Netruk44/uesp-wiki-content huggingface dataset:
Lore:Vampires of Vvardenfell, v II

[excerpts]

... In the West, a shadowy fraternity of   hunters is believed to be primarily composed of formerly afflicted vampires who have been cured of the  . According to legend, the Vampire Hunters refuse to reveal the cure to the disease for fear that it may encourage depraved thrill seekers from deliberately infecting themselves. 

In the East, the Western tradition of Vampire Hunters is unknown. Vampirism is known to be incurable, and even if it were curable, a cured vampire would be an abomination to be destroyed. Since the disease is infallibly cured if treated within three days, failure to treat oneself after an encounter with a vampire would be considered a deliberate attempt to contract the disease, and a mark of monstrous depravity.... 

... In   doctrine, one ancient tradition holds that, among his many other crimes, Molag Bal, the Father of Monsters, spawned the first vampire upon the corpse of a defeated foe. Several different versions of this story exist, with the foe variously identified as a  , a  , or a powerful beast creature. This account of the origin of vampirism is peculiar to Morrowind, appearing nowhere else in   lore. Unfortunately, scholarly inquiry upon this topic is discouraged by the Temple, which controls access to the only substantial collection of historical and cultural records in Morrowind.... 

... Though the   believe the disease is incurable, a   of former years named   insisted that he was cured of vampirism. Initially imprisoned by the Temple for heresy, he later recanted, was released, and served his final years as a librarian in the Hall of Wisdom in  . It is interesting that previous to his imprisonment for heresy, Rithari had been posted to the Buoyant Armiger garrison at  , a pilgrimage site known as the "birthplace of Molag Bal."
Tes4Mod:Mod File Format/GMST

GMST records contain Game Settings.

This record is a bit special. Within the oblivion.esm there are GMST records with formid 00000000. It seems as if, unlike every other data object, their formids are not used.
However after changing such a Game Setting with the Construction Set a formid is applied.
Tes4Mod:Mod File Format/GLOB

GLOB records contain information on Global Variables


Remember:
All globals, regardless of their type (short, long, float), are stored in the mod file as floats. This is fine for short globals but it creates potential issues with loss of precision when using long values.
It happens exactly at 2E24 [= 16777216]. Values between 2E24 and 2E25 are stored in even numbers and have a precision of 0 or 1. All odd numbers are rounded to the next values divisible by 4. So numbers mod 2 but not mod 4 are precise while numbers mod 4 have 3 meanings [2E1-1 / 2E2+1].

With 2E25 the problem increases. Just values mod 4 are stored, values not mod 4 are in/decreased by 1 to the next number mod 4 or the by 2 to the next number mod 8. So a value can have 3 or 5 meanings [2E2-1 / 2E2+1].

With 2E26 we have 2E3+1 for mod 16 numbers and 2E3-1 for values just mod 8


Examples:

123456780-123456788 will be stored as 123456784

123456789-123456795 will be stored as 123456792





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In the Construction Set Wiki there is a   used by Oblivion.
Oblivion:Miscellaneous Items

Tools
Alchemy Equipment


:

 

Soul Gems
See Soul Gems for details on soul gem usage and Souls for information on creature souls.
 

Other


Valuables
These items aren't really useful for anything except a source of income. They're just listed separately so that they don't get lost amid the sea of useless clutter. Gems can be found as random loot in various chests and other containers.


Quest Items
: See the Quest Items page for a more exhaustive list of quest items.

Many of these items will have zero weight when you first find them, because they are designated as quest items that you cannot remove from your inventory. The weights listed in this table are the weights when the items are no longer flagged as quest items.

 

Clutter
Clutter items are almost completely useless, as they usually have no function and the few that have any value sell for very little gold. However, they can be used as decoration for your house (specifically for those who wish to roleplay). Unless otherwise mentioned in the table, the clutter items have no purpose.


Dishes

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Middle Class

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Upper Class
Oblivion:Flooded Mine

Related Quests

Notes
Before the related quest, the door to the mine is locked and requires a key. After the quest, the cave is empty.

