Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Wabbajack

The Daedric artifact Wabbajack is a staff given as a reward for completing '''Sheogorath's Daedric quest. It transforms any non-NPC creature into another random creature for 10 seconds.  It is highly unpredictable, as any gift from the Madgod would be. Only one creature may be Wabbajacked at any time (but you can repeatedly Wabbajack the same creature if you wish).
Oblivion:Saviour's Hide

The Daedric artifact Saviour's Hide is armor obtained as a reward for completing '''Hircine's Daedric Quest.  See the books Tamrielic Lore and Tal Marog Ker's Researches'' for background on this item (although some details are different, since these books were initially written for Morrowind).
Oblivion:Bear Season

Quick Walkthrough
# Talk to Thorley Aethelred about his bear problem.
# Thorley tells you to kill the bears, collect their West Weald Bear Fangs, and return them to him.
# Hunt down the bears and retrieve their fangs.
# Return to Thorley with the fangs to be rewarded with a skill book.

Detailed Walkthrough
Shardrock Farm
When you first find Shardrock farm, you will meet the owner, Thorley Aethelred. He will tell you that bears have been attacking his sheep, and the fence that he constructed has not worked. Thorley asks you to kill the trouble-making bears and bring back their West Weald Bear Fangs.

Troublesome Bears
The only bears that count towards this quest are the local West Weald Bears. These are leveled bears that can be significantly more powerful than typical brown or black bears. Ten West Weald Bears exist in all, none of which respawn, and each of which has one fang. They are spread out in a rough circle around the farm: four to the north, three beyond the pond to the east, two to the south, and one among the rocks to the west of  . You only need to collect six fangs for this quest. If you collect extra bear fangs you can sell them, as they are not considered to be quest items, or keep them for your personal collection. It is important to take the bear fangs from the bears as soon as you kill them; if you later need to collect the bear fangs, the corpses may no longer be there, or it may be impossible to find them in the underbrush. You may want to stay close to Thorley, because he can get killed by a bear, effectively ending the quest.

Reward Table
When you return to Thorley with six sets of bear fangs, he will reward you with one of the six following skill books. Which one you receive is randomly determined, with an equal chance for each of the six books. The book you receive is determined at the moment when you talk to Thorley with the bear fangs. If you save your game right before talking to him, you can load that previous save if you got a book you already read. In addition to receiving one of the books, he will also allow you to use the second bed at his house anytime for sleeping.



Notes
The reward skill books may be difficult to find any other way (The Argonian Account, Book 1, Mace Etiquette, and Master Zoaraym's Tale'' in particular are only found in random loot).
These bears are significantly slower to turn than other bears. Circling constantly, and attacking from the side will prevent them from being able to hit you.
If you are sent to prison while carrying any fangs, the script that counts the fangs runs again when you regain your equipment from the evidence chest. This means you can complete the quest having killed fewer than six bears.
You can actually drop the six fangs before completing the quest, complete the quest, and then pick all six fangs back up, therefore keeping the fangs and receiving your reward.

Journal Entries
Tes4Mod:File Format Conventions

Listed here are conventions used in describing Oblivion mod and save file formats. Many of these conventions are standard c-type conventions, others (e.g., iref) are specific to this subject.

(Count)
This is used for mod subrecords.


Names/Comments


Data Types
Bloodmoon:The Udyrfrykte

The Udyrfrykte is a beast regarded by the inhabitants of Solstheim as nothing more than a story to scare children, yet little to their knowledge, the beast exists, and is a terrifying foe. To further add to its horrifying image, it uses a Severed Nord Leg as a weapon. It is a very fierce opponent, and may kill you easily if you are not careful.
 

