Netruk44/uesp-wiki-content huggingface dataset:
Tes4Mod:Cobl/Projects/Luggage

Overview
The Luggage would simply be a container that can be accessed from multiple locations (rooms rented from inns, player houses, etc.) This would work by having a central hidden container which is accessed through remote activators which are placed in inns, player houses, etc. Would require a quest or else a purchase for player to get access to the luggage.

Main plus of this is convenience, especially for the player that has multiple houses and/or uses the inns a lot. Main minus is that it might be considered "unrealistic". However, player's who don't like the notion can simply forgo acquisition of the luggage. 

Note that there is a summon chest mod, and that doesn't require use of Cobl. However, the advantage of Cobl luggage is that it's a bit less uber -- the Luggage doesn't follow you everywhere, but rather only to known "safe" locations. In this usage, it doesn't help with looting caves, etc. and can't be used (directly) to get around a low encumbrance limit for the player. In this usage, Cobl is required so that modders can place the remote activators in modded homes, etc. Remote activators can also be tied to purchase of home's etc. through the usual "enable parent" mechanism.

Voting
Support: (as proposer) --Wrye 20:25, 12 January 2008 (EST)

Implemented
Implemented as of version 1.18. See Modding/Luggage. --Wrye 22:42, 18 January 2008 (EST)
Tes4Mod:Cobl/Modding

Overview
This page provides an overview of the various packages in Cobl with a brief description of how to use them. For more complicated packages, links to subpages are provided.
New to Cobl modding? Visit Cobl/Modding/Getting Started.
For a discussion of standards and techniques used in Cobl see Cobl/Modding/Techniques.
Translators (German, Russian, etc.) should visit Cobl/Modding/Translations.
For a review of what does and does not go into Cobl, see Cobl/Policy.
For past and current proposals, see Cobl/Projects and  .

Resources


Facilities
Morrowind:Nerer Beneran

Nerer Beneran is a Dark Elf knight who has fallen off the right track. He is now hiding in Sargon from a murder charge.

He wears an ebony cuirass, bonemold pauldrons, netch leather gauntlets with matching greaves and boots, a common belt with matching pants, and a leveled shield. He wields a leveled long blade and carries 25 drakes. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.
 
Related Quests
Fighters Guild
Morrowind:Tirer Belvayn

Tirer Belvayn is a Dark Elf sorcerer and the Mage-lord of Shara. He is the target of a Morag Tong writ.

He is wearing a common robe, matching shoes, and a leveled ring, and he wields a silver staff of war. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows the following spells: Weary, Bound Longbow, Summon Greater Bonewalker, Summon Least Bonewalker, Commanding Touch, Reflect, Weak Spelldrinker, and Summon Skeletal Minion.
 

Related Quests
Morag Tong
Bloodmoon:Mace of Aevar Stone-Singer

The Mace of Aevar Stone-Singer is a hard-hitting weapon that is offset by its great weight. It can only be obtained as a reward for The Skaal Test of Loyalty main quest from Tharsten Heart-Fang in the Skaal Village.
Bloodmoon:Spear of the Hunter

The Spear of the Hunter is a weapon associated with Hircine. It can only be obtained if you defeat the Hircine's Aspect of Guile at the end of the Bloodmoon Main Quest. See the Hircine's Hunt quest for more information. It is the best spear in the game, including both the  Bloodmoon and Tribunal expansions.
Bloodmoon:Hircine's Ring

'''Hircine's Ring''' is a unique artifact associated with Hircine. It appears in your inventory once you defeat Tharsten Heart-Fang at the end of the main quest. See the Hircine's Hunt quest for more information.

If you put Hircine's ring on, you will turn into a werewolf for around six hours. You won't suffer from bloodlust, so you won't lose health if you don't kill anyone. But if you put it on while NPCs are looking, the world will still know you as a werewolf.

This ring has an enchant value of 120 like exquisite rings do and can contain spells without messing up the werewolf ability. When you are asked if you want to turn into a werewolf, select no, and the ring will grant the enchantment instead.

