How To Install Whiskeys Weapon Repairs Patch
Contents
- 1 Stolen Flag Glitches
- 1.1 Articulate Stolen Flags on Items
- 1.2 Flag Items as Stolen
- 2 Duplication Glitches
- 2.1 Duplicate Items Using Scrolls
- ii.ii Duplicate Items using the Skull of Corruption
- two.iii Duplicate Zippo-Weight Items
- 2.four Duplicate Respawning Items
- ii.five Space Stolen Arrows
- 3 Equipping Items That Have Been Removed From Your Inventory
- 4 Frostcrag Spire Glitch
- 5 Permanent Key
- 6 Permanent Bound Items
- 6.ane Repair Method
- 6.2 Runestone Method
- 7 Permanent Enchantments
- seven.1 Permanent Furnishings from Quest Items
- seven.ii Permanent Effects from Duplicated Items
- 8 Easily Pickpocket NPCs
- 9 Permanently Summon Dremora
- x Permanently Clone Yourself
- ten.1 Combat Method
- ten.2 Spell Method
- xi Drink More than Four Potions
- 12 Floating Paint Brushes
- thirteen Item Stacking Glitches
- 13.1 Hotkeyed Weapons
- thirteen.2 Items Repaired Over 100%
- 13.3 Dissever Stack Removal
- 14 Unlimited Gold
Stolen Flag Glitches [edit]
Clear Stolen Flags on Items [edit]
In addition to standard ways of clearing the stolen flag on items, in that location is a glitch that can exist exploited for habiliment items, equally long as you have more than one of the particular. In the case of armor, all pieces should be fully repaired then they have identical statistics.
- If you have one not-stolen and one stolen item, alternately equipping the two items repeatedly will clear the stolen flag.
- If you lot have two stolen items, equipping one particular will make the 2nd one appear legitimate. Dropping this item, then dropping the other will clear the stolen flag on both.
Flag Items as Stolen [edit]
To marker most non-stolen items as stolen, y'all need to:
- Access a container with a red icon; i.e., one that would event in theft if y'all took an item from it.
- Activate the container.
- Switch to your inventory, and identify item(due south) in the container.
- Switch to container's inventory, and remove detail(s).
- Switch back to your inventory, and place detail(southward) in the container again.
- Exit the container.
- Activate the container over again, so remove the item(s) and exit the container.
- Check your inventory for newly stolen item(s).
- This does not piece of work reliably on a stack of multiple items.
- Some items cannot be flagged every bit stolen.
- If y'all wish to flag zero-weight items as stolen, just reverse pickpocket an NPC, leave their inventory, then take back your items.
Duplication Glitches [edit]
Duplicate Items Using Scrolls [edit]
This duplication glitch will all the same piece of work even afterward installing the version ane.2 patch (or on the PS3 version, which comes with it installed).
- Acquire 2 or more copies of the aforementioned curl. The number of identical scrolls that you take will determine the number of duplicate items you can create.
- Open your inventory.
- Highlight the stack of scrolls and select them once.
- Highlight (just exercise not equip) an item (either unmarried or a stack) that you wish to duplicate, and drop it.
- Close your inventory and on the floor will be multiple copies of the particular that you lot dropped.
- Acquiring a big number of identical scrolls tin be hard. However, as long as you can find two identical scrolls to start with, yous can initially use the exploit to repeatedly duplicate scrolls. Once yous have a large number of duplicated scrolls, you can so showtime duplicating other items. When the duped scrolls are on the ground, pick upwardly one scroll and echo the process.:Use a max of xx for lockpicks.
- This is useful for duping arrows as y'all will need a large number of scrolls to gull arrows. When duping arrows, it may be helpful to driblet all the arrows that you want to be duped except for one. This may seem counter-intuitive merely they will build up faster that way.(Example: With 33 scrolls and three arrows duped y'all will get 11 arrows on the ground, because 33/3=11. But with 1 arrow duped you volition go 33, considering 33/1=33.) Only like you did with the scroll duping process describe above, choice up i arrow and repeat.
