# Q. What is this file? # A. This file contains options which allow you to configure your multiworld experience while allowing # others to play how they want as well. # # Q. How do I use it? # A. The options in this file are weighted. This means the higher number you assign to a value, the # more chances you have for that option to be chosen. For example, an option like this: # # map_shuffle: # on: 5 # off: 15 # # Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned # off. # # Q. I've never seen a file like this before. What characters am I allowed to use? # A. This is a .yaml file. You are allowed to use most characters. # To test if your yaml is valid or not, you can use this website: # http://www.yamllint.com/ # You can also verify that your Archipelago options are valid at this site: # https://archipelago.gg/check # Your name in-game, limited to 16 characters. # {player} will be replaced with the player's slot number. # {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1. # {number} will be replaced with the counter value of the name. # {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1. name: Fallblivion discord: HeadingtoFall # Used to describe your yaml. Useful if you have multiple files. description: HeadingtoFall's Oblivion Remastered Game game: Oblivion Remastered requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. game: Oblivion Remastered: 0.6.0 # Version of the world required for this yaml to work as expected. Oblivion Remastered: ################ # Game Options # ################ progression_balancing: # A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. # # A lower setting means more getting stuck. A higher setting means less getting stuck. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 99 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-99: 0 # random value between 0 and 99 disabled: 0 # equivalent to 0 normal: 50 # equivalent to 50 extreme: 0 # equivalent to 99 accessibility: # Set rules for reachability of your items/locations. # # **Full:** ensure everything can be reached and acquired. # # **Minimal:** ensure what is needed to reach your goal can be acquired. full: 50 minimal: 0 death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 ##################### # Victory Condition # ##################### goal: # Choose your victory condition: # # Arena: Complete 21 Arena matches and become Grand Champion # Gatecloser: Close X Oblivion Gates (number set by Gate Count) # Shrine Seeker: Complete X Daedric Shrine quests (number set by Shrine Goal) # Dungeon Delver: Complete all dungeons in your seed. (Regions * Dungeons per Region) # Light the Dragonfires: Complete the Main Quest # Nirnsanity: Collect Nirnroot plants and complete the Seeking Your Roots quest # Treasure Hunter: Collect a specific amount of gold (set by Gold Goal) # Bounty Hunter: Complete all Bounty Contracts in your seed arena: 0 gatecloser: 10 shrine_seeker: 10 dungeon_delver: 0 light_the_dragonfires: 0 nirnsanity: 0 treasure_hunter: 0 bounty_hunter: 0 ########################## # Goal-Specific Settings # ########################## shrine_goal: # For Shrine Seeker goal: How many Daedric Shrine quests you need to complete for victory. # You can complete any of the available shrines to reach this goal. # # Only relevant when Goal is Shrine Seeker. Ignored for other goals. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 15 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-15: 0 # random value between 1 and 15 gold_goal: # For Treasure Hunter goal: How much gold you need to collect for victory. # # Gold is tracked in increments with checks along the way. # Your Gold capacity is gated by Progressive Septim Satchels. # # Only relevant when Goal is Treasure Hunter. Ignored for other goals. # # You can define additional values between the minimum and maximum values. # Minimum value is 1000 # Maximum value is 100000 10000: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1000-100000: 0 # random value between 1000 and 100000 ########################## # World Content Settings # ########################## shrine_count: # Number of Daedric Shrine quests available as location checks. Shrines require Shrine Unlock Tokens to access. # # When Goal is Shrine Seeker: This many total shrines are available, complete any X (set by Shrine Goal) to win. # When Goal is NOT Shrine Seeker: This many shrines are available as location checks. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 15 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-15: 0 # random value between 0 and 15 gate_count: # Number of Oblivion Gates available as location checks. Gates require Oblivion Gate Keys to access. # # When Goal is Gatecloser: You must close this many gates for victory. # When Goal is NOT Gatecloser: This many gates are available as location checks. # When Goal is Light the Dragonfires: This setting is ignored. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 20 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-20: 0 # random value between 0 and 20 arena_matches: # Number of Arena matches available as location checks. Arena matches require Arena Rank items to access. # # When Goal is Arena: This setting is IGNORED - all 21 matches are always available and required for victory. # When Goal is NOT Arena: This many arena matches (1 through X) are available as location checks. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 21 12: 0 random: 50 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-21: 0 # random value between 0 and 21 nirnroot_count: # Number of Nirnroot harvesting location checks available in the world. # # When Goal is Nirnsanity: You must collect this many Nirnroot for victory. Your Nirnroot # harvesting limit is gated by Progressive Nirnroot Satchels. # # When Goal is NOT Nirnsanity: This many Nirnroot plants are available as location checks. # All are immediately harvestable with no capacity restrictions. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 region_unlocks: # Number of regions that will appear as unlock items. # Only these regions' dungeons and sidequests will be available as location checks. # # Set to 0 to disable regional dungeon content entirely (only allowed when Goal is not Dungeon Delver). # Note: When regions > 0, you are granted one region unlock at the start of the game. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 10 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-10: 0 # random value between 0 and 10 dungeons_per_region: # Maximum number of dungeons selected from each unlocked region. # If Dungeon Delver is your goal, you will need to complete every dungeon in the selected regions. # # Note: If a region has fewer dungeons than this value, all of its dungeons are selected. # Note: This setting is ignored when region_unlocks is set to 0. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 24 3: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-24: 0 # random value between 0 and 24 wealth_sidequest_count: # Number of wealth-focused sidequests that will be randomly selected and included in the seed. # WARNING: These sidequests require accumulating a significant amount of gold to purchase expensive items. # # Note: Most sidequests require specific region access. You may receive less sidequests depending on the value of RegionUnlocks above. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 10 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-10: 0 # random value between 0 and 10 exploration_sidequest_count: # Number of exploration-focused sidequests that will be randomly selected and included in the seed. # These sidequests involve exploration and adventure activities. # # Note: Most sidequests require specific region access. You may receive less sidequests depending on the value of RegionUnlocks above. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 8 2: 0 random: 50 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-8: 0 # random value between 0 and 8 doomstone_checks: # When true: Birthsign Doomstone checks are included for each unlocked region. # When false: No doomstone location checks are added. # # Ignored when regions are disabled. 'false': 0 'true': 50 black_market_checks: # Highest Black Market fencing threshold included in the seed. # Thresholds at or below this value become locations. 0 disables Black Market checks. # # Possible checks: 50, 150, 300, 500, 1000, 2000, 3000, 4000, 5000 # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 5000 1000: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-5000: 0 # random value between 0 and 5000 bounty_count: # Number of bounty contracts generated for this seed (0-20). # Bounty contracts assign specific NPCs or enemy types to kill. # The first contract is granted at the start of the game. Each Progressive Bounty Contract unlocks the next. # # If Goal is Bounty Hunter: Completing this number of contracts is required for victory. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 20 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-20: 0 # random value between 0 and 20 ############### # Kill Checks # ############### weapon_lock: # When true: Dungeon, overworld, and Oblivion kill checks only increment if the # kill was made with a licensed weapon type. You start with a Starting Weapon # license; the other licenses must be found in the world. # # Does not affect bounty kills. # # When false: All weapon types count. 'false': 50 'true': 0 starting_weapon: # Which weapon license you start with when Weapon Lock is on. # # Ignored when Weapon Lock is off. blade: 0 blunt: 0 bow: 0 staff: 0 spell: 0 unarmed: 0 random_weapon: 50 dungeon_kills: # Number of dungeon kill location checks (enemies killed in dungeon or most interior cells). # Set to 0 to disable dungeon kill checks. # # When regions are enabled, checks are divided evenly across regions: each region unlock # makes the next batch accessible. For example, 50 kills with 5 regions = 10 kills per # region batch, so you start with 10 accessible and gain 10 more per region unlock. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 200 50: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-200: 0 # random value between 0 and 200 dungeon_kills_per_check: # Enemy kills needed to award one Dungeon Kill check. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 10 3: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-10: 0 # random value between 1 and 10 overworld_kills: # Number of overworld kill location checks (enemies killed in Tamriel). # Set to 0 to disable overworld kill checks. # # When regions are enabled, checks are divided evenly across regions: each region unlock # makes the next batch accessible. For example, 40 kills with 5 regions = 8 kills per # region batch, so you start with 8 accessible and gain 8 more per region unlock. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 200 50: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-200: 0 # random value between 0 and 200 overworld_kills_per_check: # Enemy kills needed to award one Overworld Kill check. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 10 2: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-10: 0 # random value between 1 and 10 oblivion_kills: # Number of Oblivion plane kill location checks (enemies killed inside Oblivion Gates). # Set to 0 to disable Oblivion kill checks. # # When Gate Count is above 0: batched by Gate Key count. With 5 keys and 50 kills, # checks 1-10 need 1 key, 11-20 need 2 keys, and so on. # # When Goal is Light the Dragonfires: checks are batched by region unlocks, same as dungeon # and overworld kills. If regions are disabled, all Oblivion kill checks # are accessible immediately. # # Ignored when Gate Count is 0 and Goal is not Light the Dragonfires. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 200 50: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-200: 0 # random value between 0 and 200 oblivion_kills_per_check: # Enemy kills needed to award one Oblivion Kill check. # Ignored when Oblivion Kill Checks is 0. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 10 2: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-10: 0 # random value between 1 and 10 ################ # Class System # ################ class_selection: # Choose your character class: # # OFF: No class location checks # RANDOM: Randomly select a class from all available classes # [Class Names]: Choose a specific class # # When enabled, all associated major skills for the class will be checks. 'off': 0 acrobat: 0 agent: 0 archer: 0 assassin: 0 barbarian: 0 bard: 0 battlemage: 0 crusader: 0 healer: 0 knight: 0 mage: 0 monk: 0 nightblade: 0 pilgrim: 0 rogue: 0 scout: 0 sorcerer: 0 spellsword: 0 thief: 0 warrior: 0 witchhunter: 0 random_class: 50 class_level_maximum: # Maximum class level when Class Selection is enabled. # This number will determine how many Progressive items are available in the item pool. # # Each level provides 14 additional skill checks (2 per class skill). # With the default of 3, this adds 42 checks. # # Note: This does not change how you level up in-game. This is for AP checks only. # # Ignored when Class Selection is Off. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 5 3: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-5: 0 # random value between 1 and 5 start_with_class: # Where your first Progressive Level is placed. # # Early: Sphere 1, any world's locations. # Local Early: Sphere 1, only on this slot's locations. # Start With: Start with the first class level already unlocked. # # Ignored when Class Selection is Off. early: 50 local_early: 0 start_with: 0 excluded_skills: # Exclude specific skills from the class system. # # Set a skill to 1 (or any non-zero #) to exclude it (it will not generate checks). # # Only affects major skills for your selected class. # Example: If you're an Acrobat and exclude Acrobatics and Sneak, # you'll only get checks for your remaining 5 major skills. # # Ignored when Class Selection is Off. Acrobatics: 0 Alchemy: 0 Alteration: 0 Armorer: 0 Athletics: 0 Blade: 0 Block: 0 Blunt: 0 Conjuration: 0 Destruction: 0 Hand-to-Hand: 0 Heavy Armor: 0 Illusion: 0 Light Armor: 0 Marksman: 0 Mercantile: 0 Mysticism: 0 Restoration: 0 Security: 0 Sneak: 0 Speechcraft: 0 ################### # Quality of Life # ################### extra_gate_keys: # Additional Oblivion Gate Keys beyond the base amount needed. # # Adds extra Gate Keys to the item pool beyond the base number, which is equal to the number of gates. # Useful for increased routing flexibility and redundancy in case of hard to reach checks. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 5 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-5: 0 # random value between 0 and 5 extra_nirnroot: # Additional Nirnroot multiworld items beyond the Nirnroot Count setting. # # Provides a buffer so you don't need to find every single Nirnroot location check. # This adds extra Nirnroot items to the multiworld item pool. # # Only relevant when Goal is Nirnsanity. Ignored for other goals. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 25 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-25: 0 # random value between 0 and 25 gate_vision: # Determines how Oblivion Gate map markers are visible: # # On: Gate markers are visible immediately # Off: Gate markers must be found (vanilla behavior) # Item: Gate markers become visible when you find the Oblivion Gate Vision item (default) # # Ignored when Gate Count is 0. 'on': 0 'off': 0 item: 50 free_offerings: # When true: Daedric Shrine offering items are automatically provided when needed. # When false: You must find or obtain shrine offerings yourself in the game. 