Tharsten claims that he has worn the ring for many generations, implying that it lengthens the wearer's lifespan in addition to its more obvious properties.
Tribunal:Mace of Slurring

"It was crafted near the end of the second age by Kyanka, a slightly deranged Altmer weaponsmith and enchanter.  He had a rather warped sense of humor, and apparently delighted at the thought of reducing opponents to a gibbering mess before crushing them to death.  The mace has, admittedly, seen little use." -Torasa Aram, Museum of Artifacts

Mace of Slurring is carried by Golena Sadri in the Old Mournhold, Forgotten Sewers area during The Thief quest.  Not a very useful weapon, given that while decreasing the NPC's Speechcraft skill will increase your success rate in your use of Speechcraft with that NPC, attacking them with this weapon will decrease your Disposition with them anyway making this enchantment mostly useless. This artifact is probably one of the best choices to donate to the Museum.
 
Notes
This artifact can be sold to Torasa Aram in the museum for 10,000 gold.
Tribunal:Stendarr's Hammer

'''Stendarr's Hammer''' is the hammer of the eponymous god. It is mounted in the Museum of Artifacts in the Godsreach District of Mournhold.
 
Notes
Stendarr's Hammer has the highest maximum base damage value in the entire game (including all official expansions and plugins).
The tremendous weight of this hammer coupled with its weak condition makes it impractical for actual use, as it will more than likely break on the first swing, as well as expend all or most of your fatigue per hit.
Tribunal:Hopesfire

Hopesfire is obtained only by killing the Tribunal god Almalexia. See The Mad God quest for more information. It is one of the best one-handed swords in the game (Morrowind, Tribunal, and Bloodmoon), and according to Almalexia is twinned with Trueflame.
 
Notes
Despite its name, it is a shock not fire item.
Unlike its twin, Trueflame, Hopesfire does   act as a torch when drawn, despite similar visual animations.
Tribunal:Trueflame

Trueflame is obtained through completing The Blade of Nerevar quest during the Tribunal Main Quest. It is one of the best one handed swords in the entire game (including all official expansions and plugins), and according to Almalexia is twinned with Hopesfire. This weapon is first identified as Odd Dwemer Weapon, which is missing a few parts. Once you get the parts and have them forged together, you will get the first version of this weapon, which has no enchantment, though it is significantly faster. It is ill-advised to enchant it yourself, as this will make it impossible to complete the Main Quest of Tribunal. Once you have completed the quest, you will have the full version of this sword, complete with enchantment.
 
Notes
The sword also functions as a torch when drawn. If you have hotkeyed another weapon and switch to that without sheathing Trueflame, the light it generates will remain.
Despite the unenchanted version of the weapon having a speed of 1.35, the enchanted version has a speed of 1.00, which is significantly slower than all other long blades. It is unknown whether this is intended, or if it is a bug.
Enchanting the base version of the sword actually nets a higher amount of fire damage if enchanted, on top of a higher swing speed. However, doing so will break the quest.
Tribunal:Robe of the Lich

The Robe of the Lich is the robe worn by the powerful lich Gedna Relvel. It allows the user to gain a temporary boost in magical power at the expense of their life force. Though it has very powerful Fortify Magicka enchantments, this is complicated by the fact that it drains 600 health when used, and both effects last for only one second, too short to actually cast anything.  Use of this robe is inadvisable and is better off used as one of two required donated artifacts to complete the Tribunal main quest line.

(Note: with Resist Magicka, it is possible to use the Robe without dying. The main use of the Robe is to give yourself the ability to cast magic without any Magicka. After using the Robe, your health will return, offering up to 6 uses before needing to recharge.)
 
Notes
This artifact can be sold to Torasa Aram in the museum for 11,000 gold.