- Duplication of stacks of items works best if the number of scrolls is an verbal multiple of the number of to-be-duplicated items in your stack. So 33 scrolls tin can be used to duplicate xi rings (creating 3 "items" on the footing, each containing a stack of 11 rings). 1000 scrolls can also exist used to duplicate 100 potions (creating ten "items" on the ground, each with 100 potions). Using stacks tin can exist much more constructive when duplicating large numbers of items, in particular because it reduces the number of individual items on the ground, preventing game lag problems.
- Nirnroot, stolen items, quest items, and items repaired or damaged at all will not duplicate.
- Prior to being patched, this glitch worked with equipped arrows rather than dropped scrolls. Intentionally or unintentionally, information technology now requires scrolls for duplication.
Duplicate Items using the Skull of Corruption [edit]
Items can be duplicated if you possess both the Skull of Corruption and either the Staff of Worms or the Risen Flesh Greater Power (a reward for the Shivering Isles quest Ghosts of the Colina of Suicides). This technique may crave multiple tries, considering multiple steps need to exist completed in the fourth dimension before the downtime result expires.
- Identify the item y'all wish to duplicate onto the corpse of a dead NPC.
- Reanimate the corpse using the Staff of Worms or Risen Flesh.
- Use the Skull of Corruption on the reanimated body and kill the corrupt copy before the original dies.
- Immediately save and reload.
- As soon equally you reload, access the clone'due south inventory to call back your items.
- Warning: In the clone'due south inventory, in that location may exist items identified equally
<missing proper noun>. Do not under any circumstances take these items. They serve no purpose, and dropping them will crusade your game to crash. If yous have inadvertently picked up any of these items, the safest way to go rid of them is to put them in a corpse's inventory, or whatsoever other container. - Whatsoever items y'all duplicate this manner will lose their scripts. Examples include the Gray Cowl of Nocturnal, which will non turn y'all into the Grey Play a trick on, and the Crusader's Relics, which tin be worn regardless of Infamy (all the same wearing them will not grant you the powers and abilities that the originals do).
- If you duplicate Nirnroot this way, the copies will not stack with the originals, making it possible to create a potion with all four effects of Nirnroot. The copied Nirnroots will also not exist taken by Sinderion during Seeking Your Roots. This is the same for Ayleid Statues for The Collector and Shadowbanish Wine for A Venerable Vintage.
- This play a trick on will duplicate most items. Notable exceptions include: Umbra, the Oghma Infinium, Wabbajack, the Skull of Corruption and the Elder Curlicue from the Ultimate Heist.
- This glitch tin can crusade your game to crash upon opening the corpse.
Duplicate Zero-Weight Items [edit]
This glitch works only with zero-weight items.
Sneak near an NPC and pickpocket them. Next, attempt to contrary pickpocket a number of not-nil-weight items (such equally arrows) onto the NPC. This will fail with the usual message explaining that just zero-weight items can exist placed. Close the message and so opposite pickpocket the goose egg-weight detail to exist duplicated. Switch to the NPC'southward inventory and in that location will exist as many of the cipher-weight detail as at that place were in the original non-zero-weight stack. For example, if you tried to give the NPC 100 arrows, at that place will be 100 of the zero-weight particular. The items will not be marked every bit stolen, since information technology was the player who put them there.
This will just work if there are fewer of the items existence duplicated in your inventory than the non-cipher-weight items. For instance, using a stack of 20 arrows to duplicate lockpicks when you accept more than 20 lockpicks will result in simply transferring 20 of the actor's lockpicks into the NPCs inventory, with no increase in the number of total available lockpicks. This can be circumvented past dropping as many zip-weight items as necessary for the amount of non-zero-weight items to be greater then proceeding to indistinguishable equally normal.
Duplicate Respawning Items [edit]
Sure containers are set to incorporate -1 items of a particular object. The intention is to cause those objects to respawn when their containing cell resets even though other contents of the container might not. Due to a mistake in the way the game handles such cases, however, an infinite number of the respawning item can exist obtained past removing it from the container and putting it back again. After that, removing the particular again adds a copy to the player'south inventory without removing the copy in the container. This can exist done as many times every bit required, but simply with the item whose count is set to -ane.
