Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Anonymous Letter (Stormcloaks)

To the  ,

Who I am is less important than what I know - suffice it to say that I am no friend to the  .

Through various means it has come to my attention that   had a rather embarrassing indiscretion in   past.  I also happen to know that   is foolishly keeping evidence of this affair.

Should you locate that evidence, you might be able to "persuade"   to help your fight in  . If forced to   between the   or  ,   will most assuredly   the latter.

Sincerely yours,

A True Nord
Lore:Dwemer Inquiries Vol II

The limited written record supports the perception of the Deep Elves as culturally revering the pursuits of logic and science. This stands in stark contrast to the belief system of most other  er cultures. When we imagine a society structured around such a central ideology, it seems reasonable that prolific scholars, especially in fields such as mathematics, metallurgy  or architecture, would be elevated to social status like that of clergy in a more mysticall nclined culture. The idea is supported by a fragment of Dwemeris text recovered from a colony in     which I believe to be associated with   Clan  .  : 

 

"To raise granted-cousin Cuolec of   privilege with duties for family-home building Hoagen Kultorra  tradition to father   shaper"

Some scholars interpret this as evidence of Dwemer worship of Mundus, but I do not agree. My translation of this passage suggests that a respected Dwemer by the name of Cuolec was promoted to a civic position, probabl  tonal architect. The latter half of the fragment suggests that Cuolec's position requires him to build in a specific style. 

The term Hoagen Kultorra has thus far eluded me, but I believe it may be the name of such a style. It's possible there were several styles, differing in their construction principles and typical structures.

One earmark of what I believe was the prevalent Dwemer style among Northern clans was a feature I call the Deep Venue. Deep Venues are often   made up of one or more expansive natural caverns in which several other structures   occur. Structures within the Venue may be carved from the stone itself  or freely erected upon the cavern floor. The largest and most impressive Venues, such as   found in  , may even feature roads wide enough for ten large men to walk shoulder-meets-shoulder along it.

Arcanex are typically smaller structures. Very few have been properly studied before disruption by grave robbers or greedy adventurers, but those few undisturbed sites have contained a surprising collection of magical objects  such as soul gems, alchemical concoctions  and magical texts. Some scholars take these as evidence that the Dwemer did, in fact, dabble in the magical arts. Based on what we know of their culture, as well as the fact that most arcanex are minor structures compared to other common fixtures, I would suggest that these were centers of study and nothing more. Perhaps the Dwarves established these  alls as a means to study  , who surely seemed as alien to them as the Dwemer seem to us today 

Great Animoculotories can be found in many Dwarven strongholds. These were the factories where the centurions and various other constructs were built. I have hoped to study these chambers for clues as to the means by which those mysterious automata are given life, but those same guardians make   especially difficult and dangerous areas to explore.
Lore:Dwemer Inquiries Vol III

y studies, and this text, have focused heavily on the fact that Dwemer archaeological sites west of   seem to be built at much greater depths than their counterparts near the Red Mountain. I believe there was a specific threshold to which Dwarven excavators would dig before the construction of vital structures  . 

I have referred to this threshold as the " eocline," but I have found that to   be redundant with the Deep Venue of a colony. Still, there is some variation in the actual depth of a Deep Venue, whereas the  eocline is always the marker where I reason the  ity proper begins. 

Tunnels and chambers at more shallow depths, while often grand in their architectural style, appear to have served little in the way of critical civic purpose.  urplus stores of food, warehouse chambers that may have been used in trading with nearby surface settlements,   barracks for topside patrols are common . 

These tunnels, I have observed, can meander in a seemingly more random pattern than those planned structures beneath. I hypothesize that this may be due to the unpredictable nature of any excavation, even to a race as clever as the Dwemer. Surely unexpected deposits of stone or geological events could make the effort difficult  I think that these haphazard tunnels are often the result of the search for suitable substratum to build within.

I have found in a small number of ruins   a geological anomaly or place known as "   This is intriguing because the term not only appears in a few tablet fragments, but   very specifically on ornate metal frames in the deepest reaches of the    ,    and     of  . I have yet to decipher the meaning of these elaborate carvings, but consider it highly strange that they occur in the deepest part of each of these ruin. 

The most reasonable translation of " " I have managed to decipher is "Blackest Kingdom Reaches  but I cannot imagine what that means.

