Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Books

Oblivion
As with previous Elder Scrolls games, Oblivion is filled with books. Most books just fill in back story or provide lore material, but a few books will add markers to your map or give you training in a skill. It isn't necessary that you (the player) read the full text of these special books. You will receive the benefit of them as soon as you open them.

There are two other types of reading material in the game: The Black Horse Courier, and random notes and letters. A list of books broken down by subject can be found here.

 
 
 

Notes
right|thumb|The Lorem ipsum text found on books being read by NPCs
When NPCs carry out their "book reading" animation, the text written in the book they read is a commonly used placeholder text known as "Lorem ipsum", which is often used to demonstrate the graphic elements of a document. Note that the text is the same no matter what book the NPC is actually reading.
Oblivion:Clothing

Clothing
This page describes the mundane (non-magical) clothing items in Oblivion. The category Oblivion-Clothing provides lists of all the individual pieces of enchanted clothing in the game.

Outfits
These cover both your upper and lower body, and cannot be worn along with any shirt, pants, cuirass, or greaves.



Shirts
These cover just your upper body, and cannot be worn along with any cuirass or full outfit.


Pants/Trousers/Skirt
These cover just your lower body, and cannot be worn along with any greaves or full outfit. These items will appear as pants/trousers on male characters, and skirts on female characters.


Pants/Trousers
These cover just your lower body, and cannot be worn along with any greaves or full outfit. These items will appear as pants/trousers for all characters, regardless of gender.


Hoods
These cover your head, and cannot be worn along with any helmet. They all have robes to match them.


Shoes/Footwear
These go on your feet, and cannot be worn with boots. They are better than boots for sneaking, though still not as good as going barefoot.


Rings
You may wear up to two rings at once (however, you cannot wear two magical rings that have the same enchantment and name; see Stacking Magic Rings for details). The rings will be visible on your character's hands as long as you are not wearing gauntlets (there are some exceptions, such as Shrouded Armor, Elven Gauntlets and Blades Gauntlets, that allow rings to remain visible).


Amulets
These appear on your character with most clothing, not armor. You may only wear one at a time.


Wrists
There is only one article of clothing worn on the wrists: the Wrist Irons you start the game with. They cannot be worn with any gauntlets or bracers (such as the Bands of the Chosen). If you want to maximize the number of enchantments you are wearing, enchanted wrist irons are the only non-armor option for your wrists. These will not hinder your spell-casting abilities and never need to be repaired.
Tes4Mod:Mod File Format/APPA

APPA records hold information on an alchemy apparatus item.

Subrecords known to occur in an APPA record include (confirmed):
:*EDID (required): Editor ID (variable length string)
:*FULL (required): Item name (variable length string)
:*SCRI (optional): Script form ID (dword)
:*MODL (optional): Model filename (variable length string)
:*MODB (optional): Unknown, follows a MODL (4 bytes, confirmed)
:*MODT (optional): Unknown, sometimes follows a MODB (variable length, 24 or 48 bytes)
:*ICON (optional): Male icon filename (variable length string)
:*DATA (required): Apparatus (13 bytes)


DATA Subrecord
This subrecord is always 13 bytes long (confirmed) and holds the apparatus data.
Tes4Mod:Mod File Format/ARMO

ARMO records hold information on a piece of armor (has a heavy/light classification and an armor rating). 