Affected containers and items include:
Space Stolen Arrows [edit]
First, remove all arrows from your inventory. Side by side, steal arrows from an NPC'south house (examples include Floyd Nathans, who has iron arrows, and Honditar, who has steel) so repeatedly equip and unequip the stolen arrows. Each time you re-equip them, the count will increment by the number of arrows you initially stole- withal, the weight volition not increase, allowing you to larn as many as you wish without condign over-encumbered. You tin can and so clear the stolen flag using the methods outlined to a higher place. Note that later on you store the arrows in a container and then take them dorsum out, they volition have the correct weight.
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This problems is fixed by the Unofficial Oblivion Patch. - When you lot relieve the game later on duplicating arrows with this glitch, so load the save, the arrows may take disappeared or encumber you lot. [verification needed]
Equipping Items That Take Been Removed From Your Inventory [edit]
Usually, when items are removed from your inventory (eastward.chiliad., going to jail, going to Henantier's Dreamworld, etc.) they are unable to be equipped for the uncomplicated reason that they are not there. However, if you have a quest item hot-keyed before it is removed, you lot can still employ the hot-key later on. This makes the item suddenly appear in your inventory, equipped, and can give the player a significant advantage while playing the game, peculiarly if the hot-keyed item is a powerful weapon.
Frostcrag Spire Glitch [edit]
If you have purchased Sorcerer'southward Tower, this exploit allows you to admission a test cell that contains valuable loot. The interior test jail cell is identified in the construction prepare as TestBrumaHouseMid; if you are on the PC, this cell can exist accessed much more than easily using console commands. This exploit allows Xbox 360 users to access the cell. Before starting, yous will probably want to maximize your character's carrying capacity. To do this, minimize the amount of extra equipment you are carrying, and gather as many Feather or Fortify Strength potions, enchantments, or spells every bit possible. The procedure is:
- Caput to Frostcrag Spire, and clear out the storage area. Once yous delete Wizard's Belfry, the items cannot be recovered. Create a salve while your character is standing in the Living Expanse of the tower; the section of the Alchemy garden with Oblivion plants (Bloodgrass, Harrada) has been establish to exist the most reliable location.
- Delete the plugin file. To practice this, go to the organisation blade in the dashboard, open up the memory carte, then delete or motility the Magician's Tower file (you volition exist able to download information technology again for free afterward).
- If you accept already purchased any upgrades, you will accept to buy them again in one case the plug-in is reinstalled. The money yous spent is lost. Unique items, such as the Pentamagic Loop, are also removed, even if stored elsewhere in the game. However, items that came from the Spire but are not sectional to the plug-in, such equally ingredients harvested from the garden, are non affected.
- Load up the saved game, ignoring the alarm about missing content.
- You lot will find yourself in the TesterBrumaHouseMid area. If your original save was in the correct spot, y'all can skip the following step. Otherwise you lot volition find yourself falling and unable to hands move. You will want to move yourself towards the fire to the s.
- This footstep can exist tricky. It has been reported that turning towards the fire, drawing a sword, and swinging while trying to move in the direction of the fire will cause you to movement towards it.
- Wait for the game to drib you outside the level (which will teleport y'all to the house). This house has the same layout equally typical Bruma houses, for example Arnora Auria'due south or Helvius Cecia's firm.
- Head out the door and you will find yourself looking at a circle of houses around one of the Bruma fires. Most of these houses y'all cannot enter, but there are 3 you tin: the one y'all came through; one labeled the same (except with a trespassing red sign); and i with an unlit Sigillum Sanguis.
- Enter the third house. Equip a torch or cast a Night- Center spell and make your way upwardly to the Sigil Stone. This is the tricky office. To become the Sigil Stone, yous must spring out to information technology and activate it, just be careful, every bit the drib hurts. The recoil and damage from the spring tin can be avoided if you enter the door right before striking the ground.
