Netruk44/uesp-wiki-content huggingface dataset:
Midannecne

It lies on the east coast of the mainland, east of   and north of  .

Inside the cave you will find the sort of enemies and possessions appropriate for the lair of a necromancer. There are seven skeletal enemies and three rare   to get past, as well as Nevos Drelvi himself. The treasure they guard is rare and unusual rather than particularly valuable. On a table near Drelvi there is a daedra's heart, a ghoul heart and a portion of human flesh, plus several different  , which are not recommended for drinking. On a nearby chest are some useful potions. The chest itself contains a small amount of gold. Completing the notable treasure in this area is an  . The rest of the cave holds little of interest.
 

Related Quests



People


Maps
thumb|left|Map of Midannecne
Tel Narrusa

People
Orelu Plantation

There are three buildings on the plantation: a small house to the south belonging to Nifum Othril, next to the saltrice patch; a smaller hut belonging to Dels Famori just to the north, next to the corkbulb; and a slave dwelling cut into the hillside also to the north. None of the dwellings have anything interesting inside. There are a few containers full of food and ingredients, some cooking utensils and not much else.

The two farmers on the site oversee several slaves who do the actual work. It seems their methods aren't popular with the slaves, as two of them have recently escaped.

 
Related Quests
Miscellaneous


People
Tes2Mod:FACTION.TXT/Ruler

The Ruler field found in the Daggerfall Faction Database implies the title of the region's ruler.  This title is referenced via the   text variable of a Quest Text Record.  Since each value implies a gender, it is imperative editors synchronize the Faction element with an appropriate Flat element.  



Within the Iliac Bay there are: 
Three Kings
The King of Daggerfall, King Gothryd
The King of Wayrest, King Eadwyre
The King of Orsinium, King Gortwog (possibly better entitled as Warlord)
The Queen of Sentinel, Queen Akorithi
The Duke of Northmoor
Two Duchess
The Duchess of Daenia
The Duchess Pothago
Two Marquis
The Marquis of Glenpoint
The Marquis of Ephesus
The Marquise of Kambria
Five Counts
The Count of Bhoriane
The Count of Shalgora
The Count of Ayasofya
The Count of Satakalaam
The Count of Santaki
Three Countess
The Countess of Menevia
The Countess of Urvaius
The Countess of Antiphyllos
Seven Barons
The Baron of Lainlyn, Baron Shrike
The Baron of Dwynnen
The Baron of Phrygias
The Baron of Abibon-Gora
The Baron of Bergama
The Baron of Ilessan Hills
The Baron of Glenumbra Moors
Three Baroness
The Baroness of Kairou
The Baroness of Kozanset
The Baroness of Tulune
Six ruling Lords
The Lord of Alcaire
The Lord of Ykalon
The Lord of Myrkwasa
The Lord of Totambu
The Lord of Gavaudon
The Lord of Cybiades
Four ruling Ladies
The Lady of Anticlere, Lady Doryanna Flyte
The Lady of Koegria
The Lady of Tigonus
The Lady of Mournoth
Tes2Mod:FLATS.CFG

The FLATS.CFG file is a 7-bit ASCII file which configures the textures, face, and gender of an   within Daggerfall.  Because the file is a 7-bit ASCII file, lines are terminated by a CRLF pair, and records are terminated by an empty line or a line containing only white-space.  Each field's value is described by a single line.  The format of the contained FlatText (text-encoded flat structure) structures is defined below:  



Decoding Texture
To decode the Texture field, split the field's value by the white-space and convert the first (and should be the only two) strings into UInt32 values, index and file. file is the extension of the TEXTURE file to use, and index is the index of the specific record to use.  Ex: "172 2" implies the third image from TEXTURE.172.

Decoding Gender
Each Gender field can be preceded by '?', which marks the flat as obscene. Following this is a value indicating the gender of the   as per the enumeration below.
Tes2Mod:Image formats/RCI

RCI Files (*.RCI) each consist of a contiguous list of UncompressedPixelData structures, defined below.  Each element of the list describes a single image.  Since each image of an RCI File have the same dimensions, and since RCI Files store the image data in UncompressedPixelData format, reading the list of images is a trivial matter of reading   bytes at a time.    is derived by multiplying the image's Width by Height properties, listed below by filename.  Ex: A 64x64 pixel image RCI File would imply each UncompressedPixelData structure to be exactly 4096 (64 &times; 64) bytes long, and the total file legnth would be an integer multiple of 4096.  

