Netruk44/uesp-wiki-content huggingface dataset:
Tes3Mod:Choice

Choice
 

Used only in dialog for presenting 1 to 5 choices to the user.  The choice results can be retrieved by using the choice function in the function/variable lists in the dialogue speaker conditions area. Use values following the choice strings to specify the exact return value if the user chooses that option (I'm unsure what values are returned if you do no specify values, though I assume they start at 1). 

Important Note: If you specify the numbers after each choice you must include a space between the ending quote and the number.

Choice and Goodbye can be used in scripts.  Choice can also be used multiple times in a row to create as many choices as desired. I'm not sure what happens when they're used if dialogue is not open, but I suspect it would crash Morrowind. However, when dialogue *is* open, they can be used for some very clever dialogue choices.

For example:
 
 
 

In simple terms, the smarter the player is, the more options the player gets for responses.

Important note: in Morrowind-only engine up to v1.2.0722, the length of text line is limited by 100 letters. The CS allows you to type and compile longer lines (supposedly the limit is 512 letters, like with messageboxes and normal dialogue lines), but in game extra letters will be trimmed. With Tribunal and/or Bloodmoon installed, the limit is raised to 200 letters, but the truncation effect is still in place.

See Also: GoodBye, MessageBox
Tes3Mod:CreateMaps

CreateMaps
 
The function will actually create maps for all the plugins loaded in the game, not just the areas affected by the plugin. Nevertheless, it wants to be given the name of one of the loaded plugins.

The actual effect of this functions depends on the Create Maps Enable entry in MORROWIND.INI file.
The accepted values are:
 
For the Xbox setting, maps are created for the given input plugin filename (a .MAP is created in the Morrowind\Data Files path). For the Exterior Cell Map setting, 256 x 256 BMP files for all exterior cells are output to the Morrowind\Maps directory; you need to create this subdirectory if it doesn't exist yet.
 
Note that this takes a good deal of time so you may wish to let it run overnight. It is advised to start a new game and type the createmaps command ASAP, even before Jiub asks you your name. This cuts down the number of scripts and game functions running, making this very long process somewhat faster.

Notes
When exporting Exterior Cell Maps, the water will be uniformly white and opaque if Morrowind's pixel shaded water has been deactivated (this is always the case if MGE XE is enabled). If it has been activated, the water will instead be a semi-transparent grey.
A Python 3 script, Createmaps.py, assembles the bmp files into one continuous image. By default, the images are resized to 40 x 40 before merging, which can be changed in the .py file.
While Morrowind will only create maps for exterior cells, it will also parse interior cells, increasing the duration and possibility of crashing. A Morrowind Code Patch bug fix changes this behavior so that createmaps will only parse exterior cells.
Tes3Mod:ClearInfoActor

ClearInfoActor
 

Makes this info not appear in the journal. 

This should be used whenever a generic topic uses variables and thus can produce varying output.

Responses like "I am %name, %class." for example, would otherwise fill up your journal with countless junk entries:
:"I am Navani Hrundi, Pilgrim."
:"I am Hlervo Ganeth, Hunter"
:"I am Hrotgar, Warrior."
:"I am Fargoth, Commoner."
:"I am Vivec, God."
Tes3Mod:ClearForceJump

ClearForceJump
 

Stops the calling actor from jumping from a previous call to ForceJump.

See Also: ForceJump, GetForceJump
Tes3Mod:ClearForceMoveJump

ClearForceMoveJump
 

Stops the calling actor from jumping from a previous call to ForceMoveJump.

See Also: ForceMoveJump, GetForceMoveJump
Tes3Mod:ClearForceRun

ClearForceRun
 

Stops the calling actor from running from a previous call to ForceRun.

See Also: ForceRun, GetForceRun
Tes3Mod:ClearForceSneak

ClearForceSneak
 

Stops the NPC sneaking from a previous call to ForceSneak.

See Also: ForceSneak, GetForceSneak
Tes3Mod:ForceSneak

ForceSneak
 

Forces the NPC to start sneaking, making him creep around stealthily.

