Netruk44/uesp-wiki-content huggingface dataset:
Tes2Mod:Save Game Offsets

You will need any hex editor to perform these cheats. Select one of 6 save directories. With editor load savetree.dat file. Savegame file length changes during game. To find hero record search for his/her name. First record of Name it also the start of hero record.

For example:
# Open 'savetree.dat'
# Search for 'Marius' (that's my hero)
# Name is found at 10970 (2ADAh). Hero record start there.


HERO RECORD

|-
| style="text-align:right;" | +231 || (2D0Bh) || Immune to || BYTE ||

|-
| style="text-align:right;" | +232 || (2D0Ch) || Low Tolerance || BYTE ||

|-
| style="text-align:right;" | +233 || (2D0Dh) || Critical Weekness || BYTE ||

|-
| style="text-align:right;" | +234 || (2D0Eh) || Flags1 || WORD ||

|-
| style="text-align:right;" | +236 || (2D10h) || Rapid Heal || BYTE ||

|-
| style="text-align:right;" | +237 || (2D11h) || Regen Health || BYTE ||

|-
| style="text-align:right;" | +239 || (2D13h) || Spell absorb || BYTE ||

|-
| style="text-align:right;" | +23A || (2D14h) || || BYTE ||

|-
| style="text-align:right;" | +23B || (2D15h) || Forbidden material || WORD ||

|-
| style="text-align:right;" | +23D || (2D17h) || Expert in || BYTE ||

|-
| style="text-align:right;" | +23E || (2D18h) || Forbidden weapon/armor || WORD ||

|}

RACES


Savegame editor will be soon available as FREEWARE. All above information is used to write it. It's a part of my Saved Game Editors Pack. 

If you know something to make this document better please send your comments to: [mailto:mordor@opnt.optimus.wroc.pl mordor@opnt.optimus.wroc.pl]
Oblivion:Random Oblivion World 6

thumb|right|World 6's SE entrance (facing S)thumb|right|World 6's NE entrance (facing E)

This is one of seven random Oblivion worlds; this world can only be entered from a random Oblivion gate.  There are two possible entrances; see the section on random oblivion worlds for details on what happens if you decide to use both of the oblivion gates. The main tower in this world is one of the five random towers.

The A entrance is located at the eastern end of the southern island.  To reach the main tower, you need to cross over to the other island.  A random cave system takes you from the southwest corner of the island (near the base of a leaning tower) to the base of the main tower.  The peripheral tower The Blood Well, that you will pass along the way, contains nothing of value.  However, there's a relatively easy jump across lava to the main tower behind the Blood Well.

The B entrance is at the northeastern corner of the map.  Getting to the main tower is just a matter of following the windy path across the island.  You can optionally stop in The Reapers Sprawl tower as you pass it, to collect loot from two fleshy pods (both hanging from the ceiling).  (The gate control at the top of the tower does not appear to actually open any gates).  If you don't want to run the gauntlet of fire turrets, there's a relatively easy jump across lava to the main tower just under the bridge, south of The Reapers Sprawl.

There is relatively little loot in this world, so there is not much reason to explore the rest of it.  If you came from the B entrance, you may want to enter the random cave system because there are typically several fleshy pods with loot.  Note that you typically can not use the caves to go from the B to the A entrance, because there are generally places where you need to jump up a level.  It is instead possible to cross the lava to get from island to the other; in several places the two islands are quite close to each other and only minimal damage is incurred.  This can be taken advantage of to explore the cave system twice and get twice as much loot; see Random Oblivion Caves for information about this glitch (and a warning).

There is an odd bottle called "Blood Potion" behind a rock formation shaped like a reverse check mark to the east-southeast of the entrance to the Blood Well. The rock formation is in the middle of the main path from the southeast entrance and the Blood Well and has a stone pillar directly west of it. Looking at the in-game map, several rocks form a circle with the Blood Well door being the north point of the circle ; the potion is on the rock formation on the east point of the circle. It has no weight or value and appears to serve no purpose other than decoration for a home, as it has a unique red bottle in a daedric style.

Map
Oblivion:Bernadette Peneles

Bernadette Peneles is a Breton viticulturist living in Skingrad who is employed at Tamika's Vineyards. She is also the object of the delusions of a paranoid Wood Elf, namely Glarthir.

