Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:The Killing Field

Quick Walkthrough
# Speak with Valus Odiil about his sons.
# Find and talk to his sons.
# Defend the sons from the goblins.
# After the three waves of goblins, return to Valus.
# Receive your reward.

Detailed Walkthrough
Valus Odiil
Meet Valus Odiil in The Grey Mare in Chorrol and agree to help him and his sons defend his farm.

Find the Sons
Find and talk to his sons, Rallus Odiil and Antus Odiil, outside the Weynon Priory east of town. Antus becomes disappointed when he hears Valus is not coming. Follow the sons a bit east down the road to their Odiil Farm, past the farmhouse, and wait with them at their vegetable patch. Not long after they reach the vegetable patch, three waves of goblins will attack, two of three and one of four. The exact level and type of goblins will depend on your level. The sons are hardy, but they can easily fall if you aren't careful. Keep an especially close eye on Antus, who tends to rush into battle. A horse can be a useful ally during this fight, as they will draw attacks from several goblins at once and help prevent the brothers from being overwhelmed. Shadowmere is ideal for this, as she is essential and therefore cannot be killed.

Reward
Check the farmhouse after the battle to find a Nirnroot (see quest Seeking Your Roots) in a pot (also note there are a lot of vegetables in the garden that are yours for the taking). Once all the goblins are dead, return to Valus in the tavern. Your reward if both sons survive is a leveled enchanted one-handed blade, Chillrend. If only one survives you'll receive 150 gold. If both die you'll receive nothing.

Notes
It is possible for an Oblivion Gate to open close to the farm, making it extremely difficult to keep the brothers alive when Daedra come swarming out. It helps to deal with the Oblivion Gate before you start the quest.
If you talk to any Chorrol Guard after starting the quest, but before finishing it, he'll tell you ''"Aye, we've heard the old man's story. Nothing to back it up, though, except the word of those two kids of his. No real evidence. Even if it was true, it's out in the forest somewhere. We need to keep what's inside the town walls safe, not go running around outside them." This is later brought up again by Rallus, who claims that "The guards claim there's no evidence of them, so they won't lift a finger. That's why we have to be the ones to deal with them."'' Note that these dialogues are unique to both Rallus and the Chorrol Guards.
If you have the Staff of Worms and either one (or both) of the brothers die during the fight, you can reanimate them and the father will give you the reward as if they hadn't perished.

Journal Entries
Oblivion:Deliver the Amulet

Quick Walkthrough
# Travel to Weynon Priory, near Chorrol.
# Go inside and speak to Jauffre.

Detailed Walkthrough
The Trip to Weynon Priory
After exiting the sewers, your first task is to deliver the Amulet of Kings to Jauffre, the Grandmaster of the Blades. He resides at Weynon Priory, immediately south of Chorrol. Of course, you can postpone this task indefinitely and complete it at your leisure. However, Oblivion gates will not open until you complete Find the Heir (except the initial one at Kvatch, which will be active immediately after the beginning of the game), and you will get a free horse when you deliver the Amulet.

If you decide to depart for Weynon Priory, you can either fast travel there by clicking on Weynon Priory on your world map, or by heading towards the quest marker on foot.

Arrival at the Priory
After you arrive, your journal updates with a message, which says that your next task is to find Jauffre inside. Talk to any of the monks here, and they will inform you that Jauffre is inside at his desk on the second floor, to the right. Speak to Jauffre and hand over the amulet to complete the quest.

After talking to Jauffre about "Assistance", you will be able to acquire numerous items to aid you:
Jauffre will unlock his supply chest, which holds a variety of light and heavy armor, weapons, potions, and scrolls, allowing you to take anything you wish. This chest will not reset with new contents, so you can safely store items there.
Talk to Prior Maborel and he will offer you his horse. You'll find it in the stables outside, but make sure you pick the right horse as taking any of the others will count as a crime (the right one should be easy enough to find, however, as it is distinctly labeled "Prior Maborel's Paint Horse"). If you refuse his offer now you will still be able to receive the horse further ahead in the questline.
Talk to Brother Piner to receive The Warp in the West, a Block skill book.
Talk to Eronor to receive a repair hammer. Another repair hammer can be found inside one of two barrels near the main door of Weynon House.

