Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Fort Carmala

Related Quests


 
Exterior

The exterior is located at coordinates: Tamriel -16, 16
This location's map marker (M on map) is named Fort Carmala (editor name FortCarmalaMapMarker). The entrance door is NE of the marker, 60 feet away.
3 Wilderness Creatures (Forest variety) are near the entrance
1 Chest is on the northern Pillar, next to a Zombie carcass.
The following plants can be found near the entrance: 16 Clouded Funnel Cap plants, 48 Fly Amanita plants, 20 Monkshood plants, 6 Somnalius plants, 26 St. Jahn's Wort plants, 23 Steel-Blue Entoloma plants, 9 Tiger Lily plants, and 91 Viper's Bugloss plants
Wayshrine of Dibella is at location W on map

 
Zone 1:
thumb|right|333px|Fort Carmala Map
When you first enter the fort, there is a small room containing a bedroll (b) and the corpse of a treasure hunter (E), which contains light armor, a weapon, and various unenchanted loot. There are two vampire enemies and two minor loot chests in the next room. Continuing northeast leads to two dart traps at T and a three-way intersection. To the northeast is a gate, holding five rats and no loot in a small room; two smaller passages lead northwest and southeast. Either passage allows you to access the rest of the zone.

From the three-way intersection, going southeast leads to a room with stone pillars, one enemy, and no loot. A twisting passage from the west corner of that room leads you to a hallway with an Old Wooden Door on the northeast side. From the three-way intersection, going northwest leads first to a room with stone pillars, with one enemy and a minor loot chest. Proceeding northeast from that room leads to another room with one enemy, two coffins containing miscellaneous unenchanted loot, and another chest at the end of a short hallway. Going southeast through another area with stone pillars, there is one enemy and no loot. Continuing on, you will come to a hallway with the Old Wooden Door.

The Old Wooden Door opens into a room with the Vampire Patriarch/Matriarch (A), the only boss-level creature in the fort. Once you go through the door, you should have an opportunity to consider your plan of attack before the boss becomes aware of you. Once they are defeated, you can find two lesser soul gems on the base of the left statue, a boss-level coffin, and a wooden chest containing two bottles of Shadowbanish Wine.

Occupants:
1 boss-level Vampire (50% chance Vampire Matriarch, 50% chance Vampire Patriarch) at location A on map
1 Vampire
5 Vampire Enemies (each 50% probability Vampire, 33% Undead, 17% Vampire Beast)
5 Rats
Treasure:
1 Wooden Chest containing 2 Shadowbanish Wine at location W on map
1 boss-level Coffin (Vampire variety) at B
2 Arrows of Embers at C
1 Chest 01 (locked)
1 Chest 02 (locked)
1 Chest 03
1 Chest 04
1 Coffin 01
2 Coffins 02
The other following items will always be found: 2 empty lesser soul gems and 1 Mort Flesh
Traps:
2 Darts traps at location T on map
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
1 Portcullis Gate at D
Other:
1 Dead Treasure Hunter (carries light armor, one weapon, unenchanted loot) at location E on map
1 bedroll at b
Tes4Mod:BSA File Format

Overview
BSA files are the resource archive files used by Oblivion. If you're familiar with the Morrowind BSA file format, Oblivion BSA format is similar, but not identical to it (if you're familiar with the generic IFF format, you'll find it very easy to understand --- BSA, ESM/ESP and ESS are IFF variants).

;See also
:Hash Calculation
:Tools and Programmers for BSA unpacking tools.
:Tes3 and 4 Utilities by Ghostwheel

Files and Dirs order
Inside an archive, folders and files in folders must be sorted in ascending order by hash value. Sort all folders, then all files within the folders, keeping the folders contiguous.