Bugs
When combined with Mantle of Woe, it's possible to make the fortification last more than a second. To do this, simply cast the Robe of the Lich's effect and open the inventory before the one second expires. Equip Mantle of Woe and wait for the fortification animation to complete. Unequip Mantle of Woe, and the fortification effect from the Robe of the Lich will stay until the player decreases their magicka levels back down to their normal level.
Tribunal:Dark Brotherhood Armor

|thumb|left|Dark Brotherhood armor, male thumb|left|clear=none|Dark Brotherhood armor, female
|}
Tribunal:Her Hand's Armor

|thumb|left|Her Hand's armor, male thumb|left|clear=none|Her Hand's armor, female
|}
  As with the Indoril armor, wearing either the Cuirass or the Helmet will earn you the wrath of the Ordinators if you talk to them.  (This includes those who talk to you if they are trying to arrest you.) 
  The enchanted versions replace "MH_Guard" with "Almalexia" and are already enchanted with a variety of skill-fortifying effects; otherwise, they are identical. 
  Only one of these two columns is relevant to a particular piece of armor, depending on if it is the mundane or enchanted variety.
Tribunal:Royal Guard Armor

|thumb|left|Royal Guard armor, male thumb|left|clear=none|Royal Guard armor, female
|}
Tribunal:Adamantium Armor

|thumb|left|Adamantium armor, male thumb|left|clear=none|Adamantium armor, female
|}

  Can be worn by beast races, and is the best Medium-class helm available in the game, including all official expansions and plugins. The Helm of Tohan plugin's quest reward is an Adamantium Helm with the same stats except an increased enchantability (it is the most enchantable helm in the game). 
  The one-d Adamantium Helm is what Bols Indalen will make for you. The two-d Adamantium Helm is the one found in the sewers. Other than the typo in the ID, they are identical. 
  The Adamantium Right Pauldron has an Enchant value of 10 – the highest enchantability for any Medium-class pauldron (and tied with Bloodmoon's Nordic Mail, which is Heavy class, for best value for any pauldron of any class), including with all official expansions and plugins. The left one only has 3 enchantment points, which is still the best for Medium-class armor.
General:Julian Lefay

thumb|right|Julian Lefay
Julian Lefay (also known as Julian Jensen) is one of the most important people in the early development of The Elder Scrolls as a series, sometimes even credited with being its father. This is due to his high profile during the early development of the series, and comments by Ted Peterson that Lefay "spear-headed the initial development". This was really needed as, up until that time, Bethesda had never released a Role-Playing Game. Eventually, Arena developed into the most award-winning Role Playing Game of 1995. 

Lefay was born on Oct. 30, 1965 in Denmark. During the early 1980s, he began programming and quickly became known as one of the best Amstrad and Amiga programmers during the high period of Commodore's success. His programs have won numerous industry awards in virtually every category. Julian Lefay joined Bethesda shortly after its creation in 1987 and eventually became Chief Programmer. At this time, he was considered by many as one of the key technical people in the entertainment multi-media industry as he combined a rare mix of programming knowledge and computer language skills with proven design capability and music composition experience.

He is currently the technical director of   and is presently working with Ted Peterson and   in creating a spiritual successor to Daggerfall. 

Elder Scrolls Game Credits
;Morrowind - Special Thanks
;Redguard - Special Thanks
;Battlespire - Lead Programming, Programming, Design and Dialogue
;Daggerfall - Project Leader, Programming, Design
;Arena - Lead Programming

Links
 

Gallery
 

External Links
;MobyGames
;Wikipedia
;Reddit
;Interview with Julian Lefay by Indigo Gaming on YouTube

References
Tes4Mod:Cobl/Modding/Options Menu

Overview
Cobl provides a standard options menu that modders can use to provide easy access to options settings for their mods. The menus is accessed by equipping the "+[Options]" misc. item in the player's inventory. Doing so activates a remote container containing option tokens. Option commands (typically a menu display) are activated simply by selecting an item from the options container. 

To add a command to the Options Box:
Define a command token misc. object and its script.
Use a quest script or similar to add a copy of the command token to cobOptChestRef.

Complications
The command token should be scripted to perform its action and then remove itself from the player's inventory. (Use removeMe.)
In order to keep the player from using the Options Box as a general storage container, all items in the storage container are removed to the player after the options command has run. Hence there are two ways the token can be added to the user: 
# by the user selecting the command token (cobOptChestRef.state == 20; command should execute);
# after the Options Box power has completed (cobOptChestRef.state != 20; command should not execute).
After the token is selected by/removed to the player, the options box needs to be refilled. This is best done by the command token itself. While the command token could just remove itself back to the chest, this can leave the command token in a triggered state. Hence it is better to add a new copy of the token to the chest and have the token delete itself via removeMe.

