.youtube.com/watch?v=DvfwPC2G0As this youtube video]but thought it was fake anyways.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“during my test, a guard attacks me when im on shadowmere and fatigue her enough to faint, then i got off shadowmere and fast traveled to the imperial prison, shadowmere spawned next to me.”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“then i traveled across the map and although i traveled to indoor and outdoor places, on shadowmere, she got back to the same place in the prison where she spawned and the &amp;quot;your horse is in the stables&amp;quot; text appeared. also, if you travel to imperial prsion district with shadowmere, she will stay with you so all this things makes me think that her new &amp;quot;stable&amp;quot; is this place”&#039;&#039;&lt;br /&gt;
** &#039;&#039;“i tried different variations with the tcl glitch + fast travelling but couldnt get the same results.”&#039;&#039;&lt;br /&gt;
** Fevus was unable to replicate this (and had all DLC enabled). Bosch did not have DLC enabled. This may be relevant, but the cause of the setup not working could be something else entirely as well.&lt;br /&gt;
** This could be related to the [https://en.uesp.net/wiki/Oblivion_talk:Exploitable_Glitches#Voluntarily_trigger_.22jailtime_followers.22_glitch Jail Time Followers Glitch].&lt;br /&gt;
&lt;br /&gt;
===Wabbajack Horse into City Leads===&lt;br /&gt;
&lt;br /&gt;
* Fevus discovered that you can hit a horse with Wabbajack to turn it into an ogre to move it into a city.&lt;br /&gt;
** This is the setup:&lt;br /&gt;
**# Fast travel with any horse besides Shadowmere to the stable outside of Anvil.&lt;br /&gt;
**# Run around to the south entrance to the city across the bridge from the castle entrance.&lt;br /&gt;
**# Get off the horse, and use Wabbajack to transform it. If you get a Troll, Skeleton Champion, Ogre, or Goblin Skirmisher, continue to the next step, otherwise reroll the transformation.&lt;br /&gt;
**# Get the transformed enemy to aggro you, then jump onto the nearby rock next to the wall. The enemy will enter the city.&lt;br /&gt;
**# Enter the city and make sure your horse is not killed before it transforms back. You should now have a horse inside of the city.&lt;br /&gt;
** The problem with this glitch is that it doesn’t work with Shadowmere. This isn’t a huge issue in terms of movement speed, but it does mean the horse cannot have potions to heal itself like Shadowmere can. It appears Shadowmere is on some sort of blacklist of creatures that Wabbajack cannot transform. Our best option would be to instead find a way to heal the horse through other means, or to simply use the current traveling salesman exploration system with Shadowmere and forgo horse vectors entirely.&lt;br /&gt;
** Curiously, [https://drive.google.com/file/d/1MYY7dIwtBKZGa2GTEg1aC5RCsg4BKkUI/view?usp=sharing Fevus’ save file] (which has all DLC enabled) is able to perform this glitch, but not [https://drive.google.com/file/d/1Jm01kcfwXvePAzUHIv1DQrfGxwgwFvf4/view?usp=sharing the test save file] we used on stream. We need to figure out if the glitch is DLC specific or if some other aspect of the save file is the cause of this issue. It is likely the stable relocation glitch could be involved in this.&lt;br /&gt;
&lt;br /&gt;
The final part of the problem will simply be getting the horse out of the bounds of the city once inside. [https://youtu.be/vuzcObuUwGc This video] makes Cheydinhal look very promising if we can get the Anvil Wabbajack setup to work there too. This channel also has several other videos about how to get out of most other cities as well. On stream, we managed to jump out of Anvil on a horse after applying speed buffs to it.&lt;br /&gt;
&lt;br /&gt;
==Daedric Shrine Cutscene Skips==&lt;br /&gt;
&lt;br /&gt;
Daedric Shrines take forever because of cutscenes at the beginning and end of each quest. Is there a way to skip having to sit through these?&lt;br /&gt;
&lt;br /&gt;
===Leads===&lt;br /&gt;
&lt;br /&gt;
* If you open your inventory on the one frame of actionable gameplay after making an offering to a shrine, you can fast travel away. You can also drop the items you were about to offer as well, although this is not useful in our case.&lt;br /&gt;
**Returning to the shrine will trigger the cutscene to start as soon as you are in the area. Is there any way to overlap multiple cutscenes at once via saddling?&lt;br /&gt;
* It was discovered that if you uninstall the Shivering Isles, the Sheogorath cutscene [https://www.twitch.tv/videos/1138964203 instantly ends] because there is no audio file for his voice. This implies the audio file length determines the cutscene length. Any “legal” way to achieve something similar? Maybe through in-game sound settings?&lt;br /&gt;
** New tech was discovered that will also likely be deemed &amp;quot;illegal&amp;quot; in the speedrun. By disabling the sound device on your computer that the game is outputting to ([https://media.discordapp.net/attachments/892473620989898805/906074177591726100/unknown.png screenshot]), all dialogue is cut short or entirely skipped, which includes shrine cutscenes. Finding an in-game way to recreate this via audio settings would be solve this glitch.&lt;br /&gt;
&lt;br /&gt;
==Nude Warping==&lt;br /&gt;
&lt;br /&gt;
If you load warp into an indoor area using an outdoor save file, humorously the NPCs will not be wearing any weapons/armor/apparel, instead having them in their inventory. What this means is we can possibly steal items that are otherwise completely inaccessible to us normally from essential NPCs (example, Gray Cowl of Nocturnal) and NPCs we need to keep alive for other reasons. Are there any useful situations where we could use this tech?&lt;br /&gt;
* Agronak gro-Malog’s raiment could sequence break the Arena.&lt;br /&gt;
* Ahdarji’s Ring from Countess Alessia Caro.&lt;br /&gt;
* Steal from Ancotar for Zero Visibility (already outdoors, may not work).&lt;br /&gt;
* Arnora Auria’s amulet during Two Sides of the Coin.&lt;br /&gt;
* Caranya during The Necromancer’s Amulet.&lt;br /&gt;
* Jakben, Earl of Imbel to sequence break Boots of Springheel Jak.&lt;br /&gt;
* Rosentia Gallenus during Whom Gods Annoy.&lt;br /&gt;
&lt;br /&gt;
==Fast Travel Indoors==&lt;br /&gt;
&lt;br /&gt;
There is no proof of this being possible, but being able to fast travel indoors would theoretically make the Tutorial significantly shorter and more consistent, as well as remove several Load Warps from the route.&lt;br /&gt;
&lt;br /&gt;
In the construction set, each interior has a flag that can be checked or unchecked for allowing fast travel from that location. The only interiors that have fast travel enabled are the houses the player can own. Ideally we would find a way to trick the game into thinking we are in an outdoor cell or one of the player homes when we actually are not, resulting in enabled fast travel. Load Warping seems to be the most likely source of a glitch like this, particularly experimenting with making saves mid-Load Warp, something that inconsistently crashes the game and has been otherwise unexplored.&lt;br /&gt;
&lt;br /&gt;
==Ten Ancestors==&lt;br /&gt;
see [[Ten Ancestors]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Ten_Ancestors&amp;diff=3916</id>
		<title>Ten Ancestors</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Ten_Ancestors&amp;diff=3916"/>
		<updated>2025-03-14T21:32:08Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Ultrapotassium moved page Ten Ancestors to Oblivion:Ten Ancestors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Oblivion:Ten Ancestors]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Ten_Ancestors&amp;diff=3915</id>
		<title>Oblivion:Ten Ancestors</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Ten_Ancestors&amp;diff=3915"/>
		<updated>2025-03-14T21:32:08Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Ultrapotassium moved page Ten Ancestors to Oblivion:Ten Ancestors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rumpus&#039;s work on Ten Ancestors quest:&lt;br /&gt;
Rumpus — 2022-07-23 2:45 PM&lt;br /&gt;
Did some looking into the Ten Ancestors quest. It seems pretty airtight without being able to glitch global values. Here are my formatted notes in case anyone wants to do more research without having to start from scratch.&lt;br /&gt;
= Ayleid Research =&lt;br /&gt;
&lt;br /&gt;
Experiments are conducted using Oblivion 1.2.0416 on Steam with OBSE 1.2 installed for the &amp;lt;code&amp;gt;GetBaseObject&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background Information ==&lt;br /&gt;
&lt;br /&gt;
* Each class of objects has a BaseID, whom all instances share.&lt;br /&gt;
* Each object in the world has a RefID, unique to that instance.&lt;br /&gt;
* Objects generated at runtime have dynamically allocated RefIDs, prefixed with ‘ff’.&lt;br /&gt;
* Apparently BaseIDs can be dynamic too?&lt;br /&gt;
* Objects with different BaseIDs do not stack in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Script Analysis ==&lt;br /&gt;
&lt;br /&gt;
* The quest can be started by selling a &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt; to a merchant, or by delivering one to Umbacano.&lt;br /&gt;
* Umbacano accepts any instance of &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When Umbacano gets his grubby mitts on a statue, he transmutes it into a &amp;lt;code&amp;gt;MS12AyleidStatueUmbacano&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Any &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt; sold to a merchant ends up in Umbacano’s display case.&lt;br /&gt;
* Quest stages are advanced by the dialogue topic MS21StatueGive&lt;br /&gt;
* The global value &amp;lt;code&amp;gt;UmbacanoCount&amp;lt;/code&amp;gt; is incremented by MS21StatueGive and MS21statuescript.&lt;br /&gt;
* Giving statues 3-6 set the stage to &amp;lt;code&amp;gt;UmbacanoCount + 50&amp;lt;/code&amp;gt;. &#039;&#039;&#039;&#039;&#039;Possible vulnerability.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Fame is added at Quest Stage 60.&lt;br /&gt;
* If the last statue is sold instead of given, the quest is advanced to stage 100 and no fame is earned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skull of Corruption Duping ==&lt;br /&gt;
&lt;br /&gt;
Attempting to skull-dupe a &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt; produced one statue with a BaseID of &amp;lt;code&amp;gt;0002ab48&amp;lt;/code&amp;gt; and a RefID of &amp;lt;code&amp;gt;ff000828&amp;lt;/code&amp;gt; (the original legit statue), as well as another statue with a dynamic BaseID (ff000823) and a dynamic RefID (ff000827). Umbacano accepted the original statue, but not the duplicated one. Selling the duplicate does not trigger Jollring to deliver the letter and the duplicate does not end up in Umbacano’s display case.&lt;br /&gt;
&lt;br /&gt;
Repeating the process with the legit statue produced a duplicate with a dynamic BaseID of &amp;lt;code&amp;gt;ff000830&amp;lt;/code&amp;gt; and a dynamic RefID of &amp;lt;code&amp;gt;ff000834&amp;lt;/code&amp;gt;. Interestingly, picking up and dropping the duplicates does not reallocate their dynamic BaseIDs. Could this potentially crash the game if repeated long enough to exhaust the FormID address space?&lt;br /&gt;
&lt;br /&gt;
Skull-duping a skull-duplicate with BaseID &amp;lt;code&amp;gt;ff00084c&amp;lt;/code&amp;gt; and dynamic RefID produced a statue with BaseID &amp;lt;code&amp;gt;ff00084c&amp;lt;/code&amp;gt; and a new dynamic RefID.&lt;br /&gt;
&lt;br /&gt;
Attempting to skull-dupe a &amp;lt;code&amp;gt;MS12AyleidStatueUmbacano&amp;lt;/code&amp;gt; produced two statues, both with a BaseID of &amp;lt;code&amp;gt;000844c4&amp;lt;/code&amp;gt; and the statue’s original RefID. They did not stack in the inventory; when dropping them, dropping the second erased the first from existance. Obviously Umbacano did not accept either one, and there is no legit way to obtain a &amp;lt;code&amp;gt;MS12AyleidStatueUmbacano&amp;lt;/code&amp;gt; before turning in at least one statue so it could not possibly trigger Jollring to deliver the letter. Fencing the duplicates do not cause them to appear in Umbacano’s display case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;TLDR&#039;&#039;&#039;&#039;&#039; * Skull-duping a legit statue produces a new statue with a dynamic BaseID. * Dynamic BaseID statues are of no use for the quest. * Skull-duping a statue Umbacano already has creates a duplicate with an identical RefID. * Two statues with the same RefIDs cannot exist in the world at the same time, dropping one while the other is on the ground overwrites its existence. * Skull-duping a skull-duplicate produces a new statue with the same dynamic BaseID as the original.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scroll Duping ==&lt;br /&gt;
&lt;br /&gt;
Attempting to scroll-dupe a &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt; produced a single statue with a BaseID of &amp;lt;code&amp;gt;0002ab48&amp;lt;/code&amp;gt; and a dynamic RefID, the same as just dropping it. The same occured when trying to dupe a stack.&lt;br /&gt;
&lt;br /&gt;
Attempting to scroll-dupe a &amp;lt;code&amp;gt;MS12AyleidStatueUmbacano&amp;lt;/code&amp;gt; produced a single statue with a BaseID of &amp;lt;code&amp;gt;000844c4&amp;lt;/code&amp;gt; and the statue’s original RefID, the same as just dropping it. The same occured when trying to dupe a stack.&lt;br /&gt;
&lt;br /&gt;
Scroll-duping a duplicate of a &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt; produced by skull-duping with dynamic BaseID &amp;lt;code&amp;gt;ff00084c&amp;lt;/code&amp;gt; and dynamic RefID of &amp;lt;code&amp;gt;ff000855&amp;lt;/code&amp;gt; produced two statues, each with the original BaseID and a new dynamic RefID (&amp;lt;code&amp;gt;ff000856&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ff000857&amp;lt;/code&amp;gt;). Neither was accepted by Umbacano.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;TLDR&#039;&#039;&#039;&#039;&#039; * You cannot scroll-dupe a legit statue. * You cannot scroll-dupe a statue Umbacano already has. * You can scroll-dupe a duplicate created by skull-duping. * Scroll-duplicates of skull-duplicates stack, but are of no use for the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CS Data ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Quest [MS21] The Collector ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage&lt;br /&gt;
! Abv. Log Entry&lt;br /&gt;
! Result Script&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| EMPTY&lt;br /&gt;
| &amp;lt;code&amp;gt;jollringref.evp&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| I’ve received a note from a man called Umbacano; he’s interested in the Ayleid statue I found and sold. I should find him in the Imperial City and see what he wants.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem ms21umbacanonote 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| I’ve spoken to a collector of Ayleid artifacts named Umbacano. He has offered to pay me handsomely for any Ayleid Ancestor statues that I bring him.&lt;br /&gt;
| NONE&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Umbacano has offered to pay well for any more statues I find. I should look for more of them in Ayleid ruins, and bring them to him. If I can find all ten of the statues, he will pay me a large bonus.&lt;br /&gt;
| &amp;lt;code&amp;gt;if umbacanoCount == 10&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;addtopic ms21AnotherTask&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21 100&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;endif&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| Umbacano’s research has uncovered evidence that some of the Ayleid statues he is looking for may be hidden in these ruins: Moranda, Mackamentain, Wenyandawik, Ninendava, Fanacas.&lt;br /&gt;
| &amp;lt;code&amp;gt;ShowMap MackamentainMapMarker&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;ShowMap WenyandawikMapMarker&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;ShowMap NinendavaMapMarker&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;ShowMap FanacasMapMarker&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 52&lt;br /&gt;
| I have brought Umbacano a second Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| I have brought Umbacano a third Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| I have brought Umbacano a fourth Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 55&lt;br /&gt;
| I have brought Umbacano a fifth Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| I have brought Umbacano a sixth Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 57&lt;br /&gt;
