Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Rena Bruiant

Rena Bruiant is an Imperial noble and passionate dog-lover living in Chorrol with her husband Rimalus, and their two dogs, Bailey and Kezune.

She lives a rather monotonous life and always starts the day at 6am with two hours of wandering on the ground floor of her house. At 8am, she will take the dogs and head to the Chapel of Stendarr where she receives a blessing from the altar of Dibella followed by four hours of praying. At 12pm she will leave the Chapel and will stand in the entrance, watching the townsfolk pass by. At 4pm she will head back to her house and rest for two hours until it is time for dinner. After she finishes her meal at 8pm, she will relax on the ground floor for four hours until she finally finds her bed at midnight.

Her attire consists of a blue & green outfit combined with a pair of quilted shoes. She also carries some extra tan linens, the key to their house and a leveled amount of gold.

She is obsessed with dogs as she tells you when introducing herself: ''"I'm Rena Bruiant. I love dogs. Doesn't everyone?" She is also aware that they have a well-known reputation in Chorrol about their passion for dogs: "They probably call us 'the Dog People' here in town. Rimalus and I love dogs. We have quite a few. So sweet and well-behaved, you wouldn't believe." Her husband concurs and will say: "Rena and I moved to Chorrol so we could have a nice, comfortable home for our dogs. It's a lovely town. And our dogs are so happy here."

The townsfolk of Chorrol have noticed the strange behavior of the Bruiants. When asked about rumors they will tell you that: "I think Rena Bruiant may actually love dogs more than her husband. Strange couple, those two.", "I saw Rena Bruiant talking to her dogs the other day. I think she thinks they understand her." and "Have you seen the Bruiants and their dogs?" Other citizens will respond: "Odd folks, the way they dote on those dogs. They're not hurting anyone, though, so it's no concern of mine.", "I've seen them. Everyone likes a good dog, but they're an odd couple.", "I like dogs, but it's a bit excessive with those two folks." and "I've never been a huge dog lover myself, but some people really love them."

Notes
Bloodmoon:Legge

A group of settlers attempted to take up residence in the cave, as documented in the journal located in the southwest cavern. They used a Ring of Wizard's Fire to fend off wolves and bears, surviving at least one attack by them, as indicated by a journal entry kept by one of the settlers. The settlers were overrun and killed eventually, however, and their corpses are all that remain.

Apart from the ring, the treasure consists of two chests containing random loot as well as a crate containing fur armor. The treasure is guarded by three bears and three wolves.

 
Notes
One of the bears managed to consume the ring as well, and gained the ability to shoot fireballs out of its mouth. The ring can be extracted from the bear's body along with the flesh of its former owner.

 
Maps
thumb|left|Map of Legge
Bloodmoon:Gloomy Cave

thumb|right|Inside Gloomy Cave
During the quest, it is inhabited by three witches; otherwise, it holds nothing important. The Ettiene of Glenmoril Wyrd will transport you here from the Altar of Thrond if you accept her offer. If you kill her sisters, you can locate an icicle in the ceiling that a  note carried by the witches refers to. Jump or levitate to reach the icicle, and activate it to receive the Scroll of the Wolf Ender.
 

Related Quests
 

People
 


Notes
All of the sisters have the note on their body.
The Improved Emperor's Guide to Tamriel/Bangkorai makes mention of a Gloomy Cave in Ilessan Hills where the Glenmoril Wyrd holds court and dances for Hircine.

Maps
thumb|left|Map of Gloomy Cave
Oblivion:Arena Combatants

thumb|right|Your third opponent, an Oblivion:Argonian|Argonian archer
 
This page lists all the various combatants you will face as you progress through the Arena.
Opponents
Each Arena combatant has the following abilities:
Fortify Speed 70
Fortify Athletics 70
Resist Magic 20%
Resist Normal Weapons 20%


    
  Unlike most Arena gear, these may be picked up after the fight.

Grand Champion Matches
 


Leveled Gear

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Leveled Bow

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Leveled Light Helmet

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Leveled Light Shield

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Non-Leveled Gear
Arena Raiments
Arena Raiments are full armor suits, covering upper and lower body, as well as hands and feet.  Thus the only other apparel items that can be worn along with it are helmets (or hoods), shields, and jewelry.