- When you activate the Sigil Rock, you will hear the familiar sounds just no animation of activating a Sigil Stone. When it gives you lot the Sigil Stone, every type of Sigil Stone will be added to your inventory co-ordinate to your character's level (i.due east., a level 17+ graphic symbol will receive one re-create of each Transcendent Sigil Rock), and volition continue to give you more Sigil Stones until the player leaves the prison cell. Be conscientious of receiving too many stones; the game can seriously lag and may damage your relieve if y'all're conveying too much.
- You will gain i Fame point for each Sigil Stone added to your inventory.
- Repeatedly entering and exiting the business firm volition cause more than and more Sigil Stones to be added to your inventory; you lot are just express by your carrying chapters.
- Cast Feather spells or use potions to be able to motion, because you will probably be over-encumbered by now. Note that if you are using the Gray Cowl's Feather result to comport the stones, the Fame y'all receive volition go to your Gray Fox persona, and non your grapheme.
- Outside, near the rock and the burn down, the Mace of Doom tin also be constitute. It only weighs 5, simply carries a huge charge and a devastating burn down spell.
Run into Exterior Test Cells for more information on what can be plant in this test earth. When you lot are finished here, fast travel to anywhere.
Once you are finished, re-download the plugin and put all your stuff back. Note that if you lot load a savegame where you had items stored in the tower before re-downloading the plugin the items in the belfry volition exist removed from that savegame forever if you so relieve over it.
This glitch is exploitable because the developers reused the TestBrumaHouseMid cell to make the Living Area of Frostcrag Spire.
Permanent Central [edit]
This exploit allows you to open any door which can exist opened with an appropriate key. To perform this, have a save adjacent to a locked door for which y'all have the central (the door next to the Goblin in the tutorial is the get-go y'all can encounter without other glitches). Open the door, and so when the notification tells you lot that you lot used the primal, open the carte du jour and load some other salvage without closing the dialogue box from the key. This keeps the related flag checked, allowing y'all to open any key-locked door without owning the key or performing the lockpick minigame until the game is closed, even if you lot load some other relieve/character, or make a new character.
Permanent Jump Items [edit]
Spring items are zippo-weight items of Daedric quality. Several glitches exist that can be used to create permanent versions of various bound items. These permanent items are particularly useful because zero-weight items can be placed into an NPC's inventory using reverse pickpocketing. Nigh NPCs will then equip the item, even if they already have a similar item equipped (as Daedric items are considered to be better quality than most other items). Annotation that NPCs cannot equip themselves with weapons/armor that have been repaired over 100% (if y'all are careful, you can actually stop at 103%), so yous would demand to create a custom spell to Atomize Weapon/Armor on Self to lower the rating to or below 100%.
Unlike other so called "cipher-weight" items (for example, quest items similar Umbra), these spring weapons actually weigh nothing; thus, you can swing a spring claymore as fast as you tin can, and the simply Fatigue drib you volition experience is from running or jumping, etc. (This was tested with all skills and attributes maxed at 100; while conveying no other items or armor, information technology did not consume any Fatigue whatsoever.) Since yous tin create as many bound weapons as you like, they tin can besides exist used as if they were "ane fourth dimension use" enchanted weapons - for example, carrying 10 spring swords with the same enchanted upshot without ever stopping to recharge them. It should exist noted, however, that this does take some of the fun out of the game.
During the Dark Brotherhood quests, some targets that wear armor and a helm tin can be assassinated using this leap armor cheat (when a nil-weight Mage's Hood with Damage Wellness v points cannot exist used). Also, giving the enemy an enchanted weapon with Chameleon tin can be used to aid you flee the scene.
Unlike zero-weight quest items, existence jailed while beingness equipped with permanent bound items will not exit you with its enchantments leap.
Another important cistron to consider when using the bound weapon/armor glitch is that no matter what y'all use to enchant them with, their value will always remain nix. For case, a spring sword enchanted with Transcendent Sigil Stones should take a value of at to the lowest degree 7000 gold. The moment y'all give it to a merchant, the item also disappears and cannot exist bought back.
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This issues is fixed by the Unofficial Oblivion Patch.