Subrecords known to occur in an ARMO record include (confirmed):
:*EDID (required): Editor ID (variable length string)
:*FULL (required): Item name (variable length string)
:*SCRI (optional): Script form ID (dword)
:*BMDT (required?): Flags (dword)
:*MODL (optional): Male biped model filename (variable length string)
:*MOD2 (optional): Male world model filename (variable length string)
:*MOD3 (optional): Female biped model filename (variable length string)
:*MOD4 (optional): Female world model filename (variable length string)
:*MODB (optional): Unknown, follows a MODL (4 bytes)
:*MO2B (optional): Unknown, follows a MOD2 (4 bytes)
:*MO3B (optional): Unknown, follows a MOD3 (4 bytes)
:*MO4B (optional): Unknown, follows a MOD4 (4 bytes)
:*MODT (optional): Unknown, follows a MODT (variable size)
:*MO2T (optional): Unknown, follows a MO2T (variable size)
:*MO3T (optional): Unknown, follows a MO3T (variable size)
:*MO4T (optional): Unknown, follows a MO4T (variable size)
:*ICON (optional): Male icon filename (variable length string)
:*ICO2 (optional): Female icon filename (variable length string)
:*ANAM (optional): Enchantment points (word)
:*ENAM (optional): Enchantment form ID (dword)
:*DATA (required): Armor data (14 bytes)


DATA Subrecord
This subrecord is always 14 bytes long (confirmed) and holds the armor data.




BMDT Subrecord
Holds various armor flags.

:Biped Object Flags -- 0x0001 to 0x8000 (mask 0xFFFF). See  for details
:General Flags
::0x00010000 = Hide Rings
::0x00020000 = Hide Amulets
::0x00400000 = Non-Playable (opposite to checkbox in the CS)
::0x00800000 = Heavy armor
::0xCD000000 = Unknown default value

MODB/MO2B/MO3B/M04B Subrecord
These subrecords seem to follow an associated MODL/MOD2/MOD3/MOD4 and are always 4 bytes in size (confirmed). Unknown purpose.


MODT/MO2T/MO3T/M04T Subrecord
These subrecords seem to follow an associated MODB/MO2B/MO3B/M04B and have a variety of sizes: 24, 48, 72, 96, 120, 144, 192 bytes (confirmed).
Tes4Mod:Mod File Format/BOOK

BOOK records hold information on book or scroll. 

Subrecords known to occur in an BOOK record include (confirmed):
:*EDID (required): Editor ID (variable length string)
:*FULL (required): Item name (variable length string)
:*DESC (required): Book text (variable length string)
:*SCRI (optional): Script form ID (dword)
:*MODL (optional): Model filename (variable length string)
:*MODB (optional): Unknown, follows a MODL (4 bytes, confirmed)
:*MODT (optional): Unknown, follows a MODT (24, 48 or 72 bytes, confirmed)
:*ICON (optional): Icon filename (variable length string)
:*ANAM (optional): Enchantment points (word)
:*ENAM (optional): Enchantment form ID (dword)
:*DATA (required): Book data (10 bytes)


DATA Subrecord
This subrecord is always 10 bytes long (confirmed) and holds the book data.
Tes4Mod:Mod File Format/CLOT

CLOT records hold information on a piece of clothing. 

Subrecords known to occur in an CLOT record include (confirmed):
:*EDID (required): Editor ID (variable length string)
:*FULL (required): Item name (variable length string)
:*SCRI (optional): Script form ID (dword)
:*MODL (optional): Male biped model filename (variable length string)
:*MOD2 (optional): Male world model filename (variable length string)
:*MOD3 (optional): Female biped model filename (variable length string)
:*MOD4 (optional): Female world model filename (variable length string)
:*MODB (optional): Unknown, follows a MODL (4 bytes, confirmed)
:*MO2B (optional): Unknown, follows a MOD2 (4 bytes, confirmed)
:*MO3B (optional): Unknown, follows a MOD3 (4 bytes, confirmed)
:*MO4B (optional): Unknown, follows a MOD4 (4 bytes, confirmed)
:*MODT (optional): Unknown, follows a MODT (variable)
:*MO2T (optional): Unknown, follows a MO3T (variable)
:*MO3T (optional): Unknown, follows a MO4T (variable)
:*MO4T (optional): Unknown, follows a MO5T (variable)
:*ICON (optional): Male icon filename (variable length string)
:*ICO2 (optional): Female icon filename (variable length string)
:*ENAM (optional): Enchantment form ID (dword)
:*DATA (required): Clothing data (8 bytes)
:*BMDT (required): Clothing flags (4 bytes)


DATA Subrecord
This subrecord is always 8 bytes long (confirmed) and holds the clothing data.




