Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Afflicted's Note

Orchendor has gone down   Aerdrome. He believes some of the old Dwemer machines down there will help him commune with our Blighted Lord.
Skyrim:Sergius's Note

Client -  

Location -
Skyrim:Urag's Note

Book -   
Location -
Skyrim:Gourmet's Writ of Passage

By order of his eminence, Emperor Titus Mede II.


The possessor of this Writ of Passage - known throughout the Empire as the celebrated chef and author the "Gourmet" - is granted full and unrestricted access to any areas, information, or supplies necessary to fulfill the duty of the Emperor's personal cook.
Skyrim:Gaius Maro's Schedule

You are to adhere to the following schedule:

- Morndas - Solitude, the Emperor's Tower
- Morndas evening - Solitude, Castle Dour (food and sleep)

- Tirdas - Windhelm, the Palace of the Kings
- Tirdas evening - Windhelm, Barracks (food and sleep)

- Middas - Riften, Mistveil Keep

- Turdas - Whiterun, Dragonsreach
- Turdas evening - Whiterun, the Bannered Mare (food and sleep)

- Fredas - Markarth, Understone Keep
- Fredas evening - Markarth, guard tower (food and sleep)

- Loredas & Sundas - To be spent at your discretion

- Repeat (until I have recalled you personally)

The guards and Jarls of the cities have been informed of your arrival, and will leave you to your work. Study the guard patterns, examine any entrances and exits, and make note of any irregularities. 

Talk to no one - the fewer people who know about your mission, the safer the Emperor will ultimately be.
Skyrim:Request from

,

I'm aware of your recent assault on  . Rest assured I have no interest in that particular matter. I do, however, have an interest in your willingness to employ force when the need arises.

If you are able to assist me, I will gladly pay you for your troubles.

Next time you are visiting  , please call on me.

Sincerely,
Skyrim:Arvel's Journal

My fingers are trembling. The Golden Claw is finally in my hands, and with it, the power of the ancient Nordic heroes. That fool Lucan Valerius had no idea that his favorite store decoration was actually the key to Bleak Falls Barrow.

Now I just need to get to the Hall of Stories and unlock the door. The legend says there is a test that the Nords put in place to keep the unworthy away, but that "When you have the golden claw, the solution is in the palm of your hands."
Skyrim:Faleen's Letter to Calcelmo

My Dearest Calcelmo, 
I always knew you to possess a great mind, but your charming poem revealed a depth of feeling I never suspected. 
I'll admit to being a bit surprised at the direction of your feelings, but not unpleasantly so. Let us meet to discuss further. 
:Yours, 
::Faleen
Skyrim:Letter of Inheritance

,

In the name of Jarl  , it is with great regret that we inform you of  's death.

The deceased has bequeathed unto you a measure of inheritance in the amount of   gold pieces.

The Jarl's court has levied an amount of   gold pieces from the sum, as the lawfully and honorably due tax. The remainder has been commended unto the care of a trusted courier for deliverance.

While all of the Jarl's court grieves with you on this day, we rejoice in the knowledge that the deceased was in possession of dear friends and wealth to communicate unto them.

May this lawfully bestowed inheritance prove as a reminder of your enduring faith in one another, and of the Jarl's beneficence accorded unto you both.
Skyrim:Gallus's Journal

Mercer Frey continues to elude my every step. I think he's aware I'm following him, and appears to be taking no unnecessary chances. I'm bringing all of my skills to the forefront in order to deceive him. It still pains me that the deception is necessary. When I became a Nightingale, using my newfound talents against my own was the furthest thought from my mind.

There was a close call today. I was settling down for a night's rest in the cistern when Mercer Frey entered unexpectedly. He was creeping along the wall, but I spotted him immediately. He edged closer to the vault door, making his way carefully around the perimeter of the room, but suddenly stopped and turned towards my hiding place. I froze instantly, even holding my breath for a moment, but my position was already compromised. He abruptly turned and walked back towards the Flagon.  
What was he doing?

At last, I have a piece of evidence that might explain Mercer Frey's actions. Instead of trying to follow him or break into his manor, I used every loose-tongued source at my disposal to scour the Ratway looking for answers. It took several weeks, but Maul was able to provide an interesting bit of information. Mercer had been spending inordinately large sums of coin on all manner of things unrelated to the Guild. How he was able to afford this was a mystery to me. The vault was impregnable, so what was the source of his coin?