I suspect there may be some pattern I am failing to notice. This creeping doubt has haunted my career in recent years, and I have begun to doubt if I will unravel some grand secret of the Dwarves in my lifetime, though it lies just under my nose   under my feet.
Tes5Mod:Mod File Format/COED Field

Found in 
CONT
LVLN
Associated with LVSP, NPC_, COBJ, LVLI 


Header
Lore:An Explorer's Guide to Skyrim

ar too often, noble visitors from   see little more of   than the view from their carriage. To be sure, this coarse, uncivilized province is far from hospitable, but it is also a place of fierce, wild beauty, with grand vistas and inspiring natural wonders awaiting those with the will to seek them out and the refinement to truly appreciate them. If you are of a mind to see Skyrim for yourself, I recommend beginning your adventure as I did, by seeking out  .

No doubt you are taken aback by the name, as I once was. The provincials and village folk have all manner of dark tales about these ancient monuments. Stories of necromantic rituals and fell spirits, of great and terrible powers conferred on any who dare to touch them.

The stories are, as   Igrof once told me, "A load of mammoth dung." A bit uncouth, but you get the point.

To be sure, keep your guards with you at all times - brigands and   are never to be taken lightly. But the stones themselves are nothing to fear. Quite the contrary, their proximity to cities and roads makes them ideal destinations for the novice explorer, and many boast spectacular views that make the journey well worth the effort.

To whet your appetite, here are four such locations:

Most travelers enter Skyrim by way of  , "Gateway to the North." If you find yourself in this backwater hovel, consider taking an afternoon's ride to the north, keeping to the road as it winds down the cliffs at the eastern end of  . Just off the path, on a small bluff, lie the three Guardian Stones, the greatest concentration of standing stones in all Skyrim. The view of the lake here at sunset is simply sublime.

Visitors from   will pass through  , city of intrigue and larceny since  's day. If you seek adventure in the Rift, leave the city by the southern gate and cast your gaze upon the bluff that rises to the south. Atop it sits the Shadow Stone, a fitting symbol for the city of thieves.

  is the heart of Skyrim, its towering palace rivaling even the great castles of Cyrodiil. But should you tire of the Jarl's hospitality, another adventure awaits a few hours to the east of the city, along the road that rises above   Gorge. The Ritual Stone can be found atop the lone hill that rises on the north side of the road, set into an ancient monument. Take time to soak in the incredible view of Whiterun, the tundra, and the gorge from this unique spot.

More seasoned explorers may wish to visit  , the ancient city of stone far to the west. The recent   has made travel in   perilous, but for those determined to seek adventure no matter the cost, another stone can be found to the east of the city, perched on the mountain above  . Though the climb is difficult, reaching the summit is a milestone any explorer could be proud of.

There are other Stones of Fate to be found in Skyrim - I myself have seen several more, perched on the most remote mountain peaks, or wreathed in fog amid the northern marshes. But the true joy of exploration is in the discovery, and so I leave the rest to you. May the   guide your steps.
Tes5Mod:Mod File Format/CELL

CELL records contain the data for either interior (CELL top group) or exterior (WRLD top group) cells. They follow the same format in both cases. The CELL record is followed by a group containing the references for the cell, organized into subgroups. Persistent references are defined in the 'persistent children' subgroup while temporary references are defined in the 'temporary children' subgroup. The 'persistent children' subgroup must occur before the 'temporary children' subgroup.

The block and sub-block groups for an interior cell can be determined either by the label field of the group headers of the block and sub-block, or by the last two decimal digits of the Form ID. For example, for Form ID 0x138CA, which is 80,074 in decimal, 4 indicates that this is block 4, and the 7 indicates that it's sub-block 7.

The block and sub-block groups for an exterior cell can be determined either by the label filed of the group headers of the block and sub-block, or by the X, Y coordinates of the cell from the XCLC field. Each block contains 16 sub-blocks (4x4) and each sub-block contains 64 cells (8x8). So, to get the sub-block number, divide the coordinates by 8 (rounding down), and the block number can be determined by dividing the sub-block numbers by 4 (again, rounding down). Thus, a cell with the X, Y coordinates 31, 50 would be in floor(31 / 8) = 3, floor(50 / 8) = 6, so sub-block 3, 6. Dividing again, only this time by 4, it would be in block 0, 1.

