Netruk44/uesp-wiki-content huggingface dataset:
Bloodmoon:Protect Falco

Quick Walkthrough
#Speak to Falco about your next assignment to learn he might be assassinated shortly.
#Guard Falco and protect him from the three assassins.
#Speak to Falco again to receive your reward.

Detailed Walkthrough
Falco Galenus
For the next series of quests you'll have to leave town and wait for about 3 days until you receive a journal entry. Return and speak to Falco about your next assignment to have him tell you that he may be assassinated. He wants you to stick close to him for protection. 

Guard Duty
Stick close to Falco for a short while until you are attacked and receive a journal entry (about 30 seconds or something). Baslod and Cimber Valerius attack using bows while Capiton Popillius uses a longsword. The three guards and Falco should do fine by themselves, but feel free to lend a hand. 

Return to Falco
Once the three are dead, return and speak to Falco and receive a reward of 1000 gold, 10 Restore Health potions and an Ice Shield (un-enchanted).

Notes
The quest will not actually be offered until you leave Raven Rock; waiting in Raven Rock for three days will not give you the journal entry until you actually leave town.

Bugs
 
Use Frenzy Humanoid or Taunt to reinitiate combat with them without a bounty, if all combat has stopped; they must be killed to complete the quest.

Quest Stages
Bloodmoon:Under Siege

Quick Walkthrough
#Speak to Falco about your next assignment to retrieve a shipment of silver weapons from Constans Atrius.
#Get the three silver longswords from Constans.
#Return to Falco who will inform you that the town was attacked by the Skaal.
#Enter the mine and kill all ten of the Skaal.
#Find and return the Tattered Note on one of the Skaal to Falco.
#Confront Carnius about the note and the faked attack.
#Kill Carnius once he attacks you.
#Return to Falco to be named Factor of the colony.

Detailed Walkthrough
Falco Galenus
For the next series of quests you'll have to leave town and wait for about two days until you receive a journal entry. Return and speak to Falco about your next assignment to learn that Carnius has received a shipment of silver weapons but has refused to deliver any to the colony. Falco wants you to go and pay Constans Atrius a visit in Fort Frostmoth and get the weapons to Raven Rock.

Constans Atrius
Speak to Constans at the top of the Imperial Cult hall to receive the three silver longswords.

Skaal Attack!
Return to Falco in Raven Rock to find out that the town has been attacked by the Skaal, almost immediately after you had left for the fort. Apparently they fled into the mine for refuge after being beaten back by Falco and the town guard(s). Falco wants you to go into the mine and rescue the miners.

You should find ten Nords (Alfbrand, Audmund, Balfring, Bryngrim, Eifid, Fjrokvar, Ormvard, Toralf, Valgeir, and Vigunn) scattered about the mine, and they are far enough apart that you should be able to take them on one at a time. On Toralf, you'll find an incriminating Tattered Note detailing the attack on the village, signed with a single "C" at the end.

Return to Falco
Return to Falco and give him the note that you found. He'll take a close look at it and discover that the so-called Skaal were actually mercenaries in disguise. Falco suspects Carnius was involved and tells you to confront him with the note.

Confronting Carnius
Confront Carnius about the Skaal attack and he'll immediately "confess" in a matter of words. He is furious because you ruined his attack on the colony. He'll attack you immediately so be cautious as he is a tougher than the average opponent. The guards and people in the area do not assist him, however.

Return to Falco
Return to Falco once Carnius is dead and he will promote you to the position of Factor of Raven Rock, effectively leaving you in charge of the entire operation.

Notes
Not all the people in the mine are attackers. In particular, Aldam Berendus is also in the mine and is needed to construct the estate in the next mission.
You are not required to actually bring the silver longswords back to Falco. While probably intended for the [up to] three colony guards, they already have weapons. Everyone just "forgets" about these swords, so you can sell them off.

Bugs
 

Quest Stages
Bloodmoon:Drastic Measures

Quick Walkthrough
#Speak to Carnius who will tell you that he wants to slaughter the colonists by using a band of hired killers dressed up as Nords. 
#Grab all the equipment in the two bags out in the hall. 
#Travel to the place where you are to meet Toralf, east of the mouth of the Iggnir River (by a small boat). 
#Wait there till nightfall to meet Toralf and his five friends. 
#Pass out all the equipment to the contract killers. 
#Speak to Toralf and get attacked...kill them all. 
#Return to Carnius who will attack you...kill him. 
#You are now named Factor of the East Empire Company.