BMDT Subrecord
The BMDT subrecord is always 4 bytes long (confirmed) and holds various clothing flags.

:Biped Object Flags -- 0x0001 to 0x8000 (mask 0xFFFF). See  for details
:General Flags
::0x00010000 = Hide Rings
::0x00020000 = Hide Amulet
::0x00400000 = Non-Playable (opposite to checkbox in the CS)
::0xCD000000 = Unknown default value
Tes4Mod:Mod File Format/ENCH

Holds information on a single enchantment which can be applied to an item.

Subrecords known to occur in the ENCH record include (confirmed):
:*EDID (required): Variable length string, Editor ID
:*FULL (optional, very): Name (variable length string) 
:*ENIT (required?): Basic enchantment data?
:*EFID (optional, multiple): Holds an effect name
:*EFIT (optional, multiple): Holds effect data
:*SCIT (optional, multiple): Holds script effect data
:*FULL (optional, multiple): Holds the custom script effect name

The FULL record was found in one mod, not found in Oblivion.esm. Might be there due to erroneous use of outside tool, or might be due to copying of a spell record to enchantment record. (There's a command in TESCS to copy a spell to an enchantment, although it doesn't seem to work in TESCS 1.2.404.)

ENIT Subrecord
Appears to hold 16 bytes of basic enchantment data.



EFID Subrecord
There will be an EFID for each effect added to the enchantment. It seems to be always followed by a matching EFIT subrecord. Its size seems fixed at 4 bytes.




EFIT Subrecord
There will be an EFIT for each effect added to the enchantment. It seems to always follow a matching EFID subrecord. Its size may be fixed at 24 bytes.




SCIT Subrecord
There will be one SCIT subrecord for each script effect added to the enchantment. It will be followed by a matching FULL subrecord and preceded by the usual EFID and EFIT subrecords. The length of the subrecord is almost always 16 bytes with values of 4 bytes (1 instance) and 12 bytes (2 instances) also observed. Presumably shorter SCIT subrecords can use default values for the missing fields.




FULL Subrecord
There will be one FULL subrecord, a variable string, for each script effect added to the enchantment. It will be preceded by a matching SCIT subrecord. It holds the effect name as entered by the user. The default value is "Script Effect".
Tes4Mod:Mod File Format/INGR

INGR records hold information on ingredients.

Subrecords known to occur in an INGR record include (confirmed):
:*EDID (required): Editor ID (variable length string)
:*FULL (required): Full item name (variable length string)
:*MODL (optional): Model filename (variable length string)
:*MODB (optional): Follows a MODL (4 bytes?)
:*MODT (optional): Sometimes follows a MODB (variable length, 24, 48, 72 or 96 bytes, confirmed)
:*ICON (optional): Model filename (variable length string)
:*SCRI (optional): Script form ID (4 bytes)
:*DATA (required): Ingredient data (4 bytes)
:*ENIT (required): Enchantment data (8 bytes)
:*EFID (optional, mult): Effect name (4 bytes, confirmed)
:*EFIT (optional, mult): Effect data (24 bytes, confirmed)
:*SCIT (optional, mult): Script effect data (16 bytes, confirmed)
:*FULL (optional, mult): Script effect name (variable length string)


DATA Subrecord
This subrecord is always 4 bytes long (confirmed) and holds the ingredient data.




ENIT Subrecord
This subrecord is always 8 bytes long (confirmed) and holds the ingredient enchantment data.



Effect Subrecords
There will be one set of EFID/EFIT subrecords for each regular effect applied to the ingredient and a set of EFID/EFIT/SCIT/FULL subrecords for each script effect. The data appears to be identical to that used in the ENCH record.

Note that the INGR record can have multiple FULL subrecords. The first is required and will be the ingredient name. Any subsequent FULL subrecords will be a script effect name.
Tes4Mod:Mod File Format/MISC

MISC records hold information on a miscitem.