  Worn by Yellow Team combatants. 
  Since Agronak's Raiment is a quest item, its weight in your inventory will normally be zero. 
   

Other Armor


Other Weapons

  The Gladiator's Sword is not actually found anywhere in the game. 
  Shimmerstrike's enchantment name in the Construction Set is called "Shimmerthorn", suggesting a previous name for it.
Lore:Aldmer

thumb|right|  leads his Aldmer ships to  thumb|left|Statue of  
The Aldmer (meaning "First Folk" or "Elder Folk") were the original Merethic Era proto-mer who settled Summerset Isle and most of mainland Tamriel. They are often said to have been the first technologically sophisticated inhabitants of Nirn , although some believe this distinction belongs to the Hist. The ancestors to the beast people, the Argonians and Khajiit, existed at the time in aboriginal, preliterate communities, and were easily displaced by the more advanced Aldmer. The Aldmer allegedly came from a lost city-continent called Aldmeris,  but a number of sources, including the revered Elder Scrolls, claim that this is pure myth. 

As the Aldmer spread throughout Tamriel, they evolved away from one another, physically and culturally, into the various types of mer known today. Some remained in Summerset Isle and became the Altmer.   The first emigrants to the mainland settled in Valenwood and became the Bosmer.  Morrowind was colonized by both the Dwemer and later the Chimer (forerunners of the Dunmer).  There were also the Ayleids of Cyrodiil, the Snow Elves of Skyrim, the Maormer of Pyandonea, and the Orcs or Orsimer, a group of Altmer who worshipped Trinimac and were transformed when he became Malacath.  They then migrated to the province of High Rock and founded Orsinium. High Rock is also home to the Bretons, mixed-blood descendants of the native Nedes and (non-Orc) Aldmeri settlers.  

Not many Aldmer historical figures are known, but notable Aldmer include  , who first settled the  ;  , who discovered much of  ; and  , a former Aldmer who is now the ageless sorcerer-king of the  .

Little is known of the culture of the Aldmer. They were known to have their own music notation, which is reportedly difficult to read. 

The modern Altmer are believed to resemble the original Aldmer. The Altmer today hold their ancestors in great reverence and constantly strive to emulate their ways; it has even been alleged that they selectively breed for Aldmer-like features.  Some High Elf songs in modern times are written in the language of Old Aldmeris. 

The term Aldmeri is occasionally used as a catch-all term for all elves,  and is also used when referring to members of the Aldmeri Dominion.   

See Also
For Aldmer names, see here.
For a list of notable Aldmer, see here.

References
Lore:Kamal (race)

The   (or Kamali ) are a race of snow demons who live in  .  The word means "Snow Hell". 

The snow demons spend the winter frozen solid, but, when summer comes, they thaw out and attack  , always unsuccessfully.  

In  , the Kamal invaded   under their king,  ,  reportedly searching for a person or object they called the "Ordained Receptacle".  The Kamal fleet bypassed   entirely and landed near   in Eastern  , catching the  s off-guard and sacking the city.  Oddly, the Kamal army then headed south but ignored  , marching into the   region of Morrowind. There, on a beach just to the west of   that would later be named  ,  they were surrounded by a   army led by   and a Nord army led by Prince  .   The Kamal fought ferociously, hoping to last long enough for their fleet to arrive and evacuate them, but, at the last moment, a phalanx of  s joined the fray. With the aid of a tidal wave summoned by  ,  the Kamal were obliterated by the three unlikely allies.   

This was not the last Tamriel would see of the Kamal, however. Sometime before  , remnants of the Kamal invasion force who had somehow survived the slaughter at Vivec's Antlers resurfaced in  , seizing the Ruby Throne from the successors of the warlord  . The Kamal were soon joined by the   of  , who had previously fled to   to avoid Attrebus' persecution. The Kamal and Rimmen Akaviri attempted to rebuild the  , but the effort was doomed to failure.   

References
Lore:Ka Po' Tun (race)

The   are a race of (tiger-like) "cat-folk" who live in the continent of Akavir.  It is unknown to what extent they are similar or related to the Khajiit.    Although all of the races have fought each other at various times, the Ka Po' Tun consider the Tsaesci to be their greatest enemies.  They have recently allied themselves with the Tang Mo. 