Examples
Cobl Main.esm
cobOptAboutOptions: A simple command that doesn't require a menu.
cobOptTimeScale: A fairly simple command that shows a menu and then handles the user's choice. 
OOO 1.32-Cobl.esp
Has several options for activating/deactivating various features of OOO.
Tes4Mod:Cobl/Modding/Death Handling

Overview
Death interception (i.e. keeping the player from being killed) requires the use of several tricks. Also there is a problem if more than one mod tried to do death interception at the same time. Accordingly, Cobl provides a centralized death handling facility to handle the mechanics and sort out conflicts between would-be death handlers.

Usage
The central death handling utility is the cobMortQ quest/script. For mods to make use of this, they must:
Set fEssentialHealthPercentRegain to 0. This must be done in the mod or death handling will not work!
Create a quest script which registers as either or real or fake death handler with cobMortQ. 
Note: since only one death handler script can be registered at a time, an attempt to register may fail.
Once successfully registered, watch for cobMortQ.state to equal 20. At that point do you death handling thing. 
If you do it quickly enough, just set cobMortQ.state to 30 when done.
If youre death handling will take a while (e.g., if it takes you a while to an afterlife realm), you should keep setting wrMortQ.timer to -10, until you're ready to re-enter normal life. At that point set cobMortQ.state to 30.
Note that when active (after successfully registering your script), you'll need to set fQuestDelayTime for your quest script to 1 second or better. (0.25 seconds is recommended.)
For more info, see cobMortQS and cobMortTestQS scripts. 

Notes
Auto De-registration
When registering your death handler, you need to set the appropriate token ref to a reference. This reference must be a permanent ref that belongs to your mod! The reason for doing this is that if the user deactivates your mod, then the token ref will become equal to 0 in gameplay. Hence, deactivating the mod will auto-deregister it.
Note that if, instead of using a ref owned by your mod, you used one owned by Oblivion.esm, this auto-deregistration would not occur.

Examples
See Extras\Cobl Mort Demo.esp for a fairly simple example. 
Just move mod to Data directory and activate it -- it will start running immediately. To de-activate it, just de-activate the mod.
For a slightly more complicated example, see  . 
In this mod, the cobMortQ.stage is forced to stay at state 20 until the player exits the "afterlife" realm.
Morrowind:Ennbjof

Ennbjof is a fatally ill Nord commoner who can be found in The Lizard's Head tavern in the Telvanni canton in Vivec. Before he leaves Morrowind to die of mazte-poisoning in his homeland, Skyrim, he wants one more bottle of mazte and a drinking companion to talk to about an ancient Nordic burial chamber. He is wearing a common shirt with matching pants, shoes and belt. Aside from his natural resistance to shock, immunity to frost, ability to shield himself, and a natural frost damage spell, he knows no spells.
 
Dialogue
Greetings:
"Eh, there, kipper? Buy an old reaver a jug of mazte, tell you a little secret?"
little secret:
"Can you spare a jug of mazte for   tired old sea reaver?"
''Sorry, old-timer.: "Oh, well."
''Don't have any. But I can get some.'': "You do that."
Sure. Here.: "Thanks for the mazte. Such generosity should be repaid. You know the Nord once ruled this land, don't you? Back when these Dark Elves were squatting around campfires in nix skins? Back in the First Age when the sons of Harald Hand-Free ruled the northern coasts of Tamriel, during the Skyrim Conquests? Well, I bet you didn't know Olmgerd the Outlaw, Harald's bastard, was buried as befits a Nord lord's son, in his ship, in a tomb deep in the mother rock."   "And of course they buried Stormkiss with him. Stormkiss was Olmgerd's enchanted battle-axe. And you see this old key? See what it says on it? 'Stormkiss.' Here. Take it. Healer says the mazte is killing me. I'm going home to Skyrim to die. You, you got your life ahead of you. Go ahead. Take it."   "They say they buried Olmgerd in the bottom of an ancient Dunmer tomb. From the skald's telling, the burial was on a long finger of land on the southeast coast of Vvardenfell, on a little island close to shore on the west coast of the peninsula. Figure it's somewhere on the stretch between the Daedric ruins at Zaintiraris and Tel Branora. Gods be with you. And thanks for the mazte." [Mazte has been removed from your inventory. Rusty Old Key has been added to your inventory.]
"Gods be with you, %PCName. And thanks for the mazte."''