Detailed Walkthrough
Carnius Magius
Speak to Carnius who is disappointed in the investor's response to Falco's death. He is now planning something even more sinister to convince them that the colony should be abandoned...the slaughter of the Colonists by native Nords. Carnius explains that it won't actually be real native Nords, just some hired killers, lead by a man named Toralf, disguised as Skaal raiders. You are to take the two bags with axes, Bear and Wolf Armor out from under the table in the hall and deliver them to Toralf. He and his gang are to arrive tonight near the Colony, just east of the Iggnir River's mouth. 

Meeting Toralf
Grab all the equipment and head out to find Toralf. Find the mouth of the Iggnir River and follow the southern coast of the island until you find a small, open boat. Wait there until nightfall when Toralf and his five henchmen (Alfbrand, Audmund, Bryngrim, Ormvard, and Valgeir) arrive. Speak to Toralf who will tell you to pass out the Nordic armor and weapon to his men. Talk to each man, give them the equipment and then speak to Toralf again. 

Now It Gets Interesting...
As soon as you are finished, he'll say that Carnius ordered them to attack and kill you...apparently Carnius doesn't need you anymore and wants you out of the way. Depending on your skill, this can be a tough fight, especially with all six of them attacking you at once. If all else fails, run away as best you can to heal up and plan an attack as you can manage. 

Return to Carnius
Return to Carnius to have a brief word about what just happened. He'll be rather surprised to see you and then attack. He's a tough customer who can heal himself and hits very hard, so be careful. After killing him, speak to Constans Atrius, and ask him for advancement. He will raise your rank in the East Empire Company to Factor and put you in charge of operations. 

After three days talk to Constans Atrius again and you will be able to start the construction of your estate.

Notes
If you kill the mercenaries before Toralf reveals that Carnius ordered your death, you will be expelled from the East Empire Company upon returning to Carnius.

Quest Stages
Bloodmoon:The Assassin

Quick Walkthrough
#Speak to Carnius to learn about the assassination plot for Falco. 
#Travel to Raven Rock and make your way up the mining tower. 
#Take the bow, arrow, and scroll in the Tower. Equip the bow and arrow. 
#Draw/ready the bow to signal Baslod to attack and distract the guards. 
#Fire the poison arrow at Falco once the guards have been drawn away, killing him. 
#Return to Carnius for your reward. 

Detailed Walkthrough
Carnius Magius
After two days, speak to Carnius to learn about a plot to assassinate Falco at the colony. Carnius wants to show that the colony is still unsafe despite all the recent efforts. He has arranged Baslod to pose as a native Nord that will distract the guards and allow you to strike Falco with a poisoned arrow from the mining tower. Carnius warns you to ensure that no one sees you and he'll deny everything if you're caught.

Setting Up
Make your way to Raven Rock to get setup for the assassination attempt. Make sure you have a bow and some extra arrows (a good marksman skill wouldn't hurt either). The mining tower is the tall wooden structure on the West side of town with the large ramp. The arrow, the bow and the scroll are up on the top waiting for you. 

Signaling Baslod
According to the instructions, you have to draw the bow that has been provided (a Steel Bow) in order to signal Baslod to distract the guards. Indeed, once you equip and draw the bow, he will appear from around a building and get the guards out of the way, making it clear for your shot. The special arrow has a ranged poison spell so aim low so that even if you miss you'll probably kill Falco. Depending on your skill and shot, a direct hit should kill Falco instantly. 

Return to Carnius
Return to Carnius with the news of Falco's death and receive 4000 gold and an Ice Shield (unenchanted) as a reward. 

Quest Stages
Morrowind:Artifacts

Artifacts are specifically defined as any exceptional item with a unique appearance. There are a number of these special items that can be found throughout the game of Morrowind. For artifacts added by the expansions, see Tribunal and Bloodmoon artifact articles.

