Netruk44/uesp-wiki-content huggingface dataset:
Tes5Mod:Mod File Format/DOBJ

In Skyrim.esm there is only one 1 DOBJ record (formid 0x00000031).  This DOBJ has 1 field - DNAM, with a length of 2424 bytes. For Dawnguard.esm and Heartfires.esm the length is 2592, for the Update.esm from Patch 1.8 it is 2656.

This is a lookup array of variable names to the record they reference.  Taken in 8 bytes at a time, there are 4 characters on the left, followed by a formid on the next 4 bytes.  It is assumed that if the formid is 0 then it that is a null value.

This is the translation of the object, translated characters on the left, and translated formIDs on the right (in the format "[TYPE 0xFORMID] EDID"), in the order it appears in the object:
 

Addons can overwrite and define new values. They contain many entries of only zeros and new entries can appear in the middle of the list. The following tables show the non-zero entries in the order they appear in the game data:
Tes5Mod:Mod File Format/AVIF

The AVIF record is Actor Value information.

Most records are simple but the player skills have perk tree graphical information in them as well in field groups (below thick line repeats for each index).

CNAM is listed twice because it means something per group record and also at an individual record level (if no perk groupings).  On the perk level, it is the INAM of the perk it connects to in the perk tree (line to).  For example, Bullseye (INAM 7) in the Archery tree requires Quickshot OR Ranger, therefore both of those field groups have a CNAM field of 7.

Note: Smithing and Pickpocket are different because the initial CNAM does not match up (Pickpocket would start at Cutpurse) and the AVSK has different data throughout.  It's possible the record-level CNAM has a different meaning than assumed.

Perk tree information:
This does not change prerequisites.  Individual PERK records have CTDA for perk requirements that allow you to skip perks if removed.
5 coordinates are given for each point along with any lines to other points.  



Perk Sections
Tes5Mod:Mod File Format/DEBR

DEBR records contain information on "debris".  In Skyrim.esm, there are only 3 records, 'IceFormDebris', 'IceFormDebris14', and 'IceWraithDebris'.

The structure is simple, DATA and MODT repeat many times for the 2 IceFormDebris and just DATA repeats for IceWraithDebris
Tes5Mod:Mod File Format/ECZN

ECZN records comprise an "Encounter Zone".  Encounter Zones control the loot found in an area, including the level of the loot and whether or not it resets.
Tes5Mod:Mod File Format/EFSH

EFSH records are effect shaders.  Specifically, fade in/looping/fade out effect groups.

Any record which does not have an applicable effect for any of the types is simply a blank string (0x00).
Tes5Mod:Mod File Format/EXPL

EXPL records contain information on explosion effects.
Tes5Mod:Mod File Format/FSTP

FSTP records contain individual "footstep" sounds, this can be actual footsteps, breathing, clanking, dogs barking.  Footstep sets (FSTS) group these up and essentially they are alternated/rotated.
Tes5Mod:Mod File Format/FSTS

FSTS are groupings of individual "footstep" sounds (FSTS), this can be actual footsteps, breathing, clanking.
Tes5Mod:Mod File Format/FURN

FURN records contain information on furniture.

Record header flags:

: 0x00010000 : Random Animation Start
: 0x00800000 : Is Marker
: 0x10000000 : Must Exit to Talk CK sets flag here and in MNAM
: 0x20000000 : Child Can Use
Tes5Mod:Mod File Format/HDPT

HDPT records contain head part data.  

Each record has base model information followed by a group of fields for each possible usage (chargen/other) indicating a .tri file.

Finally, it's also a reference to a fixed list (FLST) of possible part data (except a few odd cases like manekins).

NAM0/NAM1 pairs will repeat (in thick lines).
Tes5Mod:Mod File Format/IDLE

IDLE records contain information on idle animations/behaviors.

It also appears to dictate some behavior, or at least the animations used, when in combat.  These can be found by tracing the AACT for attacking in the ANAM field of the root and then following those ANAM roots up/down.
Tes5Mod:Mod File Format/NAVI

There is only one NAVI record in Skyrim.esm.
Tes5Mod:Mod File Format/LCTN

LCTN records are locations.  