She sleeps in her house between midnight and 6am before walking the short distance to the Great Chapel of Julianos, where she prays in a pew for an hour. She then heads off to work hoeing Tamika's vineyard to the west of the city until 11am, when she takes lunch in the shelter to the southeast of the fields. At 1pm she finishes her lunch and goes back to work, this time in the yard behind Tamika's house. She eats dinner in the yard from 7pm until 9pm and then returns home, where she wanders around until bedtime. When it's a rainy day, she skips work and goes home right after her morning visit to the chapel.

Bernadette wears normal lower-class clothing, a pair of coarse linens, a collared shirt, and oiled linen shoes and carries a tiny amount of gold. She also carries around her house key, her tools, and a respawning bread loaf, which means she always has food with her for her meals.

Bernadette is happy in her life. When she greets you she will announce, ''"I'm Bernadette Peneles. I work for Tamika. I grow grapes. For her wines." When asked about the city in which she lives, her response is, "I've lived here all my life. Grown grapes. It's all I know. Fresh air, mountains, the grapes on the vine. It's just... beautiful."'' Other residents of Skingrad appreciate her efforts on Tamika's behalf and will say, "I think Bernadette Peneles seems like a nice woman. I know she works tirelessly over at the Tamika Vineyards." They'll also tell you that "Bernadette Peneles works over at the Tamika Winery. They make a quality wine there." 

Unfortunately, there is trouble brewing in her life as a paranoid wood elf is convinced she is plotting against him. Bernadette has realized that something is amiss and when asked about Glarthir will say, ''"Well, I know he's a bit odd, but I've always thought he was kind of sweet. Lately, though, he has been stranger than usual. I think maybe he's been following me.  I see him every morning on my way to Chapel.  I've tried to say hello but he always pretends not to hear me." The situation is left for the player to resolve. If you deem Bernadette guilty, she will be added to his  List of Death. If you confront her with the list in hand she will get quite nervous: "You look concerned. Is there something you want to tell me about Glarthir?" When you show her the list she will be terrified: "Julianos preserve us! I can't believe it ... why me?! Please, show this to the guards right away!" If you ask her about Glarthir again she will add: "Thank you for warning me about him. Please, hurry and tell the guards before it's too late!"'' If, however, you decide to reject Glarthir's note, Bernadette will join the People Glarthir Hates faction and will soon be attacked in her sleep by a Wood Elf armed with an iron war axe. If Glarthir succeeds, the upset townsfolk will start to say: ''"Hadn't you heard? He went crazy and killed Bernadette Peneles, poor girl."''
Related Quests

Bugs
Oblivion:First Mate Malvulis

First Mate Malvulis, a Dark Elf pirate, is part of the crew aboard the Marie Elena, a vessel docked in the Imperial City's Waterfront District. Malvulis is very protective of her vessel, and possesses a pretty short temper&mdash;she will attack anybody who steps on board without her permission.

She can be found hanging around the docks at the Waterfront District with other members of the Marie Elena's crew, near the vessel. Regardless of weather, she will do so for twenty-four hours a day, occasionally singing an old sea shanty about Cyrus the Redguard: "There once   young lad of the sea... A Redguard of courage and honor was he... Sail on, my Cyrus, sail on..."

She is armed with a steel cutlass and wears a set of typical lower class clothing, a pair of buckled shoes, a quilted doublet, and a pair of leather greaves.

At first glance, she appears to be peaceful, but when you talk to her, or if you spend a bit too much time near the vessel, you will soon realize something is wrong: ''"Beautiful, isn't she? The Marie Elena. Damn fine ship, with a damn fine crew. I should know, I'm her first mate. Malvulis is the name. So believe me when I tell you we don't like it when people snoop around in our affairs. You get near that ship, and my men will run you through." When you try to talk to her once again she will be even more threatening: "I hope I made myself clear the first time. If you get near that ship, you'll end up dead. Now get out of my face."''

 
Related Quests


Notes
The "Cyrus" in Malvulis' song is the player character from The Elder Scrolls Adventures: Redguard, a famous pirate who had a leading part to play in the rebellion of Stros M'Kai in  .
Lore:Dagon Fel

Dagon Fel is an isolated fishing village found amidst the archipelago of Sheogorad, on the island district of Vvardenfell. It is found on the province of Morrowind. The town has historically been occupied by the Nords of Skyrim, since the ancient invasion of Morrowind by the Nordic Empire. It is built atop of the ruins of a Dwemer city known as Mzuleft.  
 