 
Exterior

The exterior is located at coordinates: Tamriel 16, -6
This location's map marker (M on map) is named Flooded Mine (editor name FloodedMineMapMarker).  The entrance door is ESE of the marker, 50 feet away.
The following plants can be found near the entrance: 1 Monkshood plant
Wayshrine of Zenithar is at location W on map
1 bedroll is at b

 
Zone 1:
thumb|right|300px|Flooded Minethumb|right|Shaleez within the mine
Upon entering, you will almost immediately be underwater, so Water Breathing is highly recommended. The best course of action depends on the time of the day.

Between 10pm and 8am, head right at the intersection and loot the chest in the small room to the north. Keep heading east until you arrive at Shaleez's sparse living area, which comprises a table and bedroll (b). Shaleez (Q) will either be sleeping (till 5am), wandering around or eating here.

During the day, Shaleez is found swimming around the large room in the northwestern corner of the cave. To avoid fighting her in water, head left instead and loot the chest to the west. You will emerge in the southwestern corner of the final room and will be able to easily come ashore via some wooden planks. From here, it is easier to pick out Shaleez while she is swimming.

Once she is dead, head over to the northeastern corner of the room, using the rotten planks (T) to cross the water, and loot the boss chest at B.

Occupants:
Shaleez (non-respawning) at location Q on map
Treasure:
1 boss-level Chest 01 (Bandit variety; locked) at location B on map
1 Chest 01
1 Chest 02
Traps:
4 Rotten Plank traps at locations T on map
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
1 bedroll at location b on map
Lore:The Amulet of Kings

n the first years of the First Era, a powerful race of Elves called the  , or the Heartland High Elves, ruled central Tamriel with an iron hand. The high and haughty Ayleids relied on their patrons, the treacherous Daedra Lords, to provide armies of   and dead spirit ith these fearless  al armies, the Ayleids preyed without mercy upon the young races of men, slaughtering or enslaving them at their whim.

On behalf of the suffering human races, St. Alessia, the first in the line of  s, sought the aid of Akatosh, the   God of Time, and ruler of the noble Aedra. Akatosh, looking with pity upon the plight of men, drew precious blood from his own heart,  lessed St. Alessia with this blood of Dragons, and made a Covenan  so long as Alessia's generations were true to the  ragon blood, Akatosh would endeavor to seal tight the Gates of Oblivion  the armies of  aedra and undead to their enemies, the Daedra-loving Ayleids.

In token of this Covenant, Akatosh gave to Alessia and her descendants the   and the Eternal Dragonfires of the  . Thus does Alessia become the first gem in the Cyrodilic Amulet of Kings. The gem is the Red Diamond in the middle of the Amulet. This is the Symbol of the   by eight other gems, one for each of the  ivines.

So long as the Empire shall maintain its worship of Akatosh and his kin, and so long as Alessia's heirs shall bear the Amulet of Kings, Akatosh and his divine kin maintain a strong barrier between Tamriel and Oblivion, so that mortal man need never again fear the devastating summoned hosts of the Daedra Lords.

 f the Empire should slacken in its dedication to the   Divines, or if the blood of Alessia's heirs should fail, then shall the barriers between Tamriel and the Daedric realms fall, and Daedra-worship ers might summon lesser Daedra and undead spirits to trouble the races of men.
Oblivion:Honor Thy Mother

Quick Walkthrough
# Once you are taken to the statue, Arquen will speak with you and open the hidden entrance to the Crypt of the Night Mother.
# Follow the members inside, where the Night Mother will speak with everyone and declare Lucien innocent, and the traitor present.
# Once the traitor is unmasked, kill him.
# The Night Mother will enchant your Blade of Woe per character level, name you as the new Listener of the Black Hand, and permit you to take any treasures from the Tomb.