Repair Method [edit]
Cast a Leap Armor spell, permit the armor get damaged, and then repair it. (If you are an Adept in Armorer, there is no need to harm the armor; merely immediately repair to over 100%.) Subsequently repair, the bound items tin exist removed from your inventory. Drop them on the basis and expect for the spell timer to expire or cast Dispel on yourself. Yous now have permanent bound items. This works for bound weapons also.
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This issues is fixed past the Unofficial Oblivion Patch.
Runestone Method [edit]
Runestones will provide you with a bound weapon and a bound slice of armor. Before activating the runestone, cast a Bound Weapon and/or Bound Armor spell on yourself (for armor it must be the aforementioned type of armor as that provided by the runestone). When you lot activate the runestone, you volition cease up with indistinguishable bound items. Driblet the unequipped spring items on the basis and wait for the spell timer to expire, then pick them back up.
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This bug is fixed past the Unofficial Oblivion Patch.
Permanent Enchantments [edit]
The enchantments associated with certain magic items tin can end up beingness permanently bestowed upon your grapheme, even afterwards the item has been unequipped. Using the glitches detailed here, the effect is truly permanent: at that place is no way other than Console commands to get rid of it. At that place may be undesired side effects from having permanent effects.
In particular, using these glitches with Chameleon, Light, Dark-Heart, Detect Life, and Water Walking enchantments is not recommended.
Permanent Effects from Quest Items [edit]
When any quest items (i.east., items that cannot normally be dropped from your inventory) that are equipped are forcibly removed from your inventory, the game removes the particular but does not remove the particular's magical furnishings. Therefore, you will stop up with a permanent magical upshot. This will work with whatsoever enchanted quest particular. Items for practicable exploits include:
- Ring of the Vipereye
- Draconian Madstone (This only works with the version held before the quest is completed, as the stolen version is non a quest detail.)
- Boots of Springheel Jak
- Ayleid Crown of Nenalata
- Ayleid Crown of Lindai
- Necromancer's Amulet (Note that this item will confer a mixture of beneficial and detrimental permanent effects. The event is skillful for mage-type characters, bad for warrior-blazon characters.)
- Bloodworm Helm
- Agronak's Raiment
The Grey Cowl of Nocturnal can also be exploited in the aforementioned manner, but this is not recommended (y'all volition end upward with the Gray Fox's compensation and Infamy permanently).
When yous have the item equipped, you then need to complete whatsoever i of the following actions. In each of these cases, the particular is removed from your inventory:
- Serve time in jail.
- Through A Nightmare, Darkly.
- Sanguine's Daedric Quest.
- Upon joining the Mythic Dawn.
- Equip the Ring of Disrobing, a rare item establish in the Shivering Isles.
- In the case of the Boots of Springheel Jak, equipping the boots and then completing the quest of the same name will as well trigger the glitch.
When the quest items are later on returned, they cannot be equipped ("You cannot equip this enchanted particular right now.") or dropped ("You cannot remove Quest items from your inventory."), simply their furnishings remain.
The same bug can occur on the Bands of the Chosen from Paradise if you bandage a Jump Gauntlets spell. You lot will be stuck with the 50% Weakness to Fire and cannot open up the sealed door.
PC Players: To reverse this glitch, open the console and blazon thespian.dispel MagicID where MagicID is the ID of the enchantment provided by the quest item. You should and so be able to wear/remove the particular as normal. You may too turn quest items into regular items (if yous want to avoid the glitch in the first place) by typing Setquestobject FormID 0 where FormID is the ID of the quest item. For example: player.dispel 00055AD will remove the permanent enchantment effect from the Boots of Springheel Jak, and Setquestobject 000148D4 0 will turn them into a regular item. Employ the RefScope add-on to get the MagicID or FormID if you can't find it on UESP.
Permanent Furnishings from Duplicated Items [edit]
The same glitch will occur with any enchanted item if you use one of the duplication glitches.
- Duplicate two identical copies of the enchanted item.
- Equip one, so try to indistinguishable the non-equipped one.
- The duplication will forcibly remove the equipped copy of the item, and y'all will be left with the item's enchantment as a permanent issue.