Journal Entries
Oblivion:Find the Heir

Quick Walkthrough
# Travel to Kvatch.
# From the Kvatch refugee camp, climb up the hill and speak with Savlian Matius.
# Offer to help close the Oblivion gate.
# Complete the next quest.
# Ask Martin to go with you to Weynon Priory.

Detailed Walkthrough
Arriving at Kvatch
Once you arrive at Kvatch, you will find the city is in ruins. There is a camp of refugees at the bottom of the hill, and the city at the top. Hirtel will greet you in haste as he is running away, explaining that the city was overrun by daedra the night before, and that a few guards are fighting back the creatures pouring forth from an Oblivion Gate blocking the entrance to the city. Venture to the top of the hill and you will find a few soldiers defending the city, notably Savlian Matius. If you go around the Oblivion gate and into the Chapel of Akatosh inside the city, you will find Brother Martin and more survivors. Martin will refuse to leave with you, saying that he does not want to leave the civilians behind to fend for themselves. Speak to Matius again, and tell him that you want to help. He will give you your next quest, Breaking the Siege of Kvatch, which will require that you venture into Oblivion itself and find a way to destroy the gate to save Martin and the other survivors.

Notes
This quest is considered completed when you have taken Martin to Weynon Priory. However, if you choose not to take him back immediately he will continue to follow you anywhere you go. He has very powerful magic and is flagged as "essential", thus he cannot be killed. Therefore, he is a very useful ally if you are low level.
You don't actually have to take Martin to Weynon Priory; the next time you turn up there, the quest will complete itself and the Weynon Priory quest will start, even if Martin is not with you.
When you complete this quest, Oblivion Gates will start to randomly appear across the countryside. 10 gates will immediately appear in random places; there is a 25% chance of other gates opening up when you approach their location. 

Bugs
 
Simply ignore the quest marker and fast travel to the camp at the entrance to Kvatch, where you will find Martin. Talking to him will update the quest.

 

Journal Entries
Morrowind:Mamaea

One of the interesting features of Mamaea is that it consists of "spine" or "bone" textured cave sections that run directly from the entrance to the depths, the Shrine of Pitted Dreams. Various Sixth House creatures lurk in the darker, more commonly textured caves on either side of this spine—including Dagoth Araynys, the only Ash Vampire outside the Ghostfence.

 
Related Quests
Main Quest


Miscellaneous


People


Notes
Since this is no ordinary cave, a high level is recommended (~30). You should be good against magic, because you will face many Ascended Sleepers and Ash Ghouls.
Hannat Zainsubani is located in a circular room halfway through. He is not wearing a shirt, so be careful not to confuse him with one of the many dreamers around.
The Dreamer Prophet in Vivec, Foreign Quarter Underworks, has a Crude Bronze Key that opens a cell in the Sanctum of Black Hope.
In Mamaea, Sanctum of Black Hope, there is a deep pool of water. When you swim to the bottom, the game will teleport you back to the entrance, as is common when one falls through the ground.
In a trough guarded by a dreamer priest named Zula, you will find a Daedric Face of Inspiration, a pair of Ebony Boots, and the Fang of Haynekhtnamet (a magical dagger).

Maps


 
Gallery
Morrowind:Shushishi

thumb|left|The interior of the cavethumb|right|The treasure located in the extra section of the cave 
It is difficult, but not impossible, to climb the hills without levitation; however, without levitation you will need to travel a long way to get back to Caldera - all the way north to Ald'ruhn and back.

Shushishi is a fairly standard bandit cave, with four slaves: two in a locked compound, and two further at the bottom of a cave guarded by the bandit leader himself, Dro'Zhirr - one of the few Khajiit who seems to have no compunction about enslaving his own species, although the two he keeps with him are both Argonian.

There is an extra section, for which you will need either levitation magic or high acrobatic skill to reach, with some nice bits of treasure for the finding.

Dro'Zhirr himself carries some expensive jewels belonging to Aeta Wave-Breaker, a Nordic woman who can be found wandering around outside Caldera's walls - indeed, she may have sent you on a quest to find them.

 
Related Quests
Miscellaneous

People
 


Maps
thumb|left|Shushishi
Oblivion:Finding the Thieves Guild

Quick Walkthrough
# Using whichever method you prefer, learn about the meeting at midnight.