| I have brought Umbacano a seventh Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 58&lt;br /&gt;
| I have brought Umbacano a eighth Ayleid statue. Only two more to go.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| I have brought Umbacano a ninth Ayleid statue. If I bring him one more he will pay be a bonus of 5,000 gold.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 60*&lt;br /&gt;
| I have brought Umbacano all ten of the Ayleid statues. He was very pleased and rewarded me well.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 5500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 25&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;modpcfame 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 100*&lt;br /&gt;
| EMPTY&lt;br /&gt;
| NONE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MS21StatueShow ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abrv. Response&lt;br /&gt;
! Add Topics&lt;br /&gt;
! Result Script&lt;br /&gt;
! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| Ah! One of the Ten Ancestors! Hold it up […]&lt;br /&gt;
| MS21AyleidStatueTopic UmbacanoTopic&lt;br /&gt;
| &amp;lt;code&amp;gt;setstage ms21, 15&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 0.00) AND (GetStage MS21 == 0.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MS21StatueGive ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abrv. Response&lt;br /&gt;
! Add Topics&lt;br /&gt;
! Result Script&lt;br /&gt;
! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| You have exceeded my fondest hopes, my […]&lt;br /&gt;
| MS21AnotherTask&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 60&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 9.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| You are doing very well in your treasure […]&lt;br /&gt;
| MS21AnotherTask&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 59&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 8.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| I had never thought to see eight of the […]&lt;br /&gt;
| MS21AnotherTask&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 58&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 7.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| I am impressed. Only three more statues […]&lt;br /&gt;
| MS21AnotherTask&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 57&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 6.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Beautiful. Exquisite. You have proven […]&lt;br /&gt;
| MS21AnotherTask&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 53&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 2.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ah, a second Ancestor. Excellent. I had […]&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 52&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 1.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Well done! Here is your payment as promised.&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;set ms21.stageVar to umbacanoCount + 50&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, ms21.stageVar&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount &amp;amp;gt; 0.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wonderful! Remember, I will be happy to […]&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21 20&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 0.00) AND (GetStage MS21 == 15.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NPCs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! BaseID&lt;br /&gt;
! RefID&lt;br /&gt;
! Attached Script&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano&lt;br /&gt;
| &amp;lt;code&amp;gt;0002ab4e&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b445&amp;lt;/code&amp;gt;&lt;br /&gt;
| UmbacanoScript&lt;br /&gt;
|-&lt;br /&gt;
| Jollring&lt;br /&gt;
| &amp;lt;code&amp;gt;0002ab4c&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b1a6&amp;lt;/code&amp;gt;&lt;br /&gt;
| JollringScript&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Item Classes ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Editor ID&lt;br /&gt;
! BaseID&lt;br /&gt;
! Weight&lt;br /&gt;
! Attached Script&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Statue&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| &amp;lt;code&amp;gt;0002ab48&amp;lt;/code&amp;gt;&lt;br /&gt;
| 3.0&lt;br /&gt;
| MS21statuescript&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Statue&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| &amp;lt;code&amp;gt;000844c4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0.0&lt;br /&gt;
| MS21AyleidStatueUmbacanoScript&lt;br /&gt;
|-&lt;br /&gt;
| Staff of Worms&lt;br /&gt;
| MGStaffofWorms&lt;br /&gt;
| &amp;lt;code&amp;gt;0004a24e&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10.0&lt;br /&gt;
| NONE&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Corruption&lt;br /&gt;
| DASkullCorruption&lt;br /&gt;
| &amp;lt;code&amp;gt;00027116&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10.0&lt;br /&gt;
| DASkullofCorruptionStaffScript&lt;br /&gt;
|-&lt;br /&gt;
| Beguiling Touch&lt;br /&gt;
| ScrollStandardCharmTouch1Novice&lt;br /&gt;
| &amp;lt;code&amp;gt;00084af1&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0.1&lt;br /&gt;
| NONE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Item Instances ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location Name&lt;br /&gt;
! Location Editor ID&lt;br /&gt;
! Base Editor ID&lt;br /&gt;
! Ref Editor ID&lt;br /&gt;
! RefID&lt;br /&gt;
|-&lt;br /&gt;
| Culotte&lt;br /&gt;
| Culotte&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0008440b&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fanacas&lt;br /&gt;
| Fanacas&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;00017378&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Necromancer’s Asylum&lt;br /&gt;
| Mackamentain03&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;00033e59&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Moranda Abaspania&lt;br /&gt;
| Moranda03&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0005183b&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ninendava&lt;br /&gt;
| Ninendava&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0008440a&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Vilverin Sel Sancremathi&lt;br /&gt;
| Vilverin04&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0008b5fd&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Welke Edesel&lt;br /&gt;
| Welke03&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;00093463&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wendelbek Sel Aran Mathmedi&lt;br /&gt;
| Wendelbek03&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0004c33e&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wendir Nagasel&lt;br /&gt;
| Wendir02&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;00093be1&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wenyandawik Edesel&lt;br /&gt;
| Wenyandawik02&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0009611b&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue1&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b44b&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue1A&lt;br /&gt;
| &amp;lt;code&amp;gt;0000855a&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue2&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b44c&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue3&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b44d&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue4&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b44e&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue5&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b44f&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue6&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b454&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue7&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b453&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue8&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b452&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue9&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b451&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue10&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b450&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MS21Script ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;scn MS21Script&lt;br /&gt;
&lt;br /&gt;
short foundCount				; how many statues has the player found?&lt;br /&gt;
short sellCount					; how many statues has player sold?&lt;br /&gt;
short questCount				; how many statues has the player brought to Umbacano?&lt;br /&gt;
;short umbacanoCount		; how many statues does Umbacano possess?&lt;br /&gt;
short umbacanoLastCount	; used to trigger enabling of the statues&lt;br /&gt;
short startDay&lt;br /&gt;
short stageVar					; used to set the stage based on umbacanoCount&lt;br /&gt;
short stolen						; set to 1 if the player steals any of the statues he sold to Umbacano&lt;br /&gt;
short placeStatues			; set to 1 when it is time to update display case&lt;br /&gt;
float fQuestDelayTime		; for quest script timing&lt;br /&gt;
short movestatue1			; set to 1 when statue1 is moved into its case&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
	if placeStatues == 1&lt;br /&gt;
&lt;br /&gt;
		if umbacanoLastCount &amp;amp;lt; umbacanoCount&lt;br /&gt;
			set umbacanoLastCount to umbacanoLastCount + 1&lt;br /&gt;
&lt;br /&gt;
			; enable the next statue in Umbacano&#039;s house&lt;br /&gt;
			if umbacanoLastCount == 1&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 1&amp;amp;quot;&lt;br /&gt;
				ms21statue1.enable&lt;br /&gt;
			elseif umbacanoLastCount == 2&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 2&amp;amp;quot;&lt;br /&gt;
				ms21statue2.enable&lt;br /&gt;
			elseif umbacanoLastCount == 3&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 3&amp;amp;quot;&lt;br /&gt;
				ms21statue3.enable&lt;br /&gt;
			elseif umbacanoLastCount == 4&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 4&amp;amp;quot;&lt;br /&gt;
				ms21statue4.enable&lt;br /&gt;
			elseif umbacanoLastCount == 5&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 5&amp;amp;quot;&lt;br /&gt;
				ms21statue5.enable&lt;br /&gt;
			elseif umbacanoLastCount == 6&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 6&amp;amp;quot;&lt;br /&gt;
				ms21statue6.enable&lt;br /&gt;
			elseif umbacanoLastCount == 7&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 7&amp;amp;quot;&lt;br /&gt;
				ms21statue7.enable&lt;br /&gt;
			elseif umbacanoLastCount == 8&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 8&amp;amp;quot;&lt;br /&gt;
				ms21statue8.enable&lt;br /&gt;
			elseif umbacanoLastCount == 9&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 9&amp;amp;quot;&lt;br /&gt;
				ms21statue9.enable&lt;br /&gt;
			elseif umbacanoLastCount == 10&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 10&amp;amp;quot;&lt;br /&gt;
				ms21statue10.enable&lt;br /&gt;
			endif&lt;br /&gt;
		endif&lt;br /&gt;
&lt;br /&gt;
		if umbacanoLastCount == umbacanoCount&lt;br /&gt;
			; all statues enabled&lt;br /&gt;
			set placeStatues to 0&lt;br /&gt;
			set fQuestDelayTime to 10&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MS21statuescript ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;scn MS21statuescript&lt;br /&gt;
&lt;br /&gt;
short found					; set to 1 when player first picks up the statue&lt;br /&gt;
short playerHasMe			; set to 1 when player has this item in inventory&lt;br /&gt;
short sellDay				; day the statue is sold (to time when it goes to Umbacano)&lt;br /&gt;
short toUmbacano			; set to 1 after Umbacano owns this statue&lt;br /&gt;
&lt;br /&gt;
begin OnSell player&lt;br /&gt;
	set playerHasMe to 0&lt;br /&gt;
	set sellDay to gameDaysPassed&lt;br /&gt;
	return&lt;br /&gt;
&lt;br /&gt;
;	set ms21.sellCount to ms21.sellCount + 1&lt;br /&gt;
;	setstage MS21 5&lt;br /&gt;
	; move to Umbacano&#039;s house (so player can&#039;t buy it right back)&lt;br /&gt;
;	set umbacanoCount to umbacanoCount + 1&lt;br /&gt;
;	set ms21.placeStatues to 1&lt;br /&gt;
;	set toUmbacano to 1&lt;br /&gt;
;	removeMe&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnSell		; generic block, we only get here if player wasn&#039;t the one selling (i.e. player was buying it)&lt;br /&gt;
	set sellDay to 0		; reset sellday if player buys it back before exiting barter menu&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin onAdd player&lt;br /&gt;
	; first time player finds this statue, mark it in ms21 script&lt;br /&gt;
	if found == 0&lt;br /&gt;
		if getquestrunning ms21 == 0&lt;br /&gt;
			startquest ms21&lt;br /&gt;
		endif&lt;br /&gt;
		set found to 1&lt;br /&gt;
		set ms21.foundCount to ms21.foundCount + 1&lt;br /&gt;
		if MS21Statue1.getdisabled == 0 &amp;amp;amp;&amp;amp;amp; MS21.movestatue1 == 0 &amp;amp;amp;&amp;amp;amp; MS21Statue1.stolen == 0 &amp;amp;amp;&amp;amp;amp; getstage MS21 &amp;amp;gt;= 20&lt;br /&gt;
			MS21Statue1.disable&lt;br /&gt;
			set MS21.movestatue1 to 1&lt;br /&gt;
			MS21Statue1A.enable&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
	set playerHasMe to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
	; immediately when player sells it, put it in Umbacano&#039;s house&lt;br /&gt;
	if playerHasMe == 0&lt;br /&gt;
		if toUmbacano == 0 &amp;amp;amp;&amp;amp;amp; sellDay &amp;amp;gt; 0&lt;br /&gt;
			set ms21.sellCount to ms21.sellCount + 1&lt;br /&gt;
			setstage MS21 5&lt;br /&gt;
			; move to Umbacano&#039;s house (so player can&#039;t buy it right back)&lt;br /&gt;
			set umbacanoCount to umbacanoCount + 1&lt;br /&gt;
			set ms21.placeStatues to 1&lt;br /&gt;
			set toUmbacano to 1&lt;br /&gt;
			removeMe&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MS21AyleidStatueUmbacanoScript ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;scn MS21AyleidStatueUmbacanoScript&lt;br /&gt;
&lt;br /&gt;
short stolen&lt;br /&gt;
&lt;br /&gt;
; script on the statues in Umbacano&#039;s house&lt;br /&gt;
&lt;br /&gt;
begin OnAdd player&lt;br /&gt;
	set MS21.stolen to 1&lt;br /&gt;
	set stolen to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnDrop player&lt;br /&gt;
	set stolen to 1&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UmbacanoScript ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;scn UmbacanoScript&lt;br /&gt;
&lt;br /&gt;
; used in MS21, MS22, MS27&lt;br /&gt;
short sayCount&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
&lt;br /&gt;
if getstage ms27 == 80 &amp;amp;amp;&amp;amp;amp; getiscurrentpackage MS27UmbacanoToThrone == 1 &amp;amp;amp;&amp;amp;amp; getsitting == 3&lt;br /&gt;
	setstage ms27 85&lt;br /&gt;
endif&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS21UmbacanoPlaceStatue1&lt;br /&gt;
	set MS21.fQuestDelayTime to .1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageDone MS21UmbacanoPlaceStatue1&lt;br /&gt;
	set MS21.placeStatues to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS21UmbacanoPlaceStatues&lt;br /&gt;
	set MS21.fQuestDelayTime to .1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageDone MS21UmbacanoPlaceStatues&lt;br /&gt;
	set MS21.placeStatues to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27WaitAtNenalata&lt;br /&gt;
	additem LL2NPCWeaponBossCombDaggerLvl100 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27UmbacanoActivateCarvingWall&lt;br /&gt;
	set MS27CarvingWall.timer to Say MS27Voice&lt;br /&gt;
	MS27CarvingWall.activate umbacanoRef 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27UmbacanoWaitAtCarvingWall&lt;br /&gt;
	if sayCount == 0&lt;br /&gt;
		SayTo player MS27Voice&lt;br /&gt;
		set sayCount to 1&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27UmbacanoToThrone&lt;br /&gt;
	if sayCount &amp;amp;lt; 2&lt;br /&gt;
		Say MS27Voice&lt;br /&gt;
		set sayCount to 2&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
begin OnDeath&lt;br /&gt;
	if getstage ms27 &amp;amp;gt;= 60 &amp;amp;amp;&amp;amp;amp; getstage ms27 &amp;amp;lt; 80&lt;br /&gt;
		setstage ms27 89&lt;br /&gt;
	endif&lt;br /&gt;
	if getstage ms27 == 80&lt;br /&gt;
		; trigger undead attack so player can escape&lt;br /&gt;
		setstage ms27 84&lt;br /&gt;
	endif&lt;br /&gt;
&lt;br /&gt;
	if getstagedone ms27 55 == 1 &amp;amp;amp;&amp;amp;amp; getstage MS27 == 85&lt;br /&gt;
		setstage ms27 95&lt;br /&gt;
	endif&lt;br /&gt;
&lt;br /&gt;
	if getstagedone ms27 86 == 1&lt;br /&gt;
		; turn off exterior minions when he dies as King&lt;br /&gt;
		Nenalata03Start.disable&lt;br /&gt;
	endif&lt;br /&gt;
&lt;br /&gt;
	; complete MS21&lt;br /&gt;
	setstage MS21 100&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JollringScript ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;scn JollringScript&lt;br /&gt;