Detailed Walkthrough
The Lucky Old Lady
: Once you are through talking to Arquen at Applewatch, the remaining members of the Black Hand will travel to Bravil and seek the hidden sanctuary of the Night Mother to ask for her dark wisdom. The remaining members do not know the traitor is among them, so you must wait until the time is right to kill him. Once you are in front of the statue of the Lucky Old Lady, Arquen informs you the statue is a mask for the hidden entrance to the Night Mother's sanctuary. She will then recite an incantation to reveal the entrance, and all of the members will enter before you; go with them to meet the Night Mother.

A Foolish Mistake
: Once the Night Mother has been summoned, the traitor Mathieu Bellamont will unmask himself and kill Belisarius and Banus. He will then proceed to attack the Night Mother, at which point you will become free to act. Help Arquen, the other surviving Speaker, spill his blood.

Listen Closely
: The Night Mother speaks of the unthinkable, but incredibly well-planned and executed, murders that you have managed to complete; she claims to have known about the traitor since he was a child and all things that have occurred since. She tells you that it is "dark fate" that has ended everything and brought you to her this day. You become the new Listener for the Black Hand, who must take orders from the Night Mother and relay them to the Speakers. She will power up your Blade of Woe and allow you to retrieve anything in her tomb. Make sure you take what you want, as the tomb will be permanently closed once you leave.

Notes
It is advisable to carry little when you start this quest, as it will be your only chance to get anything of value in the Night Mother's crypt; if you become over-encumbered, you will not be able to return to the tomb at a later time to retrieve what you could not carry the first time. You can circumvent this by dropping items next to the Night Mother, collecting whatever else you want from around the tomb, and then picking them up again immediately before talking to her. You will be over-encumbered and immobilized, but this will not stop you from talking to the Night Mother, being transported to the Sanctuary, and then unencumbering yourself by dropping items on the Sanctuary floor.
The Night Mother is marked as a Ghost, so Mathieu Bellamont's attempt to kill her will always end in vain, simply because damage cannot be dealt to her.
  An achievement will be unlocked after speaking to the Night Mother.

Bugs
 
 
  Enter the console, click on Arquen, then type  . She should continue with the incantation. 

Journal Entries
Bloodmoon:Jolgeirr Barrow

thumb|right|The remains of the Lore:Snow Prince|Snow Prince
This barrow holds traces of a lost race, the Falmer, or Snow Elves. Inside you will find various pieces of Ancient Steel Armor, the Spear of the Snow Prince, and a copy of Fall of the Snow Prince.

 
Related Quests
 

Maps
thumb|left|Map of Jolgeirr Barrow
Oblivion:Drakelowe

thumb|left|The interior
thumb|right|The trapdoor to the basement
thumb|left|Melisande's realm

This settlement, consisting of a single house, is located on the eastern shore of the Reed River, just north of the small fork on the river's east side. It is directly under the "T" in "The Reed River". The only inhabitant, Melisande, is rumored to be one of the last witches of Glenmoril and to know the recipe for a cure to vampirism.  Drakelowe also has a vegetable patch with several ingredients that can be freely harvested (see note for details).

The south fireplace inside the house is actually a secret trapdoor, positioning your cursor near the front side of the fireplace will let you open it. Entering the basement counts as trespassing, so it is recommended to sneak in while Melisande is sleeping. In the basement you will find a large collection of bones, novice alchemy equipment, nine soul gems of various sizes (including a grand soul gem needed for the related quest), a large selection of potions and poisons (31 in all) and some generic clutter.

A road leads south from the house across a bridge and down several flights of steps to a dock by the Reed River. A chest with minor loot is in the water underneath the dock.
 

NPCs Living Here
 

Related Quests


Notes
The farm contains 10 strawberry bushes, 5 tobacco plants, 14 blackberry bushes and 8 lettuce plants.
Drakelowe appears in ESO as Drakelowe Keep.

Bugs
Lore:Manual of Spellcraft

The Beginning Spellcaster

The most powerful mages in Tamriel were once beginners. They all had similar early experiences: exposure to   kindled an interest  or unlocked some latent ability, followed by years of hard work. These intrepid souls honed their skills, learned new spells, and vigorously trained their minds and bodies to become the formidable figures they were known as during their later lives.