It's been confirmed by my sources. Mercer's been living an unduly lavish lifestyle replete with spending vast amounts of gold on personal pleasures.  I have more than my share of evidence to confront him now. He must be stealing from the Guild, but without proof, all I have is baseless accusation. Mercer came from wealthy stock, but the amount of coin he's been spending is immense.

I've been giving it some serious thought. There's only a single way that Mercer could have access to vast amounts of coin. I hesitate to even believe it's possible. How could he possibly desecrate the Twilight Sepulcher? This goes far beyond mere greed and transcends common theft. His actions could represent the failure of the Nightingales, something that hasn't occurred in hundreds of years. Why? Why would he readily throw away everything he believes in? All I need is proof.

Mercer Frey has requested I meet him at Snow Veil Sanctum today. He sent a note by courier so I can only assume he's already there. All my senses tell me it's a trap, but I have no choice. His message indicated the meeting was of the utmost urgency and involved Guild business, so I'm obligated to go. I can't risk bringing anyone else with me, but I'm almost certain Karliah will disobey and follow.
Skyrim:Oghma Infinium

The Oghma Infinium is a Daedric artifact acquired for completing the quest, Discerning the Transmundane. Reading the book will give you the option to boost either your combat, magic, or stealth skills by five levels.
Skyrim:Letter to Vals Veran

Vals, I heard you talking in the (pub) last night. We may not be as strong as our forefathers, but I assure you we Nords are still stronger than any of you. I'm surprised you'd be mouthing off about how the dead rising is our fault after we took in all you Dunmer. If anything they are rising because of all the dirty Dunmer in Skyrim. It's probably the   coming off all of you.


- Golldir
Skyrim:Letter to Golldir

Well, Golldir, I'm impressed. I know what trouble you Nords have with literacy, those big words must put such a strain on your tiny brains. And I'm surprised you can smell anything of the stink of your own filth. Why don't you meet me at Hillgrund's tomb and I'll show you the way we deal with ancestors in Morrowind.


-Vals Veran
Skyrim:Alva's Journal

My life is dreary. Where is my prince come to rescue me? Where is my bold Nord warrior to sweep me off my feet?

I met a man today when picking nightflowers. He is exciting and exotic. We kissed in the moonlight. It was so romantic. I'm going to see him again tonight.

Now I understand the true colors of the night. Movarth has shown me the true black of night and the true red of blood. He has promised me a feast of blood if I do his bidding in Morthal.

Hroggar was easy to seduce. Movarth said I should find a protector first, someone to watch over my coffin during the day. Hroggar is perfect.

Laelette came to visit me tonight. She slaked my thirst. I've hidden her away to let her rise as my handmaiden. I've spread the rumor in town that she left to join the war. Fools.

Movarth has confided his grand plan to me. I am to seduce the   one at a time and make them my slaves. Then he and the others from the coven can descend upon Morthal and take the entire town. We won't kill them. They will become cattle for our thirst. An endless supply of blood and an entire town to protect us from the cursed sun.

Hroggar's family is becoming inconvenient. I've told Laelette to kill them all, but make it look like an accident. Hroggar must be seen as innocent if he is going to be my protector.

That little fool! Laelette burned Hroggar's family alive. I asked for an accident and she gave me a scandal. To make matters worse, she tried to turn his little girl, Helgi. Except Laelette couldn't even get that right. She killed the child and left the body to burn.

Something is wrong with Laelette. She keeps talking about Helgi. I think her mind has snapped. She seems to think that the child can still be brought back to be her companion.

There is a stranger in town, looking into the fire. I'll have to be careful.
Skyrim:Beware the Butcher!

Beware the Butcher!

The killer who haunts the streets of Windhelm!

These calamitous times bring out the worst in people, don't become the next victim!

See Viola Giordano if you spot any suspicious behavior.
Skyrim:Miscellaneous Items

Miscellaneous Items appear in your inventory under "Misc". It includes a wide variety of different types of items, many of which are detailed on other pages:
Animal Hides: hides, pelts, and leather
Animal Parts: bones, scales, tusks, skulls, etc.
Gems: gems and gem-containing miscellaneous items
Ores and Ingots: ores, ingots, and scrap metal. Each type of material has its own subpage:
Corundum
Dwarven (including smeltable dwemer metal scraps)
Ebony
Gold (including currency)
Iron
Malachite
Moonstone
Orichalcum
Quicksilver
Silver
Steel
Soul Gems: soul gems used for soul trapping
Tools: lockpicks and other items categorized as tools by vendors

For items involved in quests, see Quest Items.