In addition to the artifacts listed on this page, there are a few other items encountered in-game which are considered artifacts in lore, but do no meet the criteria of having a unique appearance. These items include:

Adamantium Helm of Tohan- See its lore page for more details.
Bloodworm Helm-   See its lore page for more details.
Boots of Blinding Speed- See its lore page for more details.
Necromancer's Amulet- See its lore page for more details.
Veloth's Judgement- See its lore page for more details.
Ward of Akavir- See its lore page for more details.

For artifacts that are not normally obtainable, please see the following links:
Devourer
Ring of Namira
Wings of the Queen of Bats
Morrowind:Master Trainers

This page lists the various master skill trainers found in Morrowind that can train a skill
up to the maximum 100 (sorted by skill).  A complete list of all trainers can be found on the Trainers page.

For unlimited levels, fortify one of your attributes that one of your major or minor skills is governed by and then go to the master trainer for that skill.  You will be able to train without limit.  Your skill will not go above 100, but you will still gain the level up points (10/level).  Leveling up increases every character's hit points.
Morrowind:Merchants

This table lists all of the merchants in Morrowind, i.e., all of the people who will buy or sell you items.  The table is sorted alphabetically, but clicking on the icon at the top of any column will resort the table.  So, for example, to see the merchants with the most gold, click on the Gold column.



Several other articles also provide more specialized lists of the merchants in the game:
Spell Merchants lists all people who sell spells (most of whom are not included in the merchants on this article)
Services lists merchants and other service-providers according to their class
Alchemy Merchants lists the merchants who buy/sell potions and ingredients
Restocking Alchemy Merchants lists the alchemy merchants who have restocking supplies
Apparatus Merchants lists the merchants who buy/sell alchemy apparatus
Magic Items Merchants lists the merchants who buy/sell enchanted items
Miscellaneous Items Merchants lists the merchants who buy/sell miscellaneous items
Repair Items Merchants lists the merchants who buy/sell repair items
Thieves Tools Merchants lists the merchants who buy/sell thieves tools
Morrowind-Services category lists all service-related articles
Tes3Mod:Mods

What Goes Here
 
This namespace is also used for articles on official Bethesda material primarily of interest to modders (e.g. Construction Set and Engine Bugs), and alternative game engines (e.g. OpenMW).

Alternative Game Engines
OpenMW — A ground-up, open-source reimplementation of a Morrowind engine along modern principles, and usable on Mac OS and Linux as well as MS Windows. It requires the original Morrowind game files (but does not use its executables, and has its own configuration file). Is compatible with Tribunal, Bloodmoon, and all other official expansions and plugins. It is also compatible with most third-party mods, though not all of them (it has stricter code parsing than Bethesda's original engine, so script errors that   would ignore may cause OpenMW to fail to compile a mod's scripts, or occasionally to crash). For known working and non-working mods, see the Mod Status page at the OpenMW wiki for details on mod compatibility. OpenMW has its own mod file format,  , though it also reads the original  ,  , and   formats. Also has its own savegame format; it cannot be used with vanilla savegames, though there is an importing process. As of 2017, it is in long-term beta testing, and is fully playable, including all quests, factions, classes, races, and birthsigns.
TES3MP — A fork of OpenMW that provides multiplayer functionality. It allows players to connect to public servers or set up their own servers. Just like the singleplayer game, TES3MP allows for various gameplay modifications that can be implemented through the enforcement of a loadout of clientside mods, or through serverside scripting or through a combination of both.

Specific Mods
;New Lands
 
 


;Patches
 
 
 
;Other
 
 
 
 
 

Lists and Comparisons
 
 
 
 

See Also
Tes3Mod:Random

Random
 
Generates a random whole number between 0 and (Value - 1).

Note: For notes on reliability of random numbers see the thread Random value question, How do I set it up? on  . Summary of relevant info below.
: "I've checked the values in a number of different ways and these comments about bad random number generation don't seem to be significant in the Bloodmoon version. I do remember that original Morrowind random numbers were pretty bad in some cases." -cdcooley
: "Using the output of [Random, 1000] or [Random, 10000] and then dividing by an appropriate factor (say 100) to scale the number down to what you need, will produce more reliable random outcomes than using [Random, 100] or [Random, 10] directly." -cyran0
Tes3Mod:ModStat

These Mod____ functions will modify the actor's statistic by the given amount.  The functions will also accept a float variable 
instead of a literal number value. There are several special cases of the Mod___ functions as described below.
ModScale - New in Tribunal
ModPCCrimeLevel - Player only
ModPCVisionBonus - Player only, Undocumented
ModLevel - No such function, only GetLevel and SetLevel.
ModAlarm
ModFight
ModFlee
ModHello - When you use these functions you change the AI settings for ALL references of the actor, not just the calling reference.
ModCurrentHealth
ModCurrentMagicka
ModCurrentFatigue - Special Mod functions. There are no matching Get/Set functions for these.
Note that the ModInvisible was incorrectly spelled as ModInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?).