File Structure

::¹ This bit is set in all official BSA files.
::² This bit has no effect on the file structure. Probably just instructions for the game.
:uint32 - ( ) Count of all folders in archive.
:uint32 - ( ) Count of all files in archive.
:uint32 - Total length of all folder names, including \0's but not including the prefixed length byte.
:uint32 - ( ) Total length of all file names, including \0's.
:uint32 - Content type flags:
::
|-
| struct[FolderCount] (16 bytes per entry)
| Folder records
:uint64 - Hash of the folder name (eg: menus\chargen).
:uint32 - ( ) Number of files in this folder.
:uint32 - Offset to name and file records for this folder. (Seems to include Total File Name Length)
|-
| struct[FolderCount]
|Folder name and files
:bzstring - Name of the folder. (Only present if bit 1 of archive flags is set.)
: struct[FolderFileCount] - File records in the given folder.
::uint64 - Hash of the file name (eg: race_sex_menu.xml).
::uint32 - ( ) Size of the file data. Note that the top two bits have special meaning and are not actually part of the size.
:::If bit 30 is set in the size, the default compression is inverted for this file (i.e., if the default is compressed, this file is not compressed, and vice versa).
:::Bit 31 is used internally to determine if an archive has been checked yet.
::uint32 - Offset to raw file data for this folder. Note that an "offset" is offset from file byte zero (start), NOT from this location.
|-
| zstring[TotalFileCount]
| File name block. (Only present if bit 2 of the archive flags is set.)

A list of lower case file names, one after another, each ending in a \0. They are ordered in the same order as those generated with the file folder block contents in the BSA archive. These are all the files contained in the archive, such as "cuirass.nif" and "cuirass.dds", etc (no paths, just the root names).
|-
| struct
| Raw file data as either a compressed file block if bit 2 of the archive flags is set, or an uncompressed file block if the bit is clear.
|-  
! colspan=2 |  
|-
| bstring || Full path and name of the file (only present if bit 9 of the archive flags is set).
|-
| uint32 || Size of uncompressed data.
|-
| uint8[FileSize] || File data that has been compressed with zlib.
|-  
! colspan=2 |  
|-
| bstring || Full path and name of the file (only present if bit 9 of the archive flags is set).
|-
| uint8[FileSize] || File data.
|}
Morrowind:Dren Plantation

It is owned and run by the Duke's brother Orvas Dren, who is head of the Camonna Tong. It is inhabited by guards, both Dark Elf and Nord; an Imperial netch herder; and slaves, who are all either Khajiit or Argonian. Dren has quite the smuggling operation going, as evidenced by the many crates with moon sugar near the docks and elsewhere on the grounds.
 
Related Quests
Main Quest


House Hlaalu



Morag Tong


Thieves Guild


Notes
Almost every character on Dren's plantation is well-armed; many carry Ebony weaponry. Several characters are armed with noteworthy Daedric weapons:
Llaro Llethri in the Tower Shack in the southwest corner of the plantation is armed with a Daedric dai-katana. It is one of only three guaranteed to occur as loot on Vvardenfell (a fourth is carried by  King Helseth in Mournhold).
Gathral Llethri carries a Daedric Claymore. He is located in the Dren Plantation Guardhouse.
Arver Rethul, on the guardhouse roof, bears a Daedric Longsword.
Galos Ferethi, who patrols the interior of Dren's Manor, carries both a Daedric Katana and shield.
The key to the locked and trapped doors in the basement of Dren's Manor is sitting on a desk on an upper level of the Manor, to the left of 100 gold pieces. The desk itself, although not unlocked by the key, contains 724 gold and a skull. 
There are two bags containing 100 gold pieces each on the same level as the desk.
Upstairs behind Orvas Dren is a bookcase with daedric greaves, an ebony cuirass and an Indoril helmet. 
In the room where you find the Brothers Ienith there are a number of treasures. The   chest at the foot of the bed contains 8,245 gold. The closet contains several expensive pieces of clothing and jewelry, a set of netch leather armor and 2,584 gold. The small chest on the shelf by the door, which is   and trapped, contains a number of gems, some gold, two grand soul gems and Dren's Note, which has incriminating information which can be used to blackmail Dren.
In a locked storage container in the Tower Shack, you can find the Ring of Surroundings.
In the guardhouse, on the table behind Gathal Llethri is a Grandmaster's Mortar and Pestle and a Master's Retort.
There is quite a lot of moon sugar and skooma to be found in various places here, including in all the crates down by the southern dock, where the slave Gah Julan hangs out.
If you decide to free any slaves, you will have to deal with the many guards - in particular the five on the ground in the plantation. The two archers on the guardhouse roof may remain non-hostile.
Avus Belvilo in the Storage Shack here is the highest trainer of Armorer in the game without either the official LeFemm Armor plugin or the Morrowind Patch Project.