The   of Tamriel has long been the first stop on a long road to knowledge and power for many individuals. Providing magical services to the general public, the Guild offers a wide variety of spells for purchase, and is recommended as a first stop for any aspiring spellcaster. Independent dealers may be found, though their selection of spells is often not as comprehensive as that of the Mages Guild.

Many spells are beyond the capabilities of beginning mages; the ability to render one's self  , for example, is an advanced power and is beyond the novice spellcaster. Through practice, a mage may become more skilled in a given school of  agic and find himself proficient enough to begin exploring its more powerful aspects. The   mage should not be daunted by his inability to wield certain powers, but should instead use this as a point of focus and a drive for bettering himself. Rather than becoming discouraged, the student should look forward to higher levels of skill, such as the advanced techniques of absorbing spells,  ing lesser (and eventually greater)   and undead for research purposes only and protection against specific types of spells, such as  , Frost, and Shock spells.

Mages wishing to specialize in a particular school of magic are encouraged to learn as many spells   possible within that school, and to practice them frequently. All mages, whether specializing or nurturing a general interest, are encouraged to apply for membership within the Mages Guild. Beyond services available to the general public, the accomplished Guild member has access to many exclusive services . These services have been deemed potentially dangerous to the public at large, and have been restricted to higher-ranked Guild members in good standing by the Council of Mages.

Citizens interested in the further use of magic should consult their local Mages Guild  Magister.
Lore:The Dragon Break Re-Examined

he late 3rd era was a period of remarkable religious ferment and creativity. The upheavals of the reign of Uriel VII were only the outward signs of the historical forces that would eventually lead to the fall of the Septim Dynasty. The so called "Dragon Break" was first proposed at this time, by a wide variety of cults and fringe sects across the Empire, connected only by a common obsession with the events surrounding Tiber Septim's rise to power -- the "founding myth", if you will, of the Septim Dynasty.

The basis of the Dragon Break doctrine is now known to be a rather prosaic error in the timeline printed in the otherwise authoritative "Encyclopedia Tamrielica", first published in  , during the early years of Tiber Septim reign. At that time, the archives of Alinor were still inaccessible to human scholars, and the extant records from the Alessian period were extremely fragmentary. The Alessians had systematically burned all the libraries they could find, and their own records were largely destroyed during the  .

The author of the Encyclopedia Tamrielica was apparently unfamiliar with the Alessian "year", which their priesthood used to record all dates. We now know this refers to the length of the long vision-trances undertaken by the High Priestess, which might last anywhere from a few weeks to several months. Based on analysis of the surviving trance scrolls, as well as murals and friezes from Alessian temples, I estimate that the Alessian Order actually lasted only about 150 years, rather than the famous "one thousand and eight years" given by the Encyclopedia Tamrielica. The "mystery" of the millennial-plus rule of the Alessians was accepted but unexplained until the spread of the Lorkhan cults in the late 3rd era, when the doctrine of the Dragon Break took hold. Because this dating (and explanation) was so widely held at the time, and then repeated by historians down through today, it has come to have the force of tradition. Recall, however, that the 3rd era historians were already separated from the Alessians by a gulf of more than 2,000 years. And history was still in its infancy, relying on the few archives from those early days.

Today, modern archaeology and paleonumerology have confirmed what my own research in Alessian dating first suggested: that the Dragon Break was invented in the late 3rd era, based on a scholarly error, fueled by obsession with eschatology and Numidiumism, and perpetuated by scholarly inertia.
Lore:Reality & Other Falsehoods

t is easy to confuse   and  . Both schools of   attempt to create what is not there. The difference is in the rules of nature. Illusion is not bound by them, while Alteration is. This may seem to indicate that Alteration is the weaker of the two, but this is not true. Alteration creates a reality that is recognized by everyone. Illusion's reality is only in the mind of the caster and the target.

To master Alteration, first accept that reality is a falsehood. There is no such thing. Our reality is a perception of greater forces impressed upon us for their amusement. Some say that these forces are the gods, other  that they are something beyond the gods. For the wizard, it doesn't really matter. What matters is the appeal couched in a manner that cannot be denied. It must be insistent without being insulting.