The leader of the Ka Po' Tun is Tosh Raka.  He is rumored to be a divine being who was the first of his race to succeed at becoming a dragon. Although some believe the story is metaphorical, Mysterious Akavir claims that the change was indeed physical and that Tosh Raka has all the characteristics of a dragon, with a tiger-like coloring. Under the rulership of Tosh Raka, the former Po Tun were renamed to Ka Po' Tun and became a rival to the supremacy of Tsaesci.  After the ultimate defeat of the Tsaesci, they plan to invade Tamriel.   

According to Mysterious Akavir
:''Ka Po' Tun is the "Tiger-Dragon's Empire". The cat-folk here are ruled by the divine Tosh Raka, the Tiger-Dragon. They are now a very great empire, stronger than Tsaesci (though not at sea). After the Serpent-Folk ate all the Men, they tried to eat all the Dragons. They managed to enslave the Red Dragons, but the black ones had fled to (then) Po Tun. A great war was raged, which left both the cats and the snakes weak, and the Dragons all dead. Since that time the cat-folk have tried to become the Dragons. Tosh Raka is the first to succeed. He is the largest Dragon in the world, orange and black, and he has very many new ideas.''

References
Oblivion:Black Brugo

Black Brugo is an Orc marauder boss and the Chieftain of the Black Bow Bandits, a gang that has been plaguing Leyawiin.  After a day of rousting innocent (and sometimes not-so-innocent) travelers, Black Brugo and his fellow partners in crime, Alonzo and Roxy Aric, like to reconvene in the nearby Ayleid ruin of Telepe.

Brugo wears leveled Heavy Armor boots, cuirass, helmet, and shield. He wears leveled lower class pants and carries leveled lower class shoes. In combat he carries a leveled Blade that can be either one or two handed. He carries a Black Bow, the signature weapon of his gang. He will never use it though, as he lacks arrows. Black Brugo also carries his key, which opens an Ayleid coffer in Telepe, and restore health potions.

 
Related Quests
Oblivion:Hjolfrodi the Harrier

Hjolfrodi the Harrier is a Nord warrior who can be found worshipping at Namira's Shrine. If your personality is higher than 20, she will tell you that you are too attractive to speak with her matron Daedra and order you away.

She wears a monk's robe with a pair of clogs. In combat she will rely on one of two weapons; a leveled shortsword or iron dagger. She also carries a small sum of gold.

When you arrive at the Shrine, the two other unattractive worshippers, Blanche Mastien and Degil, will both point you to Hjolfrodi for further information: ''"Don't talk to me. Talk to the one in the robes" and "Talk to Hjolfrodi. I can't help you." When you speak to Hjolfrodi she immediately asks, "Who are you? Why do you invade our place of worship? Surely, you don't think yourself worthy to visit Namira's shrine." Asking about Namira makes her almost happy: "A place of blessed darkness. A holy place where we may worship in our wretchedness. Why are you here?" If you reply, "I am just passing through", she will snap, "Then leave this place. Namira has no business with you." If you instead say, "I wish to worship Namira", two outcomes are possible. If you have a high personality she will dismiss you with, "You do? You are too pretty to worship in this place. People like you. Like to hear you talk. When you are more  , you may return." However, if you have a low personality she will be slightly puzzled and say, "You do? Perhaps you should. You are repulsive, displeasing to the eye. Namira might find favor in you. Approach." If you bother her again while still having a personality over 20 she will become angry and say, "Why are you here? You are still too pleasing to speak with Namira. Begone."

Once you manage to get your personality low enough after being rejected the first time she will be pleased and say, "Ahh... much better. You repulse me now, at least to a degree. Others should find you foul, disgusting. Namira may be pleased. Approach the shrine."'' You will now pass Namira's inspection and are allowed to continue the quest. Once you have spoken to Namira, asking Hjolfrodi about Anga will have her reply, "Hallowed ground, home of the Forgotten Ones. A deep hole of shadow and despair. A truly wondrous place."

Hjolfrodi the Harrier will never break her vigil of the shrine for anything, spending all of her time worshipping at the shrine.