&lt;br /&gt;
; QUESTS:&lt;br /&gt;
; MS21&lt;br /&gt;
; MS22&lt;br /&gt;
; MS27&lt;br /&gt;
&lt;br /&gt;
short escorting		; if 1, jollring will run his escort package&lt;br /&gt;
short greeting		; if 1, jollring will run his ambush/greet package&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
	if escorting == 1 &amp;amp;amp;&amp;amp;amp; getiscurrentpackage ICJollringEscortPlayerToUmbacano == 0&lt;br /&gt;
		evp&lt;br /&gt;
		; &amp;amp;quot;failsafe&amp;amp;quot;&lt;br /&gt;
		if getiscurrentpackage ICJollringEscortPlayerToUmbacano == 0&lt;br /&gt;
			set escorting to 0&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin onPackageEnd ICJollringEscortPlayerToUmbacano&lt;br /&gt;
	if escorting == 1&lt;br /&gt;
		umbacanoref.sayto player ms21Special&lt;br /&gt;
		set escorting to 0&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin onPackageEnd ICJollringEscortPlayerOut&lt;br /&gt;
	set escorting to 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
begin onPackageStart ICJollringSleep&lt;br /&gt;
	set greeting to 1&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Ten_Ancestors&amp;diff=3914</id>
		<title>Oblivion:Ten Ancestors</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Ten_Ancestors&amp;diff=3914"/>
		<updated>2025-03-14T21:29:51Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: wiki formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rumpus&#039;s work on Ten Ancestors quest:&lt;br /&gt;
Rumpus — 2022-07-23 2:45 PM&lt;br /&gt;
Did some looking into the Ten Ancestors quest. It seems pretty airtight without being able to glitch global values. Here are my formatted notes in case anyone wants to do more research without having to start from scratch.&lt;br /&gt;
= Ayleid Research =&lt;br /&gt;
&lt;br /&gt;
Experiments are conducted using Oblivion 1.2.0416 on Steam with OBSE 1.2 installed for the &amp;lt;code&amp;gt;GetBaseObject&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background Information ==&lt;br /&gt;
&lt;br /&gt;
* Each class of objects has a BaseID, whom all instances share.&lt;br /&gt;
* Each object in the world has a RefID, unique to that instance.&lt;br /&gt;
* Objects generated at runtime have dynamically allocated RefIDs, prefixed with ‘ff’.&lt;br /&gt;
* Apparently BaseIDs can be dynamic too?&lt;br /&gt;
* Objects with different BaseIDs do not stack in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Script Analysis ==&lt;br /&gt;
&lt;br /&gt;
* The quest can be started by selling a &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt; to a merchant, or by delivering one to Umbacano.&lt;br /&gt;
* Umbacano accepts any instance of &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When Umbacano gets his grubby mitts on a statue, he transmutes it into a &amp;lt;code&amp;gt;MS12AyleidStatueUmbacano&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Any &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt; sold to a merchant ends up in Umbacano’s display case.&lt;br /&gt;
* Quest stages are advanced by the dialogue topic MS21StatueGive&lt;br /&gt;
* The global value &amp;lt;code&amp;gt;UmbacanoCount&amp;lt;/code&amp;gt; is incremented by MS21StatueGive and MS21statuescript.&lt;br /&gt;
* Giving statues 3-6 set the stage to &amp;lt;code&amp;gt;UmbacanoCount + 50&amp;lt;/code&amp;gt;. &#039;&#039;&#039;&#039;&#039;Possible vulnerability.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Fame is added at Quest Stage 60.&lt;br /&gt;
* If the last statue is sold instead of given, the quest is advanced to stage 100 and no fame is earned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skull of Corruption Duping ==&lt;br /&gt;
&lt;br /&gt;
Attempting to skull-dupe a &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt; produced one statue with a BaseID of &amp;lt;code&amp;gt;0002ab48&amp;lt;/code&amp;gt; and a RefID of &amp;lt;code&amp;gt;ff000828&amp;lt;/code&amp;gt; (the original legit statue), as well as another statue with a dynamic BaseID (ff000823) and a dynamic RefID (ff000827). Umbacano accepted the original statue, but not the duplicated one. Selling the duplicate does not trigger Jollring to deliver the letter and the duplicate does not end up in Umbacano’s display case.&lt;br /&gt;
&lt;br /&gt;
Repeating the process with the legit statue produced a duplicate with a dynamic BaseID of &amp;lt;code&amp;gt;ff000830&amp;lt;/code&amp;gt; and a dynamic RefID of &amp;lt;code&amp;gt;ff000834&amp;lt;/code&amp;gt;. Interestingly, picking up and dropping the duplicates does not reallocate their dynamic BaseIDs. Could this potentially crash the game if repeated long enough to exhaust the FormID address space?&lt;br /&gt;
&lt;br /&gt;
Skull-duping a skull-duplicate with BaseID &amp;lt;code&amp;gt;ff00084c&amp;lt;/code&amp;gt; and dynamic RefID produced a statue with BaseID &amp;lt;code&amp;gt;ff00084c&amp;lt;/code&amp;gt; and a new dynamic RefID.&lt;br /&gt;
&lt;br /&gt;
Attempting to skull-dupe a &amp;lt;code&amp;gt;MS12AyleidStatueUmbacano&amp;lt;/code&amp;gt; produced two statues, both with a BaseID of &amp;lt;code&amp;gt;000844c4&amp;lt;/code&amp;gt; and the statue’s original RefID. They did not stack in the inventory; when dropping them, dropping the second erased the first from existance. Obviously Umbacano did not accept either one, and there is no legit way to obtain a &amp;lt;code&amp;gt;MS12AyleidStatueUmbacano&amp;lt;/code&amp;gt; before turning in at least one statue so it could not possibly trigger Jollring to deliver the letter. Fencing the duplicates do not cause them to appear in Umbacano’s display case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;TLDR&#039;&#039;&#039;&#039;&#039; * Skull-duping a legit statue produces a new statue with a dynamic BaseID. * Dynamic BaseID statues are of no use for the quest. * Skull-duping a statue Umbacano already has creates a duplicate with an identical RefID. * Two statues with the same RefIDs cannot exist in the world at the same time, dropping one while the other is on the ground overwrites its existence. * Skull-duping a skull-duplicate produces a new statue with the same dynamic BaseID as the original.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scroll Duping ==&lt;br /&gt;
&lt;br /&gt;
Attempting to scroll-dupe a &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt; produced a single statue with a BaseID of &amp;lt;code&amp;gt;0002ab48&amp;lt;/code&amp;gt; and a dynamic RefID, the same as just dropping it. The same occured when trying to dupe a stack.&lt;br /&gt;
&lt;br /&gt;
Attempting to scroll-dupe a &amp;lt;code&amp;gt;MS12AyleidStatueUmbacano&amp;lt;/code&amp;gt; produced a single statue with a BaseID of &amp;lt;code&amp;gt;000844c4&amp;lt;/code&amp;gt; and the statue’s original RefID, the same as just dropping it. The same occured when trying to dupe a stack.&lt;br /&gt;
&lt;br /&gt;
Scroll-duping a duplicate of a &amp;lt;code&amp;gt;MS21AyleidStatue&amp;lt;/code&amp;gt; produced by skull-duping with dynamic BaseID &amp;lt;code&amp;gt;ff00084c&amp;lt;/code&amp;gt; and dynamic RefID of &amp;lt;code&amp;gt;ff000855&amp;lt;/code&amp;gt; produced two statues, each with the original BaseID and a new dynamic RefID (&amp;lt;code&amp;gt;ff000856&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ff000857&amp;lt;/code&amp;gt;). Neither was accepted by Umbacano.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;TLDR&#039;&#039;&#039;&#039;&#039; * You cannot scroll-dupe a legit statue. * You cannot scroll-dupe a statue Umbacano already has. * You can scroll-dupe a duplicate created by skull-duping. * Scroll-duplicates of skull-duplicates stack, but are of no use for the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CS Data ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Quest [MS21] The Collector ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage&lt;br /&gt;
! Abv. Log Entry&lt;br /&gt;
! Result Script&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| EMPTY&lt;br /&gt;
| &amp;lt;code&amp;gt;jollringref.evp&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| I’ve received a note from a man called Umbacano; he’s interested in the Ayleid statue I found and sold. I should find him in the Imperial City and see what he wants.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem ms21umbacanonote 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| I’ve spoken to a collector of Ayleid artifacts named Umbacano. He has offered to pay me handsomely for any Ayleid Ancestor statues that I bring him.&lt;br /&gt;
| NONE&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Umbacano has offered to pay well for any more statues I find. I should look for more of them in Ayleid ruins, and bring them to him. If I can find all ten of the statues, he will pay me a large bonus.&lt;br /&gt;
| &amp;lt;code&amp;gt;if umbacanoCount == 10&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;addtopic ms21AnotherTask&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21 100&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;endif&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| Umbacano’s research has uncovered evidence that some of the Ayleid statues he is looking for may be hidden in these ruins: Moranda, Mackamentain, Wenyandawik, Ninendava, Fanacas.&lt;br /&gt;
| &amp;lt;code&amp;gt;ShowMap MackamentainMapMarker&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;ShowMap WenyandawikMapMarker&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;ShowMap NinendavaMapMarker&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;ShowMap FanacasMapMarker&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 52&lt;br /&gt;
| I have brought Umbacano a second Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| I have brought Umbacano a third Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| I have brought Umbacano a fourth Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 55&lt;br /&gt;
| I have brought Umbacano a fifth Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| I have brought Umbacano a sixth Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 57&lt;br /&gt;
| I have brought Umbacano a seventh Ayleid statue.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 58&lt;br /&gt;
| I have brought Umbacano a eighth Ayleid statue. Only two more to go.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 5&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| I have brought Umbacano a ninth Ayleid statue. If I bring him one more he will pay be a bonus of 5,000 gold.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 10&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 60*&lt;br /&gt;
| I have brought Umbacano all ten of the Ayleid statues. He was very pleased and rewarded me well.&lt;br /&gt;
| &amp;lt;code&amp;gt;player.additem gold001 5500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;umbacanoref.moddisposition player 25&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;modpcfame 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 100*&lt;br /&gt;
| EMPTY&lt;br /&gt;
| NONE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MS21StatueShow ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abrv. Response&lt;br /&gt;
! Add Topics&lt;br /&gt;
! Result Script&lt;br /&gt;
! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| Ah! One of the Ten Ancestors! Hold it up […]&lt;br /&gt;
| MS21AyleidStatueTopic UmbacanoTopic&lt;br /&gt;
| &amp;lt;code&amp;gt;setstage ms21, 15&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 0.00) AND (GetStage MS21 == 0.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MS21StatueGive ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abrv. Response&lt;br /&gt;
! Add Topics&lt;br /&gt;
! Result Script&lt;br /&gt;
! Conditions&lt;br /&gt;
|-&lt;br /&gt;
| You have exceeded my fondest hopes, my […]&lt;br /&gt;
| MS21AnotherTask&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 60&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 9.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| You are doing very well in your treasure […]&lt;br /&gt;
| MS21AnotherTask&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 59&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 8.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| I had never thought to see eight of the […]&lt;br /&gt;
| MS21AnotherTask&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 58&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 7.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| I am impressed. Only three more statues […]&lt;br /&gt;
| MS21AnotherTask&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 57&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 6.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Beautiful. Exquisite. You have proven […]&lt;br /&gt;
| MS21AnotherTask&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 53&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 2.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ah, a second Ancestor. Excellent. I had […]&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, 52&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 1.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Well done! Here is your payment as promised.&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;set ms21.stageVar to umbacanoCount + 50&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21, ms21.stageVar&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount &amp;amp;gt; 0.00) AND (GetStage MS21 &amp;amp;gt;= 20.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wonderful! Remember, I will be happy to […]&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;set umbacanoCount to umbacanoCount + 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.removeitem ms21ayleidstatue, 1&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;player.additem gold001 500&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;setstage ms21 20&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;(GetItemCount MS21AyleidStatue &amp;amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 0.00) AND (GetStage MS21 == 15.00) AND (GetStage MS21 &amp;amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NPCs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! BaseID&lt;br /&gt;
! RefID&lt;br /&gt;
! Attached Script&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano&lt;br /&gt;
| &amp;lt;code&amp;gt;0002ab4e&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b445&amp;lt;/code&amp;gt;&lt;br /&gt;
| UmbacanoScript&lt;br /&gt;
|-&lt;br /&gt;
| Jollring&lt;br /&gt;
| &amp;lt;code&amp;gt;0002ab4c&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b1a6&amp;lt;/code&amp;gt;&lt;br /&gt;
| JollringScript&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Item Classes ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Editor ID&lt;br /&gt;
! BaseID&lt;br /&gt;
! Weight&lt;br /&gt;
! Attached Script&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Statue&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| &amp;lt;code&amp;gt;0002ab48&amp;lt;/code&amp;gt;&lt;br /&gt;
| 3.0&lt;br /&gt;
| MS21statuescript&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Statue&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| &amp;lt;code&amp;gt;000844c4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0.0&lt;br /&gt;
| MS21AyleidStatueUmbacanoScript&lt;br /&gt;
|-&lt;br /&gt;
| Staff of Worms&lt;br /&gt;
| MGStaffofWorms&lt;br /&gt;
| &amp;lt;code&amp;gt;0004a24e&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10.0&lt;br /&gt;
| NONE&lt;br /&gt;
|-&lt;br /&gt;
| Skull of Corruption&lt;br /&gt;
| DASkullCorruption&lt;br /&gt;
| &amp;lt;code&amp;gt;00027116&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10.0&lt;br /&gt;
| DASkullofCorruptionStaffScript&lt;br /&gt;
|-&lt;br /&gt;
| Beguiling Touch&lt;br /&gt;
| ScrollStandardCharmTouch1Novice&lt;br /&gt;
| &amp;lt;code&amp;gt;00084af1&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0.1&lt;br /&gt;
| NONE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Item Instances ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location Name&lt;br /&gt;
! Location Editor ID&lt;br /&gt;
! Base Editor ID&lt;br /&gt;
! Ref Editor ID&lt;br /&gt;
! RefID&lt;br /&gt;
|-&lt;br /&gt;
| Culotte&lt;br /&gt;
| Culotte&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0008440b&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fanacas&lt;br /&gt;
| Fanacas&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;00017378&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Necromancer’s Asylum&lt;br /&gt;
| Mackamentain03&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;00033e59&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Moranda Abaspania&lt;br /&gt;