- This can exist done with multiple different enchanted items, every bit long as each item has a different name.
- If you lot equip some other item at the slot where you removed the duplicated detail, the effect might disappear. To avert this, equip an particular on some other role of your body right after you lot drop the duplicated detail. The effect will be permanent. (Beware attempting this with an enchanted shield: information technology seems to cause the game to crash on the 360.)
The Arena Raiment is one of the best to employ with this glitch. Permanently equipping either the heavy or low-cal raiments will non only permanently buff your personality and athletics (ane of only ii items in the game that continues to provide benefits if fortified beyond 100), just it will besides permanently give you the script that allows you to compete in the loonshit. This effectively allows you lot to wear whatsoever armor you lot desire - consummate with whatever enchantments you want - without getting disqualified from your matches.
Another great idea to use this with is Fortify Luck. Luck is usually a dump stat and, for most players, is usually the very terminal aspect they make full out. However, if you use 24 grand soul gems and permanently enchant your luck past 240 points, y'all can effectively max out the efficiency of nearly every skill. All weapons (blade, blunt, bow, and fists akin) volition do their maximum damage, light and heavy armor alike will provide their maximum protection, and all spells - regardless of magic school - will cost the least corporeality of magicka to cast (a fifth of the spell's base of operations cost). Just remember that you volition need an initial investment of 24,000 gilded to pay for the cost of making these enchantments, in addition to the soul gems (though unlike the soul gems themselves, you can make your money back many times over by selling the numerous items to vendors; you lot will get bully trade prices because the fortified luck volition besides affect your mercantile skill).
Hands Pickpocket NPCs [edit]
If an NPC is knocked down (either from loss of Fatigue, a backwards power assail, or even paralysis), you can click on their trunk and admission their inventory, like to if you had killed them. You can pickpocket whatever united nations-equipped item, or identify null-weight items at that place. They will never "catch" you, although you may get a compensation for other reasons. You tin can exploit this by placing enchanted zero-weight items to assist them afterward, or take something that they might ordinarily catch you taking. You tin can besides pickpocket them this way, fifty-fifty if y'all've already been "caught" pickpocketing them that day. When an essential NPC is knocked unconscious, click on their torso quickly and y'all will accept access to their inventory the moment they regain consciousness.
Permanently Summon Dremora [edit]
If you lot have the Wizard's Tower plug-in active, drink the canteen of Daedric Lava Whiskey, which will spawn a Dremora Markynaz to your side. If yous want, you tin can use the duplication glitch to create more Whiskey before drinking, allowing you to summon as many Dremora Markynaz every bit you lot wish. In one case you take drunkard every bit many bottles of Lava Whiskey as yous desire (or can), you tin can brand the summoned Dremora permanent by saving the game while the Dremora are all out, uninstalling the Wizard's Tower plug-in, and re-loading the game. The timer should disappear, and the summoned Dremora volition still follow you effectually without vanishing. If yous fast travel abroad from where yous executed the glitch and so return, the Dremora will all go permanent NPCs! They volition wander effectually the area, their "Summoned" status is completely eliminated, and y'all tin can interact with them like whatsoever other NPC (i.east. Talk, Pickpocket).
Notes:
- This can be done anywhere in Cyrodiil, also as in the Shivering Isles. In the example of the latter, this will "introduce" the Dremora race to the Isles (where no permanent Dremora NPCs can normally be found) for the first fourth dimension, and is the just way of permanently "importing" them without using the Console or the Construction Prepare.
- The newly-created Dremora NPCs are highly aggressive towards most NPCs and Creatures, unless they happen to be members of the "Kyn" faction, or a faction that they consider equally allies (e.one thousand. "Oblivion gate Daedra" faction). The sole exception, otherwise, would be the NPC or essential Animal that kickoff Summoned them, or someone with a loftier enough Personality to overrule their high Aggression. This is due to Summoned creatures and NPCs having a very loftier Disposition towards their original summoners. For instance, if an NPC or an essential Creature were to drinkable the Whiskey, the Dremora would non attack them if you choose to execute the glitch on their Dremora.