Locations are not primarily physical location data (those would be WRLD/CELL), they are a record tying together references of all types (Actor, Items, Places) and are usually assigned to a cell/dungeon/world area.  A location can be as big as an entire hold, or it can be a single campfire in the wilderness.

Since Dawnguard the name of several fields are changed from previously L* to their A* counterpart. The content of those fields seems to be unchanged.
Tes5Mod:Mod File Format/LGTM

LGTM records contain information on lighting templates.
Tes5Mod:Mod File Format/LSCR

LSCR are loading screens. Loading screens are actually fully rendered scenes usually focused on a single object. All loading screens have the foggy effect and black background, but you may change the model or message that is shown. The scale, rotation, and other tweaks apply to the model used in the screen.
Tes5Mod:Mod File Format/MATO

MATO are material objects, records are simple and consist of a name, a model (usually) and some structs presumably with dimensional information.
Tes5Mod:Mod File Format/MESG

MESG records are the text messages you directly receive as triggered feedback, mostly tutorial text and activators.
Lore:The Oracle

(sometimes Oracle of Hammerfell) was a wise woman and seer from   in the  .  Although blind, she was said to be the wisest woman in  , and traditionally served as counselor to the monarchs of  .  She "gave [her] eyes to the gods", but gained the ability to see the future "through their eyes".  The Oracle was assisted by a former noble known as the  .

A book written by the  ,  , was found in a shrine to the Oracle after being smuggled out of their guildhall in the  .  

History
thumb|right|The Oracle
In  , the Oracle was the Chief Counselor of the advisers to King   of   when a land dispute with   began brewing into the  . The Oracle counseled the king against war, foreseeing death and defeat, but was rebuffed and banished from the court.  Sentinel lost the war and Camaron was killed. 

The Oracle was on good terms with Sentinel during the reign of Queen  .  During this period, she foresaw an attempt on the life of an uncooperative noble, whose death would cause havoc in the region. Upon the recommendation of the   of the  , the Oracle (via her Acolyte) secured the services of an   of the  , though it is not known how this adventure ended. 
 

See Also
For game-specific information, see the Daggerfall article.

References
Lore:The Daggerfall Chronicles

is an account of "all historical events", beginning with the defeat of   in  , written by the  . Work began on the book in  , when  , leader of the guild, created a sect of Imperial scribes charged with documenting all future events. 

The book was smuggled out of the guild's citadel in the   by a renegade guild member, and became known as The Daggerfall Chronicles. It was then hidden in a shrine to  .  It is not known what became of the book. 

References
Tes5Mod:Mod File Format/SHOU

SHOU records contain information on dragon shouts and other similar abilities such as racial activated powers.

Each SHOU record always ends with 3 SNAM subrecords for each word of power (WOOP) and corresponding (SPEL) attached.  Powers that are not actual dragon shouts (werewolf, racial) still have the 3 records, they are just all 0s when it doesn't apply. A shout override with fewer than three SNAM subrecords will leak the missing subrecords in from the overridden record, while a shout record with more than three SNAM subrecords will write past the end of the shout data in-memory, causing memory corruption.
Tes5Mod:Mod File Format/REGN

REGN are "regions", but not in the locational sense (those are LCTN).  Each region ties together ambient information (weather/music/etc), presumably so they can be dropped into settings and provide a complete ambience.

Between the thick line are repeatable field sets, RPLI/RPLD come in pairs, and every occurrence of the bottom fields is preceded by an RDAT (sole exception: RDM0/RDSA can be under same RDAT).  RDAT can also appear by itself (though rare).
Tes5Mod:Mod File Format/MUST

MUST records contain data regarding individual music "tracks". Tracks usually consist of a single .wav but can have more than one along with conditional data.