All items added by the official add-ons have reference IDs that change, thus they are documented as "xx.....". More details on why this happens, and how to find them are found here.

Bugs in a Jar
These are unique live bugs captured in jars. Each jar also carries a unique inscription etched into the inside of the lid. These jars serve no apparent purpose (nor do their inscriptions have a known meaning), and there is no associated quest or reward for collecting them. However, Tundra Homestead's cellar , Myrwatch's gallery , and Shadowfoot Sanctum's trophy room  contain a special holder for each one.

The butterfly, moth, and torchbug jars respawn along with the areas where they are found, allowing multiple copies of these three jars to be obtained. The bee and dragonfly jars are in areas that do not respawn.

The Saints & Seducers Creation adds three new bugs in a jar: a bliss bug, a green butterfly, and a purple butterfly.


Children's Items
After installing Hearthfire, you may be able to purchase certain children's items from Radiant Raiment, general goods merchants, and Khajiit traders, such as apparel, a doll, or a wooden sword.

These items appear in the Miscellaneous section of your inventory; you cannot wear the children's apparel yourself. However, if you adopt a child, you can give them these items as a gift.



Dragonborn


Firewood


Housebuilding Items
After installing Hearthfire, there will be a number of new items sold by merchants or crafted by the player for use in building a home. For information on "sawn logs", see this page.

Found/Purchased

 

 

Crafted


Torches
The duration of a torch is 240 seconds, and the radius of its light is 512. Other items, such as lanterns and candlesticks, cannot be used as sources of light. Torches, despite having a value, cannot be bought from or sold to any merchants, even with the Merchant perk. Holding a torch gives Fortify Warmth 50 pts when Survival Mode is active.


Unique Items
Items noted for their mystery and uniqueness.


Clutter
Atronach Forge
These items are typically considered to be junk, but they can also be used at the Atronach Forge.


Dishes and Tableware


Dwemer Dishes


Musical Instruments


Other Clutter
Tes5Mod:Mod File Format/TES4

TES4 is the header record for the mod file. It contains info like author, description, file type, and masters list. Record flags indicate the following:
0x1: if set, the file is treated as a master, regardless of what the file extension says.
0x80: whether the file has localized string tables. If this flag is not set, lstrings are treated as zstrings.
0x200: if set, the file is treated as a light master.

 
| + || HEDR || struct (12 bytes) || Header
:float32 - Version (0.94 for older files; 1.7 for more recent ones).
:uint32 - Number of records and groups (not including TES4 record itself).
:uint32 - Next available object ID.
|-
| - || CNAM || zstring || Author
Max size: 512 bytes (including terminator).
|-
| - || SNAM || zstring || Description
Max size: 512 bytes (including terminator).
|-
| rowspan=2 | * || MAST || zstring || Master filename.
Each pair of MAST/DATA subrecords represent a single master of the mod file.
Master files are listed in load order at the time the mod was saved.
The modindex of formids in the mod file match the order of masters given here.
|-
| DATA || uint64
|
Always 0. May be vestigial.
In Tes3, the file size of the master was recorded here. In Tes4, the size code seems to be in place, but is not functioning and may either be bugged or conditioned out at a low level.
|-
| - || ONAM || formid[] || Overridden forms
This record only appears in ESM flagged files which override their masters' cell children.
An ONAM subrecord will list, exclusively, FormIDs of overridden cell children (ACHR, LAND, NAVM, PGRE, PHZD, REFR).
Observed in Update.esm as of Patch 1.5.24.
Number of records is based solely on field size.
|-
| + || INTV || uint32 || Number of strings that can be tagified (used only for TagifyMasterfile command-line option of the CK).
|-
| - || INCC || uint32 || Some kind of counter. Appears to be related to masters.
Introduced with the Skyrim 1.6 update in Update.esm.
|}
Tes5Mod:Mod File Format/AACT

AACT records hold information about Actions.  The only known use of them at the moment is as the root of IDLE record trees.

They may be similar functionality to keywords attached to objects by the engine since some of these "idle" animations check for attacking or similar without any obvious means to actually activate such activity.