See Also: ClearForceSneak, GetForceSneak
Tes3Mod:ForceRun

ForceRun
 

Forces the calling actor to run when they move.

See Also: ClearForceRun, GetForceRun
Tes3Mod:ForceMoveJump

ForceMoveJump
 

Forces the calling actor to jump while they move.  Note this is different than ForceJump which causes the NPC to
jump in place without moving.

See Also: ClearForceMoveJump, GetForceMoveJump
Tes3Mod:ForceJump

ForceJump
 

Forces the calling actor to jump in place.  Note this is different than ForceMoveJump which causes the NPC to
jump while they move.

See Also: ClearForceJump, GetForceJump
Tes3Mod:GetAngle

GetAngle
 
		GetAngle, Axis

       Where:	Axis = Which world axis to get the object's orientation (X, Y, or Z).
				
	Type:	Movement

     Returns:	float

     Example:	if ( misc_com_wood_bowl_02-&gt;GetAngle, Z >= 180 )
		if ( GetAngle, Y  

Returns a float value of the calling object's current orientation (in degrees) in the world along the specified axis.
Tes3Mod:OnPCRepair

OnPCRepair
 

Not a function but must be defined as a short variable in order to be used.  When defined, it will be set to 1 when the player repairs the calling item.  Should be manually reset if you wish to check for additional item repairs.
Tes2Mod:DFRemake/DFELoadRegion

integer DFELoadRegion ( DWORD RegionIndex )

Inputs
RegionIndex: The region to load.

Outputs
Returns DFERR_SUCCESS on success or the error code on any error.

Description
This function loads all the dungeon (MapDItem) and location (MapPItem) records for the given region. Once this function is called, the dungeons/locations in the region can be iterated through or a specific dungeon/location data exported.

Notes
This function will generally be called automatically as needed by other various functions.

Example
   Local ErrResult as integer
   ErrResult = DFELoadRegion(15)
Tes2Mod:DFRemake/DFEGetFirstDungeonBlock

integer DFEGetFirstDungeonBlock ( DWORD MemblockPtr )

Inputs
MemblockPtr: Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the dungeon block data. The memblock should be allocated with at least 256 bytes

Outputs
Returns 1 on success or 0 if there are no dungeon blocks in the current dungeon.

Description
This function starts to retrieve dungeon block data from the currently selected dungeon from maps.bsa. The given memblock is filled with the block data (see DFEGetNextDungeonBlock for the specific format).

Example
   Local ErrResult as integer
   make memblock 1, 256
   ErrResult = DFEGetFirstDungeonBlock(get memblock ptr(1))

See Also
DFEGetNextDungeonBlock
DFEGetFirstDungeon
DFEGetNextDungeon
Tes2Mod:DFRemake/DFEGetNextDungeonBlock

integer DFEGetNextDungeonBlock ( DWORD MemblockPtr )

Inputs
MemblockPtr: Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the dungeon block data. The memblock should be allocated with at least 256 bytes

Outputs
Returns 1 on success or 0 if there are no more dungeon blocks in the current dungeon.

Description
This function continues to retrieve dungeon block data from the currently selected dungeon from maps.bsa after an initial call to DFEGetFirstDungeonBlock. The given memblock is filled with the block data in the following format:



The complete dungeon block filename can be generated in DB with the RMMakeDungeonBlockFilename function.

Example
   Local Result as integer
   
   make memblock 17, 256
   Result = DFEGetFirstDungeonBlock(get memblock ptr(17))
   
   while (Result)
      BlockChar  = memblock Byte(17, 0)
      BlockIndex = memblock DWORD(17, 1)
      XPos       = memblock Float(17, 5)
      YPos       = memblock Float(17, 9)
   
      Result = DFEGetNextDungeonBlock(get memblock ptr(17))
   Endwhile

See Also
DFEGetFirstDungeonBlock
RMMakeDungeonBlockFilename
Tes2Mod:DFRemake/Resource - Images

The image portion of the resource manager will handle all image related files including IMG, CIF, and texture files.

