Netruk44/uesp-wiki-content huggingface dataset:
Tes5Mod:SkyEdit/User Interface/Game Setting

One important thing to note about game settings is that their editor IDs should start with one of i/s/f/b indicating its type:
:* i = Integer
:* s = String
:* f = Float
:* b = Boolean (true/false, 1/0)

The current editor ID the game setting will determine how the value will be parsed when the record is saved.


Bugs
:* It appears that new game settings in a plugin are not displayed/loaded in the game. For example, create a new setting, save the mod, load it in Skyrim and use the console's GetGS [GMSTEditorID]. The result is a "no setting found" message. The current cause for this is unknown and may be a SkyEdit issue or a game issue.
Tes5Mod:SkyEdit/User Interface/Keyword

Keywords are new in Skyrim and are used by a variety of records to indicate a variety of types and classes.
Tes5Mod:SkyEdit/User Interface/Weapon

Only a few weapon fields are currently editable in SkyEdit.
Tes5Mod:SkyEdit/User Interface/Magic Effect

Only some magic effect fields can be currently edited in SkyEdit.
Tes5Mod:SkyEdit/User Interface/Conditions

Conditions are used by several records to control when the parent record is considered as "valid" or available for use.

:* Click "Add" or right-click and select "Insert" to create a new condition. Note that the position may be important if any conditions have the "OR" flag set.
:* Select the desired function for the condition item.
:* Select an editor ID reference if the function requires one. Currently this has to be manually entered.
:* Select the appropriate parameters for the function if required. Look at the labels to the right of or see this Function List for more details.
:* Select the value and comparison operator for the function.
:* The "OR" flag appears to combine the next condition in a boolean OR instead of the usual AND. For example, a condition list like:
::* Condition1
::* Condition2 OR
::* Condition3 
::* Condition4
:: May be thought of like: Condition1 AND (Condition2 OR Condition3) AND Condition4  (not yet verified)
Tes5Mod:SkyEdit/User Interface/Functions

The functions dialog shows a list of all scripting functions which is used in several places like conditions.

:* Type a string in the "filter" box to only show functions containing that string.
:* Double-click an entry in the list to select it.
Tes5Mod:Mod File Format/ALCH

Internally, all alchemy items (food, drinks, potions, and poisons), enchantments, ingredients, scrolls and spells derive from the same object, MagicItem, and thus share a similar structure.

Auto-calc: The auto-calculated potion value is the total of all effect costs. The CK displays the sum of rounded down costs, while the game uses the rounded down value of the exact sum to determine the gold value of a potion.
Tes5Mod:Mod File Format/INGR

Internally, all alchemy items (food, drinks, potions, and poisons), enchantments, ingredients, scrolls and spells derive from the same object, MagicItem, and thus share a similar structure.

Auto-calc: The auto-calculated ingredient value is the total of all effect costs. This is different from the gold value, which is found in the DATA field.
Tes5Mod:Mod File Format/SCRL

Internally, all alchemy items (food, drinks, potions, and poisons), enchantments, ingredients, scrolls and spells derive from the same object, MagicItem, and thus share a similar structure.

Auto-calc:
Charge Time: The longest Casting Time of all of the effects.
Spell Cost: The total of all effect costs.
Tes5Mod:SkyEdit/FAQ

Installation

How do I install SkyEdit?
: Simply download the binary package and copy the files into a directory of your choice. No further installation is needed and multiple installations in different paths can be used if desired.


I get an error about a missing MSVCR100.DLL when I run SkyEdit?
:This may be due to a missing Visual C++ 2010 Redistributable Package which is needed by anything created with the MSVC++ 2010 compiler. While most modern computers should already have this installed the packages can be downloaded from Microsoft:
::* x86 VC 2010 C++ Redistributable
:If you receive a different error message please make an entry on the Bugs article.


Item names are not showing up after loading a mod?
: The default language for SkyEdit is English and if Skyrim is installed for a different language it will not correctly load the string files containing the item names. You can change the language used by editing the SkyEdit.ini in a text editor and change the StringFileLanguage to the appropriate value.