History
Dagon Fel traces its origins to the   in the early First Era. At this time, High King Vrage the Butcher ruled over the First Empire of the Nords, and invaded surrounding territories such as Resdaynia and High Rock.  But when both the Chimer and Dwemer had driven out the Nords in  , the Dwarves built their own city on Dagon Fel's ruins, known as  . But like many other Dwemer settlements, Mzuleft was later abandoned.  Sometime in the mid- , there was a settlement called Dagon Fel with an active port. 

Thousands of years later in  , the Treaty of the   was lifted on the island territory of Vvardenfell, as well as surrounding islands like Sheogorad. Nordic fishermen came to the area and re-established the town of Dagon Fel, atop of the Dwemer ruins. Because of its location, Imperial scholars and adventurers arrive in the area to explore the nearby Daedric and Dwemer ruins, of which the region is riddled. 

Sometime around  , the Nordic necromancer,   occupied a dwemer tower just outside of Dagon Fel, much to the dismay of the local populous. The   of   sent one of their soldiers to take him out, as a way to show the   of Vvardenfell that they can rely on the Imperial Legion to destroy necromancy. With Sorkvild dealt with, the town of Dagon Fel was at peace and appreciative to the Imperial Legion. 

Gallery
 

See Also
For game-specific information, see the Morrowind article.

References
Oblivion:Random Oblivion World 5

thumb|right|World 5's E entrance (facing SW)thumb|right|World 5's NW entrance (facing E)

This is one of seven random oblivion worlds, which can only be entered from a random Oblivion gate.  The main tower in this world is one of the five random towers.  This is the smallest of the oblivion worlds, in particular because it doesn't have any peripheral towers.  There is one random cave system, but it is completely optional. 

There are two possible entrances to this world, one in the northwestern corner, and the other on the eastern side (see the section on random oblivion worlds for details on what happens if you decide to use both of the oblivion gates).  Both gates have two charred corpses in front of them (the northwest gate, right at its base, behind you).  From either gate, just follow the path in front of you towards the one visible tower.  There are no obstacles in the way, other than the usual assortment of daedra, dremora, fire towers, mines, and claw gates. 

The random caves just lead from the eastern side of the island to the western side of the island.  There is no reason to enter them other than to collect extra loot.  If you want to maximize your loot, you can enter the cave from both ends and loot twice as many caves (see Random Oblivion Caves for a description of this glitch).  There is a boss chest on the hill behind the eastern entrance to the caves, and a fleshy pod along the main road north of the tower.

Those looking for loot may also want to explore the western and southern islands, each of which contains one fleshy pod.  A narrow bridge leads west to the first of these islands; a stepping stone walkway leads from the south end of that island to the second one.

Map
thumb|left|Random Oblivion World 5
Lore:Ald Velothi

Ald Velothi was a small harbor north of Gnisis. Around  , the site featured a public pier and a modest Redoran-style private estate called Ald Velothi Harbor House.  

By  , House Redoran had taken possession of the harbor and converted it into a military outpost. There were few services, apart from some poor  s and a  , and no means of fast transport to reach it. The settlement's principal structure was a Redoran watch-tower, and there was an outcast Ashlander camp directly south of the post, atop a hill. The large   of   was directly east and visible from the village.   
 
Gallery
 
References
Morrowind:East Empire Company

You cannot join the company in Ebonheart, but you can in Fort Frostmoth. To do so you need to have Bloodmoon installed.

The Ebonheart offices and warehouses are located in the eastern section of the city. The only services offered here are some moderate training from J'Zhirr. The warehouses are "guarded" by members of the Fighters Guild, though the guards in the Southern Tower are not nearly as diligent as those in the Northern Tower: they both have their Alarm set to 0, which means that they won't try to stop you from taking anything or even cause you a bounty if you do. At any rate, there is not much of value in either the warehouses or the offices, but look for a copy of A Dance in Fire, Chapter 6, a skill book for Mercantile, on the shelf in Canctunian Ponius' office.

 
Related Quests
House Hlaalu
  

Imperial Cult

Miscellaneous





People
Bloodmoon:Cave of Hidden Music

The cave has large, black stones at the entrance and is hard to miss once in the right area. You will visit it during the Skaal Test of Loyalty. Inside you will face some Draugr. 