People


Maps
Oblivion:Fort Caractacus

Related Quests


 
Exterior

The exterior is located at coordinates: Tamriel 4, 23
This location's map marker (M on map) is named Fort Caractacus (editor name FortCaractacusMapMarker). The entrance door is SW of the marker, 260 feet away.
1-2 Animals (invisible; non-respawning) are near the entrance. 2-5 additional invisible animals are located further away (outside of the displayed map).
There is an alternate entrance located west-southwest of the main fort, within the ruins of another tower.
There is a small room on the north end of the tower's second level where Ancotar can be found. The following items are also in that area:
''Ancotar's Journal
Mystery of Talara, v 4
The Doors of Oblivion
Fundaments of Alchemy
1 Retort
1 Calcinator
1 Mortar & Pestle
1 Alembic
 

Zone 1:
thumb|right|192px|Fort Caractacus
For a Conjurer lair, Fort Caractacus is surprisingly small and fairly linear; while you will most likely enter the fort through the locked entrance found in the exterior ruin (D), an alternative path is available by entering from door C. Either way, with the exception of the intersection in the southeastern area where a tunnel leads underground to locked door (G), hiding a chest and some low level equipment (E), simply explore the fort systematically and make sure to unlock the Gate at F, where there is the biggest chance of finding valuable random loot in the chest.

Occupants:
3 Conjurer Enemies (each 50% probability Conjurer, 50% Daedra)
Treasure:
1 Chest 01 (locked)
1 Chest 02
1 Chest 03
The following armor will always be found: 1 Iron Helmet
The following weapons will always be found: 2 Iron Arrows, 1 Iron Dagger, and 1 Steel Bow
Some of the above items are clustered at location E: 1 Chest 01 (locked), 2 Iron Arrows, and 1 Iron Helmet
Doors and Gates:
There are two doors (at C and D) in/out of this zone, both leading outside (locked)
1 Gate at F (locked)
1 Old Wooden Door at G''' (locked)
Oblivion:A Matter of Honor

Quick Walkthrough
# Receive the contract.
# Find Alval Uvani and decide how you will deal with him.
# Make your way to the next drop.

Detailed Walkthrough
The Target
This dead drop is in a coffin located just right of the entrance to Fort Redman, north of Leyawiin. Don't forget to acquire the schedule of Alval Uvani. The Dunmer merchant, a powerful user of Destruction magic, travels from city to city in Cyrodiil, stopping to sleep at inns and his rented house in the southeast corner of Leyawiin. The cities he visits are:

Bravil, at The Lonely Suitor Lodge on the night of Morndas to Tirdas.
Skingrad, at the West Weald Inn on the night of Middas to Turdas.
Bruma, at Olav's Tap and Tack on the night of Fredas to Loredas.
And finally he should visit his house in Leyawiin on Sundas.

Keep in mind that his travels obviously take time, so he might not be at location you'd expect him at the right time.

Alval is a strong mage, but he has a rare allergy to honey, which is a key ingredient in mead. If you follow him to a bar and put some mead in front of him, there is a good chance he will take a sip. This will paralyze him, allowing for an easier kill. You can also buy the bar's supply of food and drink, then sell the proprietor some mead for the same effect. For the same effect, break into his house in Leyawiin and replace all the food there with mead. Alternatively, as he travels a lot, it can be very easy simply to kill him in the wilderness.

Notes
Since Uvani travels through the wilderness often, he may already have been slain by the time you receive this quest. If Alval is already dead when you are directed to kill him, the quest will automatically update and you will be directed to the next dead drop.
If you are in the Thieves Guild, you can kill him in the Lonely Suitor Lodge in Bravil without receiving a bounty.
Uvani will become hostile toward you when he drinks mead, even if you did not place it near him.
Within his house is a Hidden Wall safe containing the Black Hand robes and Hood, showing that he is in fact a member of the Black Hand though the Hero is unaware of this at the current time.

Journal Entries
Oblivion:The Coldest Sleep

Quick Walkthrough
# Receive the next contract.
# Make your way up the mountain to Hoar-Blood.
# Decide how you will kill him and his wolf companion.
# Make your way to the next dead drop.