Running
'''Skyrim.esm doesn't show up in the load dialog?'''
: SkyEdit will try to get Skyrim's installation path from the Windows registry. If this doesn't work you can manually enter the game's path by editing the SkyEdit.ini file in any text editor and uncommenting and editing the SkyrimInstallPath entry. This can also be used if you wish to use an alternate directory for just modding purposes.

Editing
How do I create mods/plugins for Skyrim?
:SkyEdit does assume you have some minimum modding knowledge. See Getting Started for a brief tutorial.


Can SkyEdit edit XXX yet?
: See the Features page for details on what SkyEdit can and  can't currently do. At this time the editor is in early development so there are many more things it can't do yet.


How do I duplicate [some feature] of Skyrim?
: The best way is to find a similar feature within the game and figure out how it works. Our current knowledge of the game system and formats is very limited at the moment so trial and error is almost the only way.

Development
What are your future development plans for SkyEdit?
:Plans will mostly depend on how the editor is received (or not) by the Elder Scrolls modding community. The more it is used and feedback is received the more development it will get. It may be that the official Creation Kit is suitable for most modding and SkyEdit will remain a niche for certain types of modding.


How I can help development?
:Source code will be eventually available on GitHub although it may be of dubious quality with the intent being on a fast release cycle rather than robustly designed and tested code. At the moment the most need is to finish deciphering the Skyrim's modfile format.
Lore:Forge, Hammer and Anvil

hese notes were found in ruins near  . As best I can tell, they were written by Thorbald, a rather infamous smith who died shortly before Tiber Septim's reign. He was rumored   illiterate, and given that these notes are obviously written by an assistant, that rumor is likely true. I have made no attempt to correct the texts themselves as they may have historical value. 

Without further ado, the ramblings of Thorbald:''
----
This ain't no book for how to be a grayt  . So if you're reeding this, stop. It's just me own notes cawse I'm getting old and cranky and don't rember stuff. These be me own methods for makin things.

  armor and weapons. Lots of Iron ingots and some leather strips.

  armor and weapons. Lots of Steel ingots, a little iron, and some leather strips. Cept for Steel Plate. It needs some   too.

Leather armor and weapons. Who'd be stupid enuf to make leather weapons? Leather armor needs leather. Big peeces and little peeces. Just like Hide armor. And studded armor. Scaled armor too. Well, that needs some steel also. And  . Can't make Scaled armor without Corundum. That would be dum.

  armor and weapons. Dwarfen scrap metal, some iron, and some leather strips. I'm gonna stop sayin leather, cawse it's always used. Are you writin what I jus said? You idiot! Jus do it, don't rite it. (Thorbald is old and fat)

  armor and weapons.   and   didn't get along. Bet you didn't know that. Elven stuff needs   and a little bit of iron. Except for that Gilded stuff. Gotta add   if you wanna make Gilded Elven armor.

  armor and weapons. Use   and a bit of iron. (Thorbald doesn't like  s)

  armor and weapons. Takes only Ebony. No iron. Not even a little. You'll want to, but don't.

Glass armor and weapon. Need   and sum Moonstone. Nasty stuff, workin' with Malachite.

  armor and weapons. Hah! Like I'd rite that down. (He uses  s. I don't know whare he gets 'em)

That's all. You can stop writin now. I said stop!
----
Postscript - The last page had a large streak of ink   a few splatters of blood. It would be a fair conclusion that Thorbald beat his assistant. We have no way of   if Thorbald ever discovered the extraneous comments added to his script.

-- Adolphus Eritius
Lore:A Kiss, Sweet Mother

o you wish to summon the  ? You wish to see someone dead? Pray, child. Pray, and let the   hear your plea.

You must perform that most profane of rituals the Black Sacrament. 

Create an effigy of the intended victim, assembled from actual body parts, including a heart, skull, bones and flesh. Encircle that effigy with candles. 

The ritual itself must then commence. Proceed to stab the effigy repeatedly with a dagger rubbed with the petals of a   plant, while whispering this plea:

"Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear." 

Then wait, child, for the Dread Father   rewards the patient. You will be visited by a representative of the Dark Brotherhood. So begins a contract bound in blood.
Lore:Kolb & the Dragon

Kolb was a brave Nord warrior. One day his Chief asked Kolb to slay an evil dragon that threatened their village. "Go through the mountain pass, Kolb", his Chief said. "You will find the Dragon on the other side." 