Once inside the Chamber of Song, find the three odd looking stones and copy the sequence you hear around you, so this requires having a good ear for music. Luckily though, if you are not the musical type, the right sequence is given on the quest page.
 
Related Quests
 
 

Maps
thumb|left|Map of the Cave of Hidden Music
thumb|left|clear=none|Map of the Chamber of Song
Lore:Tel Vos

Tel Vos was the home of the youngest of the Telvanni Mage Lords,  , in  . The tower was located in the north-central Grazelands of Vvardenfell, and Master Aryon was the only Councilman at the time whose Tel was not on an island. Perhaps as a sign of his relative youth and openness to new ways, Master Aryon's tower was quite unique. While Tel Vos was worth a visit out of pure architectural interest, it also had a Dwemer museum, a small but excellent library, and a dungeon. Tel Vos was the primary regional center for the Grazelands, because it extended Telvanni influence beyond traditional reaches. The lack of services in Vos made what's available in Tel Vos all the more important. 

At some point after Vvardenfell was opened for settlement in  ,  Aryon sought to test the resolve of House Hlaalu and Redoran by challenging the Imperial settlement charters, and found that they weren't going to contest his expansion into their lands.  Aryon built his mushroom tower of Tel Vos in the Grazelands, utilizing Western stone architecture reminiscent to that used by the Imperial Legion.   The transition was initially disastrous as the mushroom growth penetrated the stonework, and Aryon's experiment couldn't have been seen as a complete success.  Aryon was known for his fascination with   and Imperial technology, and maintained a personal museum at Tel Vos dedicated to these topics. 
  
In 3E 427, Turedus Talanian, chief of the mercenaries and the personal bodyguard of Master Aryon, enlisted the aid of an adventurer to establish a trade link with the Zainab Tribe. A mutually beneficial relationship Aryon believed would make the Ashlanders careful to not offend him. The Zainab desired no fancy clothing, furniture, and weapons. The venture proved fruitful when the adventurer found valueble knowledge; the Ashlanders were in short supply on things that could cure their diseases and blights, which Aryon himself could easily produce potions for.  After the fall of Dagoth Ur, Arch-Mage Trebonius Artorius of the Mages Guild demanded that the remaining Telvanni councilors be assassinated, as the price for his retirement and replacement by the Nerevarine as head of the Mages Guild;  however, the Nerevarine appears not to have complied with the request, for at least one—Neloth—is known to have survived, although shortly afterwards he left Morrowind and moved to Solstheim. 

The fate of Tel Vos following the disastrous six years covering the Oblivion Crisis, the Red Year, and the subsequent Argonian invasion is not recorded. However, a ship called the Pride of Tel Vos escaped the Argonian raiders and was wrecked near Winterhold in  ; by  , the wreckage was still mostly intact and had become a bandit camp.  

 
See Also
For game-specific information, see the Morrowind article.
References
Morrowind:Tukushapal

thumb|left|Tukushapal Sepulcher, resting place of Olmgerd
For some mazte, Ennbjof, a Nord located in the Telvanni Canton in Vivec, will tell you the tale of Olmgerd the Outlaw, son of Harald Hand-Free, a First Age King of Skyrim. He'll tell you where Olmgerd is buried and will also give you a rusty old key that's supposed to open the door of his tomb.

The first chamber of Tukushapal is maze-like and it's guarded by a handful of skeletons. There's no loot to be found here but in the center of the maze there's a   leading to the inner chamber. The door can be opened using Ennbjof's rusty old key.

The inner chamber of Tukushapal, the Sepulcher, serves as the burial chamber for Olmgerd. As it turns out, Olmgerd was ceremoniously buried in the Sepulcher of Tukushapal aboard his Viking ship with his enchanted battle-axe, Stormkiss, a set of Ebony Bracers, Imperial dragonscale tower shield, cuirass and helm, an enchanted Silver Longsword and various alchemy ingredients. There are also three urns and four chests (two of them locked and trapped).

When you enter the Sepulcher, if you levitate upward over the steps and search around, you will find a hidden rock ledge that contains the Daedric Face of God, the highest rated unenchanted helmet in the game. The ledge is well hidden and it's also very high up in the ceiling. A Daedric Warhammer and a chest with some other goodies are also in this secret location. Finally, if you dive into the pool where the ship is floating and dispatch the Dreugh, you'll find three mineral veins that can be harvested for a few pieces of Raw Ebony.