| Moranda03&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0005183b&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ninendava&lt;br /&gt;
| Ninendava&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0008440a&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Vilverin Sel Sancremathi&lt;br /&gt;
| Vilverin04&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0008b5fd&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Welke Edesel&lt;br /&gt;
| Welke03&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;00093463&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wendelbek Sel Aran Mathmedi&lt;br /&gt;
| Wendelbek03&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0004c33e&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wendir Nagasel&lt;br /&gt;
| Wendir02&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;00093be1&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wenyandawik Edesel&lt;br /&gt;
| Wenyandawik02&lt;br /&gt;
| MS21AyleidStatue&lt;br /&gt;
| NONE&lt;br /&gt;
| &amp;lt;code&amp;gt;0009611b&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue1&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b44b&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue1A&lt;br /&gt;
| &amp;lt;code&amp;gt;0000855a&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue2&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b44c&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue3&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b44d&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue4&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b44e&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue5&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b44f&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue6&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b454&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue7&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b453&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue8&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b452&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue9&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b451&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Umbacano’s Private Quarters&lt;br /&gt;
| ICTalosPlazaUmbacanoManorUpstairs&lt;br /&gt;
| MS12AyleidStatueUmbacano&lt;br /&gt;
| MS21Statue10&lt;br /&gt;
| &amp;lt;code&amp;gt;0002b450&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MS21Script ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;scn MS21Script&lt;br /&gt;
&lt;br /&gt;
short foundCount				; how many statues has the player found?&lt;br /&gt;
short sellCount					; how many statues has player sold?&lt;br /&gt;
short questCount				; how many statues has the player brought to Umbacano?&lt;br /&gt;
;short umbacanoCount		; how many statues does Umbacano possess?&lt;br /&gt;
short umbacanoLastCount	; used to trigger enabling of the statues&lt;br /&gt;
short startDay&lt;br /&gt;
short stageVar					; used to set the stage based on umbacanoCount&lt;br /&gt;
short stolen						; set to 1 if the player steals any of the statues he sold to Umbacano&lt;br /&gt;
short placeStatues			; set to 1 when it is time to update display case&lt;br /&gt;
float fQuestDelayTime		; for quest script timing&lt;br /&gt;
short movestatue1			; set to 1 when statue1 is moved into its case&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
	if placeStatues == 1&lt;br /&gt;
&lt;br /&gt;
		if umbacanoLastCount &amp;amp;lt; umbacanoCount&lt;br /&gt;
			set umbacanoLastCount to umbacanoLastCount + 1&lt;br /&gt;
&lt;br /&gt;
			; enable the next statue in Umbacano&#039;s house&lt;br /&gt;
			if umbacanoLastCount == 1&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 1&amp;amp;quot;&lt;br /&gt;
				ms21statue1.enable&lt;br /&gt;
			elseif umbacanoLastCount == 2&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 2&amp;amp;quot;&lt;br /&gt;
				ms21statue2.enable&lt;br /&gt;
			elseif umbacanoLastCount == 3&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 3&amp;amp;quot;&lt;br /&gt;
				ms21statue3.enable&lt;br /&gt;
			elseif umbacanoLastCount == 4&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 4&amp;amp;quot;&lt;br /&gt;
				ms21statue4.enable&lt;br /&gt;
			elseif umbacanoLastCount == 5&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 5&amp;amp;quot;&lt;br /&gt;
				ms21statue5.enable&lt;br /&gt;
			elseif umbacanoLastCount == 6&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 6&amp;amp;quot;&lt;br /&gt;
				ms21statue6.enable&lt;br /&gt;
			elseif umbacanoLastCount == 7&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 7&amp;amp;quot;&lt;br /&gt;
				ms21statue7.enable&lt;br /&gt;
			elseif umbacanoLastCount == 8&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 8&amp;amp;quot;&lt;br /&gt;
				ms21statue8.enable&lt;br /&gt;
			elseif umbacanoLastCount == 9&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 9&amp;amp;quot;&lt;br /&gt;
				ms21statue9.enable&lt;br /&gt;
			elseif umbacanoLastCount == 10&lt;br /&gt;
;				message &amp;amp;quot;DEBUG: enable statue 10&amp;amp;quot;&lt;br /&gt;
				ms21statue10.enable&lt;br /&gt;
			endif&lt;br /&gt;
		endif&lt;br /&gt;
&lt;br /&gt;
		if umbacanoLastCount == umbacanoCount&lt;br /&gt;
			; all statues enabled&lt;br /&gt;
			set placeStatues to 0&lt;br /&gt;
			set fQuestDelayTime to 10&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MS21statuescript ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;scn MS21statuescript&lt;br /&gt;
&lt;br /&gt;
short found					; set to 1 when player first picks up the statue&lt;br /&gt;
short playerHasMe			; set to 1 when player has this item in inventory&lt;br /&gt;
short sellDay				; day the statue is sold (to time when it goes to Umbacano)&lt;br /&gt;
short toUmbacano			; set to 1 after Umbacano owns this statue&lt;br /&gt;
&lt;br /&gt;
begin OnSell player&lt;br /&gt;
	set playerHasMe to 0&lt;br /&gt;
	set sellDay to gameDaysPassed&lt;br /&gt;
	return&lt;br /&gt;
&lt;br /&gt;
;	set ms21.sellCount to ms21.sellCount + 1&lt;br /&gt;
;	setstage MS21 5&lt;br /&gt;
	; move to Umbacano&#039;s house (so player can&#039;t buy it right back)&lt;br /&gt;
;	set umbacanoCount to umbacanoCount + 1&lt;br /&gt;
;	set ms21.placeStatues to 1&lt;br /&gt;
;	set toUmbacano to 1&lt;br /&gt;
;	removeMe&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnSell		; generic block, we only get here if player wasn&#039;t the one selling (i.e. player was buying it)&lt;br /&gt;
	set sellDay to 0		; reset sellday if player buys it back before exiting barter menu&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin onAdd player&lt;br /&gt;
	; first time player finds this statue, mark it in ms21 script&lt;br /&gt;
	if found == 0&lt;br /&gt;
		if getquestrunning ms21 == 0&lt;br /&gt;
			startquest ms21&lt;br /&gt;
		endif&lt;br /&gt;
		set found to 1&lt;br /&gt;
		set ms21.foundCount to ms21.foundCount + 1&lt;br /&gt;
		if MS21Statue1.getdisabled == 0 &amp;amp;amp;&amp;amp;amp; MS21.movestatue1 == 0 &amp;amp;amp;&amp;amp;amp; MS21Statue1.stolen == 0 &amp;amp;amp;&amp;amp;amp; getstage MS21 &amp;amp;gt;= 20&lt;br /&gt;
			MS21Statue1.disable&lt;br /&gt;
			set MS21.movestatue1 to 1&lt;br /&gt;
			MS21Statue1A.enable&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
	set playerHasMe to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
	; immediately when player sells it, put it in Umbacano&#039;s house&lt;br /&gt;
	if playerHasMe == 0&lt;br /&gt;
		if toUmbacano == 0 &amp;amp;amp;&amp;amp;amp; sellDay &amp;amp;gt; 0&lt;br /&gt;
			set ms21.sellCount to ms21.sellCount + 1&lt;br /&gt;
			setstage MS21 5&lt;br /&gt;
			; move to Umbacano&#039;s house (so player can&#039;t buy it right back)&lt;br /&gt;
			set umbacanoCount to umbacanoCount + 1&lt;br /&gt;
			set ms21.placeStatues to 1&lt;br /&gt;
			set toUmbacano to 1&lt;br /&gt;
			removeMe&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MS21AyleidStatueUmbacanoScript ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;scn MS21AyleidStatueUmbacanoScript&lt;br /&gt;
&lt;br /&gt;
short stolen&lt;br /&gt;
&lt;br /&gt;
; script on the statues in Umbacano&#039;s house&lt;br /&gt;
&lt;br /&gt;
begin OnAdd player&lt;br /&gt;
	set MS21.stolen to 1&lt;br /&gt;
	set stolen to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnDrop player&lt;br /&gt;
	set stolen to 1&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UmbacanoScript ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;scn UmbacanoScript&lt;br /&gt;
&lt;br /&gt;
; used in MS21, MS22, MS27&lt;br /&gt;
short sayCount&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
&lt;br /&gt;
if getstage ms27 == 80 &amp;amp;amp;&amp;amp;amp; getiscurrentpackage MS27UmbacanoToThrone == 1 &amp;amp;amp;&amp;amp;amp; getsitting == 3&lt;br /&gt;
	setstage ms27 85&lt;br /&gt;
endif&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS21UmbacanoPlaceStatue1&lt;br /&gt;
	set MS21.fQuestDelayTime to .1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageDone MS21UmbacanoPlaceStatue1&lt;br /&gt;
	set MS21.placeStatues to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS21UmbacanoPlaceStatues&lt;br /&gt;
	set MS21.fQuestDelayTime to .1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageDone MS21UmbacanoPlaceStatues&lt;br /&gt;
	set MS21.placeStatues to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27WaitAtNenalata&lt;br /&gt;
	additem LL2NPCWeaponBossCombDaggerLvl100 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27UmbacanoActivateCarvingWall&lt;br /&gt;
	set MS27CarvingWall.timer to Say MS27Voice&lt;br /&gt;
	MS27CarvingWall.activate umbacanoRef 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27UmbacanoWaitAtCarvingWall&lt;br /&gt;
	if sayCount == 0&lt;br /&gt;
		SayTo player MS27Voice&lt;br /&gt;
		set sayCount to 1&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27UmbacanoToThrone&lt;br /&gt;
	if sayCount &amp;amp;lt; 2&lt;br /&gt;
		Say MS27Voice&lt;br /&gt;
		set sayCount to 2&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
begin OnDeath&lt;br /&gt;
	if getstage ms27 &amp;amp;gt;= 60 &amp;amp;amp;&amp;amp;amp; getstage ms27 &amp;amp;lt; 80&lt;br /&gt;
		setstage ms27 89&lt;br /&gt;
	endif&lt;br /&gt;
	if getstage ms27 == 80&lt;br /&gt;
		; trigger undead attack so player can escape&lt;br /&gt;
		setstage ms27 84&lt;br /&gt;
	endif&lt;br /&gt;
&lt;br /&gt;
	if getstagedone ms27 55 == 1 &amp;amp;amp;&amp;amp;amp; getstage MS27 == 85&lt;br /&gt;
		setstage ms27 95&lt;br /&gt;
	endif&lt;br /&gt;
&lt;br /&gt;
	if getstagedone ms27 86 == 1&lt;br /&gt;
		; turn off exterior minions when he dies as King&lt;br /&gt;
		Nenalata03Start.disable&lt;br /&gt;
	endif&lt;br /&gt;
&lt;br /&gt;
	; complete MS21&lt;br /&gt;
	setstage MS21 100&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JollringScript ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;scn JollringScript&lt;br /&gt;
&lt;br /&gt;
; QUESTS:&lt;br /&gt;
; MS21&lt;br /&gt;
; MS22&lt;br /&gt;
; MS27&lt;br /&gt;
&lt;br /&gt;
short escorting		; if 1, jollring will run his escort package&lt;br /&gt;
short greeting		; if 1, jollring will run his ambush/greet package&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
	if escorting == 1 &amp;amp;amp;&amp;amp;amp; getiscurrentpackage ICJollringEscortPlayerToUmbacano == 0&lt;br /&gt;
		evp&lt;br /&gt;
		; &amp;amp;quot;failsafe&amp;amp;quot;&lt;br /&gt;
		if getiscurrentpackage ICJollringEscortPlayerToUmbacano == 0&lt;br /&gt;
			set escorting to 0&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin onPackageEnd ICJollringEscortPlayerToUmbacano&lt;br /&gt;
	if escorting == 1&lt;br /&gt;
		umbacanoref.sayto player ms21Special&lt;br /&gt;
		set escorting to 0&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin onPackageEnd ICJollringEscortPlayerOut&lt;br /&gt;
	set escorting to 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
begin onPackageStart ICJollringSleep&lt;br /&gt;
	set greeting to 1&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Ten_Ancestors&amp;diff=3913</id>
		<title>Oblivion:Ten Ancestors</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:Ten_Ancestors&amp;diff=3913"/>
		<updated>2025-03-14T21:13:50Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Created page with &amp;quot;Rumpus&amp;#039;s work on Ten Ancestors quest: Rumpus — 2022-07-23 2:45 PM Did some looking into the Ten Ancestors quest. It seems pretty airtight without being able to glitch global values. Here are my formatted notes in case anyone wants to do more research without having to start from scratch.  # Ayleid Research  Experiments are conducted using Oblivion 1.2.0416 on Steam with OBSE 1.2 installed for the `GetBaseObject` command.  ## Background Information  * Each class of obje...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rumpus&#039;s work on Ten Ancestors quest:&lt;br /&gt;
Rumpus — 2022-07-23 2:45 PM&lt;br /&gt;
Did some looking into the Ten Ancestors quest. It seems pretty airtight without being able to glitch global values. Here are my formatted notes in case anyone wants to do more research without having to start from scratch.&lt;br /&gt;
&lt;br /&gt;
# Ayleid Research&lt;br /&gt;
&lt;br /&gt;
Experiments are conducted using Oblivion 1.2.0416 on Steam with OBSE 1.2&lt;br /&gt;
installed for the `GetBaseObject` command.&lt;br /&gt;
&lt;br /&gt;
## Background Information&lt;br /&gt;
&lt;br /&gt;
* Each class of objects has a BaseID, whom all instances share.&lt;br /&gt;
* Each object in the world has a RefID, unique to that instance.&lt;br /&gt;
* Objects generated at runtime have dynamically allocated RefIDs, prefixed with&lt;br /&gt;
&#039;ff&#039;.&lt;br /&gt;
* Apparently BaseIDs can be dynamic too?&lt;br /&gt;
* Objects with different BaseIDs do not stack in the inventory.&lt;br /&gt;
&lt;br /&gt;
## Script Analysis&lt;br /&gt;
&lt;br /&gt;
* The quest can be started by selling a `MS21AyleidStatue` to a merchant, or by&lt;br /&gt;
delivering one to Umbacano.&lt;br /&gt;
* Umbacano accepts any instance of `MS21AyleidStatue`.&lt;br /&gt;
* When Umbacano gets his grubby mitts on a statue, he transmutes it into a&lt;br /&gt;
`MS12AyleidStatueUmbacano`.&lt;br /&gt;
* Any `MS21AyleidStatue` sold to a merchant ends up in Umbacano&#039;s display case.&lt;br /&gt;
* Quest stages are advanced by the dialogue topic MS21StatueGive&lt;br /&gt;
* The global value `UmbacanoCount` is incremented by MS21StatueGive and&lt;br /&gt;
MS21statuescript.&lt;br /&gt;
* Giving statues 3-6 set the stage to `UmbacanoCount + 50`. ***Possible&lt;br /&gt;
vulnerability.***&lt;br /&gt;
* Fame is added at Quest Stage 60.&lt;br /&gt;
* If the last statue is sold instead of given, the quest is advanced to stage&lt;br /&gt;
100 and no fame is earned.&lt;br /&gt;
&lt;br /&gt;
## Skull of Corruption Duping&lt;br /&gt;
&lt;br /&gt;
Attempting to skull-dupe a `MS21AyleidStatue` produced one statue with a BaseID&lt;br /&gt;
of `0002ab48` and a RefID of `ff000828` (the original legit statue), as well as&lt;br /&gt;
another statue with a dynamic BaseID (ff000823) and a dynamic RefID (ff000827).&lt;br /&gt;
Umbacano accepted the original statue, but not the duplicated one. Selling the&lt;br /&gt;
duplicate does not trigger Jollring to deliver the letter and the duplicate does&lt;br /&gt;
not end up in Umbacano&#039;s display case.&lt;br /&gt;
&lt;br /&gt;
Repeating the process with the legit statue produced a duplicate with a dynamic&lt;br /&gt;
BaseID of `ff000830` and a dynamic RefID of `ff000834`. Interestingly, picking&lt;br /&gt;
up and dropping the duplicates does not reallocate their dynamic BaseIDs. Could&lt;br /&gt;
this potentially crash the game if repeated long enough to exhaust the FormID&lt;br /&gt;
address space?&lt;br /&gt;
&lt;br /&gt;
Skull-duping a skull-duplicate with BaseID `ff00084c` and dynamic RefID produced&lt;br /&gt;
a statue with BaseID `ff00084c` and a new dynamic RefID.&lt;br /&gt;
&lt;br /&gt;
Attempting to skull-dupe a `MS12AyleidStatueUmbacano` produced two statues, both&lt;br /&gt;
with a BaseID of `000844c4` and the statue&#039;s original RefID. They did not stack&lt;br /&gt;
in the inventory; when dropping them, dropping the second erased the first from&lt;br /&gt;
existance. Obviously Umbacano did not accept either one, and there is no legit&lt;br /&gt;
way to obtain a `MS12AyleidStatueUmbacano` before turning in at least one statue&lt;br /&gt;
so it could not possibly trigger Jollring to deliver the letter. Fencing the&lt;br /&gt;
duplicates do not cause them to appear in Umbacano&#039;s display case.&lt;br /&gt;
&lt;br /&gt;
***TLDR***&lt;br /&gt;
* Skull-duping a legit statue produces a new statue with a dynamic BaseID.&lt;br /&gt;