Related Quests
Miscellaneous


Notes
After telling you his "little secret", Ennbjof will be gone the next time you visit The Lizard's Head, presumably having returned to Skyrim.
Morrowind:Teris Raledran

Teris Raledran is a Dark Elf trader who can be found along the road to the north of Vivec. Along with his guar, Rollie, Teris is trying to deliver a shipment of clothing to Agrippina Herennia's shop in Vivec, but he would like an escort to ensure he arrives safely.

He wears a common shirt with matching pants, belt, and shoes. He carries an iron mace along with 200 gold, which he will reward you with once you safely reach Vivec. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows the following spells: Detect Key, Morrowind:Absorb Health (spell)|Absorb Health [Ranged], Absorb Health, Divine Intervention, and Almsivi Intervention. 
 
Related Quests
Morrowind:Drulene Falen

Drulene Falen is a Dark Elf guar herder. She can be found outside her hut between Ald'ruhn and Andasreth. She used to live in Tear, but found it too hot for her taste.

She has asked House Redoran for assistance in protecting her guar herd from a number of different threats that have already claimed two of her prized guars. She fears that she will have to move back to Tear should her affairs continue in this vein.

Drulene wears a common shirt, skirt, and shoes. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows no spells. 

  
Dialogue
Greetings:
"Did Neminda send you? Are you here to help with those hostile mudcrabs?"
"Did you find the hostile mudcrabs?"
''"Thanks for your help with those mudcrabs, %PCName. Let me know if you need anything. I've also been having some trouble with bandits."
"Did Neminda send you again? I've been having trouble with bandits."
"I was having some trouble with bandits. Have you found anything, %PCName?"
"Things have been pretty quiet around here. Thanks for all your help, %PCName."
Background:"I am Drulene Falen, Herder."
Drulene Falen:"Me? I'm just a guar herder."
Hostile Mudcrabs:
"There's a pair of them that's been hunting my guar. Just the other day they killed one and dragged it off. They usually come from the coast to the southwest. If this keeps up, I might have to sell what I still got and move back to Tear."
"You killed the mudcrabs that were bothering my guar? Thank the Tribunal! I might not have to move back to Tear after all... You look tired, %PCName. Can I offer you some Hackle-Lo?"
Yes: [Disposition +15; 2 Hackle-Lo Leaf has been added to your inventory.] "Here you go, %PCName. After a hard day there's nothing like chewing on some Hackle-Lo."
No: [Disposition +15] "It can be an acquired taste. Thanks again, %PCName."
"I haven't seen any more mudcrabs. Thanks for asking, though."
Mudcrab:"Seems like the ones around here are all hostile mudcrabs."
Tear:" It's also called Dres since it's the home of House Dres. Too hot for me, though. It's practically in Argonia."
trouble with bandits:
"The bandits have only tried to get my guar and those of two other herders nearby. The bandits came from the south last time and they led off one of my best guar that way. I'd check south of here to see if there are any caves or tombs that the bandits could be hiding in."
"Well, I guess I owe you some more hackle-lo. I'm glad to hear that the bandits won't be troubling us again."
Accept some hackle-lo.: [2 Hackle-Lo Leaf has been added to your inventory.] "Here you are, %PCName. Just ask if you ever need anything."
No thanks.: "If you ever need anything, %PCName, just ask."
"I haven't had any more trouble with bandits or mudcrabs either one."

Related Quests
House Hlaalu

House Redoran



Notes
Drulene Falen also appears in the Houses of Morrowind card expansion for Legends'' as the card  .