Related Quests
 

Notes
The Udyrfrykte is almost undoubtedly a reference to the beast Grendel in the epic Beowulf, which attacked the mead hall of Heorot just like the Udyrfrykte attacks the mead hall of Thirsk. Continuing this parallel, and further suggesting the link to Beowulf, what might be the equivalent for Grendel's mother is found in The Elder Scrolls IV: Oblivion as the Uderfrykte Matron, which is part of The Horror of Dive Rock quest (notice the spelling inconsistency, "udyr" becoming "uder").
The Udyrfrykte has a particularly large number of resistances, being immune to all elements and all normal weapons. This means that damaging it requires using either non-elemental magic attacks (such as Absorb Health or Damage Health), weapons of a suitable type (such as Ebony, Daedric, or Dwarven weapons), or enchanted weapons (note that some enchanted weapons are in fact 'normal' weapons; see the Normal Weapons page for details).
Bloodmoon:Felsaad Coast

left|thumb|Bridge between two regions: Felsaad Coast and Bloodmoon:Moesring Mountains|Moesring Mountains. Across the Isild river.
The Felsaad Coast is the snowy, northeastern region on the island of Solstheim. The region is bordered by the Isinfier Plains, Hirstaang Forest and the Moesring Mountains. Its western border is the Isild River, surrounding Skaal Village to the north, the Inner Sea to the east and Glenschul's Tomb to the south.

The Felsaad Coast is home to the two largest Nord settlements in Solstheim: Skaal Village to the north and the Thirsk mead hall, east of Lake Fjalding. Visitors are welcome to Thirsk and the Chieftain provides free mead as well as beds for the weary traveler. Thirsk is home to one of the most skilled armorers in Solstheim, who offers to make very rare (and expensive) Snow Bear and  Snow Wolf armor. Skaal Village is not as hospitable as the former, unless one has been chosen to live among the Skaal after completing a series of tests (see the Main Quest).

The Felsaad Coast is home to various barrows, i.e. Glenschul's Tomb, Gyldenhul Barrow,  and the Tombs of Skaalara. The Felsaad Coast also boasts some of the most famous caves on the island, like Frossel cave, the Lair of the Udyrfrykte and the Caves of Fjalding.

Weather in and around the Felsaad Coast can be very adverse, as blizzards are fairly frequent and travel becomes relatively difficult. One can often only see a few meters, you are advised to seek shelter until the blizzard ends.

Like the rest of Solstheim, the Felsaad Coast is home to various species of shrub, Belladonna, Holly and the Solstheim Pine tree that provides building materials, firewood, as well as an integral part of the Solstheim food chain. Fauna is very much the same as elsewhere around Solstheim. Tusked Bristlebacks, Plague Wolves, Plague Bears, Draugr, Bonewolves and Horkers all call the Felsaad Coast home. Humanoids include Fryse Hags, Reavers, Berserkers, Smugglers, Spriggans, and Rieklings. There are even reports of stray werewolves roaming or inhabiting caves.

Those traveling in and around the Felsaad Coast should familiarize themselves with the various landmarks that can assist in reaching their destination. Lake Fjalding and Thirsk are situated in the southern part of the Felsaad Coast. On the northern tip of the Felsaad Coast is a large Nordic stone bridge leading to the Skaal Village. West of the Tombs of Skaalara, close to Lake Fjalding, is the Beast Stone.

Getting there and around
Travel in and around the Felsaad Coast is mainly restricted to walking and swimming. Since there are no Tribunal Temples or Imperial Cult shrines in the region, the only magical transportation (or teleportation) is restricted to Mark and Recall spells. There are no ports that have been built (mainly due to the weather), there is no travel by boat either.
 
Places
Settlements


Barrows & Tombs




Caves






Homes

Landmarks


Related Quests
Main Quest
Almost all of the Main Quest after The Disappearance of Captain Carius will take you to areas in and around the Felsaad Coast, mainly Skaal Village. 

Miscellaneous Quests
 
 
 
 
People
Oblivion:Directories

Install Directory
Where you installed Oblivion to. Contains game and launcher executables, and TESCS (CS4) mod editor
English Default: \Program Files\Bethesda Softworks\Oblivion

Oblivion_default.ini
The default version of the file saved to your game configuration.
Note: This seems to be the only ini file with such a prototype. I.e., neither Blend.ini nor ConstructionSet.ini have matching default files.

Data Directory
Oblivion's shared data files, including: mod data files, BSA archives, separate resource files (meshes, textures, etc.)
English Default: Install Directory\Data
Location determined by   in Oblivion.ini, which is "Data\" by default.