 
Related Quests

Notes
Hjolfrodi was supposed to add a bit of information about the Forgotten Ones in Anga, but the dialogue can not be heard in-game: "Blessed are the Forgotten Ones, Chosen of Namira. In squalor they thrive, wallowing in filth, low and repulsive, darlings of Namira."
Tes4Mod:FormID Fixup

Many mod utilities for Oblivion will need to be able to properly handle formids especially when merging plugins where modindexes will have to change. In order to do this one must know all places in the ESP format where formids are stored. This page attempts to describe the process of fixing formids when loading or merging plugins as well as the locations in the ESP format where formids are known to stored.

FormID Locations
Most of the following formid locations have been verified with a high, but not complete, amount of confidence except where noted. 

 

Locations Not a Formid
The following locations appear at first to be a possible formid location but in closer detail are not. 
 

CTDA/CTDT Functions
The CTDA and CTDT subrecords that occur in IDLE, INFO, QUST, and PACK records contain formids only in some cases. The basic structure of these records is:

   byte     CompareTypeAndFlags
   byte[3]  Unknown
   float    CompareValue
   long     FunctionIndex
   long     Parameter1
   long     Parameter2
   long     Unknown    (only in CTDA)

Parameters 1 and 2 can represent a variety of values depending on what the function used accepts, including formids. The following table lists the functions that accept one or two formids as input (see also Function Indices):
 

Notes
:* GMSTs do not appear to have their formids used anywhere.
:* Some subrecord data only represents formids in some cases, depending on another value in the subrecord (ex: CTDA). This makes it difficult to confirm formid locations without completely knowing the file format.
:* The formid 0x0000014 seems to represent the player reference object (i.e., the instance of the player in the game and not the actual player NPC). This formid does not actually exist in Oblivion.esm and is presumably hard coded.
:* The Oblivion.esm file contains many invalid formids in some subrecords. For example in SCIT subrecords there occurs several formid values greater than 0x01000000 which are not valid as well as one SCIT subrecord that actually specifies a LAND record (it must specify a SCPT record). Once again this makes it difficult or impossible to confirm formid locations when the data itself is not valid.
:* Some subrecords which probably should be a fixed size actually have a variable size (ex: LVLO subrecords in LVLC records). This maybe due to versioning issues (the subrecord size was changed at some point but only updated or new subrecords had their size changed). When reading and modifying subrecord data for formid fixups or other purposes ensure you use the record size as read from the file. There are also some almost identical subrecords that appear to be from versioning (ex: the 16 byte CTDT appears to be identical to the 20 byte CTDA).

References
:* ScripterRon's TES4Plugin utility source
:* Ghostwheel's Tes4.xml (Must access main Ghostwheel site first) 
:* The ObTestFile module run with stats enabled on Oblivion.esm (use options "/o /m /s"). Currently not yet released (contact the Author for more information).
TesOtherMod:Battlespire File Formats

This page contains information about the files and file formats of Battlespire.

Extracting BSAs
The program Game Extractor by Watto may be used to extract files from Battlespire's BSAs. Alternatively, battlespire-tools by Ariscop can also do that and more.

FLC.BSA
This contains the animation frames used in every conversation window. The files can be opened and edited with Aseprite. The files may have two extra bytes at the start of file for unknown reasons that may cause problems opening them. If this is the case, delete them with a hex editor.

TXT.BSA Format
Useful information, options, and formats gleaned from the TXT.BSA file configuration file are covered at TXT.BSA Format.

WAVES.BSA
This file is only found on Battlespire's CD and is notably not present in the GOG release. It contains PCMs which are WAV files without the header. The correct header info that can be used to convert them to WAV is as follows: 
8-bit unsigned
little-endian
mono
11025hz

Save Game Offset List
A partial list of save game offsets for the SAVETREE.DAT file are provided in Save Game Offset List.

RAW File Format
The RAW screenshot files found in the PICS directory are simply the RGB components of each pixel in the 640x480 window (640x480x3 = 921,600 bytes). Each color component is a byte ranging from 0 to 255 (which is in essence a 24 bit file even though Battlespire is only a 15 bit game).
Oblivion:Rosethorn Hall

Related Quests




Bugs
 
 You can fix this by using the console: select the door and type  .
 
 You can fix this by using the console from third person view: select the stool and type  .
 Alternatively, this can be fixed by using the console to disable the garlic cluster: select the cluster and type  .
Oblivion:Jair

Jair is a Redguard rogue and a member of the Thieves Guild living in the Imperial City's Waterfront District. He shares his shack with another Redguard, namely Isleif the Open Handed. Being a Rogue, he can cast leveled major Illusion spells.