General Design



Public Functions
RMInitImages - Initializes the image part of the resource manager.
RMDestroyImages - Destroys image resource manager at the end of the program.
RMClearImageCache - Destroys image resource manager at the end of the program.
RMGetFreeImageID - Destroys image resource manager at the end of the program.
RMGetImageIMG - Access an IMG file.
Morrowind:Foyada Mamaea

Foyada Mamaea is one of the "Fire Rivers", or cooled lava channels, running down the slopes of Red Mountain. It runs from the southern lip of the crater of Dagoth Ur through Ghostgate, which is built in the center of the Foyada, then generally south-southwest, past Moonmoth Legion Fort before finally ending a bit east of Hla Oad. In the middle of the foyada, to the north of Moonmoth Fort, is Assarnatamat, a Daedric shrine dedicated to Mehrunes Dagon. An old Dwemer bridge leads over the foyada near Moonmoth Legion Fort.  The good road between Pelagiad and Balmora crosses southeast of the fort.

Notes
Various descriptions of Foyada Esannudan seem to conflict with Foyada Mamaea.  See the notes on that page for details.
Foyada Mamaea is not in any way related to the cave of Mamaea or the merchant Mamaea found at the Ahemmusa Camp (or the other two Ashlander women who also share the name).

Maps
left|thumb|Map of Foyada Mamaea
Morrowind:Hla Oad

Hla Oad is a tiny fishing village at the southern end of the Bitter Coast region, southwest of Balmora on Vvardenfell. It offers few services, and is rumored to be a major stopover for smugglers.

Main Square
There's not much available in the way of services in this small port. A few desolate fisher huts and homes of paupers are centered around a square. Fatleg's Drop Off in town is the location of the local publican, Trasteve, who has a limited supply of weapons, armor, arrows, potions and various sundries for trade.

The Hideout
Accessed through a trapdoor from Fatleg's, the Camonna Tong maintains a large smugglers' hideout, right under Hla Oad. You might not be specifically welcome, but they do offer various training and thieves tools. A Khajiit slave carries a special load. Dalam Gavyn offers smith services. Llemisa Marys has a supply of lockpicks and probes for sale, and Perien Aurelie is a pawnbroker.
 

Getting There and Around
Transportation from Hla Oad to other locations in Vvardenfell is handled by Baleni Salavel, located at the local docks on her transport ship, the Harpy. An uneven path leads north through the swamps to Gnaar Mok. A better path leads east to the Odai River and on to Balmora.

Notes
The smuggler ship Grytewake is located due southwest.
Near Murudius Flaeus's house just above the water level there is a hidden chest.
Hla Oad is considered to be House Hlaalu territory, but the only member present is a single guard.

Places of Interest Around Hla Oad
The daedric ruin of Ashurnibibi has Orcs clad in Orcish armor.
The Odai Plateau, the location of Rethan Manor, is within walking distance of the village.
The necromancer cave of Shal, just north past the ruin, has high quality alchemist apparatus.
The Dunmer stronghold Hlormaren offers bandits and access to a Propylon chamber.

Related Quests
House Hlaalu



Imperial Cult


Thieves Guild


Miscellaneous



People


Maps
Morrowind:Places

Regions
 

Settlements
Cities
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:: Foreign Quarter: This canton houses non-Dunmer citizens, their shops and the Imperial Guilds.
:: Hlaalu Canton: This canton is occupied by Great House Hlaalu.
:: Redoran Canton: This canton is occupied by Great House Redoran.
:: Telvanni Canton: This canton is occupied by Great House Telvanni.
:: Arena Canton: This is where duels to the death between honorable competitors take place.
:: St. Olms Canton: The St. Olms canton offers low-cost housing and shop space to deserving merchants.
:: St. Delyn Canton: This canton is owned by the Dunmer Temple, and offers low-cost housing to deserving members.
:: Temple Canton: Also known as the High Fane, the Temple Canton is the largest Dunmer temple in Vvardenfell.
:: The Ministry of Truth: This gigantic floating rock is riddled with tunnels and serves as a base and 're-education center' for the secretive Ordinators.
:: Palace Canton: This is the home of the living god Vivec and site of the Puzzle Canal.