Application Data
English Default: \Documents and Settings\USER\Local Settings\Application Data\Oblivion
More generally: LOCALAPPDATA\Oblivion
Programmers can get the value of LOCALAPPDATA using the   API function. The registry should not be used the get the value of LOCALAPPDATA.
Users can open the folder by entering   into Start>Run
Note that this is typically a hidden folder. In Explorer, use Tools: Folder Options: View: Hidden Files and Folders to reveal hidden folders.

DLCList.txt
This file is used by Oblivion to keep track of your downloaded content.
After the header, downloaded content is listed??

Plugins.txt
This file is used to tell Oblivion which data files to load.
After the header, selected plugins are listed in (case insensitive) alphabetical order.

My Games
English Default: \Documents and Settings\USER\My Documents\My Games\Oblivion
More generally: PERSONAL\My Games\Oblivion
Note that "My Games" does not localize.
Programmers can use the aforementioned   API function to get the value of PERSONAL. As above, the registry should not be used.

BlendSettings.ini
Seems to be a subset of game configuration, related to hit handling for combat.

ConstructionSet.ini
Construction Set (CS4) configuration.

Oblivion.ini
Game configuration.

EditorWarnings.txt
Log of warnings from current session of CS4 Editor.

RendererInfo.txt
Programmer-oriented data dump about the current GPU model, driver version and some important graphics settings in the game. The PC version of the game contains a lot of code to support different graphics hardware, and this dump tells a developer which parts of that internal code is currently being used for rendering.

DLCList.txt
According to the file itself "This file is used by Oblivion to keep track of your downloaded content. Please do not modify this file."
The file goes on to list the ESPs you have purchased in a consecutive list much like Oblivion.ini/Oblivion_default.ini.

Saves
You save games as ess files.
English Default: My Games\Saves
Location determined by   in Oblivion.ini, which is "Saves\" by default.
Note: There is also a   setting in Oblivion.ini, changing this has an effect only if the value of PERSONAL has been changed from its default value.
autosave.ess: Your autosave file.
autosave.bak: Your immediately previous autosave file.
Presumably you could revert to this if the latest autosave is bad.
Oblivion:Mind and Body Ring

Mind and Body Ring is a reward for completing the Fighters Guild quest Mystery at Harlun's Watch.  In appearance it is identical to most enchanted brass rings.
Tes4Mod:Mod File Format/NPC

NPC_ records describes Non Player Characters.
In Progress. May contain incomplete/inaccurate data.



|-
| || ||
: baseSpell
| ushort || Base spell points
|-
| || ||
: fatigue
| ushort || Fatigue
|-
| || ||
: barterGold
| ushort || Barter gold
|-
| || ||
: level
| short || Level/Offset level
|-
| || ||
: calcMin
| ushort || Calc Min
|-
| || ||
: calcMax
| ushort || Calc Max

|-
| * || SNAM || faction || struct || Faction
|-
| || ||
: id 
| formid || FACT
|-
| || ||
: rank 
| byte || Rank
|-
| || ||
: flag 
| ubyte[3] || ''?Always '0x0DB'? Some sort of faction flag?
|-
| - || INAM || deathItem || formid || Death item
|-
| + || RNAM || race || formid || Race
|-
| * || SPLO || spell || formid || Spells
|-
| - || SCRI || script || formid || Script
|-
| * || CNTO || items || struct || Inventory items
|-
| || ||
: id 
| formid || Item 
|-
| || ||
: count 
| long || Count
|-
| + || AIDT || aiData || struct || AI Data  
|-
| || ||
: aggression
| ubyte || Aggression
|-
| || ||
: confidence
| ubyte || Confidence
|-
| || ||
: energyLevel
| ubyte || Energy Level
|-
| || ||
: responsibility
| ubyte || Responsibility
|-
| || ||
: aiFlags
| ulong || Flags


|-
| || ||
: trainSkill
| ubyte || Training skill
|-
| || ||
: trainLevel
| ubyte || Training level
Value is same as index into skills array below.
|-
| || ||
: aiUnknown
| ushort || Unused?