He ranks as a Footpad in the guild but rarely practices thievery, mainly because he is cautious and picks his victims carefully. Instead, he leads a simple and relaxed life and visits various destinations in the city. His shack is located in the center of the housing area and he sleeps there every night between 10pm and 6am. He will always spend the first two hours of the day (until 8am) wandering around in his shack and will always return home at 8pm for a chat with Isleif before bedtime. At all other times, on all regular weekdays (Morndas to Fredas), he will be away from the shack, venturing out into the big city.

On Morndas, Middas and Fredas he will spend his morning in the Waterfront District, preferably in the area between the lighthouse and the Marie Elena. He pauses at 12pm for a two-hour meal at The Bloated Float Inn. After lunch he will, on Morndas and Fredas, resume his strolling in the District until 8pm. On Middas, he will cross the walkway and enter the Temple District and pray in the Temple of the One until 6pm. He will then return to the Waterfront for a bit of wandering before returning to his shack. On Tirdas and Turdas he will, at 8am, travel to the Market District and spend his morning there. At 12pm, he travels back to his shack for a two-hour lunch. The rest of the day is spent visiting his favored areas on the Waterfront. During the weekends, he stays inside the shack all day long, eating lunch at midday as usual, and only ventures outside at 4pm on Sundas for a four-hour prayer in the Temple of the One. The  exception to this routine are during the Misdirection quest, when all Waterfront District residents are confined to their homes. Also, after The Ultimate Heist is completed, Jair will join his fellow guild-members in Dareloth's House every night between 9pm and 5am.

Despite him living with the generous Isleif, he is quite poor and his wardrobe reflects that. It consists of typical lower-class items, a pair of fishing waders with braided leather sandals. He wields an iron dagger and carries a spare pair of belted braies and a small amount of gold. 

When you approach him, it becomes apparent that he is an atypical Thieves Guild member and prefers peace over confrontation: ''"I'm Jair, I'm a dip...a pickpocket. But relax. You're safe from me. You look like you might take offense. Too risky." When asked about the Imperial City, he will even provide a bit of fair warning: "You have to watch out for pickpockets in the city. You'd be surprised how many waterfronters earn a good income that way."''

Bugs
Lore:Tome of Unlife

----
The Daedric text in this reads: "THE FIRST", and "THE LAST"
Morrowind:Vivec St. Delyn

left|thumb|150px
The St. Delyn Canton is owned by the Tribunal Temple and offers low-cost housing to deserving members.

The Plaza
The St. Delyn Potter's Hall and Glassworker's Hall: You can talk to Alarvyne Indalas for Liberate the Limeware quest. A few traders have their shops here. You might meet an Invisible Man wandering the Plaza.

The Abbey of St. Delyn the Wise houses the Master Trainer in Blunt Weapons, Ernse Llervu, located downstairs in a   room.

The Waistworks
The Glassworker's Hall and the Abbey both have staircases within those areas leading to the Plaza.

The Underworks
The Shrine Ihinipalit is guarded by a brute named Haki, who can be a handful at lower levels. Talk to the Statue inside to get the Sheogorath Quest. The Storage Area is a small maze, starting off with rats in the hallways and ending with undead waiting behind doors.

Behind A Worn Cavern Door is a trapped and   with leveled loot, Thieves Tools and an enchanted weapon. The room is infested by rats, but has a bedroll and a small fire.

Getting there & around
Bridges connect to Redoran, Temple, and St. Olms. There are no Gondola services here.

Notes
An abandoned tenement on the outside (Waist North-One) is haunted by an Ancestor Guardian, which appears to be the remnant of a removed Fighters Guild quest.
St. Delyn Canal North-Two contains a secret Sixth House shrine with a couple of Dreamers. 
 
thumb|Map of Vivec's St. Delyn canton

Services


Related Quests
Daedric


House Hlaalu




Imperial Legion


Morag Tong


Thieves Guild



Tribunal Temple


Miscellaneous




People


Maps
Plaza
thumb|left|600px|Services in the Plaza
 
Waistworks
thumb|left|600px|Services in the Waistworks