'false': 0 'true': 50 fast_travel_item: # Locks the fast travel system behind an Archipelago item. # # When true: You cannot use fast travel until you receive the "Fast Travel" item from the multiworld. # When false: Fast travel is available from the start (vanilla behavior). # # Warning: Fast Travel item can be anywhere in the seed, including late locations. 'false': 50 'true': 0 dungeon_marker_mode: # Controls how dungeon map markers appear on your map. # # Reveal and Fast Travel: All selected dungeon locations are revealed on the map immediately and can be fast traveled to (if Fast Travel Item allows). # Reveal Only: Dungeon locations appear as "rumors" (grayed out markers) - you can see them but must physically travel there first. # # Note: This setting only affects dungeon map markers, not the overall fast travel system. reveal_and_fast_travel: 50 reveal_only: 0 dungeon_warp: # Automatically warp the player out to the overworld when completing a seeded dungeon. # # Off: No warp (vanilla behavior) # On: All dungeons that provide a check offer a warp-out option upon completion # Item: Warp functionality unlocked when you receive the "Dungeon Warp" item from the multiworld # Early Item: Same as Item, but the Dungeon Warp item is forced into early locations 'off': 0 'on': 0 item: 0 early_item: 50 shop_scout_type: # How shop item scouting displays information. # # Off: No shop scouting - shop tab will not display any information # Summary: Shows the receiving player name and item classification (Progression/Useful/Filler) - default # Player Only: Shows only the receiving player name for each shop item # Full Info: Shows the complete item name and receiving player (creates !hint commands) # # Note: Trap items are always disguised in Summary mode. 'off': 0 summary: 50 player_only: 0 full_info: 0 fast_arena: # When true: Skip arena announcer dialogue before matches and fight immediately. # When false: Must wait for announcer dialogue before match begins (default). 'false': 50 'true': 0 auto_tracking: # This feature enables auto-tracking for Nirnroot and Boss Chests. # # When true: Guides the player to any nearby Nirnroot or Boss Chest(if included in seed). # Entering the overworld switches to Nirnroot tracking. Entering a # dungeon switches to Boss Chest tracking. # # Note: F11 can be used to manually cycle the mode or entirely disable the feature. 'false': 50 'true': 0 silent_auto_tracking: # When enabled, auto-tracking updates the in-game quest marker silently - # no guidance via Message is shown. Cuts down on notifications in the Message queue. # # When disabled (default), compass direction is shown via Message # whenever the tracked target changes. # Note: The polarity of the message is incorrect in some dungeons. 'false': 50 'true': 0 ap_tips: # Enable Archipelago tips? These will provide extra guidance on how to complete checks. # This is recommended if you are unfamiliar with Archipelago or if you prefer a more guided experience. 'false': 50 'true': 0 skill_xp_multiplier: # Skill XP multiplier. 1 is vanilla. 2 is double speed, 3 is triple speed, etc. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 8 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-8: 0 # random value between 1 and 8 ######### # Traps # ######### trap_percentage: # Percentage of filler item slots replaced by traps (0-20%). Set to 0 to disable traps entirely. # Trap types and their relative frequency are controlled by the weight settings below. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 20 0: 10 random: 0 random-low: 10 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-20: 0 # random value between 0 and 20 movement_trap_weight: # Relative weight for Movement Trap. Set to 0 to disable this trap type. # By default, 55% of traps will be Movement Traps. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 55: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 spawn_trap_weight: # Relative weight for Spawn Trap. Set to 0 to disable this trap type. # By default, 30% of traps will be Spawn Traps. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 30: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 storm_trap_weight: # Relative weight for Storm Trap. Set to 0 to disable this trap type. # By default, 10% of traps will be Storm Traps. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 10: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 wanted_trap_weight: # Relative weight for Wanted Trap. Set to 0 to disable this trap type. # By default, 5% of traps will be Wanted Traps. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 ########################### # Item & Location Options # ########################### local_items: # Forces these items to be in their native world. [] non_local_items: # Forces these items to be outside their native world. [] start_inventory: # Start with the specified amount of these items. Example: "Bomb: 1" {} start_hints: # Start with these item's locations prefilled into the ``!hint`` command. [] start_location_hints: # Start with these locations and their item prefilled into the ``!hint`` command. [] exclude_locations: # Prevent these locations from having an important item. [] priority_locations: # Prevent these locations from having an unimportant item. [] item_links: # Share part of your item pool with other players. [] plando_items: # Generic items plando. []