- You may create as many permanent Dremora NPCs equally yous wish by reinstalling the plug-in (after you save the game while the Dremora are in their "permanent" state) and performing the glitch repeatedly wherever you want the Dremora to remain.
- Like all generic Dremora in the game, these permanent Dremora will produce Daedra Hearts upon their expiry, so a player can subcontract this ingredient as much as they wish. Since the Summoned Dremora Markynaz is always fixed at Level 19, they can be used to protect an area from recurring, not-Daedric enemies, and if created by a histrion at an early level, they volition exist amongst the highest-leveled NPCs in the game, fifty-fifty higher than Guards, prior to level 10. Their weapons can likewise be looted, including a possible enchanted Dremora Claymore.
- Different the Gold Saints and Dark Seducers created by their own permanent summon glitch, these Dremora are truly permanent; they won't disappear if you are away from their prison cell for more than 3 days. Both the Dremora and any permanent Saints and Seducers tin can coexist in the same area without hostility. This is due to the latter two beingness registered in-game every bit members of the "Oblivion gate Daedra" faction, which is centrolineal to the "Kyn" faction (which includes most of the generic Dremora NPCs in the game, including the Summoned variation of the Dremora Markynaz), and vice-versa.
- This aforementioned technique can also exist used with the Summon Carry spell provided by the Spell Tomes plug-in to produce permanent Black Bears.
Permanently Clone Yourself [edit]
Using the Skull of Corruption it is possible to create a permanent clone of yourself. Clones usually disappear after the 30 second time limit just there is a way to make a clone of yourself final forever.
Combat Method [edit]
- Go to a cave that y'all practice not mind never entering again with the Skull. This cave should accept an NPC near the start. Capstone Cavern, west of Bruma is platonic.
- Impale all NPCs in the cavern except for the NPC at the start. The NPC at the kickoff should not detect you every bit you do this. 100% Chameleon is greatly helpful.
- Move all the dropped weapons into containers, onto the bodies, or just hang on to them.
- Drop the Skull past the NPC at the beginning and initiate combat.
- Disarm or atomize his weapon. Having no other selection, he should option upwardly the Skull and blast you with it. (If the NPC is casting spells at you rather than picking up the Skull, just Silence him.)
- Quickly kill the NPC.
- Pick upward and drib the Skull. The reason for this is to ensure that the Skull does non become cleared out when the cave respawns.
- Run out of the cave. Your clone should follow you out. When he does, he will be permanent until you re-enter the cavern.
Spell Method [edit]
- Create a spell that has 100% Reflect Spell on touch.
- Go to a cave with a killable follower.
- Clear out the cave and motility all weapons to the expressionless bodies.
- Tell your follower to wait as far equally he tin from the door while still keeping it in sight.
- Cast your reflect spell on him.
- Back upward to the door and fire the Skull of Corruption at him.
- Drop the Skull of Abuse before the boom hits your follower.
- Quickly kill your follower.
- Run out of the cave earlier the Abuse effect wears off.
- Because you cannot re-enter the cave, you cannot take your clone and the Skull of Corruption at the same time.
- You are gratis to kill your clone and his body will not disappear. This makes him the ideal warrior to lead effectually with the Staff of Worms.
- If yous desire to loot your clone, just relieve and reload in the same area as him.
- If y'all kill your clone, information technology is possible you will be kicked out of the guilds you lot are in.
Drink More than than Four Potions [edit]
Information technology is possible to drink more four potions at one time, if the potions have a Drain outcome (i.due east., Ale, Inexpensive Wine, or Mead volition work)/
- From your inventory, drink iv Bleed potions.
- Chop-chop close your periodical and reopen it.
- Drinkable upwards to four more than Bleed potions.
- The key to this exploit seems to be the message that appears on your screen when you potable a potion with a Bleed issue (e.1000., 'Your personality is being drained'); until that message disappears the game does not fully register that the potions accept been drunk. As long as you lot re-enter the inventory before the message disappears, you can drink more than potions. All of the potions have effect: all are listed on the agile furnishings folio, and attributes are correctly contradistinct. It is possible to have some of the potions be normal (useful, non-drain) potions.