UncompressedPixelData
PixelData is a variably-sized array of UInt8 values, each value being an index to a Colour element of the ColourList of a Palette File.

Decoding Uncompressed Image Data
The resultant image is defined as being Width wide and Height high.  Since the data is uncompressed, then each byte read represents one pixel of image data.  One merely matches byte   to Palette[ ] to retrieve the colour for that pixel.  

Example code:
 
System.Drawing.Color[] DecodeUncompressedImage( 
      System.Byte[] dataRead, 
      System.Drawing.Color[] palette 
) { 
   System.Drawing.Color[] output = new System.Drawing.Color[ this.Width * this.Height ];
   System.Int32 k;
   for ( System.Int32 j = 0; j  

RCI File Image Dimensions
Since each RCI File implies images of a specific dimension, then reading each of the contained images 



Palettized RCI Files
There is a set of files which extend the above format.  Immediately following the images is a valid PalFile structure.  Assumedly this palette is to be used when displaying the images.
UESPWiki:Server User IDs

To keep consistency between all servers the following user IDs should be used for common accounts.

Group IDs
The following are specific groups with no corresponding user.

:# uespforum = 521
:# uespadmin = 522

User IDs
Unless noted the user and group IDs are identical.

:# apache = 502
:# mysql = 503
:# backup = 504
:# uesp = 505
:# squid = 506
:# dave = 519
:# sshbackup = 520
:# nephele = 523
:# rpeh = 524
:# uespinfo = 526
:# blog = 527
:# uespkey = 530
:# ocp = 532
:# svn = 533
:# zabbix = 535
:# robinhood = 536
:# alfwyn = 537
:# jakatackka = 538
:# avron = 700
:# steve = 701
:# teamspeak = 703

Old IDs
The following were only used on content3 are were adjusted to fit within the previous IDs with no conflicts:
:# qmail = 503 (group only)
:# vchkpw = 504 (group only)
:# nofiles = 602 (group only)
:# qmaild = 503 (user only)
:# qmaill = 504 (user only)
:# qmailp = 505 (user only)
:# qmailg = 506 (user only)
:# qmailr = 507 (user only)
:# qmails = 508 (user only)
:# vpopmail = 509 (user only)
:# alias = 602 (user only)

The following were only used on the squid server:
:* squid = 23
UESPWiki:Scripts

The following are various bash shell scripts used by the UESP. Note that they are provided as-is with no guarantees.

Server Setup
:*  -- Creates all standard users using predefined IDs.
:*  -- Changes the user and group ID of an existing user.
:*  -- Sets the a default PATH.
:*  -- Script to remove a blocked IP address from the denyhosts service.
Bal Oyra, Keep

The keep at Bal Oyra is the home of  , the seat of power in the town. Though only occupied by five individuals besides guards, this fort nevertheless manages to service a variety of needs of a Morrowind citizen, ranging from training, to the divine and arcane. The keep has a very large main section which connects to the curtain wall, which then provides access not only to the Guild Guide at the Mages Guild Relay, but also to the dungeons. There,   can provide training as a master-at-arms, and watches over the sole prisoner,  , who has gone on a  .
The Magic Mudcrab

Related Quests
Miscellaneous


People
The Queen's Cutlass

Related Quests





People

Notes
The keys to almost all of the rooms in the Queen's Cutlass are hanging in the window behind  . If you are an experienced thief, you can use these to get everywhere within the tavern.
The Avenue

Related Quests




People
The Howling Noose

Related Quests












People
Samursi

People
 


Maps
left|thumb|300px|Map of Samursi
Tes2Mod:Image formats/SKY

The SKY??.DAT files found within the ARENA2 folder are used to draw the "skybox".  This is the texture which is applied to the extent of the visible range within the environment.  These textures include the "flat" mountains and trees which compose the horizon, as well as the sun rising and setting.  