See Also: GetStat, SetStat.
Tes3Mod:Modding

Basic Info
 
 
 
 
 
 
 
 

Modder Info
 
 
 
 
 
 
 
 
 

Tools
Official Toolset


Quickstart Tools
Looking for a quick-fix tool that won't require hours of reading to ensure you don't break everything and have to do a re-install?
This table contains a list of tools meant to help the player without having to acquire a modder's understanding to use them.


Modding
To combine mods in order to make Morrowind as graphically appealing as Oblivion requires a lot of time, effort and research. This is a list of tools used by modders and advanced players.
Most TES3 modders and players use multiple tools with overlapping functions. There is no one 'Quick-Fix' tool.
For help interpreting the plugin data, see Mod File Format.



Resources
Tools used by modders for the creation and editing of resources for the game--everything except for the plugin file itself.



Outdated
This is a list of tools whose utility is surpassed by others.
Tes3Mod:Activate

Activate
 

This function tells the object to do its default activation.
 
There is an undocumented feature in the Activate function by specifying the player after the function, for example:
 
If the container is persistant (references persist) this script should open the container wherever the player is. This 
is a great way to create 'carryable' containers by attaching a script similar to the above to a ring or similar item. 

Note: This only works if the container is flagged as persistant AND the container is currently loaded in memory (i.e., you've activated it or somehow forced it to load within the last 72 game hours).
Tes3Mod:SetStat

These Set functions will set the exact value of the statistic.  Most of these functions will also accept a float variable instead of a literal numeric value (SetLevel will not). There are several special cases of the Set___ functions as described below.
SetScale - New in Tribunal
SetPCCrimeLevel - Player only
SetPCVisionBonus - Player only, Undocumented
SetAlarm
SetFight
SetFlee
SetHello - When you use these functions you change the AI settings for ALL references of the actor, not just the calling reference.
SetScale - You can exceed the 0.5 to 2.0 scale limits imposed by the editor. You shouldn't call SetScale in every frame, at least not in exteriors or other FPS-critical situations. Keep in mind that the scale will be reset to the 0.5 - 2.0 range when you reload. Either call it regularly (about every 10 frames) or test for GetScale and reset the scale when it doesn't fit.

Note that the SetInvisible was incorrectly spelled as SetInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?). 

See Also: GetStat, ModStat
Tes3Mod:GetStat

Get____

	Type:	Stats

     Returns:	float
		
     Example:	if ( player-&gt;GetHealth  

These functions are used to return the various statistics of the calling actor or player. There are several special cases of the Get___ functions as described below.

GetScale - New in Tribunal
GetPCCrimeLevel - Player only
GetPCVisionBonus - Player only, Undocumented

Note that the GetInvisible was incorrectly spelled as GetInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?).