Subrecords known to occur in a MISC record include (confirmed):
:*EDID (required): Editor ID (variable length string)
:*FULL (required): Full item name (variable length string)
:*MODL (optional): Model filename (variable length string)
:*MODB (optional): Follows a MODL (4 bytes, confirmed)
:*MODT (optional): Sometimes follows a MODB (variable length, 24, 48, 72, 96, 120, 144, or 192 bytes, confirmed)
:*ICON (optional): Model filename (variable length string)
:*SCRI (optional): Script form ID (4 bytes)
:*DATA (required): Miscitem data (4 bytes)


DATA Subrecord
This subrecord is always 4 bytes long (confirmed) and holds the miscitem data.
Tes4Mod:Mod File Format/LVLI

LVLI records hold information on leveled item list. Subrecords known to occur in an LEVI record include (confirmed):
:*EDID (required): Editor ID (variable length string)
:*LVLD (required): Chance none value (1 byte)
:*LVLF (required): Level list flags (1 byte)
:*LVLO (optional, mult): Level list item (12 bytes or 8 bytes)
:*DATA (optional): Only occurs in a couple LVLI records in oblivion.esm (1 byte)


LVLF Subrecord
This 1 byte (confirmed) subrecord stores the leveled list flags.

:0x01 = Calculate for All Levels <= Player's Level
:0x02 = Calculate for Each Item in Count

Some of the older leveled list entries do not have an LVLF subrecord.  Instead, the high-order bit of the LVLD subrecord is used for the "calculate for all levels <= player's level" flag, and the DATA subrecord is used for the "calculate for each item in count" flag.

LVLO Subrecord
There will be one of these 12 byte or 8 byte (confirmed, almost always 12 byte) subrecords for each item in the list.



For new ESPs the Unknown1/Unknown2 seem to be the same value (0x02D6). The values vary in Oblivion.esm and are not always the same.

DATA Subrecord
This 1 byte (confirmed) older format subrecord stores the Calculate for Each Item in Count flag.

Any value other than 0x00 = Calculate for Each Item in Count
Tes4Mod:Mod File Format/SGST

These records hold information on sigil stones.

Subrecords known to occur in an SGST record include (confirmed): 
:*EDID (required): Editor ID (variable length string)
:*FULL (required): Full item name (variable length string)
:*MODL (optional): Model filename (variable length string)
:*MODB (optional): Follows a MODL (4 bytes?)
:*MODT (optional): Sometimes follows a MODB (variable length, 24 or 96 bytes, confirmed)
:*ICON (optional): Model filename (variable length string)
:*SCRI (optional): Script form ID (4 bytes)
:*DATA (required): Sigil stone data (4 bytes)
:*EFID (optional, mult): Effect name (4 bytes, )
:*EFIT (optional, mult): Effect data (24 bytes, )
:*SCIT (optional, mult): Script effect data (16 bytes, )
:*FULL (optional, mult): Script effect name (variable length string)


DATA Subrecord
This subrecord is always 9 bytes long (confirmed) and holds the sigil stone data.




Effect Subrecords
There will be one set of EFID/EFIT subrecords for each regular effect applied to the ingredient and a set of EFID/EFIT/SCIT/FULL subrecords for each script effect. The data appears to be identical to that used in the ENCH record.

Note that the SGST record can have multiple FULL subrecords. The first is required and will be the item name. Any subsequent FULL subrecords will be a script effect name.
Tes4Mod:Mod File Format/SPEL

A SPEL record holds information on a single spell.

Subrecords known to occur in the SPEL record include (confirmed):
:*EDID (required): Editor ID (variable length string)
:*FULL (required): Spell name (variable length string)
:*SPIT (required): Spell data (16 bytes)
:*EFID (optional, multiple): Holds an effect ID (4 bytes, )
:*EFIT (optional, multiple): Holds effect data (24 bytes, )
:*SCIT (optional, multiple): Holds script effect data (16 bytes, )
:*FULL (optional, multiple): Holds the custom script effect name (variable length string)


SPIT Subrecord
Appears to hold 16 bytes of basic spell data ()




Effect Subrecords
There will be one set of EFID/EFIT subrecords for each regular effect applied to the ingredient and a set of EFID/EFIT/SCIT/FULL subrecords for each script effect. The data appears to be identical to that used in the ENCH record.