There are also a handful of records that have the same functionality as MUSC, namely they are themselves a collection of MUST and not a single track. These have the SNAM field and usually "Palette" in their EDID, no ANAM and were probably created prior to (or in spite of) the MUSC type. Either an ANAM or an SNAM field are required.
Tes5Mod:Mod File Format/SNCT

SNCT are "sound categories" - the broadest group to which a sound can belong (and themselves belong to up to _AudioCategoryMaster).
Tes5Mod:Mod File Format/SNDR

SNDR records contain data regarding individual sounds.  Sounds belong to a Sound Category (SNCT), have one or more physical wav files, and are tied to a Sound Output Marker (SOPM)
Tes5Mod:Mod File Format/SOPM

SOPM are "sound output models".  These are presumably boxes in space the sound will be heard in, potentially with modifier data.  Sounds (SNDR) always tie to one of these.
Tes5Mod:Function Indices

Functions
More info on functions (parameters, notes) here

For the purposes of CTDA, the functions here already have 4096 subtracted from their function id on that page.

| width="25%" |

| width="25%" |

| width="25%" |
Skyrim:Bounty (player)

By order of  :

To all able bodied men and women. The     is wanted dead or alive for heinous deeds and assorted crimes against the good people of  .

A generous reward will be offered anyone who kills  .

--
Skyrim:Bounty (dragon)

:By order of  :

:To all able bodied and fearless men and women of  . The dragon located in   has been carrying off livestock, and terrorizing citizens and visitors.

:A handsome reward will be offered to anyone who kills it.

:--
Skyrim:Bounty (giant)

:By order of  :

:To all able bodied men and women of  . The giant located in   have been harassing and attacking citizens and visitors.

:A reward will be offered to anyone who kills it.

--
Skyrim:Bounty (forsworn)

:By order of  :

:To all able bodied men and women of  . The forsworn located in   have been harassing, robbing, and attacking citizens and visitors.

:A reward will be offered to anyone who kills their leader.

--
Skyrim:Bounty (bandits)

:By order of  :

:To all able bodied men and women of  . The bandits located in    have been harassing, robbing, and attacking citizens and visitors.

:A reward will be offered to anyone who kills their leader.

--
Skyrim:Sond

Sond may refer to:
Sond (bandit), a worshipper in the Eldergleam Sanctuary
Sond (child), a boy randomly encountered in the wilds
Skyrim:Sond (child)

Sond is a Nord child who can be encountered randomly out in the wilds together with his friend Bottar. He wears red colored child's clothes and a pair of shoes. He carries two Dwemer cogs, a piece of Dwemer scrap metal, and a knife.

He will sell you a waypoint to Deep Folk Crossing for one septim, or will give it to you for free if you choose to intimidate him. He has some items for sale.

When first encountered, he says "Hey there. Check out what my friend and I found. I can sell some of it if you want!" When prompted about where it was found, he tells you they found it at "an old Dwemer bridge to the far west" and he says he "can mark the location down for you on your map if you want, for a small fee". Here you can either give him a Septim or intimidate him into marking the location on your map. He sells a few dwemer items such as cogs and scrap metal.
Tes5Mod:Mod File Format/REVB

REVB are simple records that presumably contain reverb information for sounds.
Tes5Mod:Mod File Format/WTHR

WTHR records contain information on weather.  Weather is essentially a group of static (relative to camera) clouds, a group of dynamic clouds, a sky model, maybe sound, and some other data tied together.  Weather indoors is mostly lighting data.

Note: WTHR uses an unusual field type naming convention for the dynamic clouds, it starts with 00TX and goes to L0TX, but rather than just 0-9 A-L, it simply uses the sequential ASCII characters, so after 90TX is :0TX, ;0TX, etc.  Rather than put all 20+ identical field combinations on the page, simply one *0TX field is listed. 



The weather TESTCloudyRain contains the following alternative fields:
Lore:Fearstruck

Fearstruck was a Daedric artifact created by the Daedric Prince Boethiah. It took the form of a shield. It belonged to  , a hero from Tamriel famous for leading his army against the Akaviri slave traders in their homeland of Akavir. The shield was utterly destroyed in the First Era by the fiery breath of a   who Lyrisius encountered after his army was routed.  

Despite the destruction of the artifact many centuries prior, there were known replica shields styled after Fearstruck circa  . These replicas depicted Fearstruck as an ebony shield emblazoned with Boethiah's symbol of a fist surrounded by writhing golden snakes. 
 