* Dynamic BaseID statues are of no use for the quest.&lt;br /&gt;
* Skull-duping a statue Umbacano already has creates a duplicate with an&lt;br /&gt;
identical RefID.&lt;br /&gt;
* Two statues with the same RefIDs cannot exist in the world at the same time,&lt;br /&gt;
dropping one while the other is on the ground overwrites its existence.&lt;br /&gt;
* Skull-duping a skull-duplicate produces a new statue with the same dynamic&lt;br /&gt;
BaseID as the original.&lt;br /&gt;
&lt;br /&gt;
## Scroll Duping&lt;br /&gt;
&lt;br /&gt;
Attempting to scroll-dupe a `MS21AyleidStatue` produced a single statue with a&lt;br /&gt;
BaseID of `0002ab48` and a dynamic RefID, the same as just dropping it.&lt;br /&gt;
The same occured when trying to dupe a stack.&lt;br /&gt;
&lt;br /&gt;
Attempting to scroll-dupe a `MS12AyleidStatueUmbacano` produced a single statue&lt;br /&gt;
with a BaseID of `000844c4` and the statue&#039;s original RefID, the same as just&lt;br /&gt;
dropping it. The same occured when trying to dupe a stack.&lt;br /&gt;
&lt;br /&gt;
Scroll-duping a duplicate of a `MS21AyleidStatue` produced by skull-duping with&lt;br /&gt;
dynamic BaseID `ff00084c` and dynamic RefID of `ff000855` produced two statues,&lt;br /&gt;
each with the original BaseID and a new dynamic RefID (`ff000856` and&lt;br /&gt;
`ff000857`). Neither was accepted by Umbacano.&lt;br /&gt;
&lt;br /&gt;
***TLDR***&lt;br /&gt;
* You cannot scroll-dupe a legit statue.&lt;br /&gt;
* You cannot scroll-dupe a statue Umbacano already has.&lt;br /&gt;
* You can scroll-dupe a duplicate created by skull-duping.&lt;br /&gt;
* Scroll-duplicates of skull-duplicates stack, but are of no use for the quest.&lt;br /&gt;
&lt;br /&gt;
## CS Data&lt;br /&gt;
&lt;br /&gt;
### Quest [MS21] The Collector&lt;br /&gt;
&lt;br /&gt;
| Stage | Abv. Log Entry | Result Script |&lt;br /&gt;
| ----- | -------------- | ------------- |&lt;br /&gt;
|  5    | EMPTY          |`jollringref.evp`|&lt;br /&gt;
|  10   | I&#039;ve received a note from a man called Umbacano; he&#039;s interested in the Ayleid statue I found and sold. I should find him in the Imperial City and see what he wants. | `player.additem ms21umbacanonote 1` |&lt;br /&gt;
|  15   | I&#039;ve spoken to a collector of Ayleid artifacts named Umbacano. He has offered to pay me handsomely for any Ayleid Ancestor statues that I bring him. | NONE |&lt;br /&gt;
|  20   | Umbacano has offered to pay well for any more statues I find. I should look for more of them in Ayleid ruins, and bring them to him. If I can find all ten of the statues, he will pay me a large bonus. | `if umbacanoCount == 10` `addtopic ms21AnotherTask` `setstage ms21 100` `endif` |&lt;br /&gt;
|  40   | Umbacano&#039;s research has uncovered evidence that some of the Ayleid statues he is looking for may be hidden in these ruins: Moranda, Mackamentain, Wenyandawik, Ninendava, Fanacas. | `ShowMap MackamentainMapMarker` `ShowMap WenyandawikMapMarker` `ShowMap NinendavaMapMarker` `ShowMap FanacasMapMarker` |&lt;br /&gt;
|  52   | I have brought Umbacano a second Ayleid statue. | `player.additem gold001 500` `umbacanoref.moddisposition player 5` |&lt;br /&gt;
|  53   | I have brought Umbacano a third Ayleid statue. | `player.additem gold001 500` `umbacanoref.moddisposition player 10` |&lt;br /&gt;
|  54   | I have brought Umbacano a fourth Ayleid statue. | `player.additem gold001 500` `umbacanoref.moddisposition player 5` |&lt;br /&gt;
|  55   | I have brought Umbacano a fifth Ayleid statue. | `player.additem gold001 500` `umbacanoref.moddisposition player 5` |&lt;br /&gt;
|  56   | I have brought Umbacano a sixth Ayleid statue. | `player.additem gold001 500` `umbacanoref.moddisposition player 5` |&lt;br /&gt;
|  57   | I have brought Umbacano a seventh Ayleid statue. | `player.additem gold001 500` `umbacanoref.moddisposition player 5` |&lt;br /&gt;
|  58   | I have brought Umbacano a eighth Ayleid statue. Only two more to go. | `player.additem gold001 500` `umbacanoref.moddisposition player 5` |&lt;br /&gt;
|  59   | I have brought Umbacano a ninth Ayleid statue. If I bring him one more he will pay be a bonus of 5,000 gold. | `player.additem gold001 500` `umbacanoref.moddisposition player 10` |&lt;br /&gt;
|  60*  | I have brought Umbacano all ten of the Ayleid statues. He was very pleased and rewarded me well. | `player.additem gold001 5500` `umbacanoref.moddisposition player 25` `modpcfame 1` `setstage ms21 100` |&lt;br /&gt;
|  100* | EMPTY          | NONE          |&lt;br /&gt;
&lt;br /&gt;
### MS21StatueShow&lt;br /&gt;
&lt;br /&gt;
| Abrv. Response | Add Topics | Result Script | Conditions |&lt;br /&gt;
| -------------- | ---------- | ------------- | ---------- |&lt;br /&gt;
| Ah! One of the Ten Ancestors! Hold it up [...] | MS21AyleidStatueTopic UmbacanoTopic | `setstage ms21, 15` | `(GetItemCount MS21AyleidStatue &amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 0.00) AND (GetStage MS21 == 0.00) AND (GetIsID Umbacano == 1.00)` |&lt;br /&gt;
&lt;br /&gt;
### MS21StatueGive&lt;br /&gt;
&lt;br /&gt;
| Abrv. Response | Add Topics | Result Script | Conditions |&lt;br /&gt;
| -------------- | ---------- | ------------- | ---------- |&lt;br /&gt;
| You have exceeded my fondest hopes, my [...] | MS21AnotherTask | `set umbacanoCount to umbacanoCount + 1` `player.removeitem ms21ayleidstatue, 1` `setstage ms21, 60` | `(GetItemCount MS21AyleidStatue &amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 9.00) AND (GetStage MS21 &amp;gt;= 20.00) AND (GetStage MS21 &amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)` |&lt;br /&gt;
| You are doing very well in your treasure [...] | MS21AnotherTask | `set umbacanoCount to umbacanoCount + 1` `player.removeitem ms21ayleidstatue, 1` `setstage ms21, 59` | `(GetItemCount MS21AyleidStatue &amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 8.00) AND (GetStage MS21 &amp;gt;= 20.00) AND (GetStage MS21 &amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)` |&lt;br /&gt;
| I had never thought to see eight of the [...] | MS21AnotherTask | `set umbacanoCount to umbacanoCount + 1` `player.removeitem ms21ayleidstatue, 1` `setstage ms21, 58` | `(GetItemCount MS21AyleidStatue &amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 7.00) AND (GetStage MS21 &amp;gt;= 20.00) AND (GetStage MS21 &amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)` |&lt;br /&gt;
| I am impressed. Only three more statues [...] | MS21AnotherTask | `set umbacanoCount to umbacanoCount + 1` `player.removeitem ms21ayleidstatue, 1` `setstage ms21, 57` | `(GetItemCount MS21AyleidStatue &amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 6.00) AND (GetStage MS21 &amp;gt;= 20.00) AND (GetStage MS21 &amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)` |&lt;br /&gt;
| Beautiful. Exquisite. You have proven [...] | MS21AnotherTask | `set umbacanoCount to umbacanoCount + 1` `player.removeitem ms21ayleidstatue, 1` `setstage ms21, 53` | `(GetItemCount MS21AyleidStatue &amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 2.00) AND (GetStage MS21 &amp;gt;= 20.00) AND (GetStage MS21 &amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)` |&lt;br /&gt;
| Ah, a second Ancestor. Excellent. I had [...] | NONE | `set umbacanoCount to umbacanoCount + 1` `player.removeitem ms21ayleidstatue, 1` `setstage ms21, 52` | `(GetItemCount MS21AyleidStatue &amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 1.00) AND (GetStage MS21 &amp;gt;= 20.00) AND (GetStage MS21 &amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)` |&lt;br /&gt;
| Well done! Here is your payment as promised. | NONE | `set umbacanoCount to umbacanoCount + 1` `player.removeitem ms21ayleidstatue, 1` `set ms21.stageVar to umbacanoCount + 50` `setstage ms21, ms21.stageVar` | `(GetItemCount MS21AyleidStatue &amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount &amp;gt; 0.00) AND (GetStage MS21 &amp;gt;= 20.00) AND (GetStage MS21 &amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)` |&lt;br /&gt;
| Wonderful! Remember, I will be happy to [...] | NONE | `set umbacanoCount to umbacanoCount + 1` `player.removeitem ms21ayleidstatue, 1` `player.additem gold001 500` `setstage ms21 20` | `(GetItemCount MS21AyleidStatue &amp;gt; 0.00) AND (GetGlobalValue UmbacanoCount == 0.00) AND (GetStage MS21 == 15.00) AND (GetStage MS21 &amp;lt; 100.00) AND (GetIsID Umbacano == 1.00)` |&lt;br /&gt;
&lt;br /&gt;
### NPCs&lt;br /&gt;
&lt;br /&gt;
| Name     | BaseID     | RefID      | Attached Script |&lt;br /&gt;
| -------- | ---------- | ---------- | --------------- |&lt;br /&gt;
| Umbacano | `0002ab4e` | `0002b445` | UmbacanoScript  |&lt;br /&gt;
| Jollring | `0002ab4c` | `0002b1a6` | JollringScript  |&lt;br /&gt;
&lt;br /&gt;
### Item Classes&lt;br /&gt;
&lt;br /&gt;
| Name                | Editor ID                       | BaseID     | Weight | Attached Script                |&lt;br /&gt;
| ------------------- | ------------------------------- | ---------- | ------ | ------------------------------ |&lt;br /&gt;
| Ayleid Statue       | MS21AyleidStatue                | `0002ab48` |  3.0   | MS21statuescript               |&lt;br /&gt;
| Ayleid Statue       | MS12AyleidStatueUmbacano        | `000844c4` |  0.0   | MS21AyleidStatueUmbacanoScript |&lt;br /&gt;
| Staff of Worms      | MGStaffofWorms                  | `0004a24e` |  10.0  | NONE                           |&lt;br /&gt;
| Skull of Corruption | DASkullCorruption               | `00027116` |  10.0  | DASkullofCorruptionStaffScript |&lt;br /&gt;
| Beguiling Touch     | ScrollStandardCharmTouch1Novice | `00084af1` |  0.1   | NONE                           |&lt;br /&gt;
&lt;br /&gt;
### Item Instances&lt;br /&gt;
&lt;br /&gt;
| Location Name               | Location Editor ID                | Base Editor ID           | Ref Editor ID | RefID      |&lt;br /&gt;
| --------------------------- | --------------------------------- | ------------------------ | ------------- | ---------- |&lt;br /&gt;
| Culotte                     | Culotte                           | MS21AyleidStatue         | NONE          | `0008440b` |&lt;br /&gt;
| Fanacas                     | Fanacas                           | MS21AyleidStatue         | NONE          | `00017378` |&lt;br /&gt;
| Necromancer&#039;s Asylum        | Mackamentain03                    | MS21AyleidStatue         | NONE          | `00033e59` |&lt;br /&gt;
| Moranda Abaspania           | Moranda03                         | MS21AyleidStatue         | NONE          | `0005183b` |&lt;br /&gt;
| Ninendava                   | Ninendava                         | MS21AyleidStatue         | NONE          | `0008440a` |&lt;br /&gt;
| Vilverin Sel Sancremathi    | Vilverin04                        | MS21AyleidStatue         | NONE          | `0008b5fd` |&lt;br /&gt;
| Welke Edesel                | Welke03                           | MS21AyleidStatue         | NONE          | `00093463` |&lt;br /&gt;
| Wendelbek Sel Aran Mathmedi | Wendelbek03                       | MS21AyleidStatue         | NONE          | `0004c33e` |&lt;br /&gt;
| Wendir Nagasel              | Wendir02                          | MS21AyleidStatue         | NONE          | `00093be1` |&lt;br /&gt;
| Wenyandawik Edesel          | Wenyandawik02                     | MS21AyleidStatue         | NONE          | `0009611b` |&lt;br /&gt;
| Umbacano&#039;s Private Quarters | ICTalosPlazaUmbacanoManorUpstairs | MS12AyleidStatueUmbacano | MS21Statue1   | `0002b44b` |&lt;br /&gt;
| Umbacano&#039;s Private Quarters | ICTalosPlazaUmbacanoManorUpstairs | MS12AyleidStatueUmbacano | MS21Statue1A  | `0000855a` |&lt;br /&gt;
| Umbacano&#039;s Private Quarters | ICTalosPlazaUmbacanoManorUpstairs | MS12AyleidStatueUmbacano | MS21Statue2   | `0002b44c` |&lt;br /&gt;
| Umbacano&#039;s Private Quarters | ICTalosPlazaUmbacanoManorUpstairs | MS12AyleidStatueUmbacano | MS21Statue3   | `0002b44d` |&lt;br /&gt;
| Umbacano&#039;s Private Quarters | ICTalosPlazaUmbacanoManorUpstairs | MS12AyleidStatueUmbacano | MS21Statue4   | `0002b44e` |&lt;br /&gt;
| Umbacano&#039;s Private Quarters | ICTalosPlazaUmbacanoManorUpstairs | MS12AyleidStatueUmbacano | MS21Statue5   | `0002b44f` |&lt;br /&gt;
| Umbacano&#039;s Private Quarters | ICTalosPlazaUmbacanoManorUpstairs | MS12AyleidStatueUmbacano | MS21Statue6   | `0002b454` |&lt;br /&gt;
| Umbacano&#039;s Private Quarters | ICTalosPlazaUmbacanoManorUpstairs | MS12AyleidStatueUmbacano | MS21Statue7   | `0002b453` |&lt;br /&gt;
| Umbacano&#039;s Private Quarters | ICTalosPlazaUmbacanoManorUpstairs | MS12AyleidStatueUmbacano | MS21Statue8   | `0002b452` |&lt;br /&gt;
| Umbacano&#039;s Private Quarters | ICTalosPlazaUmbacanoManorUpstairs | MS12AyleidStatueUmbacano | MS21Statue9   | `0002b451` |&lt;br /&gt;
| Umbacano&#039;s Private Quarters | ICTalosPlazaUmbacanoManorUpstairs | MS12AyleidStatueUmbacano | MS21Statue10  | `0002b450` |&lt;br /&gt;
&lt;br /&gt;
### MS21Script&lt;br /&gt;
&lt;br /&gt;
```&lt;br /&gt;
scn MS21Script&lt;br /&gt;
&lt;br /&gt;
short foundCount				; how many statues has the player found?&lt;br /&gt;
short sellCount					; how many statues has player sold?&lt;br /&gt;
short questCount				; how many statues has the player brought to Umbacano?&lt;br /&gt;
;short umbacanoCount		; how many statues does Umbacano possess?&lt;br /&gt;
short umbacanoLastCount	; used to trigger enabling of the statues&lt;br /&gt;
short startDay&lt;br /&gt;
short stageVar					; used to set the stage based on umbacanoCount&lt;br /&gt;
short stolen						; set to 1 if the player steals any of the statues he sold to Umbacano&lt;br /&gt;
short placeStatues			; set to 1 when it is time to update display case&lt;br /&gt;
float fQuestDelayTime		; for quest script timing&lt;br /&gt;
short movestatue1			; set to 1 when statue1 is moved into its case&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
	if placeStatues == 1&lt;br /&gt;
&lt;br /&gt;
		if umbacanoLastCount &amp;lt; umbacanoCount&lt;br /&gt;
			set umbacanoLastCount to umbacanoLastCount + 1&lt;br /&gt;
&lt;br /&gt;
			; enable the next statue in Umbacano&#039;s house&lt;br /&gt;
			if umbacanoLastCount == 1&lt;br /&gt;
;				message &amp;quot;DEBUG: enable statue 1&amp;quot;&lt;br /&gt;
				ms21statue1.enable&lt;br /&gt;
			elseif umbacanoLastCount == 2&lt;br /&gt;
;				message &amp;quot;DEBUG: enable statue 2&amp;quot;&lt;br /&gt;
				ms21statue2.enable&lt;br /&gt;
			elseif umbacanoLastCount == 3&lt;br /&gt;
;				message &amp;quot;DEBUG: enable statue 3&amp;quot;&lt;br /&gt;
				ms21statue3.enable&lt;br /&gt;
			elseif umbacanoLastCount == 4&lt;br /&gt;
;				message &amp;quot;DEBUG: enable statue 4&amp;quot;&lt;br /&gt;
				ms21statue4.enable&lt;br /&gt;
			elseif umbacanoLastCount == 5&lt;br /&gt;
;				message &amp;quot;DEBUG: enable statue 5&amp;quot;&lt;br /&gt;
				ms21statue5.enable&lt;br /&gt;
			elseif umbacanoLastCount == 6&lt;br /&gt;
;				message &amp;quot;DEBUG: enable statue 6&amp;quot;&lt;br /&gt;
				ms21statue6.enable&lt;br /&gt;
			elseif umbacanoLastCount == 7&lt;br /&gt;
;				message &amp;quot;DEBUG: enable statue 7&amp;quot;&lt;br /&gt;
				ms21statue7.enable&lt;br /&gt;
			elseif umbacanoLastCount == 8&lt;br /&gt;
;				message &amp;quot;DEBUG: enable statue 8&amp;quot;&lt;br /&gt;
				ms21statue8.enable&lt;br /&gt;
			elseif umbacanoLastCount == 9&lt;br /&gt;
;				message &amp;quot;DEBUG: enable statue 9&amp;quot;&lt;br /&gt;
				ms21statue9.enable&lt;br /&gt;
			elseif umbacanoLastCount == 10&lt;br /&gt;
;				message &amp;quot;DEBUG: enable statue 10&amp;quot;&lt;br /&gt;
				ms21statue10.enable&lt;br /&gt;
			endif&lt;br /&gt;
		endif&lt;br /&gt;
&lt;br /&gt;
		if umbacanoLastCount == umbacanoCount&lt;br /&gt;
			; all statues enabled&lt;br /&gt;
			set placeStatues to 0&lt;br /&gt;
			set fQuestDelayTime to 10&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
```&lt;br /&gt;
&lt;br /&gt;
### MS21statuescript&lt;br /&gt;
&lt;br /&gt;
```&lt;br /&gt;
scn MS21statuescript&lt;br /&gt;
&lt;br /&gt;
short found					; set to 1 when player first picks up the statue&lt;br /&gt;
short playerHasMe			; set to 1 when player has this item in inventory&lt;br /&gt;
short sellDay				; day the statue is sold (to time when it goes to Umbacano)&lt;br /&gt;
short toUmbacano			; set to 1 after Umbacano owns this statue&lt;br /&gt;
&lt;br /&gt;
begin OnSell player&lt;br /&gt;
	set playerHasMe to 0&lt;br /&gt;
	set sellDay to gameDaysPassed&lt;br /&gt;
	return&lt;br /&gt;
&lt;br /&gt;
;	set ms21.sellCount to ms21.sellCount + 1&lt;br /&gt;
;	setstage MS21 5&lt;br /&gt;
	; move to Umbacano&#039;s house (so player can&#039;t buy it right back)&lt;br /&gt;
;	set umbacanoCount to umbacanoCount + 1&lt;br /&gt;
;	set ms21.placeStatues to 1&lt;br /&gt;
;	set toUmbacano to 1&lt;br /&gt;