 
  Kolb took his favorite axe and shield and walked to the pass, where he found a cold cave, a windy cave, and a narrow trail. 

Enter the cold cave (17) 
Enter the windy cave (8) 

 
 Kolb stepped onto a rocky hill. He could see the dragon sleeping below, and a tavern off a road nearby. 

Climb down (16) 

 
 Following the stench, Kolb found a filthy orc! The orc snarled and charged Kolb with his spiked club. 

Raise Shield (9) 

 
 Treading through the marsh, Kolb discovered a wailing ghost blocking his way. 

Attack Ghost (15) 

 
 The head of the axe lodged itself in the tough, scaly neck of the beast.  It wailed and thrashed, but Kolb held on and eventually sawed through the neck, killing the beast.  Kolb returned home victorious, and his village was never bothered by the dragon again. 

 
 Leaving the marsh behind him, Kolb could see the dragon's lair nearby, as well as a small, welcoming tavern. 

Go to the Lair (16) 

 
 A strong gust of wind blew Kolb's torch out, and knocked him into a pit   his head and died. 

 
 The orc cackled as his club splintered Kolb's shield and smashed into his face. There Kolb died, and the orc had soup from his bones. 

 
 Kolb remembered a story his Gran told him and tossed two gold chits for the ghost, and it faded away, allowing him to pass. 

 
 Kolb crept towards the belly of the beast, but no sooner had he taken his eyes off the head of the beast than it snapped him up and ate him whole, axe and all. 

 
 Climbing up, Kolb found a camp. He met a wise man who shared bread and showed two paths to the dragon's lair. One went through the hills, the other through a marsh. 

Take the hills (3) 

 
 Before the orc could strike, Kolb swung his mighty axe. The orc's head and club fell uselessly to the floor. 

 
 Kolb stopped at the tavern to rest before fighting the dragon. High elves ran the tavern, however, and poisoned his mead so they could steal his gold. 

 
 Kolb swung his axe as hard as he could, but the ghost hardly seemed to notice. The ghost drifted into Kolb, and a deep sleep took him over, from which he never awoke. 

 
 Kolb found the lair where the dragon slept, tendrils of smoke wafting from   nostrils. The air made Kolb's eyes sting, and he nearly slipped on the bones of men, picked clean. The beast lay on its side, the throat and belly both waiting targets. 

Strike the Neck (6) 

 
 Kolb stepped into the frozen cave, but his Nord blood kept him warm. A smelly tunnel climbed ahead of him, and wind howled from another to his left. A ladder was nearby as well. 

Take the smelly tunnel (4) 
Take the windy tunnel (8)
Lore:A Minor Maze

's modern notoriety was gained in the early part of the Third Era. Part of the Staff of Chaos was recovered from the Labyrinthian, which became instrumental in the overthrow of Jagar Tharn, ending the Imperial Simulacrum. The site has since become embedded in the minds of all subjects of the Empire, and the ruins are occasionally visited by Loyalist pilgrims, re-tracing the steps of the Eternal Champion.

The namesake of Labyrinthian is somewhat less commonly known, however.

The foreboding ruins were originally built as a temple to the Dragons. This grew into  , a great city of that era. Bromjunaar is believed by some to have been the capital of Skyrim at the height of the  's influence there. Little historical record exists to verify or refute this, but it is known that the highest ranking Priests of the Cult met at Labyrinthian to discuss matters of ruling.

Bromjunaar crumbled, however, along with the rest of the Dragon Cult, and the site lay abandoned for many years, a deteriorating reminder of those benighted days for the  s. Not until the days of Shalidor would the ruins come into use again.

Shalidor the Archmage was famous for his exploits in the First Era. Various tales tell of him battling Dwemer legions single-handedly, building the city in   with a whispered spell, stealing the secret of life from Akatosh, or constructing Labyrinthian himself. 

While many Shalidor legends are hyperbole or outright fabrication, we can discover some truth behind his involvement with Labyrinthian.

Shalidor stood at the forefront of a movement to enact higher standards among mages, and to discourage spell-use among the common castes. This effort is dubiously credited with the original organization and formation of the schools of magic and the foundation of the  .