Record header flags:
:0x00000400 - Persistent Cell?
:0x00020000 - Off Limits
:0x00080000 - Can't Wait



The last four bytes in XCLC do not appear to be a form ID. The following values appear 100 or more times in those last four bytes:


The less frequent values show a distribution of values that makes them look like a bitmap.
Skyrim:Dragon Hunting

Quick Walkthrough
# Ask Esbern about dragon lairs.
# Meet the Blades at the given location.
# Slay the dragon.
# Return to Esbern.

Detailed Walkthrough
This is a radiant quest and can be completed any number of times in a number of different locations. This quest only becomes available once the quests Alduin's Wall and Rebuilding the Blades are complete. If the quest Paarthurnax is active this quest cannot be received until it is completed.

In Sky Haven Temple, talk to Esbern to see if he has discovered the location of a dragon's lair. If he has, he'll tell you that his research has uncovered a location, and will offer to send the Blades to meet you there. If you accept, the quest begins: a location is marked on the your map, and an entry is added to the Miscellaneous quests to "Kill the Dragon in  ".

Travel to the given location. The Blades recruited during Rebuilding the Blades will be waiting nearby. Once you arrive they will charge the lair, attacking the dragon. If you attack the dragon without having triggered the charge of the Blades, the attack will trigger the charge. Once the dragon is slain, the Blades will return to Sky Haven Temple, leaving you to loot the dragon and collect any nearby treasure.

Return to Sky Haven Temple and tell Esbern the dragon is slain. This will end the quest but it is possible to repeat the quest if desired.

Notes
This can be a useful tool for finding some word walls if Arngeir will no longer provide the information after killing Paarthurnax.
If you want to force Esbern to give you a different dragon lair (perhaps you are looking for one whose word wall you have not yet read), then you have to reload a save from before entering the Sky Haven Temple. A save just outside Sky Haven Temple in the Karthspire, in the area where the fast-travel destination for Sky Haven Temple is, will do.
Blades who do not live at Sky Haven Temple will not appear to help you fight the dragon. This includes Blades whom you have married and moved to one of your homes, and Blades whom you have made a steward  of a Hearthfire house. However, after you kill the dragon, they may sometimes move to Sky Haven Temple. They will eventually return to their proper homes.

Bugs
 
 You can use the console to finish the quest by entering  .
 
 This can be fixed with the console by entering  .
 

Quest Stages
Skyrim:Dragon Research

Quick Walkthrough
Speak with Esbern.
Acquire a dragon bone and a dragon scale.
Return to Esbern.
Drink the potion.
Speak with Esbern once more to complete the quest.

Detailed Walkthrough
Once you have three followers recruited as Blades, you can ask Esbern for dragons to kill. Once you agree to kill one, Esbern will send you to a random place where you'll find a dragon. After you kill the dragon, you'll get the update to the quest stating "Return to Esbern". Return and speak to him; he'll ask for a dragon bone and a dragon scale. Give him the dragon bone and scale and he'll give you a potion. Drink the potion to gain the Dragon Infusion perk. Speak with him once more to complete the quest. The potion adds the permanent perk of 25% less melee damage from dragons.

Bugs
 
 
  If you don't want an uncompleted quest stuck in their quest log, you have the opportunity to back out of dialogue with Esbern after the 'Talk to Esbern' objective but before you inquire about a dragon location. 
 Workaround - Basically, you must not give the dragon's bone and scale to Esbern; use console commands instead. There are three contexts to consider, each with its own solution: the first one is before returning to Esbern, the second one is before turning-in the dragon's scale and bone asked by Esbern, and the third one is after getting the potion (after giving the dragon's scale and bone).
Before returning to Esbern - You killed the dragon and got a new journal entry stating "Return to Esbern". Use the console to add the perk :  . From then on, you won't be asked to retrieve a dragon's scale and bones and thus won't receive the resulting potion (it seems that one condition for triggering the quest is set by detecting that you don't have the perk yet).
'''Before turning-in a dragon's scale and bone (recommended)''' - You've returned to Esbern and told him that the dragon is dead, which triggered a new quest requiring a dragon's bone and scale. In the console, type:
: 
After giving bone and scale to Esbern - The quest has already been started and it's supposed to be completed, but the journal entry is still there : you've given the dragon's bone and scale and thus received the potion, however without any effect after you drank it since it has a bug (no perk imbued). You must first reset the quest so as to start it over again, then add the perk to your powers, and finally clear the entry from your journal with the quest set as "completed". In the console, type:
: 
How to fix/finish this quest? - Set quest as "completed". In the console, type:
: 
 