Towns
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House Strongholds
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Imperial Forts
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Ashlander Camps
 

Major Landmarks
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Other Landmarks
:Ancestral Tombs
:Caves
:Daedric Shrines
:Dunmer Strongholds
:Dwemer Ruins
:Grottos
:Homes
:Mines
:Ships
:Velothi Towers

Foyada
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Bodies of Water
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The 7 Holy Grounds
For a more detailed version see the Pilgrimages of the Seven Graces quest
:Fields of Kummu — The Shrine of Humility
:Vivec Temple — The Shrine of Daring
:Palace of Vivec — The Shrine of Generosity
:The Puzzle Canal — The Shrine of Courtesy
:Gnisis — The Shrine of Justice
:Koal Cave — The Shrine of Valor
:Ghostfence — The Shrine of Pride

Test Cells
 

Maps
See Maps.
Morrowind:West Gash

The western highlands of Vvardenfell are called the West Gash.  The region is one of Vvardenfell's largest contiguous areas, stretching from just south of Balmora, the district seat of House Hlaalu, to as far north as Khuul and the shores of the Sea of Ghosts. The West Gash lies between two mountain ranges, west of the Ashlands and east of the Bitter Coast. The terrain of the West Gash is generally rocky scrubland in the south, marked by unique, natural rock bridges inland in the south and on the coast, with sparse forest in the northern area. Major settlements in the West Gash include the fishing villages Ald Velothi and Khuul, the trading village Gnisis, Balmora and Caldera. The Caldera Mining Company has been granted an Imperial monopoly to remove Raw Ebony from the rich deposits here. Caldera has the appearance and flavor of a Western Imperial town, but a Hlaalu Governor. The Imperial Legion garrisons of Fort Moonmoth and Fort Darius round out the Imperial presence. The Gash is mainly under House Redoran control, Athyn Sarethi is the Lord of South Gash, Hlaren Ramoran, Lord of West Gash and Miner Arobar is the Lord of North Gash. Caldera is a new Imperial charter, and the exploration of the Caldera Mine by House Hlaalu is a thorn in the eye of the Redorans. Ash Storms sometimes bring blighted creatures to the region and are a threat to pilgrims and trade caravans alike. The West Gash is dotted with Daedric Shrines, which, although in ruins, attract their share of Orcish worshippers.
 
 

Cities and Settlements
A list of places found in the West Gash region, Vvardenfell.
Major Cities

Smaller Towns





Imperial Forts


Camps




Ancestral Tombs


















Caves














Daedric Ruins





Dunmer Fortresses



Dwemer Ruins



Holy Grounds


Bodies of Water


Homes



Inns and Taverns


Mines









Ships





Velothi Towers


Other Landmarks


Related Quests
House Hlaalu
 
House Redoran
 
 
 
 
 
 
 
 
 

House Telvanni
 

Mages Guild
 

Imperial Cult
 

Imperial Legion
 
Tribunal Temple

Morag Tong
 
 
Blades


Vampiric
 
 
 

Miscellaneous










 



People
Morrowind:Ald Velothi

Ald Velothi is a small harbor north of Gnisis. There are few services, apart from some poor Traders and a Smith, and no means of fast transport to reach it. The settlement's principal structure is a Redoran watch-tower, and there is an outcast Ashlander camp directly south of the post, atop a hill. A large Daedric Shrine of Ashalmawia is directly east and visible from the village. The Redoran Lord (possibly Arethan Mandas) hasn't been seen in a while, but the Redoran Guards and his reluctant Hetman Theldyn Virith remain. Around town, three slave hunters are looking for a runaway slave.