;	removeMe&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnSell		; generic block, we only get here if player wasn&#039;t the one selling (i.e. player was buying it)&lt;br /&gt;
	set sellDay to 0		; reset sellday if player buys it back before exiting barter menu&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin onAdd player&lt;br /&gt;
	; first time player finds this statue, mark it in ms21 script&lt;br /&gt;
	if found == 0&lt;br /&gt;
		if getquestrunning ms21 == 0&lt;br /&gt;
			startquest ms21&lt;br /&gt;
		endif&lt;br /&gt;
		set found to 1&lt;br /&gt;
		set ms21.foundCount to ms21.foundCount + 1&lt;br /&gt;
		if MS21Statue1.getdisabled == 0 &amp;amp;&amp;amp; MS21.movestatue1 == 0 &amp;amp;&amp;amp; MS21Statue1.stolen == 0 &amp;amp;&amp;amp; getstage MS21 &amp;gt;= 20&lt;br /&gt;
			MS21Statue1.disable&lt;br /&gt;
			set MS21.movestatue1 to 1&lt;br /&gt;
			MS21Statue1A.enable&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
	set playerHasMe to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
	; immediately when player sells it, put it in Umbacano&#039;s house&lt;br /&gt;
	if playerHasMe == 0&lt;br /&gt;
		if toUmbacano == 0 &amp;amp;&amp;amp; sellDay &amp;gt; 0&lt;br /&gt;
			set ms21.sellCount to ms21.sellCount + 1&lt;br /&gt;
			setstage MS21 5&lt;br /&gt;
			; move to Umbacano&#039;s house (so player can&#039;t buy it right back)&lt;br /&gt;
			set umbacanoCount to umbacanoCount + 1&lt;br /&gt;
			set ms21.placeStatues to 1&lt;br /&gt;
			set toUmbacano to 1&lt;br /&gt;
			removeMe&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
```&lt;br /&gt;
&lt;br /&gt;
### MS21AyleidStatueUmbacanoScript&lt;br /&gt;
&lt;br /&gt;
```&lt;br /&gt;
scn MS21AyleidStatueUmbacanoScript&lt;br /&gt;
&lt;br /&gt;
short stolen&lt;br /&gt;
&lt;br /&gt;
; script on the statues in Umbacano&#039;s house&lt;br /&gt;
&lt;br /&gt;
begin OnAdd player&lt;br /&gt;
	set MS21.stolen to 1&lt;br /&gt;
	set stolen to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnDrop player&lt;br /&gt;
	set stolen to 1&lt;br /&gt;
end&lt;br /&gt;
```&lt;br /&gt;
&lt;br /&gt;
### UmbacanoScript&lt;br /&gt;
&lt;br /&gt;
```&lt;br /&gt;
scn UmbacanoScript&lt;br /&gt;
&lt;br /&gt;
; used in MS21, MS22, MS27&lt;br /&gt;
short sayCount&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
&lt;br /&gt;
if getstage ms27 == 80 &amp;amp;&amp;amp; getiscurrentpackage MS27UmbacanoToThrone == 1 &amp;amp;&amp;amp; getsitting == 3&lt;br /&gt;
	setstage ms27 85&lt;br /&gt;
endif&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS21UmbacanoPlaceStatue1&lt;br /&gt;
	set MS21.fQuestDelayTime to .1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageDone MS21UmbacanoPlaceStatue1&lt;br /&gt;
	set MS21.placeStatues to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS21UmbacanoPlaceStatues&lt;br /&gt;
	set MS21.fQuestDelayTime to .1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageDone MS21UmbacanoPlaceStatues&lt;br /&gt;
	set MS21.placeStatues to 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27WaitAtNenalata&lt;br /&gt;
	additem LL2NPCWeaponBossCombDaggerLvl100 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27UmbacanoActivateCarvingWall&lt;br /&gt;
	set MS27CarvingWall.timer to Say MS27Voice&lt;br /&gt;
	MS27CarvingWall.activate umbacanoRef 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27UmbacanoWaitAtCarvingWall&lt;br /&gt;
	if sayCount == 0&lt;br /&gt;
		SayTo player MS27Voice&lt;br /&gt;
		set sayCount to 1&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin OnPackageStart MS27UmbacanoToThrone&lt;br /&gt;
	if sayCount &amp;lt; 2&lt;br /&gt;
		Say MS27Voice&lt;br /&gt;
		set sayCount to 2&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
begin OnDeath&lt;br /&gt;
	if getstage ms27 &amp;gt;= 60 &amp;amp;&amp;amp; getstage ms27 &amp;lt; 80&lt;br /&gt;
		setstage ms27 89&lt;br /&gt;
	endif&lt;br /&gt;
	if getstage ms27 == 80&lt;br /&gt;
		; trigger undead attack so player can escape&lt;br /&gt;
		setstage ms27 84&lt;br /&gt;
	endif&lt;br /&gt;
&lt;br /&gt;
	if getstagedone ms27 55 == 1 &amp;amp;&amp;amp; getstage MS27 == 85&lt;br /&gt;
		setstage ms27 95&lt;br /&gt;
	endif&lt;br /&gt;
&lt;br /&gt;
	if getstagedone ms27 86 == 1&lt;br /&gt;
		; turn off exterior minions when he dies as King&lt;br /&gt;
		Nenalata03Start.disable&lt;br /&gt;
	endif&lt;br /&gt;
&lt;br /&gt;
	; complete MS21&lt;br /&gt;
	setstage MS21 100&lt;br /&gt;
end&lt;br /&gt;
```&lt;br /&gt;
&lt;br /&gt;
### JollringScript&lt;br /&gt;
&lt;br /&gt;
```&lt;br /&gt;
scn JollringScript&lt;br /&gt;
&lt;br /&gt;
; QUESTS:&lt;br /&gt;
; MS21&lt;br /&gt;
; MS22&lt;br /&gt;
; MS27&lt;br /&gt;
&lt;br /&gt;
short escorting		; if 1, jollring will run his escort package&lt;br /&gt;
short greeting		; if 1, jollring will run his ambush/greet package&lt;br /&gt;
&lt;br /&gt;
begin gamemode&lt;br /&gt;
	if escorting == 1 &amp;amp;&amp;amp; getiscurrentpackage ICJollringEscortPlayerToUmbacano == 0&lt;br /&gt;
		evp&lt;br /&gt;
		; &amp;quot;failsafe&amp;quot;&lt;br /&gt;
		if getiscurrentpackage ICJollringEscortPlayerToUmbacano == 0&lt;br /&gt;
			set escorting to 0&lt;br /&gt;
		endif&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin onPackageEnd ICJollringEscortPlayerToUmbacano&lt;br /&gt;
	if escorting == 1&lt;br /&gt;
		umbacanoref.sayto player ms21Special&lt;br /&gt;
		set escorting to 0&lt;br /&gt;
	endif&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
begin onPackageEnd ICJollringEscortPlayerOut&lt;br /&gt;
	set escorting to 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
begin onPackageStart ICJollringSleep&lt;br /&gt;
	set greeting to 1&lt;br /&gt;
end&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:GlitchBox&amp;diff=421</id>
		<title>Template:GlitchBox</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:GlitchBox&amp;diff=421"/>
		<updated>2023-05-25T23:19:44Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: dash to underscore to align with existing glitch category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;glitchbox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;glitchbox-title&amp;quot;&amp;gt;{{{title|{{PAGENAME}} }}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{category|}}}|&lt;br /&gt;
    &amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;Category:&#039;&#039;&#039; {{{category}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{aka|}}}|&lt;br /&gt;
    &amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;Also Known As:&#039;&#039;&#039; {{{aka}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{image|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;glitchbox-image&amp;quot;&amp;gt;[[File:{{{image}}}|300px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{caption|}}}|&lt;br /&gt;
    &#039;&#039;&amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;{{{caption}}}&amp;lt;/p&amp;gt;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{videoLink|}}}|&lt;br /&gt;
    &#039;&#039;&amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;See a video explanation &#039;&#039;&#039;[{{{videoLink}}} here]&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;glitchbox-subTitle&amp;quot;&amp;gt;Version Compatibility&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;glitchboxvTable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;quot;&amp;gt;v1.0&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;gt;v1.1.511&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;gt;v1.20214&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;gt;v1.2.0416&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#if:{{{v1|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v1}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{v115|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v115}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{v12|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v12}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{v121|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v121}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&amp;lt;/table&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Required DLC Images will go here.&amp;lt;/p&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;glitchbox-subTitle&amp;quot;&amp;gt;Details&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;text-align: left; width: 100%; font-size: 12px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Found By:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{foundby|}}}|{{{foundby}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Date Found:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{datefound|}}}|{{{datefound}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Archaeologist:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{archaeologist|}}}|{{{archaeologist}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Date Recovered:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{archdate|}}}|{{{archdate}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Original Source:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{source|}}}|[{{{source}}} Link]}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:{{NAMESPACE}}_Glitches]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:GlitchBox&amp;diff=420</id>
		<title>Template:GlitchBox</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:GlitchBox&amp;diff=420"/>
		<updated>2023-05-25T23:17:53Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Add &amp;quot;glitches&amp;quot; category to glitch template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;glitchbox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;glitchbox-title&amp;quot;&amp;gt;{{{title|{{PAGENAME}} }}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{category|}}}|&lt;br /&gt;
    &amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;Category:&#039;&#039;&#039; {{{category}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{aka|}}}|&lt;br /&gt;
    &amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;Also Known As:&#039;&#039;&#039; {{{aka}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{image|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;glitchbox-image&amp;quot;&amp;gt;[[File:{{{image}}}|300px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{caption|}}}|&lt;br /&gt;
    &#039;&#039;&amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;{{{caption}}}&amp;lt;/p&amp;gt;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{videoLink|}}}|&lt;br /&gt;
    &#039;&#039;&amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;See a video explanation &#039;&#039;&#039;[{{{videoLink}}} here]&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;glitchbox-subTitle&amp;quot;&amp;gt;Version Compatibility&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;glitchboxvTable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;quot;&amp;gt;v1.0&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;gt;v1.1.511&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;gt;v1.20214&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;gt;v1.2.0416&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#if:{{{v1|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v1}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{v115|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v115}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{v12|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v12}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{v121|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v121}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&amp;lt;/table&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Required DLC Images will go here.&amp;lt;/p&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;glitchbox-subTitle&amp;quot;&amp;gt;Details&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;text-align: left; width: 100%; font-size: 12px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Found By:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{foundby|}}}|{{{foundby}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Date Found:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{datefound|}}}|{{{datefound}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Archaeologist:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{archaeologist|}}}|{{{archaeologist}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Date Recovered:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{archdate|}}}|{{{archdate}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Original Source:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{source|}}}|[{{{source}}} Link]}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:{{NAMESPACE}}-Glitches]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:GlitchBox&amp;diff=419</id>
		<title>Template:GlitchBox</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:GlitchBox&amp;diff=419"/>
		<updated>2023-05-25T23:07:05Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Remove substring removing first 9 characters of name (used to be so oblivion: wouldn&amp;#039;t show)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;glitchbox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;glitchbox-title&amp;quot;&amp;gt;{{{title|{{PAGENAME}} }}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{category|}}}|&lt;br /&gt;
    &amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;Category:&#039;&#039;&#039; {{{category}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{aka|}}}|&lt;br /&gt;
    &amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;Also Known As:&#039;&#039;&#039; {{{aka}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{image|}}}|&lt;br /&gt;
    &amp;lt;div class=&amp;quot;glitchbox-image&amp;quot;&amp;gt;[[File:{{{image}}}|300px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
{{#if:{{{caption|}}}|&lt;br /&gt;
    &#039;&#039;&amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;{{{caption}}}&amp;lt;/p&amp;gt;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{videoLink|}}}|&lt;br /&gt;
    &#039;&#039;&amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;See a video explanation &#039;&#039;&#039;[{{{videoLink}}} here]&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;glitchbox-subTitle&amp;quot;&amp;gt;Version Compatibility&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;glitchboxvTable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;quot;&amp;gt;v1.0&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;gt;v1.1.511&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;gt;v1.20214&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th class = &amp;quot;glitchboxvTh&amp;gt;v1.2.0416&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#if:{{{v1|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v1}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{v115|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v115}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{v12|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v12}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{v121|}}}|&lt;br /&gt;
    &amp;lt;td class = &amp;quot;glitchboxvTd&amp;quot;&amp;gt;{{{v121}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&amp;lt;/table&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;p style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Required DLC Images will go here.&amp;lt;/p&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;glitchbox-subTitle&amp;quot;&amp;gt;Details&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;text-align: left; width: 100%; font-size: 12px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Found By:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{foundby|}}}|{{{foundby}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Date Found:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{datefound|}}}|{{{datefound}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Archaeologist:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{archaeologist|}}}|{{{archaeologist}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Date Recovered:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{archdate|}}}|{{{archdate}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Original Source:&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;{{#if:{{{source|}}}|[{{{source}}} Link]}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:Quest&amp;diff=1396</id>
		<title>Template:Quest</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:Quest&amp;diff=1396"/>
		<updated>2022-09-26T00:24:30Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:{{NAMESPACE}}-Quest]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{/Doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion_talk:A_Brush_with_Death&amp;diff=3469</id>