General Format
A SkyFile structure is very similar to a palettized RciFile.  Each begins with a palette list, followed by a block of unknown data (appears to be a set of colour translation tables), followed by a set of images.  



PaletteList
Each SkyFile structure immediately begins with a set of 32 ColFile structures.

ColourTranslationList
Immediately following the PaletteList is a contiguous list of 32 ColourTranslationFile structures.  Each is associated with a palette from the previous list by ordinal; that is to say the fifth ColourTranslationFile element is associated with the PaletteList's fifth Palette element.  

These are used to "fade" objects as they approach to or recede from the player.

ImageList
Immediately following the Section2 section, is a contiguous list 64 RciFiles, in uncompressed format.  Each image is 512x220 pixels.  The first 32 images are those with the sun visible, and the latter 32 are those without the sun visible.  The first set are used for the Western sky in the morning hours with the second set used for the Eastern sky.  At noon the assignments are reversed and thus one may observe the sun rising in the East and setting in the West.

These two sets could be considered an animation of sorts, similar to Magic Spell CIF Files, where the frame-rate is measured in hours rather than fractions of a second.

Reading SKY Files
Given the sizes for all records within a SkyFile are each of fixed size, one may read a SkyFile randomly.  In this case, one may merely read the appropriate Palette, ColourTranslation, and pair of RciFiles by computing their offsets.
The Black Ogre Tavern

This tavern is no small enterprise, offering not only some basic trading services, but even training. Make sure to stop by to complete the quests offered here.

 On the ground floor,   mans one of the two bars, while  , a smuggler, is waiting for something by the stairs. Upstairs you will find storage and bedrooms, while the basement is where the main action is:   at the second bar in the tavern is the publican, and he offers drinks and food;   is the local   on her break, and is an agent involved with catching spies;   is the local Healer; and   is a   who offers training for a price. At the foot of the stairs to the basement is a small storage room stocked with alcohol.
Galseah

People
 


Maps
left|thumb|300px|Map of Galseah
Mawapi-Addon

To find the cave, head along the southern part of  's eastern shore and keep your eyes open: the entrance is set a short distance back from the shoreline, among the rocks at the feet of the hills.

The smugglers don't seem to specialize in one particular type of loot. There are crates of skooma, moon sugar, Dwemer artifacts, kwama eggs and other miscellaneous items. A few bottles of drink can be found, and a scroll of  , which teaches the spell   when read, make up the rest of the stash.
 

People
 


Maps
thumb|left|Map of Mawapi-Addon
Berantus

The six bandits evidently haven't had much success: the cave only contains a few crates of weapons and armor plus a couple of bottles of drink. Not much for such a large gang.
 

Related Quests


People
 


Maps
thumb|left|Map of Berantus
Tes2Mod:PAK file formats

PAK is a compression format very similar to  , except there are no uncompressed "runs".  Since there are no uncompressed "runs", it is not suitable for arbitrary data.  This format is used by CLIMATE.PAK and POLITIC.PAK.  

General Format
A stream of PAK-compressed data is composed of a contiguous list of one or more PakRun structures.  

PakFile
A PakFile is merely a contiguous list of one or more PakRun structures.  

PakRun
The 3 byte long PakRun structure is composed of a UInt16 Count field, immediately followed by a single UInt8 Value.  This value is to be repeated Count times.  



Reading PAK files
To read a PakFile, one merely reads PakRun and processes structures until one has run out of file.
Tes2Mod:CLIMATE.PAK

The CLIMATE.PAK is used by Daggerfall to determine the base ground and flat textures for the region of the Iliac Bay defined by WOODS.WLD. These two files are used in conjunction by Daggerfall.
thumb|500px|250px|Grey-scale output of CLIMATE.PAK

General Format
The file consists of a contiguous list of UInt32 offsets, followed by a contiguous list of PakFile structures.