|-
| * || PKID || aiPackages || formid || AI package
|-
| + || CNAM || class || formid || Class
|-
| + || DATA || stats|| struct || Stats.
|-
| || ||
: skills 
| ubyte[21] ||

|-
| || ||
: health 
| ulong || Health. (Fatigue and Base Spell Points are stored in ACBS.)
|-
| || ||
: attributes 
| ubyte[8] ||

|-
| + || HNAM || hair || formid || Hair
|-
| - || LNAM || hairLength || float || Hair length
|-
| - || ENAM || eyes || formid || Eyes
|-
| + || HCLR || hairColor || struct ||  Hair color
|-
| ||  || red || ubyte ||  
|-
| ||  || green || ubyte ||  
|-
| ||  || blue || ubyte ||  
|-
| ||  || custom || ubyte || ?Custom color flag?''
|-
| - || ZNAM || combatStyle || formid || Combat style
|-
| + || FGGS || fgGeoSym || ubyte[200] || FaceGen Geometry-Symmetric
|-
| + || FGGA || fgGeoAsym || ubyte[120] || FaceGen Geometry-Asymmetric
|-
| + || FGTS || fgTexSym || ubyte[200] || FaceGen Texture-Symmetic
|-
| + || FNAM || faceRace || ushort || Unknown, but is a fixed value for every race. Does not get updated unless you visit the face tab in the editor. 
|}
Tes4Mod:Mod File Format/TES4

TES4 is the header record for the mod file. It contains info like author, description, file type, and masters list.
Unlike TES3, author and description fields are no longer of fixed size. If you edit their content, you'll almost certainly have to rewrite the entire file.
In Progress -- some info may be inaccurate.
Oblivion:Expelled from the Fighters Guild

Walkthrough
You can be kicked out of the Fighters Guild for stealing from other guild members, assaulting another member of the guild (including your horse(s)), or killing a fellow guild member. If this happens, no Fighters Guild members will talk to you.

Guild Reentry Requirements


To rejoin the Fighters Guild, talk to Master Vilena Donton in Chorrol. She'll give you a good scolding and demand twenty bear pelts from you. Black bears appear randomly starting at level 9 in most places or level 7 along roads. Many general merchants also have an infinite supply of bear pelts and therefore make for easy sources; as soon as you buy the five bear pelts in their inventory, five more will appear. Once you present the pelts to Vilena, you'll regain your former rank and disposition with all guild members.

In order to get back into the guild a second time, you'll need twenty Minotaur Horns. Minotaur Horns are somewhat harder to find or buy. You can get them by killing Minotaurs in the wild beginning at level 12 as bosses or 14 as general enemies. You can fight them in the Arena after becoming the Grand Champion at levels 12-14 and all levels above 18. You can also buy one Minotaur Horn at The Main Ingredient in the Imperial City Market District.

If you are caught committing a crime against the guild a third time, you are permanently expelled, unless you are the Guildmaster, in which case you just receive a normal bounty for the offenses you committed.

Notes
This quest will remain as an active quest through the first two expulsions because it is all in one quest entry instead of being split into two. Although you are back in the Fighters Guild, the active quest never becomes inactive and simply states that you have been re-instated. However if expelled three times, the quest will be moved into Completed Quests.
   In console versions, there is no way to clear this without reloading from a time before you committed your crime against the guild.
  If you don't want this quest cluttering your active quests once you're back in the guild, you can use a console command to move the quest to the completed quests page:  
It is impossible to be expelled if you are the Master of the Fighters Guild.

Journal Entries
Oblivion:Hero Hill

Although it is only a foothill of the Valus Mountains, it is a long steep climb to get here, facilitated by some stone steps near the top.  The only feature of interest is a "Hollowed-Out Rock", used as a dead drop in the Dark Brotherhood quest Affairs of a Wizard.

 
Related Quests
Oblivion:Gnoll Mountain

This campsite is set high in the Jerall Mountains and consists of one tent and a fireplace with a pot of food cooking over it. Between them is a barrel full of food and nearby the ground is strewn with different types of meat. 

The purpose of the meat becomes clear during the Dark Brotherhood quest The Coldest Sleep, when the camp is inhabited by Havilstein Hoar-Blood and his pet wolf, Redmaw. At all other times, Gnoll Mountain is devoid of life.  The landmark given for Gnoll Mountain is near the tent and the fire.