Gallery
 

References
Tes5Mod:Fields

Definitions
Definitions for more complex fields used across various types of records:
    
BODT (Body Template)
BOD2 (Body Template)
COED 
CTDA (Condition Data)
DEST (Destruction Data)
MODL (Model Data) Includes MODS, MO2S, MO3S, MO4S, MO3S
MODT (Model Textures)
NVMI (Navmesh Data)
NVNM (Navmesh Data)
NVPP (Navmesh Preferred Pathing Data)
OBND (Object Bounds)
SCHR (Old Scripting)
VMAD (VM Data / Scripting)

Notes
EDID (Editor ID): If present, it will always exist at the beginning of the record data.
Skyrim:Rocksplinter

Rocksplinter is a unique, unobtainable pickaxe. Rocksplinter cannot be obtained through normal means, is unenchanted, and cannot be tempered.

Originally, it was intended to be a special pickaxe for the miner Odfel, as evidenced by his comments about possessing it: ''"Mining iron takes a lot of strength and special reinforced tools. I must have broken five or six pickaxes in the last few months alone. But now that I've got Rocksplinter here, I can cut through stone like a hot knife through butter."''
Tes5Mod:Mod File Format/ACHR

ACHR records hold information about 'Actors'.  This is a specific NPC at a specific location potentially at a specific time (triggered by scripts or otherwise) doing a specific thing at a specified static marker, additionally with optional data like reference types.

For all NPCs, it is the ACHR formID that you are using when you   etc.

Record header flags:
:0x200 - Starts Dead
:0x400 - Persistent Reference (? not shown in the CK)
:0x800 - Initially Disabled
:0x2000000 - No AI Acquire
:0x10000000 - Reflected By Auto Water
:0x20000000 - Don't Havok Settle
Tes5Mod:Mod File Format/PHZD

PHZD records contain the data for placed hazards, that is they take a Hazard record and put it in the world.  These are only found as subrecords in Cells.

Record header flags:
:0x400 -
:0x800 - Initially Disabled
:0x10000 - Is Full LOD
:0x10000000 - Reflected By Auto Water
:0x20000000 - Don't Havok Settle
:0x40000000 - not Respawns
Tes5Mod:Mod File Format/PGRE

PGRE records are "placed grenades", which are very similar records to "placed hazards", except they take a Projectile record instead of a hazard and put it in the world.  They also have a possible faction field, probably to keep it from shooting the NPCs.  These are also only found as subrecords in Cells.

Record header flags:
:0x800 - Initially Disabled
:0x20000000 - Don't Havok Settle
:0x40000000 - not Respawns
Skyrim:Karita

Karita may refer to:
Karita (bard), a bard at the inn in Dawnstar
Karita (warrior), a pilgrim encountered on the way to High Hrothgar
Skyrim:Karita (warrior)

Karita is a Nord warrior, and a pilgrim who can be found traveling the 7000 steps that lead to High Hrothgar. She can be found kneeling and meditating in front of the fourth etched tablet.

She wears scaled armor, hide bracers, steel cuffed boots, a gold and emerald circlet, an amulet of Talos, and a leveled enchanted ring. She also carries two books about the ancient High King  : Five Songs of King Wulfharth and The Arcturian Heresy.
 
Related Quests
 

Dialogue
She may greet you with:
:''"Keep an eye out for wolves if you're headed up the path to High Hrothgar."
You may ask her who she is, to which she will reply:
:"Just a pilgrim. I'd prefer to leave it at that, if you don't mind."
You may also ask her if she heard the Greybeards calling the Dovahkiin:
:"I was just outside Ivarstead when it happened. It's an exciting moment. Nothing like this has happened in centuries."''
If you ask her what she's doing on the path to High Hrothgar, she will tell you.
:"Walking the Steps. Meditating on the emblems. I make this trip every few years." 

Notes
Karita is only enabled once The Way of the Voice begins. When you reach High Hrothgar, she's disabled again.
Books:The Art of Skyrim

''The Art of Skyrim'' is the official art book which came with the Collector's Edition of Skyrim. It features over 200 pages of striking color illustrations, sketches and models, as well as a foreword by game director Todd Howard and commentary from Bethesda artists.