Quest Stages
Skyrim:Child

Childthumb|right|Lars Battle-Born, a typical child
Children are young inhabitants of Skyrim that can be found in various places throughout the game world, most commonly in major cities and towns. They are not playable, and they cannot be killed. Only human races (Breton, Nord, Imperial, and Redguard) have children present in the game; no elven or beast races offspring are encountered.
Traits
Height: 0.8000
Weight: 1.0000
No added spells or other abilities
Cannot be harmed; the attacks only cause visual injuries and can make a child flee.
Share the same starting skills as their parents

Gameplay
Although children can be interacted with via quests, dialogue, and various games (tag, hide and seek), their most striking feature is that they cannot be harmed or killed. They also cannot be targeted for most other actions, including pickpocketing and feeding. Also, you cannot increase combat or destruction skills by using children as a target. Children will never engage in battle and will always flee at the first sign of a fight, however, if you use the Rage spell on a child they will engage in fighting.

Children are present in the game world for increased realism and immersion but the game developers most likely opted for the "immortal" mechanic in order to avoid any "child-killing" controversy. For this reason, children were not included in either Morrowind or Oblivion (although the idea was brought up for the latter). They were finally featured in Skyrim; though, as stated, they are given special treatment.

List of child NPCs and their locations
There are a total of 38 children in Skyrim (3 Bretons, 3 Imperials, 3 Redguards and 29 Nords). The Hearthfire add-on adds a total of 4 more children (1 from each of the four mentioned races). The Dragonborn add-on adds 1 more Nord child.


 
 


See the Adoption page.

Notes
In the Creation Kit they are counted as a separate race, similar to how Dremora and the elders are treated. 
Despite being unkillable, children do have the "zombie grunt" and death sound files typical of humanoid reanimated targets. 
If you cast a spell near a child, he/she will respond by asking you to make them invisible. Unfortunately, you will not be able to do this (as there is no targeted invisibility spell in the game), so they will be disappointed when you refuse, but you can give yourself a spell Fade Other by using the console command: player.addspell 28532
You have the option to lie,  and then pass a speech check (Lie).  They will then begin acting like ghosts and start "finally having fun around here."
There are some inconsistencies with the races of the children and their parents. Fjotra, a Nord child, has Breton parents, Enmon and Mena. Minette Vinius, a Nord child, has an Imperial father and an Imperial brother, Corpulus Vinius and Sorex Vinius, respectively. They might be results of an adoption.
Adoption was originally developed as part of the Game Jam.

Bugs
Skyrim:Fletcher

Fletcher may refer to three things:
Fletcher (place), a store in Solitude
Fletcher (faction), a faction for the people working in the store
Fletcher (class), a class for NPCs
Tes5Mod:Mod File Format/LTEX

{| class="wikitable" width="100%" 
! width="3%" | C
! width="3%" | V
! width="10%" | Field
! width="15%" | Name
! width="12%" | Type/Size
! | Info
|-
| + || || EDID || Editor ID || zstring || 
|-
| - || || TNAM || Texture || formid || Reference to a TXST. only 1 without this, LScrub01
|-
| + || || MNAM || Material || formid || Reference to a MATT.
|-
| + || || HNAM || || ubyte[2] || Havok Data
:Friction
:Restitution
|-
| + || || SNAM || ||ubyte || Texture Specular Exponent always 0x1E (30)
|-
| * || || GNAM || Grass ||  formid || Not required.  Possible Grass (GRAS)
|-}
Tes5Mod:SkyEdit

SkyEdit is a third party replacement for the Creation Kit, similar to MwEdit for Morrowind. It is currently in early development stages.


Help
:* Getting Started -- A basic tutorial for users new to SkyEdit.
:* FAQ -- Frequently Asked Questions about the editor.
:* User Interface -- Description of the program's user interface.
:* Feedback -- Post feedback and suggestions for the program.
:* Bugs -- Listing of bugs and their eventual solutions.