See Also: ModStat, SetStat
Tes3Mod:ToggleModes

These console commands enable/disable various modes or statistics within the game (use once to enable and again to disable). Their descriptions are as follows:
ToggleAI - Toggle the NPC/creature AI?
ToggleBorders - Toggles the display of exterior cell borders.
ToggleCollision - Toggle all collision. When off, the player and all NPC/creatures can walk through anything.
ToggleCollisionBoxes - Toggle display of collision boxes?
ToggleCollisionGrid - Toggle display of collision grid?
ToggleCombatStats - Turn combat stats on/off? Stats are displayed in the console window.
ToggleDebugText - Toggles the display of debug statistic in the main display.
ToggleDialogueStats - Turn dialogue stats on/off?
ToggleFogOfWar - Toggles the display of unexplored areas of the map. When off the unexplored areas are black. When on the unexplored areas are displayed normally.
ToggleFullHelp - Displays the ownership and script of objects and NPCs you look at.
ToggleGodMode - Toggles invulnerability mode for the player. When on the player cannot be hurt, lose magicka, or lose fatigue. The player can still take damage from scripted effects, and from effects such as Sun Damage. Enchanted weapons also never lose their charge and weapons with zero charge (such as Clutterbane), will function as if they had a charge. 
ToggleGrid - Unknown
ToggleKillStats - Turn kill stats on/off. Kill stats are shown in the console.
ToggleLights - Toggle display of lights.
ToggleLoadFade - Toggles the use of a fade in/out when loading a new cell.
ToggleMagicStats - Turn magic stats on/off. Toggling this off will prevent the player from creating any potions. 
ToggleMenus - By menus, the command means your HUD (display of compass, current weapon, spell, etc.). Toggling this off is good for taking screen shots without the clutter.
TogglePathGrid - Toggles display of the AI path grid.
ToggleScriptOutput - Unknown
ToggleScripts - Toggles use of scripts or not.
ToggleSky - Turns the sky on/off.
ToggleStats - Turns all the various statistics on or off.
ToggleTextureString - Unknown (display texture filenames of objects?)
ToggleVanityMode - View 1st or 3rd person display?
ToggleWater - Turns the display of water on/off.
ToggleWireFrame - Turns the wire frame mode on/off.
ToggleWorld - Toggles display of the gameworld, if off only NPCs and sky is visible.
Tes3Mod:RemoveItem

RemoveItem
 

Removes the given number of the item from the calling object but does not drop it. There is a potential for crashing the game
if you attempt to remove an item within its own script, i.e.,
 
If this script was attached to the some_unique_item and the only instance of it was removed from the player's inventory, the game would crash. In order to successfully remove the item you will have to use a global script or from another object. You can successfully remove items that do not exist in the calling object's inventory. The RemoveItem function accepts a short count value which limits the number of items you can remove at a time to 65535 (or possibly 65534).

It appears that if you use RemoveItem from the player, the player's encumbrance is modified, whether or not they actually have the object. An interesting way to modify the amount the player can carry, especially in situations where uninstalled mods have caused the player to carry around 'missing items' (i.e., the player's encumbrance does not reach 0 when naked). Generally, though, you will not want to modify the player's encumbrance so check for the existence of items with the GetItemCount before you remove them.

There is a bug related to this function when adding/removing items from a container causing the container's contents to not be updated the second time items are added/removed. See AddItem for information on this.

Note that this function does accept global variables but only in dialogue results, not scripts.

See Also: AddItem
Tes3Mod:GetItemCount

GetItemCount
 

Returns the number of the objectID contained in the calling object.  May not work correctly if the calling object has more than 32267 of the given item (unconfirmed).

There is a bug with this function when used on containers (possibly related to the AddItem/RemoveItem bug). If the player chooses the Take All button on the container then subsequent GetItemCount calls on the container will return the number of items in the container before the player took everything.

One way to get around this bug is to set the chest as persistant and use a temporary persistant ingredient in the chest. The persistant ingredient is hidden in the sense that it is added initially to the chest from a script, removed when the player opens the container, and added back again when the container is closed. See the below script for an example:
 

bugs
note: the following code in a global script causes crashes in my game as of 2005-04-11
 

however, this works (note the lack of a comma following getitemcount)
 
--Halo112358 22:48, 11 Apr 2005 (EDT)
Tes3Mod:Year

Year
 

Global short variable which returns the current year in the game.  The game starts in the year 427 (of the 3rd era of Tamriel, or 3E 427).

See Also: Day, GameHour, Month
Tes3Mod:Month

Month
 

Presumably the current month which ranges from 0 to 11. You can use the SET command to change the current month.

The Month variable ranges from 0-11, where 0 is the first month of the year (Morning Star), 1 is the second month of the year (Sun's Dawn), etc.  The game starts in Last Seed, which is month 7 (the eighth month of the year).  
Morrowind does have a bug where after a year ends, the month is rolled over to 1 (which is the second month of the year).  There is a plugin-based fix for it, which you can download off of 
Morrowind Summit, but of course the best fix is for Bethesda to repair the problem.

See Also: Day, GameHour, Year
Tes3Mod:Day

Day
 

Global short variable which returns the current day of the month in the game. This value can be modified using the SET command to change the day.

See Also: DaysPassed, GameHour, Month, Year