Detailed Walkthrough
There are three ways to find out about the existence of the Thieves Guild; the first is simply by accident, the second involves some detective work, and the third is by casual conversation.

The Budding Thief
Raise your bounty somehow, and allow the guards to catch you and send you into prison. Shortly after being released (this may work if you escape) from jail you will be approached by a representative of the Thieves Guild, informing you of a meeting due to be held at the Garden of Dareloth in the Waterfront District at midnight.

The Detective
While traveling around the Imperial City you'll notice a lot of wanted posters around. Reading one will inform you of the Gray Fox, a master thief greatly wanted by the city guards. This adds a new topic for conversation with residents of the city. Talk to people and they will tell you that the beggars are the eyes and ears of the Gray Fox. Heading to the Waterfront District is the best way to find some beggars to question. Initially, they will claim the Gray Fox is nothing but a rumor, but after some persuading they will reveal the information about the meeting at the Garden of Dareloth in the Waterfront District held at midnight.

The Conversationalist
Go to Bravil and look for City-Swimmer, the Argonian. Talk to her about Bravil and you'll be taught a lesson about the law-abiding citizens of Bravil. You'll be offered two responses. Choose the second one: "Gosh. Thieves Guild? What's that?" Afterwards, you'll have a new conversation topic available: "The Gray Fox". Pick that and, like with the beggars, you'll be told to be at the Garden of Dareloth in the Imperial City at midnight.

Depending on how far along you are with the main quest, she may not offer you the above response. Instead, she will refer to the Oblivion gate outside of the city, and say something about the fate of Kvatch.

Notes
You don't actually have to talk to any beggars, or anyone else for that matter. Merely hearing the topic "The Gray Fox", or reading one of the wanted posters is enough. You can then simply show up at the Garden of Dareloth around midnight, and they'll let you join. You may need to first increase Armand Christophe's disposition.
The Garden of Dareloth is the backyard of the abandoned shack next to Methredhel's house.
Being sent to prison in the Shivering Isles triggers Myvryna's attempt to find you, but she will only hunt within Cyrodiil.

Journal Entries
Morrowind:Buckmoth Legion Fort

Buckmoth Legion Fort is located due south of Ald'ruhn and west of the Ramimilk shrine, on the road to Ghostgate. Services available include an enchanter, trader, apothecary, healer, drillmaster, battlemage, smith, and Imperial Cult altar.
 

Notable Figures
This fort is the residence of Imsin the Dreamer, one of the Imperial Legion Quest givers. Shardie is the Master Trainer of Block, located outside in the courtyard.

Getting There and Around
There is a route off the foyada leading down to the Ghostfence that will take you to Ghostgate, which rises up to the Ghostfence briefly, so you can peer through at the quaint, curious and homicidal inhabitants of the Red Mountain region, before dropping south and skirting the Daedric shrine of Ramimilk as it turns west again. The Foyada Mamaea leads you to  Balmora and beyond.

Places of Interest Around Buckmoth Legion Fort
The Citadels of Red Mountain are almost all located inside the Ghostfence, however the way in is heavily guarded by leveled Ash Creatures. Ghostgate and Ald'ruhn are very close.
The Daedric Shrine of Ramimilk is just southeast from here.

Related Quests
Main Quest


House Hlaalu


Imperial Legion




People


Maps


 
Buckmoth Legion Fort
Oblivion:Chorrol

Chorrol is a town in northwestern Cyrodiil, between the Great Forest of west Cyrodiil and the Colovian Highlands of the   border.

For more information about Chorrol, see the lore article.
 
 

Quests Starting Here
thumb|right|View of The Great Oak Place from Fire & Steel in Chorrol
thumb|right|The statue in Chorrol
General



The Jemane Brothers:
:# 
:# 
:# 


Dark Brotherhood


Fighters Guild










Mages Guild


Miscellaneous


Related Quests




Notes
The Prima guide names the town's statue as "The Touch of the Healer's Hand", which represents the Second Era healer St. Osla ministering to the fallen at the Sack of Sancre Tor.
Chorrol also appeared in ESO.

Bugs
 
 
One possible fix is to fast travel far away, such as Cheydinhal's Black Waterside Stables. Another is to reload from before entering Chorrol and triggering the bug.