		<title>Oblivion talk:A Brush with Death</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion_talk:A_Brush_with_Death&amp;diff=3469"/>
		<updated>2022-09-26T00:15:15Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:{{NS_CATEGORY}}-Quest]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Broken/Oblivion_talk:A_Brush_with_Death&amp;diff=1398</id>
		<title>Broken/Oblivion talk:A Brush with Death</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Broken/Oblivion_talk:A_Brush_with_Death&amp;diff=1398"/>
		<updated>2022-09-26T00:15:15Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:{{NS_CATEGORY}}-Quest]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:Quest&amp;diff=1395</id>
		<title>Template:Quest</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:Quest&amp;diff=1395"/>
		<updated>2022-09-26T00:09:16Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:{{{NS_CATEGORY}}}-Quest]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{/Doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:Quest&amp;diff=1394</id>
		<title>Template:Quest</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:Quest&amp;diff=1394"/>
		<updated>2022-09-26T00:08:10Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{Category:Oblivion-Quest}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{/Doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:Quest/Doc&amp;diff=1397</id>
		<title>Template:Quest/Doc</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:Quest/Doc&amp;diff=1397"/>
		<updated>2022-09-26T00:06:53Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Created page with &amp;quot;== Quest template== Including this template adds a page to the &amp;#039;quests&amp;#039; category.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quest template==&lt;br /&gt;
Including this template adds a page to the &#039;quests&#039; category.&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:Quest&amp;diff=1393</id>
		<title>Template:Quest</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Template:Quest&amp;diff=1393"/>
		<updated>2022-09-26T00:06:21Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Added basic quest template. Currently only adds to &amp;#039;quest&amp;#039; category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{Category:{{{NS_CATEGORY}}}-Quest}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{/Doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:A_Brotherhood_Betrayed&amp;diff=3429</id>
		<title>Oblivion:A Brotherhood Betrayed</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:A_Brotherhood_Betrayed&amp;diff=3429"/>
		<updated>2022-09-25T21:49:06Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current Best Route==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quest stages are indicated in parentheses at the end of each step when they are updated. Keep in mind that these optimized steps are within the context of the 100% speedrun route, meaning that certain items and setups are sometimes assumed to have already been performed prior to the start of the quest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Talk to NPC:&lt;br /&gt;
#* &#039;&#039;↳ speech option that sets stage&#039;&#039; &#039;&#039;&#039;(10)&#039;&#039;&#039;&lt;br /&gt;
# Perform action. &#039;&#039;&#039;(✔ 100)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Currently there are no known bugs associated with this quest that affect the 100% route.&lt;br /&gt;
&lt;br /&gt;
==Route Logic Considerations==&lt;br /&gt;
&lt;br /&gt;
There are no significant route logic considerations for this quest.&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Script Analysis==&lt;br /&gt;
&lt;br /&gt;
No script analysis has been done for this quest.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ A Brotherhood Betrayed (MS11)&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Finish !! setstage Scripts !! Journal Entry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve entered the house of Bradon Lirrian in Bruma. A guard named Carius Runellius has told me that this was the scene of a crime, and unless I was a guard or someone named Raynil Dralas, I should leave.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve discovered that Bradon Lirrian, a resident here in Bruma, was actually a vampire. He was slain by a vampire hunter who has appeared in town named Raynil Dralas. However, the circumstances of this incident sound sketchy at best. I should make my way to the crime scene at Bradon&#039;s house to investigate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve spoken to Carius Runellius, an investigator for the Bruma city watch, at the crime scene. He says that Raynil slipped into the house undetected and killed the vampire in its sleep around noon. The wife wasn&#039;t home, as she works during the day. Also, the body of an unidentified beggar has been found stashed in Bradon&#039;s house. I should question Bradon&#039;s wife if I want to investigate further.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Bradon&#039;s wife, Erline, told me her husband is innocent. She says that he simply works at night, and sleeps during the day. She also suspects that someone must have planted the body. She seemed to cast a suspicious light on Raynil, whom she says she recognizes. I think I should locate Raynil and ask him some questions as well. I should start with some of the merchants and innkeepers in town.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| After asking around Bruma, I&#039;ve discovered that Raynil has been staying at Olav&#039;s Tap and Tack while he&#039;s been in town. The inn is located next to the city gates. This should be my next destination if I&#039;m to question Raynil.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve spoken to Olav at Olav&#039;s Tap and Tack. I was able to convince him to give me the key to Raynil&#039;s room. He told me that it was up the stairs and at the end of the hall. That should be my next destination.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve entered Raynil&#039;s room. I should carefully search the place for anything suspicious.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve discovered a small journal in Raynil&#039;s room at the inn. It seems he was part of a group of adventurers who uncovered an artifact of some sort from some Ayleid ruins. They all agreed to stash the artifact in a cave until more research could be done about it. Each of them took a key to the chest it was secured in. The two other members of the group were Bradon and someone named Gelebourne. I need to find out more about Gelebourne to confirm my suspicions about Raynil. Olav may be able to help.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| The innkeeper, Olav, told me that Gelebourne was slain in Skingrad by none other than Raynil. As with Bradon, Raynil claimed Gelebourne was a vampire. I think Raynil is using the vampire as a cover story to get the keys to the chest where they stashed the artifact. I think it&#039;s time to speak to Carius Runellius about Raynil. He must be stopped.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve given Gelebourne&#039;s journal to Carius. He was shocked at the story contained within, and vowed to bring Raynil to justice. He&#039;s gone to inform the guards. He said to meet him back at Olav&#039;s Tap and Tack in an hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Carius told me that Raynil was seen leaving Bruma and heading west. According to the journal, the cave where the artifact is stashed is in that direction. Carius mentioned that the only cave in that direction that matches the journal&#039;s description is Boreal Stone Cave. Carius also feels I have only a day before Raynil can make good his escape, so I must get there quickly.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve arrived at Boreal Stone Cave.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 110&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve located Raynil in Boreal Stone Cave. He refused to surrender, choosing instead to attack me. I was forced to kill him to defend myself. I can now recover the artifact mentioned in Gelebounre&#039;s journal from the chest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Opening the waterlogged chest with all three keys, I discovered the artifact to be an amulet. It seems fairly unremarkable, and I am unsure of its function. I think I should bring it back to Erline Lirrian and see what she wants me to do with it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 120&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Erline was pleased that I stopped Raynil. She told me that as an extra precaution, Bradon had a command word protection put on the amulet so no one could steal it and use it without his knowledge. Fortunately, Erline was given the command word. After giving it to her, she said the word, and the true nature of the item was revealed: The Phylacetary of Litheness. She then said I could keep the item, as a token of her thanks.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| A full day has passed, and I haven&#039;t made it to Boreal Stone Cave to stop Raynil. I fear I may be too late. I should hasten there as soon as I can to confirm my theory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 160&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve arrived at Boreal Stone Cave, and have found it to be completely empty. I fear Raynil has made off with the artifact and he has disappeared. I should inform Carius.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 170&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Carius mentioned that Raynil has slipped through their grasp and made good his escape from the area. They will keep watch for him, but they doubt he will return. I&#039;m afraid I&#039;ll never see him again.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| One of the characters needed to complete this quest has died.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Oblivion]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Broken/Oblivion:A_Brotherhood_Betrayed&amp;diff=1353</id>
		<title>Broken/Oblivion:A Brotherhood Betrayed</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Broken/Oblivion:A_Brotherhood_Betrayed&amp;diff=1353"/>
		<updated>2022-09-25T21:49:06Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current Best Route==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quest stages are indicated in parentheses at the end of each step when they are updated. Keep in mind that these optimized steps are within the context of the 100% speedrun route, meaning that certain items and setups are sometimes assumed to have already been performed prior to the start of the quest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Talk to NPC:&lt;br /&gt;
#* &#039;&#039;↳ speech option that sets stage&#039;&#039; &#039;&#039;&#039;(10)&#039;&#039;&#039;&lt;br /&gt;
# Perform action. &#039;&#039;&#039;(✔ 100)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Currently there are no known bugs associated with this quest that affect the 100% route.&lt;br /&gt;
&lt;br /&gt;
==Route Logic Considerations==&lt;br /&gt;
&lt;br /&gt;
There are no significant route logic considerations for this quest.&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Script Analysis==&lt;br /&gt;
&lt;br /&gt;
No script analysis has been done for this quest.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ A Brotherhood Betrayed (MS11)&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Finish !! setstage Scripts !! Journal Entry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve entered the house of Bradon Lirrian in Bruma. A guard named Carius Runellius has told me that this was the scene of a crime, and unless I was a guard or someone named Raynil Dralas, I should leave.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve discovered that Bradon Lirrian, a resident here in Bruma, was actually a vampire. He was slain by a vampire hunter who has appeared in town named Raynil Dralas. However, the circumstances of this incident sound sketchy at best. I should make my way to the crime scene at Bradon&#039;s house to investigate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve spoken to Carius Runellius, an investigator for the Bruma city watch, at the crime scene. He says that Raynil slipped into the house undetected and killed the vampire in its sleep around noon. The wife wasn&#039;t home, as she works during the day. Also, the body of an unidentified beggar has been found stashed in Bradon&#039;s house. I should question Bradon&#039;s wife if I want to investigate further.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Bradon&#039;s wife, Erline, told me her husband is innocent. She says that he simply works at night, and sleeps during the day. She also suspects that someone must have planted the body. She seemed to cast a suspicious light on Raynil, whom she says she recognizes. I think I should locate Raynil and ask him some questions as well. I should start with some of the merchants and innkeepers in town.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| After asking around Bruma, I&#039;ve discovered that Raynil has been staying at Olav&#039;s Tap and Tack while he&#039;s been in town. The inn is located next to the city gates. This should be my next destination if I&#039;m to question Raynil.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve spoken to Olav at Olav&#039;s Tap and Tack. I was able to convince him to give me the key to Raynil&#039;s room. He told me that it was up the stairs and at the end of the hall. That should be my next destination.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve entered Raynil&#039;s room. I should carefully search the place for anything suspicious.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve discovered a small journal in Raynil&#039;s room at the inn. It seems he was part of a group of adventurers who uncovered an artifact of some sort from some Ayleid ruins. They all agreed to stash the artifact in a cave until more research could be done about it. Each of them took a key to the chest it was secured in. The two other members of the group were Bradon and someone named Gelebourne. I need to find out more about Gelebourne to confirm my suspicions about Raynil. Olav may be able to help.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| The innkeeper, Olav, told me that Gelebourne was slain in Skingrad by none other than Raynil. As with Bradon, Raynil claimed Gelebourne was a vampire. I think Raynil is using the vampire as a cover story to get the keys to the chest where they stashed the artifact. I think it&#039;s time to speak to Carius Runellius about Raynil. He must be stopped.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve given Gelebourne&#039;s journal to Carius. He was shocked at the story contained within, and vowed to bring Raynil to justice. He&#039;s gone to inform the guards. He said to meet him back at Olav&#039;s Tap and Tack in an hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Carius told me that Raynil was seen leaving Bruma and heading west. According to the journal, the cave where the artifact is stashed is in that direction. Carius mentioned that the only cave in that direction that matches the journal&#039;s description is Boreal Stone Cave. Carius also feels I have only a day before Raynil can make good his escape, so I must get there quickly.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve arrived at Boreal Stone Cave.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 110&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve located Raynil in Boreal Stone Cave. He refused to surrender, choosing instead to attack me. I was forced to kill him to defend myself. I can now recover the artifact mentioned in Gelebounre&#039;s journal from the chest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Opening the waterlogged chest with all three keys, I discovered the artifact to be an amulet. It seems fairly unremarkable, and I am unsure of its function. I think I should bring it back to Erline Lirrian and see what she wants me to do with it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 120&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Erline was pleased that I stopped Raynil. She told me that as an extra precaution, Bradon had a command word protection put on the amulet so no one could steal it and use it without his knowledge. Fortunately, Erline was given the command word. After giving it to her, she said the word, and the true nature of the item was revealed: The Phylacetary of Litheness. She then said I could keep the item, as a token of her thanks.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| A full day has passed, and I haven&#039;t made it to Boreal Stone Cave to stop Raynil. I fear I may be too late. I should hasten there as soon as I can to confirm my theory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 160&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve arrived at Boreal Stone Cave, and have found it to be completely empty. I fear Raynil has made off with the artifact and he has disappeared. I should inform Carius.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 170&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Carius mentioned that Raynil has slipped through their grasp and made good his escape from the area. They will keep watch for him, but they doubt he will return. I&#039;m afraid I&#039;ll never see him again.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| One of the characters needed to complete this quest has died.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Oblivion]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:A_Brotherhood_Betrayed&amp;diff=3428</id>