The Outpost
Orero Omothan is a blacksmith who is selling much-needed repair hammers in front of the Outpost. Inside, the trader Sedam Omalen has a selection of wares and arrows. Downstairs, you can get training from Lauravenya, a mage in the Imperial Cult, and there is a Shrine of the Tribunal. The Hetman Theldyn Virith is a quest giver for House Redoran.

The Harbor
Small desolate fishing huts surround the harbor. Galyn Arvel is waiting in front of the ship Fair Helas which is moored to the small docks. People have some trouble here with an old slaughterfish.
 

Getting There and Around
While there are two ships in port, neither of them provides transportation.  There is no fast-travel at all here. A dirt trail leads northeast to Khuul. A pass leads south over gorges to Gnisis.

Notes
The runaway slave J'Saddha is hiding near Ashalmawia, due east of town.

Places of Interest Around Ald Velothi
The trail west will get you to a Dwemer bridge and the ruins of Arkngthunch-Sturdumz.
The Amulet of Shadows can be acquired from a questionable lady and her companion on the road to Gnisis.
If you are higher level, Ashalmawia holds some interesting loot.

Related Quests
House Hlaalu


House Redoran








Imperial Legion


Miscellaneous


People


Maps
Morrowind:Vos

Vos is an ancient   farming village on the eastern coast of Vvardenfell, near Tel Mora. There are few services here. There is a Dark Elf chapel which is too small to serve as a focus for Almsivi intervention, but the resident cleric, Yakin Bael, is a fine healer, and worth a visit by anyone interested in the medical arts. A harbor lies downhill from the town, where there are ships to Tel Aruhn, Sadrith Mora and nearby Tel Mora. The large and friendly Varo Tradehouse is located near the wharves, and is a good alternative to Tel Mora for travelers seeking accommodation.

Apart from passing through on the way to Master Aryon's tower at Tel Vos, there is little cause to visit Vos.

Main Vos
The houses in the village have a strange architecture, a blend of Telvanni mushroom and stone. A mushroom to the southeast hosts the Varo Tradehouse, providing beds and sundries. Hairan Mannanalit offers some training there. Maela Kaushad in her farmhouse is a wise woman.

Vos Chapel
The Chapel is the only Temple of the Tribunal deep in Telvanni territory and a recent addition to the town, providing healing services to all. Yakin Bael is the master trainer in Restoration, and Eldrilu Dalen is a spellmaker.
 

Getting There and Around
Dirt roads lead west to Tel Vos and southeast into the Grazelands to the stronghold Indoranyon and the Velothi tower Hanud. Tel Mora is very close to the east across the water.
The Falvillo's Endeavor at the docks can take you to Sadrith Mora, Tel Aruhn, and Tel Mora. The ship also makes a nice home.

Notes
Vos makes a good starting point for hunting the free-roaming Daedra in the Grazelands.
The Temple in Vos is not a potential target for Almsivi Intervention.

Places of Interest Around Vos
The wizard tower of Master Aryon, Tel Vos, is just up the hill.
The Dwemer ruins of Nchuleft are straight to the west, at the foot of the mountains.
The Ahemmusa Camp is directly north of Vos.

Related Quests
Fighters Guild


People


Maps
Lore:Gods O

, the Supreme Spirit Akatosh
 

, Boneshaver
Notable warrior god of the Yokudan Ra Gada, Onsi taught Mankind how to pull their knives into swords.  He is mentioned several times in   by  , who wrote that those forging a sword should recite the "Oblation of Onsi" upon completion. A tale of King  's youth claimed that Onsi personally saved him from a vengeful  . 

, Old Knocker
A loan-god of the  s, who seem to have taken up his worship during  i rule of  . He combines aspects of   and  .  According to   scholars, the Nords believe they once lived as long as Elves until Orkey appeared; through heathen trickery, he fooled them into a bargain that "bound them to the count of winters", and the Nordic lifespan was reduced to six years due to Orkey's foul magic. Through unknown means, Shor showed up and removed the curse, throwing most of it onto the nearby  s. 