The Gnoll Mountain campsite is possibly the most elevated travel point within Cyrodiil's borders, and a moderate climb from it leads to one of the highest peaks, as well. This can be a good place to practice Acrobatics if you have a lot of health, and a beautiful vista if it is not snowing, as it frequently is. Surrounding this peak are several unmarked and abandoned temporary campsites including fire pits, a chest and a sack cloth purse with random miscellaneous supplies in them. At the summit is an abandoned temporary camp with a burned out fire pit, a flag pole with the flag torn from it, and cloth sack half buried in snow with random miscellaneous supplies. Also half buried in snow is a bottle of Tamika's West Weald Wine which is unnamed and cannot be carried or drunk, though it can be picked up and manipulated as a physical object, presumably because it is either empty or frozen solid.

With the Wizard's Tower Official Plug-in much of the summit and the summit camp are replaced by Frostcrag Spire, which becomes the most elevated travel point.

 
Related Quests

Notes
In the tent, there is a grey robe and the ultra rare grey robe hood.
Oblivion:Harcane Grove

It lies just east of the Inn of Ill Omen. It is the home of the Unicorn and three leveled Minotaurs of the Grove. The Hircine's shrine quest will send you here to kill the unicorn and retrieve its horn. It is best not to approach the area with a weapon drawn, because the unicorn will attack anyone wielding a weapon.
 
Related Quests
Oblivion:Sercen

Notes
According to the Adabal-a, it was once used to turn human slaves into art-tortures for the strange pleasures of the Ayleids.
Sercen also appears in The Elder Scrolls Online.
 

Exterior

There is nothing of particular notice outside: only two bedrolls to sleep in and some miscellaneous storage. It is otherwise advisable to go straight into the dungeon.
The exterior is located at coordinates: Tamriel 8, 25
This location's map marker (M on map) is named Sercen (editor name SercenMapMarker).  The entrance door is NNW of the marker, 60 feet away.
0-2 Marauder Enemies (each 50% probability melee , 25% archer Marauder, 25% Dog) are near the entrance
1 Road Creature (Mountains variety) is near the entrance
The following plants can be found near the entrance: 3 Green Stain Cup plants, 3 Monkshood plants, and 4 Summer Bolete plants
2 bedrolls are at locations b on map

 
Zone 1:
thumb|right|168px|Sercen
This ruin is essentially one large room. In the corridor between the entrance and the main room be careful of the tripwire at D, which triggers a swinging mace trap (C). After passing these obstacles, some bandit opposition will likely be met. Before the large chamber is a smaller one, enclosed by two locked gates, E and F, (although you will only need to pick one open to gain access). It contains a minor loot chest and one of the nearby bandits may spawn inside. A bandit may be sleeping in the bedroll (b) just in front of gate E if you get lucky.  

It is advisable to try and fight the enemies in the first half of the room as to not find yourself fighting against up to 5 enemies at the same time. Stay on the right side of the room and claim the Welkynd Stones from their pedestals or off the ground.  The far end of the room holds the Bandit Ringleader (A), the boss-level chest (B) and a bedroll (b). Stay on the left side of the room and head toward the small room in the left corner that contains a minor loot chest. Collect any remaining Welkynd Stones from the left side of the room, retrace your steps to the entrance, and leave through Out. 

Occupants:
1 boss-level Bandit at location A on map
1 archer Bandit
4 melee Bandits
Treasure:
1 boss-level Chest 01 (Bandit variety; locked) at location B on map
1 Chest 01 (locked)
1 Chest 03
10 Welkynd Stones (7 are conveniently located on their pedestals, 2 can be found at the base of their pedestals and the last one near the boss-level chest)
Traps:
1 Swinging Mace trap at location C on map. Activated by a Tripwire trigger, D, at the top of the stairs.
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
2 Gates at E and F (both locked)
Other:
2 bedrolls at locations b on map
Oblivion:Mace of Molag Bal

The Mace of Molag Bal is a Daedric artifact obtained as a reward for Molag Bal's Daedric Quest. See the book Tamrielic Lore for background on this item.
Oblivion:Masque of Clavicus Vile

The Daedric artifact the Masque of Clavicus Vile is a heavy helmet that can be obtained as a reward for '''Clavicus Vile's Daedric Quest.
See the book Tamrielic Lore for background on this item. 
 
Notes
The Masque also appears in Daggerfall, Morrowind, and Skyrim'' with similar enchantments.