Note that the SPEL record can have multiple FULL subrecords. The first is required and will be the item name. Any subsequent FULL subrecords will be a script effect name.
Tes4Mod:Mod File Format/WEAP

WEAP records hold information on a weapon. 

Subrecords known to occur in an WEAP record include (confirmed):
:*EDID (required): Editor ID (variable length string)
:*FULL (required): Item name (variable length string)
:*SCRI (optional): Script form ID (dword)
:*MODL (optional): Model filename (variable length string)
:*MODB (optional): Unknown, follows a MODL (4 bytes)
:*MODT (optional): Unknown, follows a MODT (24 or 46 bytes, confirmed)
:*ICON (optional): Male icon filename (variable length string)
:*ANAM (optional): Enchantment points (word)
:*ENAM (optional): Enchantment form ID (dword)
:*DATA (required): Weapon data (30 bytes)


DATA Subrecord
This subrecord is always 30 bytes long (confirmed) and holds the weapon data.
Oblivion:Shardrock

The interior of the farmhouse is quite messy as Thorley spends the majority of his waking hours outside, maintaining his garden and sheep. A table in the southwestern corner holds a wide array of food, half of it spilled onto the floor below, including six carrots,  five leeks, four heads of lettuce three tomatoes and two cheese wedges. Two single beds are available, both of them free to sleep in. The chest and drawers near the beds contains clutter, with a spare set of Blacksmith's Pants and a bottle of Surilie Brothers Wine lying around. In the northeastern corner is a cupboard with food and drink, along with five sacks and two barrels with clutter.  The sacks are all safe for storage, but all other containers respawn. The farmhouse is locked most of the time; Thorley only opens the doors between 6am and 9am, and again between 6pm and midnight.
thumb|right|Shardrock interior
 
NPCs Living Here
 

Quests Starting Here
Oblivion:Market District

The Market District is a portion of the Imperial City where various goods can be bought and sold.

right|525pxthumb|right|Market Districtthumb|right|Market District

Map Key
To find a particular place, check the relevant number on the map.
# Gate to Elven Gardens District
# Gate to Imperial Prison Walkway
# Gate to Palace District
# Gate to Arena District
# North Watch Tower
# Northeast Watch Tower
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Quests that Start Here



Quests that Take Place Here









Nirnroots
One in the Mystic Emporium "Private Quarters".
One in The Gilded Carafe.

Market District People
 

Notes
According to the Oblivion Official Game Guide, the western statue is "Uriel Septim III: Commemorating Uriel III's victory in the War of the Red Diamond", and the southeastern one is "Pelagius IV: Son of Tiber Septim". Since Uriel III actually lost the War of the Red Diamond, and Pelagius IV was the grandson of Uriel Septim V, not Tiber's son, this information may not be correct.
The Market District appears in ESO as the Memorial District.
Oblivion:Temple District

The Temple District is a section of The Imperial City that houses the Temple of the One where new Emperors light the Dragonfires to take the throne.

thumb|right|The Temple District with the Oblivion:The Temple of the One|Temple of the One at its center
Temple District People

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Quests that Start Here
 
 

Quests that Take Place Here
 
 
 