Consistent with this mentality, Shalidor constructed his Labyrinth deep within the ruins of Bromjunaar to test new Archmages. While navigating the destroyed city itself was not explicitly a part of the test, many candidates did not survive the journey. Shalidor valued both academic knowledge as well as practical skill, and simply getting to the Labyrinth required the latter.

 

Shalidor's Labyrinthian is actually two intersecting mazes, in an hourglass pattern. One maze could not be completed without exiting the other first, which makes the only existing instruction for the test especially mysterious: 
  Enter Twice - Exit Only Once   will lead you to   Only   shows the way to   
  not, but  

We can only guess at what the solution to the test may have been, as Labyrinthian became notorious not only for the number of potential archmages who died there, but for the intense secrecy of those who succeeded.

Labyrinthian eventually ceased to be used, and is regarded as a symbol of a more brutal age by modern institutions for magical studies. The ruins lay empty again, overrun with wild animals and avoided by travelers. The long history and legacy of this place, however, seems as likely to be erased from our minds as the ruins themselves are likely to sink into the sea.
Skyrim:The Words of Power

Radiant Options
This quest can send you to almost any dungeon or dragon lair that contains a word wall. The list of possible values of   is:
 

The list of word walls you will not be sent to includes the following, most of which have an associated quest. In addition to those listed here, no Dawnguard or Dragonborn word walls will ever be targeted by this quest except Arcwind Point.


Detailed Walkthrough
After completing The Horn of Jurgen Windcaller, you can talk to Arngeir and tell him that you would like to learn more about the Voice.  He will respond:
:''"You have learned so much already, Dragonborn. Growing your gift too quickly would be dangerous. But there are many Words of Power in Skyrim, carved in the Dragon tongue. Even from here, we can feel the Thu'um resonate from them.  Finding these lost Words would be a sufficient test, to temper your abilities with experience. Ask when you are ready to search."

Thereafter, you can ask him whether the Greybeards have located any words of power.  He has two possible replies:
:"There is only silence right now. Perhaps later we will hear one of the lost Words."
:"We have felt the whisper of a Word. Give me your map, and I will show you where its echo can be found."''
The latter response will cause the location of the word wall will be marked on your map, and you will be given a new quest objective.

This quest can be repeated multiple times, and it can also be active simultaneously with the other word wall quest, Shout - learn about word wall. Both quests can even point you to the same location as the other. However, if you choose to kill Paarthurnax for the Blades, this quest is no longer available.

Bugs
 
 Using the command   will end the quest and allow you to acquire another quest normally. Setting Arcwind Point as cleared via   will prevent getting sent there again.
 

Quest Stages
Lore:Atronach Forge Manual

Nephew -   

I apologize that I cannot see you personally before you leave. The trip from Sadrith Mora is treacherous this season, or I would have visited upon hearing the news. The  s have a fine college at Winterhold, and I am sure you will excel. You may know that I, too, attended there. I was quite the   adept in my own day. I am sending you my notes on something called the 'Atronach Forge', a bit of a project of mine while at Winterhold.

Mention nothing to the faculty, but ask your fellow pupils about a place called the  . You will find the Forge there. I fear a number of my notes are missing, scattered and lost in my travels around Skyrim. Perhaps you may stumble across these in your own adventures.


The Atronach Forge offers few clues as to who built it, and even fewer as to how to unlock its full potential. Only through blind experimentation, and a few singed eyebrows,  have I been able to understand its function.

The Forge is mostly a large dais, almost crude of make, but emblazoned with the traditional Daedric  rune. An offering box is attached, as well as a prominent lever. The Dais also features a large setting which seems set to receive some large, spherical object. I have had no luck determining what this missing object may be, however, or what effect it may have on the efficacy of the Forge.

The Forge is activated by placing certain items into the offering box, and then pulling the lever.  The Forge consumes the items and conjures something upon the dais. The conjuration can be predicted reliably if the appropriate items are left in the box - but many combinations either have no effect or catastrophic reactions. Once I conjured a wild  ! Well, most of the goat, at least.

Experimenting wildly with the Forge is dangerous. I've recorded such recipes as I have discovered on the following pages. 