Maps
Oblivion:Bruma

Located north of the Imperial City, Bruma is a primarily Nordic city, which is reflected in the architecture. It is always relatively cold and snow-covered. The city's population includes followers of the Divines as well as those who follow the traditional Nordic Pantheon.

The Silver Road connects Bruma to the Imperial City, while the Orange Road connects it to Chorrol. Cloud Ruler Temple is located nearby. The city houses the Great Chapel of the youngest of the Nine Divines, Talos, which dominates the center of town. The Countess of Bruma is Narina Carvain, a Heartland Nibenean woman of noble descent.

For more information about Bruma, see the lore article.
 

Things of Note in Bruma
Thieves Guild Fence - Ongar, the first fence for the Thieves Guild, lives in this city.
Dark Brotherhood Clothing - J'Ghasta's house has a Black Hand Hood and a Black Hand Robe worn exclusively by members of the Dark Brotherhood, which raises your Sneak, Marksman, Illusion, Blade, and Speechcraft by 4 and 11 points, respectively.  The equipment is protected by a Very Hard lock on a keg in the lower level. There is also a "Secret Training Room" hidden door in the corner of the lower level under some fabric swaths. There are some practice dummies here, soft candle light, and light reading is available (increase hand-to-hand).
Statue of Your Character - After completing the Great Gate quest, a statue of your character will be erected near the north gate to the Jerall Mountains.  Your statue will not feature the equipment your character has equipped, but rather what the game considers the best of the equipment you had in your inventory at a specific point during the Great Gate quest.
 

Quests Starting Here
thumb|right|View of Bruma looking South. The Oblivion:The Imperial City|Imperial City is visible in background
General





Mages Guild


Related Quests










Notes
The Bruma Mages Guild is a good starting point for mage-type characters since the guild members sell spells in every school, with a wide variety of effects.  Of particular note is the Summon Dremora Lord which cannot be purchased anywhere else. See Volanaro for more details.
In Oblivion's official trailer, an arena could be seen in Bruma, further evidence of the original plan to have arenas in every city. 
Bruma also appeared in ESO.

Bugs
 

Maps
 


References
Tes4Mod:Modding

Basic Info
 
 
 
 


Mod Projects
 
 

Modder Info
 
 
 
 

Toolmaker Info
 
 
 


 

Outdated Tech
The following articles have been outdated by technical advancements, but may still have some useful information in them.
 
 
 
 
 
 

Tools
Tes4Mod:Modding FAQ

Can I import Morrowind mod files into Oblivion?
Originally the answer was no, because of the large disparities in mod and art file formats. However, tool makers have bridged much of the gap and automatic conversion of most aspects of mods is now possible.

Overview of Differences
While there is some similarity in the file structure, there are so many differences.
Art file formats are completely different. You would need to recreate them.
Oblivion does not offer any models that are directly matchable to Morrowind models.
Oblivion lacks some things that you expect in Morrowind, e.g., tiling sets for rooms.
Many of the particulars of the mod file formats are different. Even if you have a translator, a lot of data would need to be filled in by hand.

Remaining Technical Limitations
Scripts are not translated. This impacts both regular scripts and dialog scripts.
Dialog translation is somewhat limited. Morrowind does not use voiced dialog, while Oblivion does. Morrowind dialog is also a lot wordier which does not work as well with the restricted text interface of Oblivion.
Oblivion, while expanding in many areas, has also shrunk in others. E.g. there are fewer spell types (no levitation, no swift swim). E.g. fewer skills (no unarmored).

Legal Limitations
Bethesda has explicitly forbidden the distribution of translated Morrowind (plus expansion packs) mod and data (Nif files) files. Even the discussion of MorrOblivion -- a tool that automatically converts a user's existing Morrowind esms and data files into an Oblivion equivalent is not allowed on the official forums.
However, the conversion of fan-created esms, esps, and art files is okay (assuming appropriate permission from the original author of those works).
Oblivion:ConsoleItemCodes

This is a very minimal list of items sorted by type with their codes for use with the player.additem command:

 player.additem       

Note: The codes listed here have almost all been merged into the pages listed at . If you do not find the code you are looking for below it is probably already there.  Many of the codes listed here are for esoteric variants of the items.  For example, the Chainmail Helmet listed here is not the standard Chainmail Helmet found in the game but rather is a rare variety that is not normally found.