Gallery
Skyrim:Sovngarde

Sovngarde may refer to two things:
Sovngarde (place), the Nordic afterlife
Sovngarde (quest), a main quest involving the Nordic afterlife
Skyrim:Fiery Soul Trap

Fiery Soul Trap is a unique version of the more common Soul Trap effect. It is found only on the Steel Battleaxe of Fiery Souls in the boss room of Ironbind Barrow, which can then be disenchanted to learn the effect. It has a couple of interesting properties that make it different from the normal soul trap effect:
First, as the name suggests, it does fire damage as well as traps souls.
Second, it is affected by both Conjuration and Destruction perks that relate to its effects as well as the Enchanting perks affecting Fire Damage and Soul Trap.
The second property means that the number of charges you get out of enchanted items made with this effect are calculated using not only your Enchanting skill but also your Conjuration and Destruction skills. This is because this effect is essentially a script that casts versions of the soul trap and fire damage effects separately when activated. The strength of the fire damage is increased only by the Augmented Flames perk. 

Related Quests
 

Notes
Whether a glitch or intentional, if you strike a corpse with a weapon holding this enchantment, you will receive a message that the soul trap effect was resisted.
Though the number of charges is increased based on all 3 relevant skills (Enchanting, Conjuration, and Destruction), only the duration of the soul trap effect is taken into account when enchanting. This allows an extremely high number of charges (1000+) to be available if using a Grand Soul and setting the soul trap to a 1 second duration. It is unknown whether this is intentional.
The fire damage magnitude of the enchantment is fixed and isn't affected by anything that increases enchantment magnitude, including Enchanting Skill, Enchanter perks, the Fire Enchanter perk or Fortify Enchanting potions.  Augmented Flames perks, which act as fire damage multipliers, will increase the damage to 12 and 15 points respectively because they aren't multipliers for enchantment magnitude.

Similar Effects
Soul Trap
Fire Damage

See Also
Enchanting: Details on using filled Soul Gems to create and recharge enchanted items
Soul Gems: Available soul gems
Souls: Soul strengths of various creatures
The Black Star: The quest in order to obtain Azura's Star
UESPWiki:The Imperial Library

The Imperial Library is a library for The Elder Scrolls (TES) lore and legends, and has been collecting all information regarding the lore of TES since 1998 to today.
Skyrim:Note (DB)

400px
Lore:Lymdrenn Tenvanni's Journal

Brandyl,
I hope this text of your father's last words finds its way to your hands. I served House Telvanni as a wet nurse during your first months of life and wanted to repay your father's kindness. I've done all I can to locate you, but I regret that we'll never meet face-to-face. 

Hidrya Olen  

  Second Seed, Middas 

Is this the end of all things? Are we to die by the cruel barbed blades of the   invasion force? After surviving the  , struggling to dig from the ash and the rubble, and burying the thousands that died, is this to be our epitaph? The irony of our demise glows brighter than Masser on the summer solstice. We brought this upon ourselves; the Argonians simply answering a rallying cry incited by a   imposed by my kind. And so here I sit, in the crumbling basement of our family home while a thousand thousand booted feet echo above me and the screams of the dying find their way to my ears. So falls House Telvanni.

But then I look into the eyes of this child, this blessing given to us the very year that Vvardenfell spouted its fiery death across the land; this gift I hold my grasp. Is it too much to wish he be given the chance to survive and keep our memories alive? This small boy born in the midst of chaos and destruction must carry on. If nothing else, as a reminder to other   that the Telvanni were once a proud and noble people.

Since the death of my wife, I haven't been able to bring myself to give my son a proper name. It never felt right without her. But my own life reaches its final hours as the luxury of time   escapes my embrace. I name him now: Brandyl, son of Lymdrenn and sole living heir to House Telvanni. I will wrap him in his t'lonya, his birthing swaddle and leave his fate to Azura's will.

Live with virtue and pride, sera.
Skyrim:Sea of Ghosts

The  , also known as the Ghost Sea, is the name for the waters to the north and northeast of Tamriel. The Sea of Ghosts is part of the Padomaic Ocean; it meets the Abecean Sea off the coast of northwestern High Rock, and the   along the shores of northern  . Some exploration of the sea has yet to be completed, and icebergs are a common sight in its cold, misty waters. The island of Solstheim is located in the Sea of Ghosts, and the island's  ,  , and   rivers flow into it. The Nedic people sailed from the northern continent Atmora to Tamriel across this sea.