The simplest, yet perhaps most hazardous stable recipe is that for a summoned atronach. The conjured brutes will attack the first thing they see, however! Be ready for battle if you have reason to use these recipes.  
Flame Atronach: 

Fire Salts + Ruby  
Frost Atronach: 

Frost Salts + Sapphire  
Storm Atronach: 

Void Salts + Amethyst
Lore:Catalogue of Armor Enchantments

Within this catalogue are all the known varieties of armor   the modern mages can cast. No pretense is made that this list is complete. New discoveries are made and new enchantments are revealed often enough that this work will eventually become outdated. Those who follow may choose to revise this work as needed.

The most common enchantments for armor and other garb are those that improve  ,  k or  .   the   health is popular with warriors. It actually makes the wearer harder to kill, binding his life force a bit tighter to his body. Fortifying magicka is more commonly seen in clothing because wizards tend to avoid bulky, restrictive armor. It allows the wizard to cast more spells before becoming magically exhausted. Fortifying stamina is a secondary choice for fighters. They tire less quickly, but do not survive their wounds any better.

There is a wide range of physical and mental attributes or skills that can be fortified by enchantments. There are as many of these as there are wizards with imagination. A few choice examples are  ,  ing,  , and carrying strength. The focus is always quite narrow. There are even examples of gauntlets that are enchanted to improve the   ability to enchant things.

Another common form of armor enchantment are the resistances. The   are marginally easier to find and make.   make the wearer less susceptible to burning, freezing and shocks. There are also   and enchantments that will resist all forms of magic.

An uncommon pair of enchantments are waterbreathing and  . The former allows the wearing to swim underwater indefinitely. The later totally silences the clinking and clanking of the armor so the wearer moves more quietly. It's been speculated that muffle is a wizard's lazy solution to a problem that could be solved with cloth and wrappings.

The rarest of enchantments increase the recovery rate of health, magicka or stamina. The wearer actually heals from his wounds while you watch, even if he is in the midst of a battle. Wizards normally recover their magical energy at a moderate pace. Wearing this armor makes that recovery much faster. The same is true for stamina recovery enchantments. The wearer tires just as quickly as always, but seems to get his wind back much faster.
Lore:Catalogue of Weapon Enchantments

Within this catalogue are all the known varieties of weapon enchantments the modern mages can cast. No pretense is made that this list is complete. New discoveries are made and new enchantments are revealed often enough that this work will eventually become outdated. Those who follow may choose to revise this work as needed.

  such as axes and bows can hold a wide variety of enchantments. The most common are fire, frost and lightning. The simple, yet effective enchantments burn, freeze or shock when they draw blood.

Only slightly less common are weapon enchantments that drain magicka or stamina. These drain off a   reserve of power, tiring him magically just as the weapons that strain stamina tire their victims physically. Unlike the elemental enchantments, the enchantment   cannot kill, although the weapon itself can still take a life.

Equally less common are the enchantments of fear. There are two varieties, one for the living, and one for the undead. The former will only affect living creatures, not undead, or magical constructs such as atronachs and dwarven automatons. The latter cause draugr, skeletons, vampires and the like to flee. There is no known fear enchantment that will affect dwarven machines.

A particularly insidious, but somewhat common enchantment, is soul trap. Upon entering the blood, the victim's soul is bound. Should he die shortly thereafter,   soul is siphoned off to a nearby soul gem. This form of magic should only be used against beasts and monsters. To use it against men or elves is abhorrent.

  more rare are the absorb enchantments. There are three known types that drain the   health, magicka, or stamina. The weapon becomes a conduit, transferring the stolen energy from the victim to the wielder. These are   referred to as vampiric enchantments. As discussed above, absorbing magicka and stamina is not in itself deadly. Absorbing health can   steal the life from a creature.

The rarest of enchantments are those of banishment and paralyzation. Banishment only affects summoned atronachs or undead raised by wizards. The banishment breaks the link between the caster and the creature. Summoned   return to the Oblivion plane from whence they came. Raised undead are released. It is important to note that self-willed undead are not affected by banishment.

Paralyzation is simple, yet deadly. The affected creature becomes rigid and unable to move for a short time. This is one of the most prized enchantments among warriors. A paralyzed opponent can be dispatched with ease. It is important to note that many   are immune to paralysis, such as Atronachs, skeletons, ice wraiths, and dwarven automatons.