To cast Alteration spells is to convince a greater power that it will be easier to change reality as requested than to leave it alone. Do not assume that these forces are sentient. Our best guess is that they are like wind and water. Persistent but not thoughtful. Just like directing the wind or water, diversions are easier than outright resistance. Express the spell as a subtle change and it is more likely to be successful.
Lore:Cleansing of the Fane

''[Editor's Note: This is   of the chronicle of this   sect of the Alessian Order. It seems to have been kept at their great monastic complex at  , which was razed during the War of Righteousness ( ) and its archives destroyed or dispersed.

Note also that Alessian scribes of this time customarily dated events from the Apotheosis of Alessia ( ).]''

  recorded the events of the   of the Blessed Alessia.

In this year was the day darkened over all lands, and the sun was   it were    but three days old, and the stars about him at midday. This was on the fifth of First Seed. All who saw it were dismayed  and said that a great event should come hereafter o it did, for that same year issued forth a great concourse of devils from the ancient Elv  temple   , such had not been seen since the days of King Belharza. These devils greatly afflicted the land such that no man could plow, or reap, or seed, and the people appealed to the brothers of Maru  for succo nd then Abbot Cosmas gathered all the brothers and led them to Malada, also known as the High Fane in the Elvish tongue, and came against it with holy fire, and the foul demons were destroyed, and many devilish relics and books found therein were burned. And the land had peace for many years.
Lore:Bible of the Deep Ones

Given to me by the Chief of the Deep Ones. He taught me his language and his runes. This is the ancient lore of his people which we shall follow from now until forever.

Signed in the presence of twelve witnesses,

Irlav Moslin
 
----
Lore:The Eastern Provinces

...and even if we overlook the dubious moral and legal justifications for hundreds of years of occupation of these two provinces, what economic or military benefits can we derive from Morrowind and Black Marsh?

Indeed, a few beneficiaries of Imperial monopolies in the provinces do profit from exploitation of their wealth and resources. But does the   as a whole benefit? Hardly. The vast machineries of the Imperial bureaucracies cost far more to maintain than can be recovered in duties and taxes. And the cost of establishing and maintaining the garrisons of the Imperial legion in the far-flung wilderness posts of these provinces would be cost-effective only if there were evidence of a military threat from the East. But no such evidence  . No army of Morrowind or Black Marsh has ever threatened the security of any other Imperial province, let alone the security of Cyrodiil itself.

In fact, a greater threat to Imperial security lies in the idle legions that the taxpayer spends thousands of drakes to support. The generals of these legions, facing no enemies or opposition within the borders of their provinces, may look with ambition to the West. With their loyal veteran troops and coffers fattened by friendly monopolists, they become unpredictable political factors in the uncertainties surrounding the Imperial succession.

If the occupation of Morrowind and Black Marsh were motivated by idealistic aspirations, perhaps there might lie some justification for bearing the burden of Empire. But consider the shame of the Empire's mute acceptance to the unspeakable practice of slavery in Morrowind. Instead of using our Imperial legions to free the wretched   and   slaves from their   masters, we pay our troopers to PROTECT the indefensible institution of slavery. Within the   mines of Morrowind, bloated monopolists under Imperial charters exploit slave labor to harvest the outrageous profits assured by rampant graft and corruption.

Consider the colossal arrogance of our proposition to bring Peace and Enlightenment to the East, when in fact, we have only brought our armies into lands who have never threatened us, and when we have only exploited the most shameful and evil practices we have found in Morrowind and Black Marsh simply to enrich the friends and flatterers of the Imperial family.

Impartially considered, our occupation of the Eastern provinces is morally corrupt, militarily indefensible, and economically ruinous. The only conclusion is that we should disband the Eastern legions, withdraw the Imperial bureaucracies and monopolists from the East, and give these ancient lands and peoples their freedom. Only by doing so may we hope to preserve the fragile ideals and fortunes of Western culture.