Detailed Walkthrough
The Target
Your orders instruct you to travel to Gnoll Mountain to kill Havilstein Hoar-Blood. According to the dead-drop orders, he murdered a mead hall chieftain back on Solstheim and the victim's sister wants bloody revenge. This is out of the ordinary, as Nord tradition dictates some form of material compensation.

Up the Mountain
Travel to Bruma, you then need to head directly east to Gnoll Mountain. The easiest way up the mountain is the trail. Follow the trail that starts at the Bruma East Gate. Take the left path when you get to the "Bruma-Imperial City" crossroads. Take the first right when you get to Dragonclaw Rock. You'll run into a Bandit camp very shortly, so be ready. Continue east past the camp. Now, head up the mountain and across the bridge. Hoar-Blood and Redmaw (his wolf companion) can be found at the end of the trail.

If you have the Wizard's Tower official plug-in, you can fast travel to Frostcrag Spire and follow the road away from it. From here, it is not a far walk to Gnoll Mountain.

Killing Hoar-Blood
Similar to your other targets, Havilstein is well equipped, with an almost full set of leveled light armor, and a leveled battleaxe, which is usually enchanted. He never eats, so no use of poisoned apples this time. He does sleep though, so you can approach him at night for an easy kill. If you're still having trouble with executing him, remember the terrain you're fighting in; the steep Jerall Mountains allow for painful fall damage. Otherwise, try getting him in a place where he will be unable to easily reach you.

The Next Dead Drop
Now that business has been taken care of, you should head for Nornal to collect your reward/next contract. The ruins are filled with rats, crabs and marauders, this doesn't change if you're higher than level 5. Upon entering, head down the stairs and take a right. Dive under the water and swim towards the door. It's locked. There exists A Rusty Key, that opens the lock, if your security skill isn't that high. However, an alternative way of entering the room is to use a potion or item that gives you "Water Walking on Self" and walk through the iron bars above the door, effectively bypassing the gate. In the chest is your gold and your next contract. You could also just jump out of the water to get over the gate.

Journal Entries
Oblivion:Belletor's Folly

Notes
This mine contains 4 Cairn Bolete plants and 4 Wisp Stalk plants.
 

 

Exterior
thumb|right|150px|Key to Maps
right|thumb|325px|Map of Belletor's Folly Exterior
The exterior is located at coordinates: Tamriel -38, -7
This location's map marker (M on map) is named ''Belletor's Folly (editor name BelletorsFollyMapMarker).  The entrance door is W of the marker, 60 feet away.
1 Imperial Legion Soldier is near the entrance
1 Wilderness Creature (Highlands variety) is near the entrance
The following plants''' can be found near the entrance: 5 Aloe Vera plants, 2 Arrowroot plants, 21 Bergamot plants, 1 Fennel plant, 11 Flax plants, 2 Lady's Mantle plants, 1 Mandrake plant, 15 Milk Thistle plants, 4 Primrose plants, 10 St. Jahn's Wort plants, and 7 Tiger Lily plants

 
Zone 1: '' ''
thumb|right|350px|Belletor's Folly
This zone is incredibly linear and easy to navigate: simply make your way from door Out to door C. Along the way, you shouldn't be faced with more than two bandits at the same time. In the second-last room are two bedrolls (b).

Occupants:
7 Bandit Enemies

Treasure:
2 Chests 01 (1 locked)
2 Chests 02
3 Chests 03
1 Chest 04
The following plants will always be found: 2 Wisp Stalk plants

Doors and Gates:
There are two doors in/out of this zone
1 door (at Out) leads outside
1 door (at C) leads to the zone ''Belletor's Folly Mines

Other:
2 bedrolls at locations b on map
 

Zone 2:  ''
thumb|right|264px|Belletor's Folly Mines
Like the first zone, this one is very linear too. Again, just make your way from door C to door D. There are two small rooms that are located slightly off course but are easily identifiable. Take care in the last room as you may end up fighting against three bandits at the same time.

Occupants:
7 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
Treasure:
1 Chest 01
2 Chests 02 (1 locked)
2 Chests 03 (1 locked)
Doors and Gates:
There are two doors in/out of this zone
1 door (at C) leads to the zone ''Belletor's Folly
1 door (at D) leads to the zone Belletor's Folly Cavern

 
Zone 3:  ''
thumb|right|200px|Belletor's Folly Cavern
Unlike the previous two zones, this one isn't exactly linear. In the first room you enter, you will be faced with an intersect. Heading either way is indifferent though, as you will always end up in the lower level of the chasm in the central room; following the corridor in front of you, however, will lead you to a Dead Treasure Hunter (E). Note that you cannot reach the upper level of the central room without some tricky acrobatics.