OffsetList
This is a contiguous list of UInt32 offsets. Since the PakFile data immediately follows this list, the length of the list can be implied by the current position within the file. Each element is relative from the start of the list. Each offset points to a PakFile structure within the file. The OffsetList is 500 elements in count, one for each row of output pixel data, and editors should preserve this format by encoding one row at a time. The offsets are not required to be in any particular order; that is to say Offset    may be greater than Offset   . Editors should be prepared to accept offsets in any particular order. Editors should save the data in offset-sorted order.

PakFileList
Immediately following the OffsetList is a contiguous list of PakFile strucures, one for each element of the OffsetList. Since no PakFile structures overlap, the length of each element can be implied by the OffsetList. Each PakFile structure begins at a location specified by an element of the OffsetList. Each PakFile describes a single row of the output bitmap. Editors should ensure each PakFile structure describes a single row of the output bitmap.

Texture
Decompressing and concatenating all the PakFiles together results in a 1001x500 pixel bitmap, which corresponds to the 1000x500 map in WOODS.WLD. The values of this bitmap range from 223 through and including 232. One should note that there are no texture files within this range. Instead, these values map to valid textures according to the table below.



Reading CLIMATE.PAK
One merely reads the OffsetList, stopping when the current file position is within the range of values specified by the OffsetList. At this point one may begin computing the size of each PakFile structure contained. Now one may seek to each position within the offset list and begin decompressing the PakFile structures as per standard PakFile logic. It should be remembered that each element is a separate PakFile for purposes of decompression.

Once the data has been decompressed and concatenated, one may use the above look-up table to determine which ground texture and sky file to use, as well as which overland flats to display. Building and   textures can also be inferred based on the ground texture.
Nela Dervayn

Nela Dervayn is a hostile Dark Elf warlock found in the Daedric ruin of  .
Hassulsallusalkit

People
 


Maps
left|thumb|300px|Map of Hassulsallusalkit
Norem

Norem is a difficult and dangerous place for low level characters, but managing to survive the attacks of the outlaws will give multiple rewards. Important rewards are: either a steel, dwemer, ebony, or daedric cuirass and longsword carried by Zargoryn Thalen, an   worn by Ancasarion, and a Daedric Spear under a table in the Lair.  
 

Notes
The original name of Norem used to be Merdekhes Noirim, which was a derivation of Mercedes and Noirgrim, who was the creator of this interior.

People
 


Maps
left|thumb|300px|Map of Norem
Tes2Mod:POLITIC.PAK

The POLITIC.PAK is used by Daggerfall to determine in which region of the Iliac Bay a coordinate defined by WOODS.WLD belongs. These two files are used in conjunction by Daggerfall.
thumb|500px|250px|Grey-scale output of POLITIC.PAK

General Format
The file consists of a contiguous list of UInt32 offsets, followed by a contiguous list of PakFile structures.



OffsetList
This is a contiguous list of UInt32 offsets. Since the PakFile data immediately follows this list, the length of the list can be implied by the current position within the file. Each element is relative from the start of the list. Each offset points to a PakFile structure within the file. The OffsetList is 500 elements in count, one for each row of output pixel data, and editors should preserve this format by encoding one row at a time. The offsets are not required to be in any particular order; that is to say Offset    may be greater than Offset   . Editors should be prepared to accept offsets in any particular order. Editors should save the data in offset-sorted order.

PakFileList
Immediately following the OffsetList is a contiguous list of PakFile strucures, one for each element of the OffsetList. Since no PakFile structures overlap, the length of each element can be implied by the OffsetList. Each PakFile structure begins at a location specified by an element of the OffsetList. Each PakFile structure decodes as 1001 bytes, one for each column in the output bitmap, and editors should ensure this by encoding each row of data as a separate PakFile structure.

Region
Decompressing and concatenating all the PakFiles together results in a 1001x500 pixel bitmap, which corresponds to the 1000x500 map in WOODS.WLD. The values of this bitmap include 64, 128, 129, 132, 133, 137, 139, 144-152, 154, 160-189, and 233 . Each value implies a specific Faction "owns" or "occupies" that pixel.

For values from 128 through and including 233, subtract 128 from the value and to derive the Region Number for that pixel.

Value 64 is associated with all water terrain.