Map
thumb|right|525px|Map of the Temple District
Key:
#Gate to the Talos Plaza District
#Pennus Mallius' House
#Gate to the Green Emperor Way
#Surius Afranius' House
#Marana Rian's House
#The All-Saints Inn
#Gilen Norvalo's House
#Southwest Watch Tower
#Algot's House
#Hastrel Ottus' House
#Graman gro-Marad's House
#Trenus Duronius' House
#Hagaer's House
#Grey-Throat's House
#Luronk gro-Glurzog's House
#Ruslan's House
#Gate to the Arboretum
#Temple of the One
#Temple of the One
#Roland Jenseric's House
#J'mhad's House
#Stantus Varrid's House
#Amantius Allectus' House
#Tunnel to the Waterfront District
#Salomon Geonette's House
#Seridur's House
#South Watch Tower

Sewer System:
#The Temple Sewers (inaccessible from the district itself)

Notes
The Temple district also appears in ESO.
Alternate versions of the Temple District exist for before, during, and after Light the Dragonfires. If, after the mission is concluded, the player uses the   console command to move to someone who was killed during the mission, they will reappear in the previous incarnation of the district, because the body remains there. The version used during the mission can be easily identified by a nonworking door to the right of the City Isle exit.
Oblivion:Talos Plaza District

right|thumb|Talos Plaza with the Dragon Statue at the center
The Talos Plaza District is one of the six inner city districts in the Imperial City. This is the district where the wealthiest people of the Imperial City live. Note the relatively grand houses and the beautiful statue at Talos Plaza.
 
Talos Plaza District People

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Quests that Start Here
 
 

Quests that Take Place Here
 
 
 
 
 
 

Map
thumb|400px|right|Map of the Talos Plaza District
Key:
# Northwest Watch Tower
# Gate to the Elven Gardens District
# The Foaming Flask
# Ra'jiradh's House
# Usheeja's House
# Soris Arenim's House
# Thamriel's House
# Astinia Atius' House
# Dynari Amnis' House
# S'rathad's House
# Ulen Athram's House
# Umbacano Manor
# Gate to the City Isle
# Gate to the Green Emperor Way
# Claudius Arcadia's House
# The Tiber Septim Hotel
# Jakben Imbel's House
# Dorian's House
# Sevarius Atius' House
# Talos Plaza Sewers 
# Agarmir's House
# Ontus Vanin's House
# Matthias Draconis' House
# Helvo Atius' House
# Areldil's House
# Angelie's House
# Samuel Bantien's House
# Gate to the Temple District
# Southwest Watch Tower

Notes
The Talos Plaza District appears in Elder Scrolls Online as the Nobles Disctrict.
Oblivion:Elven Gardens District

thumb|right|Elven Gardens Districtthumb|right|The Elven Gardensthumb|220px|right|Panoramic view of the Oblivion:The Imperial City|Imperial City Elven Gardens District
The Elven Gardens District is a residential district to the northwest of the Imperial City. 

Elven Gardens District People

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Quests that Take Place Here
 
 

Map
thumb|right|525px|Map of the Elven Gardens District
Key:
# North Watch Tower
# Tertius Favonius' House
# Othrelos' House
# Guard House
# Marinus Catiotus' House
# Cyronin Sintav's House
# Ida Vlinorman's House
# Dovyn Aren's House
# Gate to the Market District
# Luther Broad's Boarding House
# Irene Metrick's House
# The King and Queen Tavern
# Ra'jhan's House
# Roderic Pierrane's House
# Herminia Cinna's House
# The Elven Garden Sewers
# Iniel Sintav's House
# Lorkmir's House
# Northwest Watch Tower
# Adrian Decanius' House
# Dul gro-Shug's House
# Fathis Ules' House
# Jastia Sintav's House
# Kastus Sintav's House
# Wumeek's House
# Geem Jasaiin's House
# Gate to the Green Emperor Way
# Gate to the Talos Plaza District

Notes
The Elven Gardens District also appears in ESO.
This District has the most trainers living in it, with 6.
Oblivion:Imperial City Palace

Imperial City Palace, in the inner section of the Imperial City, is a small park full of plants and decorated with many tombstones and monuments. In the very center is the Imperial Palace, which was built from the Ayleid structure known as  .

Buildings
The Imperial Palace (Containing the Elder Council Chambers)
Trentius Family Mausoleum

Maps