Note: In the Skyrim and Dawnguard master files, there is an AACT entry which has zero size, and thus does not have an EDID field. Most AACT records do contain one, though.
Tes5Mod:Mod File Format/WOOP

A WOOP record represents a Word of Power and contains the english translation of the word.  WOOPs are referenced within SHOU records (dragon shout) records (specifically the SNAM subrecord).  The spell associated with the word of power is part of the SHOU record, not the WOOP record.
Tes5Mod:Mod File Format/GMST

GMST records contain Game Settings.
 
| + || EDID || zstring || Editor ID
|-
| + || DATA || varies || Typed Value based on first character of EDID. Both versions of Skyrim support floats, integers, and strings; original Skyrim also supports booleans but this was dropped in Skyrim SE. Boolean settings will still be loaded and saved by the Creation Kit, but will not be available to the player via console commands like   and  . Internally, default values will always be used.
|}

Default Settings
Although there are a large number of hard-coded default settings in the game and Creation Kit code, not all of these are used. For those that are used, their values can be overwritten from within the Creation Kit. See the default GMST list for a list of those that Skyrim.esm uses. There is currently no way of creating new Game Settings within the Creation Kit.

Unusual behavior
Although they are encoded within ESP files the same way that forms are, game settings are not actually forms, and so don't need to obey all of the same rules that forms do. The form ID in a GMST record is irrelevant so long as the game hasn't already loaded a form with the same ID. This means that GMST records can share form IDs with each other, and that they can have out-of-bounds form IDs, without any detrimental effects on the game. (In fact, Skyrim.esm contains one GMST record with the out-of-bounds form ID 0123C00E.) It also means that GMST records can share form IDs with real forms so long as those forms haven't already been loaded into memory (this rules out overrides as well as all hardcoded forms). These behaviors are, of course, supported by the game and the Creation Kit; community tools may react poorly to them.

The EDID field is not only mandatory, but must be the first field in the record. If a GMST has no editor ID, a zero-length editor ID, or an editor ID that comes after another field, then the entire record will be completely skipped during loading. The Creation Kit does load (and properly re-save) settings with unrecognized names, with a warning, but it doesn't even warn for empty, missing, or misplaced EDID field.

The Creation Kit can load GMST records with unrecognized setting names, though it will display a warning for them. It will use the first character in the setting name to determine its type. Unrecognized type prefixes will cause the Creation Kit's UI to malfunction, and it likely won't load or save the setting's value properly.
Tes5Mod:Mod File Format/GLOB

GLOB records contain information on Global Variables


Remember:
All globals, regardless of their type (short, long, float), are stored in the mod file as floats. This is fine for short globals but it creates potential issues with loss of precision when using long values.
It happens exactly at 2E24 [= 16777216]. Values between 2E24 and 2E25 are stored in even numbers and have a precision of 0 or 1. All odd numbers are rounded to the next values divisible by 4. So numbers mod 2 but not mod 4 are precise while numbers mod 4 have 3 meanings [2E1-1 / 2E2+1].

With 2E25 the problem increases. Just values mod 4 are stored, values not mod 4 are in/decreased by 1 to the next number mod 4 or the by 2 to the next number mod 8. So a value can have 3 or 5 meanings [2E2-1 / 2E2+1].

With 2E26 we have 2E3+1 for mod 16 numbers and 2E3-1 for values just mod 8


Examples:

123456780-123456788 will be stored as 123456784

123456789-123456795 will be stored as 123456792


The flag 0x40 in the record header flags denotes constant globals.

 
| + || EDID || zstring || Editor id
|-
| + || FNAM || byte ||

|-
| + || FLTV || float || Value
|-
| - || OBND || OBND || Object Bounds Probably vestigial. Checked for in code, but not seen in data.
|-
| - || VMAD || VMAD || Script Info Probably vestigial. Checked for in code, but not seen in data.
|}
Tes5Mod:Mod File Format/GRAS

GRAS records contain information on grass (generated plant/shrubbery).

NOTE: All fields marked required since all records have them but they may not all be required.
Skyrim:Azura's Star

Azura's Star is a Daedric Artifact awarded to you by Azura if you purify her broken star by returning it to Azura's Shrine as part of The Black Star quest. If you return it to Nelacar instead, the reward is the Black Star. The star is a zero weight reusable grand soul gem. Recharging weapons or enchanting objects with Azura's Star merely uses up the soul that it was carrying, not the star itself, unlike what happens to a regular soul gem. The possibility of multiple uses makes the star beneficial for both enchanters and other adventurers.