Nordic legend goes into greater detail with the story of Orkey and clarifies some of the details. Their stories claim that Orkey had long plagued them, and had stolen their years away while they were still in   in the  . During the reign of High King   in the  , Orkey summoned  , and nearly every Nord was "eaten down" to six years old by the Time-Eater. King Wulfharth, who had become a boy, pleaded to   for help. Shor's own ghost then fought Alduin on the spirit plane, as he did at the beginning of time, and he won, and Orkey's folk, the Orcs, were ruined. It was by watching this battle in the sky that Wulfharth learned how to use the   to save his people. His effort, while successful, cost him his life. 


Orkha is a demon in the Khajiiti religion. It is said to have followed Boethra back from her exile through the Many Paths. Orkha spoke solely in curses of affliction, and was banished by Lorkhaj, Khenarthi, and Boethra, but would not die.  

References
Lore:Gods P

Padomay
 

Peryite
 

Phynaster
Lore:Gods R

, Breton God of Agriculture
Raen is the Breton God of Agriculture, with his associated temples being called The Conservatory of Raen and the associated knightly order being The Knights of the Field. Reliquaries of Raen can be found across the Iliac Bay region.  Praying to Raen can result in one's navigational skills being increased.

Raen is mentioned in King Edward, Part X, where Mara mentions that Raen and herself were needed elsewhere. 

, Footpad, Thief God of the Khajiiti
 

Cyrodiil
 

Reymon Ebonarm
See Ebonarm'''''.

, Two-Moons Dance
The cosmic order deity of the   i, the Riddle'Thar was revealed to    by the prophet  , the  . The Riddle'Thar is more a set of guidelines by which to live than a single entity, but some of his avatars like to appear as humble messengers of the gods. Also known as the Sugar God.  Those who reached the highest levels of the way of Riddle'Thar are nearly unbeatable in weaponless combat.  The Riddle'Thar promised a paradise to the Khajiit known as   . 

, Tall Papa
 

References
Lore:Gods T

Tall Papa
See Ruptga''.

,  , the Dragonborn
thumb|90px|right|Talos
Heir to the Seat of Sundered Kings, Talos''' is the most important hero-god of Mankind. In his mortal form, known as  , he conquered all of Tamriel and ushered in the Third Era (and the Third Empire). After death, his spirit ascended to the heavens to become the ninth and youngest divine, under the name given to him by the Nords—Talos.  Also called Ysmir, 'Dragon of the North'.  One of the Nine Divines (the major gods worshipped throughout Tamriel).  Less prominent sects, such as the Talos Cult, have been inspired by his apotheosis. In the Fourth Era, worship of Talos was banned as a result of the White-Gold Concordat. However, many of the Nords of Skyrim continued to revere him despite these strict terms.  His aspect Ysmir, 'Dragon of the North' is invoked as the patron to questing heroes. 

, Yokudan Bird God
Rock carving of Tava
|thumb|200px|right|A statue of Tava, Yokudan Bird God
Yokudan spirit of the air and sun. Tava is most famous for leading the Yokudans to the isle of   after the destruction of their homeland. She has since become assimilated into the mythology of Kynareth. She is still very popular in Hammerfell among sailors, and her shrines can be found in most port cities.  The Redtail Hawk is considered sacred to Tava,  while conversely, harpies are seen as abominations by her faithful. 

, The World-Devourer
An aspect of The Adversary that the Skaal believe will come about at the End of Seasons. 

(Almalexia, Sotha Sil, Vivec), Gods of Morrowind
right|thumb|A fresco depicting the Tribunal. From left to right: Vivec, Almalexia and Sotha Sil
The Tribunal, also called Almsivi, is the triune of Almalexia, Sotha Sil, and Vivec worshipped by the  , with the exception of  . They ruled the Dunmer as living gods from a few years after the  , circa  , until the cataclysms of the  , around  . In the   of  , the Dunmer reverted to their traditions of pure   and ancestor worship, relegating the Tribunal to saints.  

, Strong God of the Aldmer
 

, Nordic God of Trials against Adversity
 

, Tricky God
 
 
References