 
Notes
There are two   in the Marvani Ancestral Tomb that you must open to reach Tukushapal. Ennbjof's rusty old key will open both of them but you don't really need it if you can open such locks by yourself.

Related Quests
Miscellaneous


Maps
thumb|left|Tukushapal, interior map
thumb|left|Tukushapal, Sepulcher, interior map
Lore:Skooma

is a hallucinatory narcotic refined from moon sugar.  Extremely addictive, its victims are left in constant, alternating states of delusional euphoria and lethargy.  Sustained use of the drug seemingly results in permanent confusion and mental deterioration.    

The drug can be smoked through a water pipe or consumed in liquid form, some of the apparatus used can be quite elaborate.   When poor quality ingredients—like rotted moon sugar—are used in its production, the resulting "tainted" skooma has more extreme side effects including death. As spoiled moon sugar is cheaper to obtain, this practice is regrettably common.  Regardless of the quality of the skooma consumed, withdrawal from the drug can have mental effects with violent consequences. 

Sheogorath,   of Madness, is thus known as the Skooma Cat among the Khajiit, "for what is crazier than a cat on skooma?"  Some stories about the Mad God claim that skooma is the medium which the Prince speaks through the protection of the Lunar Lattice.  Because of the prevalence of moon sugar in Khajiiti culture, skooma addiction has proven to be a particular menace for Khajiit with a "sweet tooth".   However, the "sacred sugar" as it is also referred to, does have use in certain Khajiit ceremonies, where it is strictly controlled by the Moon Bishops.  The visions seen during these rituals are seen as messages from the Twin Moons, but the user runs the risk of attracting Sheggorath's attention.  

In the Fourth Era it is said that the drug was originally developed by the Dunmer.  The drug has been banned throughout history by both the   and the  , skooma is typically smuggled along with moon sugar.  However, a seemingly skooma-specific smuggling route existed between Daggerfall and Vivec in the Third Era.  The traffic of skooma has led to violent criminal conflicts both individual and organized.   In the third century of the Fourth Era, a far more potent form of skooma was refined using the water from the Bloodspring of Lengeir's Feast in Skyrim, known as Redwater Skooma and used by vampires to exploit skooma addicts for blood. 

The liquids used to refine skooma from moon sugar are highly flammable.   

Although addiction to skooma is commonly thought to be incurable,  cures have been achieved through both alchemy and the elimination of the addict's own self-hatred.   Some medical practices, such as the application of numbing agents are said to relieve the symptoms of withdrawal. 
 

Gallery
 

Notes
Due to the highly illegal status of skooma, some innkeepers prepare a sweet alcoholic cordial that mimics the taste. 

See Also
For game-specific information, see the Morrowind, Oblivion, and Skyrim articles.
Skooma recipe from The Elder Scrolls: The Official Cookbook
Skooma Absinthe

References
Lore:Hla Oad

Hla Oad was a tiny fishing village at the southern end of the Bitter Coast region, southwest of Balmora on Vvardenfell. It offered few services, and was rumored to be a major stopover for smugglers. Circa  , Hla Oad was not yet a town, though the Sarandas Shack was found at the site of the future settlement.  Like most of Vvardenfell, it was likely destroyed during the Red Year.  
 

See Also
For more information, see the Morrowind article.

References
Morrowind:Bensiberib Camp

It consists of a single yurt, which is the hiding place of Odaishah Yasalmibaal, a Dark Elf barbarian hiding from the Morag Tong.
 
Related Quests
Morag Tong

People
UESPWiki:News/PSP Travels Details

PSP Travels details
:;October 3, 2006

The November 2006 edition of the Official U.S. PlayStation Magazine (aka OPSM) has more details about the upcoming The Elder Scrolls Travels: Oblivion for the PlayStation Portable.

The game will be a more action-oriented dungeon hack with 10 levels and no free-roam. All of Oblivion s attributes will make it into the game, as will 18 of Oblivion s 21 skills with their mastery perks intact. There will be no connectivity with the PlayStation 3 version.

Regarding controls, OPSM had this to say: "The designers of Travels cite Metroid Prime as an influence on the control scheme: The analog stick controls front-and-back movement and turning side to side, holding down the L button allows your character to strafe, and holding down the R button engages free-look." (Sources: [