		<title>Oblivion:A Brotherhood Betrayed</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Oblivion:A_Brotherhood_Betrayed&amp;diff=3428"/>
		<updated>2022-09-25T21:48:54Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: added category:oblivion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current Best Route==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quest stages are indicated in parentheses at the end of each step when they are updated. Keep in mind that these optimized steps are within the context of the 100% speedrun route, meaning that certain items and setups are sometimes assumed to have already been performed prior to the start of the quest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Talk to NPC:&lt;br /&gt;
#* &#039;&#039;↳ speech option that sets stage&#039;&#039; &#039;&#039;&#039;(10)&#039;&#039;&#039;&lt;br /&gt;
# Perform action. &#039;&#039;&#039;(✔ 100)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Currently there are no known bugs associated with this quest that affect the 100% route.&lt;br /&gt;
&lt;br /&gt;
==Route Logic Considerations==&lt;br /&gt;
&lt;br /&gt;
There are no significant route logic considerations for this quest.&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Script Analysis==&lt;br /&gt;
&lt;br /&gt;
No script analysis has been done for this quest.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ A Brotherhood Betrayed (MS11)&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Finish !! setstage Scripts !! Journal Entry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve entered the house of Bradon Lirrian in Bruma. A guard named Carius Runellius has told me that this was the scene of a crime, and unless I was a guard or someone named Raynil Dralas, I should leave.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve discovered that Bradon Lirrian, a resident here in Bruma, was actually a vampire. He was slain by a vampire hunter who has appeared in town named Raynil Dralas. However, the circumstances of this incident sound sketchy at best. I should make my way to the crime scene at Bradon&#039;s house to investigate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve spoken to Carius Runellius, an investigator for the Bruma city watch, at the crime scene. He says that Raynil slipped into the house undetected and killed the vampire in its sleep around noon. The wife wasn&#039;t home, as she works during the day. Also, the body of an unidentified beggar has been found stashed in Bradon&#039;s house. I should question Bradon&#039;s wife if I want to investigate further.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Bradon&#039;s wife, Erline, told me her husband is innocent. She says that he simply works at night, and sleeps during the day. She also suspects that someone must have planted the body. She seemed to cast a suspicious light on Raynil, whom she says she recognizes. I think I should locate Raynil and ask him some questions as well. I should start with some of the merchants and innkeepers in town.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| After asking around Bruma, I&#039;ve discovered that Raynil has been staying at Olav&#039;s Tap and Tack while he&#039;s been in town. The inn is located next to the city gates. This should be my next destination if I&#039;m to question Raynil.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve spoken to Olav at Olav&#039;s Tap and Tack. I was able to convince him to give me the key to Raynil&#039;s room. He told me that it was up the stairs and at the end of the hall. That should be my next destination.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve entered Raynil&#039;s room. I should carefully search the place for anything suspicious.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve discovered a small journal in Raynil&#039;s room at the inn. It seems he was part of a group of adventurers who uncovered an artifact of some sort from some Ayleid ruins. They all agreed to stash the artifact in a cave until more research could be done about it. Each of them took a key to the chest it was secured in. The two other members of the group were Bradon and someone named Gelebourne. I need to find out more about Gelebourne to confirm my suspicions about Raynil. Olav may be able to help.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| The innkeeper, Olav, told me that Gelebourne was slain in Skingrad by none other than Raynil. As with Bradon, Raynil claimed Gelebourne was a vampire. I think Raynil is using the vampire as a cover story to get the keys to the chest where they stashed the artifact. I think it&#039;s time to speak to Carius Runellius about Raynil. He must be stopped.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve given Gelebourne&#039;s journal to Carius. He was shocked at the story contained within, and vowed to bring Raynil to justice. He&#039;s gone to inform the guards. He said to meet him back at Olav&#039;s Tap and Tack in an hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Carius told me that Raynil was seen leaving Bruma and heading west. According to the journal, the cave where the artifact is stashed is in that direction. Carius mentioned that the only cave in that direction that matches the journal&#039;s description is Boreal Stone Cave. Carius also feels I have only a day before Raynil can make good his escape, so I must get there quickly.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve arrived at Boreal Stone Cave.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 110&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve located Raynil in Boreal Stone Cave. He refused to surrender, choosing instead to attack me. I was forced to kill him to defend myself. I can now recover the artifact mentioned in Gelebounre&#039;s journal from the chest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Opening the waterlogged chest with all three keys, I discovered the artifact to be an amulet. It seems fairly unremarkable, and I am unsure of its function. I think I should bring it back to Erline Lirrian and see what she wants me to do with it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 120&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Erline was pleased that I stopped Raynil. She told me that as an extra precaution, Bradon had a command word protection put on the amulet so no one could steal it and use it without his knowledge. Fortunately, Erline was given the command word. After giving it to her, she said the word, and the true nature of the item was revealed: The Phylacetary of Litheness. She then said I could keep the item, as a token of her thanks.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| A full day has passed, and I haven&#039;t made it to Boreal Stone Cave to stop Raynil. I fear I may be too late. I should hasten there as soon as I can to confirm my theory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 160&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve arrived at Boreal Stone Cave, and have found it to be completely empty. I fear Raynil has made off with the artifact and he has disappeared. I should inform Carius.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 170&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Carius mentioned that Raynil has slipped through their grasp and made good his escape from the area. They will keep watch for him, but they doubt he will return. I&#039;m afraid I&#039;ll never see him again.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| One of the characters needed to complete this quest has died.&lt;br /&gt;
|}&lt;br /&gt;
[Category:Oblivion]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://oblivion.azuriteforest.net/mediawiki/index.php?title=Broken/Oblivion:A_Brotherhood_Betrayed&amp;diff=1352</id>
		<title>Broken/Oblivion:A Brotherhood Betrayed</title>
		<link rel="alternate" type="text/html" href="https://oblivion.azuriteforest.net/mediawiki/index.php?title=Broken/Oblivion:A_Brotherhood_Betrayed&amp;diff=1352"/>
		<updated>2022-09-25T21:48:54Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: added category:oblivion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current Best Route==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quest stages are indicated in parentheses at the end of each step when they are updated. Keep in mind that these optimized steps are within the context of the 100% speedrun route, meaning that certain items and setups are sometimes assumed to have already been performed prior to the start of the quest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Talk to NPC:&lt;br /&gt;
#* &#039;&#039;↳ speech option that sets stage&#039;&#039; &#039;&#039;&#039;(10)&#039;&#039;&#039;&lt;br /&gt;
# Perform action. &#039;&#039;&#039;(✔ 100)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Currently there are no known bugs associated with this quest that affect the 100% route.&lt;br /&gt;
&lt;br /&gt;
==Route Logic Considerations==&lt;br /&gt;
&lt;br /&gt;
There are no significant route logic considerations for this quest.&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Script Analysis==&lt;br /&gt;
&lt;br /&gt;
No script analysis has been done for this quest.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ A Brotherhood Betrayed (MS11)&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Finish !! setstage Scripts !! Journal Entry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve entered the house of Bradon Lirrian in Bruma. A guard named Carius Runellius has told me that this was the scene of a crime, and unless I was a guard or someone named Raynil Dralas, I should leave.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve discovered that Bradon Lirrian, a resident here in Bruma, was actually a vampire. He was slain by a vampire hunter who has appeared in town named Raynil Dralas. However, the circumstances of this incident sound sketchy at best. I should make my way to the crime scene at Bradon&#039;s house to investigate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve spoken to Carius Runellius, an investigator for the Bruma city watch, at the crime scene. He says that Raynil slipped into the house undetected and killed the vampire in its sleep around noon. The wife wasn&#039;t home, as she works during the day. Also, the body of an unidentified beggar has been found stashed in Bradon&#039;s house. I should question Bradon&#039;s wife if I want to investigate further.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Bradon&#039;s wife, Erline, told me her husband is innocent. She says that he simply works at night, and sleeps during the day. She also suspects that someone must have planted the body. She seemed to cast a suspicious light on Raynil, whom she says she recognizes. I think I should locate Raynil and ask him some questions as well. I should start with some of the merchants and innkeepers in town.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| After asking around Bruma, I&#039;ve discovered that Raynil has been staying at Olav&#039;s Tap and Tack while he&#039;s been in town. The inn is located next to the city gates. This should be my next destination if I&#039;m to question Raynil.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve spoken to Olav at Olav&#039;s Tap and Tack. I was able to convince him to give me the key to Raynil&#039;s room. He told me that it was up the stairs and at the end of the hall. That should be my next destination.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve entered Raynil&#039;s room. I should carefully search the place for anything suspicious.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve discovered a small journal in Raynil&#039;s room at the inn. It seems he was part of a group of adventurers who uncovered an artifact of some sort from some Ayleid ruins. They all agreed to stash the artifact in a cave until more research could be done about it. Each of them took a key to the chest it was secured in. The two other members of the group were Bradon and someone named Gelebourne. I need to find out more about Gelebourne to confirm my suspicions about Raynil. Olav may be able to help.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| The innkeeper, Olav, told me that Gelebourne was slain in Skingrad by none other than Raynil. As with Bradon, Raynil claimed Gelebourne was a vampire. I think Raynil is using the vampire as a cover story to get the keys to the chest where they stashed the artifact. I think it&#039;s time to speak to Carius Runellius about Raynil. He must be stopped.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve given Gelebourne&#039;s journal to Carius. He was shocked at the story contained within, and vowed to bring Raynil to justice. He&#039;s gone to inform the guards. He said to meet him back at Olav&#039;s Tap and Tack in an hour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Carius told me that Raynil was seen leaving Bruma and heading west. According to the journal, the cave where the artifact is stashed is in that direction. Carius mentioned that the only cave in that direction that matches the journal&#039;s description is Boreal Stone Cave. Carius also feels I have only a day before Raynil can make good his escape, so I must get there quickly.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve arrived at Boreal Stone Cave.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 110&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve located Raynil in Boreal Stone Cave. He refused to surrender, choosing instead to attack me. I was forced to kill him to defend myself. I can now recover the artifact mentioned in Gelebounre&#039;s journal from the chest.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Opening the waterlogged chest with all three keys, I discovered the artifact to be an amulet. It seems fairly unremarkable, and I am unsure of its function. I think I should bring it back to Erline Lirrian and see what she wants me to do with it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 120&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Erline was pleased that I stopped Raynil. She told me that as an extra precaution, Bradon had a command word protection put on the amulet so no one could steal it and use it without his knowledge. Fortunately, Erline was given the command word. After giving it to her, she said the word, and the true nature of the item was revealed: The Phylacetary of Litheness. She then said I could keep the item, as a token of her thanks.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| A full day has passed, and I haven&#039;t made it to Boreal Stone Cave to stop Raynil. I fear I may be too late. I should hasten there as soon as I can to confirm my theory.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 160&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| I&#039;ve arrived at Boreal Stone Cave, and have found it to be completely empty. I fear Raynil has made off with the artifact and he has disappeared. I should inform Carius.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 170&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| Carius mentioned that Raynil has slipped through their grasp and made good his escape from the area. They will keep watch for him, but they doubt he will return. I&#039;m afraid I&#039;ll never see him again.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ✔&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|| One of the characters needed to complete this quest has died.&lt;br /&gt;
|}&lt;br /&gt;
[Category:Oblivion]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
</feed>