Some other glitch tin be exploited every bit follows:
- Potable three potions with lasting effects (such as Feather potions)
- Drinkable one potion with instant effects (such every bit a Restore Health potion)
- Exit your inventory, and re-enter it
- Drink upward to 4 boosted potions
With this glitch, you tin can popular upwards to seven feather potions at once, which makes carrying excessive amounts of loot out of a large dungeon a suddenly easy task. Combine this with a duplication glitch, and you won't accept to worry about encumbrance ever again.
A different glitch tin appear if y'all create a potion with more than one effect. When the effect with the shortest duration runs out, you tin drink another potion, even though the other furnishings from that potion remain effective. With sufficiently adept alchemy appliance, a i 2d duration "poison" outcome such as Burden can exist added to most potions, enabling new potions to be consumed afterward just one second just without causing any permanent damage.
Floating Paint Brushes [edit]
Pigment brushes will float in the place where you drop them. If you collect enough, you will exist able to jump on them and use them to calibration walls, towers and reach high places. Note that this trick can exist used to escape from or get into places y'all're non supposed to. With enough paint brushes and plenty patience, you can presumably escape from or get into any place where there'south open up sky in a higher place you.
- The aforementioned effect has occasionally been known to happen with other items, however it is not known what causes this. With non-paintbrush items this glitch stops occurring upon salvage/load.
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This bug is stock-still by the Unofficial Oblivion Patch.
Detail Stacking Glitches [edit]
Hotkeyed Weapons [edit]
To use this glitch, assign a hotkey to stacked, unequipped weapons and so use the hotkey to equip one of the weapons. To repair and recharge the particular, simply unequip it past any method. It will return to the stack and instantly exist repaired and recharged.
At that place are a couple of bugs with this method, still:
- Occasionally, identical weapons will refuse to stack, often due to having left your inventory (dropped, disarmed, etc.). You may be able to get them to re-stack by playing effectually with picking up, dropping, and hotkeying, or you could endeavour selling them to a vendor and buying them back all at one time.
- Casting whatsoever Bound Weapon spell while the item is equipped will cause your game to crash.
Items Repaired Over 100% [edit]
If you lot have four or more identical items that have been repaired to more than 100% due to a high Armorer skill level, all but two of them can be reduced to 100% repair repeatedly, allowing you to further increase your Armorer skill as much equally desired. To apply this glitch, you must have an equipped particular that has a health unlike from the others in the stack, just is otherwise identical. Normally, this will be a stack at 125% with one damaged item, but having a stack of items repaired to 110% and the equipped particular at 120% will likewise work. Adjacent, drop the unequipped stack as a stack and pick them support over again (if you drib them individually, this glitch volition not work.). At this bespeak, y'all will have the equipped item, one of the original stack at its original health, and all the remaining ones you lot just picked upwardly will take been reduced to 100% health. Yous can now repair the 100%-wellness items and repeat the process as much every bit desired to increment your Armorer skill.
Separate Stack Removal [edit]
If a character or object removes multiple items from your inventory, only one particular will be taken if it is stacked separately, and before the others in your inventory. This can be done by having one stolen detail and a group of non-stolen items. This does not work with the Nirnroot given to Sinderion during Seeking Your Roots.
Examples of this glitch include:
- The ingredients used with the Atronach Altar in Frostcrag Spire.
- The items required by Melisande for her Vampire Cure.
- The Welkynd stones y'all have to requite to Martina Floria to receive Illusion Training.
Unlimited Golden [edit]
This glitch occurs with Dorian who lives Talos Plaza District. The gold in his inventory never gets removed, allowing you to have countless riches. A patch attempted to correct the glitch upon his death, but it can still be exploited past using the Easily Pickpocket NPCs glitch on him. Bribing him beforehand increases his total available gold.
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This problems is fixed by the Unofficial Oblivion Patch.
How To Install Whiskeys Weapon Repairs Patch,
Source: https://en.uesp.net/wiki/Oblivion:Exploitable_Glitches
Posted by: richardsondrance.blogspot.com

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