   
Related Quests

See Also
For more information, see the lore article.
Skyrim:Inns

Inns are buildings scattered throughout the major and minor settlements of Skyrim that offer lodging and food to trade. Renting a room at any inn costs 10 gold, which then allows you to use the bed for a day. Sleeping at an inn grants you the Well Rested bonus.

Inns are good places to get quests: all bounty quests are obtainable from the innkeepers, asking for rumors will lead you to certain quests, and many people who have miscellaneous quests frequent the inns.



Other
The following locations are either inns or taverns by common definition, but are not considered to be inns by the game. You will not receive the Well Rested bonus if you sleep at these locations, and quests that target inns (e.g., Rising at Dawn) will not target these locations.
Skyrim:Dog

Dogs are found throughout Skyrim. A dog will attack you if it is owned by a hostile NPC. You can occasionally find stray dogs in the wild that can be provoked into attacking you. Huskies  and Death Hounds  are generally found accompanying NPCs, although Death Hounds only ally themselves with vampires.

Certain dogs can also be recruited as potential followers throughout the game. You can have at most one canine follower at any time. If your dog is left waiting for too long, a message will appear stating that it has grown tired of waiting and will start walking to its original location.


 
Notes
Most dogs (including stray dogs, Meeko, purchased dogs, and armored Huskies ) can be brought home as a follower and adopted by your children as a pet with the Hearthfire add-on installed.
A dog companion told to go home will go to its own original home or your first encounter area, not any of your homes. This appears to have been the intended behavior unless it was adopted by your children.

Bugs
 
 
To resolve this, find the dog and ask it to follow you, walk home, go indoors, and tell it to wait there. Even after two game days pass, it will still be there. Dismissing the dog in the house might also work.
 PC users can find the dog by using the console command  player.moveto   , but even without it you should find the dog wandering around near one of the other homes.
Skyrim:Haafingar

As the home of the provincial capital, Haafingar is the center of Imperial rule in Skyrim. It only becomes Stormcloak-run if the player joins the Stormcloaks and completes the entire quest line, including both The Battle for Fort Hraggstad and the Battle for Solitude.

Haafingar is dominated by a large ridge that runs the length of the hold. Pine forests and meadows cover the southern slopes down to the Karth River, while the north side is colder, and dominated by mountains and frozen coastline. Solitude itself sits on a massive natural archway that extends over the mouth of the Karth from the eastern spur of the ridge.
thumb|right|Map of Skyrim with Haafingar marked in red thumb|right|Solitude, capital of Haafingar and Skyrim
 

Flora
Haafingar's coastline is ideal for the growth of nordic barnacles and clams in the water and canis root and spiky grass on land. Near Solitude, fishing can be enjoyed around Solitude Sawmill where dragonflies play over the water. A fair amount of nightshade plants grow inside the capital. Mora tapinella, mountain flowers, and thistles can be found in the lower parts of the hold while only snowberries and sporadic mountain flowers can be found in the snow-covered tail of the Druadach Mountains.

Places
All locations in Haafingar with individual map markers are listed. There are a few places without map markers listed for their significance.

Hold Capital
 
 
 
 
 
 

Farms, Towns, and Settlements including Orc Strongholds and Inns
 
 
 
 
 
 
 

Camps, including Giant Camps and Military Camps
 
 
 

Caves
 
 
  
 
 
 
 
 
 
 
  Though located well within Haafingar's borders, the location is marked as belonging to Falkreath Hold.

Ruins including Dwarven and Nordic
 

Towers and Forts
 
 
 
 
 

Standing Stones and Daedric Shrines
 
 

Landmarks, including Bodies of Water, Clearings, Ships and Shipwrecks
 
 
 
 
 
 
 
 
 

Haafingar Quests
All the quests that are started in or are related to Haafingar (except for radiant quests begun in other holds) are listed here:

Main Quest
 
 

Imperial Legion Civil War Quests
 
 
 
 
 
 
 
 

Stormcloaks Civil War Quests
 
 
 

Daedric Quests
 
 
 

Dark Brotherhood
 
 
 
 
 

Thieves Guild
 
 
 

Bards College
 
 
 
 

Side Quests
 
 
 
 

Dawnguard Quests
 
 
 
 
 

Creation Club Quests
 
 
 
 
 
 
 
 

Other
In addition, many miscellaneous quests, such as favors, are located in Haafingar. They are listed here.