Reading POLITIC.PAK
One merely reads the OffsetList, stopping when the current file position is within the range of values specified by the OffsetList. At this point one may begin computing the size of each PakFile structure contained. Now one may seek to each position within the offset list and begin decompressing the PakFile structures as per standard PakFile logic. It should be remembered that each element is a separate PakFile for purposes of decompression.

Once the data has been decompressed and concatenated, one may use the above look-up table to determine which Faction claims the given location.

Notes
 The value 233 implies region #105, which does not exist in the defined Region within the MAPS.BSA file. Entering any area not defined within MAPS.BSA will crash the game. This value has been corrected via a patch available here.
Oblivion:Keys

This article lists all of the keys that can be found in the game, including information on where the key is found and what door or chest is opened by the key.

 

Notes
Abbreviations in superscript give additional information about people, keys or locks:

  (Lock property): The lock is not pickable with a lockpick. You will need the actual key to open this lock.
  (Lock property): Opening this lock is a crime, even if you possess the key for it.
  (Lock property): Being detected while opening this lock may get you kicked out of a guild.
  (Key property): The key is a quest item; it can't be dropped. Most keys lose this property after their associated quest is solved (though sometimes they are removed from your inventory instead).
  (Key property): The key is removed from your inventory after its associated quest is completed.
  (Found property): You cannot pickpocket this key, you must receive it through dialogue with the person.
  :  

A
 

B
 

C
 

D
 

E
 

F
 

G
 

H
 

I
 

J
 

K
 

L
 

M
 

N
 

O
 

P
 

Q
 

R
 

S
 

T
 

U
 

V
 

W
Morrowind:Leveled Lists

Introduction
Leveled Items are used to fill containers with random items, based on the level of the player. One leveled item always represents one random item in the container, or none. To provide more items, leveled items can be stacked like normal items. 10 leveled items of a type would result in up to 10 random items from their respective lists. Leveled item lists can hold other leveled items. They are only evaluated if they meet the condition of the parent.
=Lvl - Indicates that every item in the list under or at your level is available. Otherwise, only items with the highest level at or below your level will be found. Nested leveled items are not evaluated if they do not meet the level condition, even if they hold items that would.
Each - Containers can hold stacks of leveled item lists like e.g.  .
Each = Yes indicates that the random item is calculated new for every leveled item in the stack. In our example you would get 10 different items from my_leveled_item.
With Each = No the random item is calculated only once. You would get 10 identical items from my_leveled_item.
The setting of Each in nested leveled items is ignored.
%0 - Indicates the chance of finding nothing.  For items with the option Each = Yes, this chance is applied to every individually calculated item in the stack. The setting of %0 adds up for nested leveled items. Lists are calculated one after another, so if the parent list picks a nested list which returns nothing, that is what you get. Even with a setting of %0 = 0 the result can be nothing, if no item in the leveled item list meets the level condition.

Leveled Ingredients Lists have their own page.

Imperial Guard Series
The Imperial Guard series is used for, rather obviously, randomizing what equipment Imperial Guards have.


l_b_ Series
This is a series for selecting what leveled list to choose from, i.e., leveled lists for leveled lists.


l_m_ Series

l_m_armor_ Series


l_m_enchantitem_ Series

  This list is not used in the vanilla version of the game.  However, the Tribunal expansion adds one merchant, Elbert Nermarc, who stocks items from this leveled list.

l_m_wpn_ Series


l_n_ Series

l_n_armor_ Series


l_n_wpn_melee_ Series


l_n_wpn_missle_ Series


random Series

Armor


Books

  These books are open.

Clothing


Weapons


Potions


Clutter
Oblivion:Quests

Quests are sorted by where they are assigned or by which faction assigns them. There are 223 distinct quests in the original game (213 with journal entry, 10 without). The official downloads added 19 new quests total (18 with journal entry, 1 without). The Shivering Isles expansion added 35 (33 with journal entry, 2 without).

Quests by Type
Main Quest
 

Factions
 
 
 
 
 

Other Quests and Official Downloads
 
 
 
 



Quests by Location
Main Cities
 
 
 
 
 
 
 
 
 

Settlements
 
 
 
 
 
 
 
 
 

Alphabetical List
 
 

Quest Timing
 
 

Unfinished Quests