Occupants:
3 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
4 archer Bandits

Treasure:
2 Chests 01 (1 locked)
2 Chests 02 (1 locked)
2 Chests 03
The following plants will always be found: 4 Cairn Bolete plants and 2 Wisp Stalk plants
Doors and Gates:
There is one door (at D) in/out of this zone, leading to the zone ''Belletor's Folly Mines
Other:
1 Dead Treasure Hunter (carries light armor, one weapon, unenchanted loot) at location E''' on map
Oblivion:Lord Drad's Estate

To find it, head north up a cobblestone road from the Gold Road; the junction is a little west of Brina Cross Inn.

The estate, owned by the Dunmer noble Lord Drad, encompasses two slave quarters, some crop fields, and the estate building itself. The estate grows the following plants: tobacco, potato, tomato, corn, and strawberry. Entering Lord Drad's Estate itself is considered trespassing. Although Lord and Lady Drad will still speak with you, they'd really prefer that you leave. You won't see any of the slaves until you start Malacath's quest.

Lord Drad mentions that he is building a mine, Bleak Mine, located east and uphill of the estate. The mine itself is inaccessible until you have started Malacath's Shrine quest.
 

NPCs Living Here
 

Related Quests


Gallery
 
Maps
thumb|left|Map of Lord Drad's Estate
Oblivion:Argonian

frame|Illustration of a typical Argonian male
Argonians are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel.  

A list of all the Argonians in Cyrodiil can be found here.
Attributes
Male
+10 Agility and Speed
-10 Willpower, Endurance, and Personality
Female
+10 Intelligence
-10 Endurance and Personality
Skills
+10 Athletics and Security
+5 Alchemy, Blade, Hand to Hand, Illusion, and Mysticism
Traits
  ability (FormID  ): Resist Disease 75% on Self, constant
  ability (FormID  ): Resist Poison 100% on Self, constant
  ability (FormID  ): Water Breathing on Self, constant

In-Game Description
This reptilian race, well-suited for the treacherous swamps of their homeland, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks.

Gameplay
Argonians make very good thieves and assassins, with the right stat boosts. Since they have a +10 boost to Security and Athletics, they can make agile rogue-like characters. They are a great choice if you want to be stealthy, as the male's +10 bonus to agility and speed are useful to stealth oriented characters.  Resist disease and immunity to poison are always useful, and being able to breathe underwater can allow for a quick escape from the guards or monsters. A +5 boost to Illusion, Alchemy, and Mysticism gives them considerable magical potential. Females in particular appear to be suited for a Mage-type class. Argonians are also extremely well suited for Witchhunters, with skills and attributes that suit the class almost perfectly and their disease resistance, which make them a safe race for fighting vampires, a typical target of a witchhunter.

Argonian names follow a certain format, like the Orcs. Some do not have actual names, but just descriptive phrases, like Hauls-Ropes-Faster or City-Swimmer. However, they do have names that do not follow this format, such as Gin-Wulm or Weebam-Na for example.

Enemy Argonians are rare, limited to some Marauder Archers, clad in heavy armor and wielding bows & arrows.  There is also a tribe of Argonians living in Veyond Cave.

Race-specific Dialogue
; Greetings
: "What is it, pondscum?"  
: "Greetings, Argonian."  
: "Greetings, marsh-friend."  

; Friendly Greetings  
: "Blessed we are."
: "Greetings, honored friend."
: "How fare thee, friend?"
: "Yes, honored guest?
: "A visitor, yes?"
: "Honored one."

; Neutral Greetings  
: "Yes?"
: "Tidings."
: "Fresh game."
: "The prey approaches."
: "Questions?"

; Brusque Greetings  
: "This scent is foul.."
: "Hiss!"
: "Unwelcome it is."
: "A hated one."

; Combat
: ''"You'll make a fine pair of boots, lizard!"''

NPC Reactions
Reactions affect the base disposition of NPCs towards you depending on your relative races. Argonians have only one modifier.

:Argonians +5