Armor



Books and Scrolls



Clothing, rings and amulets



Soul Gems



See Also
Oblivion Items
Oblivion:Races

There are ten playable races in Oblivion, each with its own unique abilities, skills, and powers. Each race has a home province from which it originated (with the exception of Orcs, who currently live in Orsinium, but did not originate from there).  An analysis of racial demographics by city in Cyrodiil can be found here.


Your choice of race determines your character's initial Attribute values and also provides bonuses to various Skills, as detailed in the following table. All races and genders have 320 total base Attribute points. Each race also has special abilities (and in some cases weaknesses) as detailed on the individual race pages.


 Each race's movement speed is multiplied by its Height attribute (under Body Data in the CS).  With the same Speed, Athletics, encumbrance, etc., an Altmer will move 10% faster than an Imperial because of the extra Height. Similarly, any race that is smaller than normal, such as a male Wood Elf or female Breton, will move slower than normal.

Non-Playable Races
These races exist in the game or the Shivering Isles expansion, but are not selectable as a race you can play.

  These appear only in the Shivering Isles expansion.  Sheogorath is of course unique.  By appearance, he is an Imperial.  The separate race exists to give him a beard, and to have eyes like those of the Golden Saints.
 
  This race exists in the Construction Set but is not used for anything.  Actual vampires can be any race, as it is a disease applied to the character, rather than an actual race.

In addition, there are also many other races that are known to exist in the Elder Scrolls universe, but are not present in the game of Oblivion.  These races may be rare/extinct, live in remote areas, dwell on other planes of existence or in some cases are even thought to be pure myth.  These races are all listed on the Races page.

Reactions

Different races also have different reactions towards each other. These affect the base disposition that members of different races have on each other.



The player's race is on the left and the race they are interacting with is shown at the top.

Races
Lore:Places

Tamriel is the vast continent where the events of the Elder Scrolls occur. For much of its history, it has consisted of nine provinces: Black Marsh, Cyrodiil, Elsweyr, Hammerfell, High Rock, Morrowind, Skyrim, Summerset Isles, and Valenwood.

Tamriel is located on a planet called Nirn in the realm of Mundus, together with the continents of Akavir, Atmora, and Yokuda. Aldmeris and Lyg are other landmasses that do not have solid evidence for their physical existence. The Eltheric Ocean lies west of Tamriel and the Padomaic Ocean surrounds the remainder. Islands of note that are not usually considered part of any continent include Pyandonea, Cathnoquey, Esroniet, Roscrea, Thras, and Yneslea.

Beyond Mundus, the Aurbis contains numerous Planes of Existence including the 'outer realms' of Aetherius and Oblivion, and the infinite Void.

Provinces of Tamriel
thumb|right|Tamriel
 
 
 
 
 
 
 
 
 

See Also
For game-specific place information, see:  
For places mentioned in The Infernal City and Lord of Souls, see this article.
Oblivion:Strength

Strength is the governing attribute for Blunt, Blade, and Hand to Hand.  It affects:
Encumbrance (maximum weight that can be carried) = Strength &times; 5
Damage dealt with a melee weapon (see The Complete Damage Formula)
Fatigue = Strength + Agility + Endurance + Willpower

In-game Description: Affects how much you can carry, how much Fatigue you have, and how much damage you can do with melee weapons such as swords and axes. Governs the skills of Blunt, Blade, and Hand to Hand.

Character Creation

The Races page provides a table summarizing the initial strength for each race and gender.

An initial +10 strength bonus is possible by selecting Warrior as birthsign.

The following standard classes have strength as a class attribute (initial +5 bonus):
Archer, Barbarian, Battlemage, Crusader, Knight, Warrior

Or any custom class can select strength as one of the custom class' two attributes.

Notes
When you are at 70 strength or higher, NPCs will start saying: "Look at the muscles on you!"
Fortifying Strength over 100 will   increase damage dealt with your melee weapon (100 is the cap for damage determination).  However, it will continue to affect your maximum Encumbrance and your Fatigue.
You need a strength of at least 30 to be able to drag dead bodies.

See Also
Increasing Attributes: Tips on how to increase strength