Development
:* Features -- List of current and desired features.
:* Credits -- External libraries and other contributors to SkyEdit.

Links
:* SkyEdit on GitHub
:* Tes5Lib on GitHub
:* SkyEdit thread on Bethesda Forums, previous threads: 1

Screenshots
800px
Tes5Mod:SkyEdit/Features

Current Features
The following lists the current features found in SkyEdit.

Fully Editable Records
The following records are fully (or mostly fully) editable:
:* Keywords
:* Recipes
:* Globals
:* Game Settings
:* Magic Effects
:* Weapons
:* Enchantments		
:* Spells			
:* Ingredients		
:* Misc				
:* Statics			
:* Armatures (ARMA)	
:* Shouts			
:* Containers
:* Leveled Items
:* Leveled Spells
:* Leveled Actors
:* Armor
:* Ammo
:* Lights
:* Potions
:* Books
:* Scrolls
:* Activators
:* Soul Gems
:* Words of Power


Partially Editable Records
The following records are partially editable:



General
:* Automatic backup of files when saving (can be disabled). Backup location, maximum number, and maximum size can be customized.
:* Undo most actions when editing records (add, delete, edit).
:* Find text or binary data, case sensitive or insensitive. More exhaustive search than the CS. 
:* Batch edit multiple records with common fields.
:* Open and edit multiple plugins at once.
:* View the raw hex of record data.


User Interface
:* More consistent and organized user interface (hopefully).
:* Record counts shown in record tree.
:* Record list shows active and deleted records in different colors.
:* Custom dialog to make selection of scripts/enchantments/etc... for records easier.
:* Record list shows almost all fields for a record.
:* Record tree can be customized to show different grouping of records. Default group categories are improved.
:* Update a record being edited without closing its dialog (Apply).
:* Drag-and-drop operations are supported in more locations


Help System
:* Tooltips for most controls (can be disabled).
:* Press F1 to jump to the appropriate help page on the UESP or CS wiki (selected in options).

Import/Export
:* Import/export most records from/to CSV (Comma Seperated Value) files.
:* Most records fields supported. 
:* Escapes/unescapes special characters (carriage returns, tabs, commas, etc...) to allow extended fields to be exported/imported.
:* Existing records are automatically updated/overwritten when importing.
:* Formids automatically assigned to new imported records.


Performance
:* Improved performance at the cost of requiring more memory (loading Oblivion.esm takes +800 MB).
:* Skyrim.esm is only loaded once per session which allows multiple plugins to be loaded at once and decreases the time of subsequent loads.


Desired Features
The following lists wanted or planned features for SkyEdit. Note that a feature listed here may not necessarily ever be implemented.
:* The ability to edit the object id or atleast show what object id your newly created items have
:* The ability to export as overwrite / new record to a new / existing mod like FO3 Edit / NV Edit.
Tes5Mod:SkyEdit/Credits

There are a number of external contributors to SkyEdit.

Contributors

Libraries
SkyEdit uses several libraries which has sped up development considerably.

:* Devil for loading images. This is a great library and very easy to use.
:* zLib for loading/saving compressed data. 
:* Resizable Control Bars for the nice dockable error/undo control bars in the main view.
Tes5Mod:SkyEdit/User Interface

Record Edit Dialogs
:*Game Setting
:*Global
:*Keyword
:*Recipe
:*Magic Effect
:*Weapon

Special Dialogs
:*Batch Edit
:*Find
Tes5Mod:SkyEdit/User Interface/Batch Edit

The batch edit dialog allows editing of multiple records of the same, or similar, type. To open select one or more records from the main record list view (Shift + Click), Right Click and select "Batch Edit". The dialog that pops up will list all common fields among the selected records allowing you to change the value of any one or more of them. Note that some record fields may not be editable via batch edit.

Other Resources
:* Common Fields found in edit dialogs
Tes5Mod:SkyEdit/User Interface/Common Fields

This page describes common user interface elements seen in many edit dialogs of SkyEdit.
Tes5Mod:SkyEdit/User Interface/Find

The find dialog permits searching of binary or text data in the currently loaded plugin and master files.


Interface




Other Resources