Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Alchemist's Journal

'''Alchemist's Journal''' may refer to:
Alchemist's Journal (camp), a journal found in a camp north of Evergreen Grove
Alchemist's Journal (shack), a journal found in the Alchemist's Shack
Skyrim:Alchemist's Journal (camp)

Setting up camp here near this mushroom grove.  Interested in seeing what exactly is causing their enhanced growth in this area.  Today I'll be heading out to see what kind of   the mushrooms, and nearby Nirnroot, are having on the ecosystem downstream.
Skyrim:Fisherman's Journal

'''Fisherman's Journal''' may refer to:

Fisherman's Journal (camp), a journal found in a camp northwest of the Wreck of the Winter War
Fisherman's Journal (Ilinalta's Deep), a journal found in Ilinalta's Deep
Fisherman's Journal (Fishing), a journal added by the Fishing Creation.
Skyrim:Note (Forelhost Refectory)

In an era far across the seas of time, it has been foreseen that Alduin shall return to cleanse the land in the fires of his wrath. Rahgot is right, the walls will soon be breached by the heretics and we must secure the inner sanctum. Do not fear the embrace of death for it shall last only till the dragons rise again. Then we too shall walk the lands and bring back the true faith.
Skyrim:Note (corpse)

Captain,


There have been multiple complaints about attacks near the river northwest of the Rift.  We could use some more civilian support from that area for the war effort, so send a few men to investigate.  It's probably just a couple of wolves, so you'll only need to send at most two men.


Happy hunting
Skyrim:Note (treasure)

Go to the island near the edge of the lake. 
Look for where a great tree once stood. 
That is where I buried it.
Tes5Mod:Mod File Format/IPDS

IPDS records are impact data sets, which are simply a paired list of MATT/IPCT values.
Tes5Mod:Mod File Format/VTYP

VTYP records create a reference for Voice Types.
Tes5Mod:Mod File Format/WATR

WATR records contain information on water types.

Float values controlled via slider on the CK round a bit different in the CK.
Skyrim:Forsworn Note (Serpent's Bluff)

The Matriarch grows weary of your hesitation. Our people control the entire eastern slope of the reach- all save Sungard. Take it, and the invaders will be cut off from all retreat. But we must move  , while its defenses are still weak. 


Summon the tribes. Do what you must. But if you do not act, she shall find someone who will.
Skyrim:Tools

Tools are a category of miscellaneous item that groups together an odd assortment of items, ranging from very useful (lockpicks) to useless.  Jewelers and blacksmiths, as well as general goods merchants, will buy all tools.



See also
, for the Pickaxe and Woodcutter's Axe.
Oblivion:Painted World

This is a world accessible through a painting in Rythe Lythandas' house. The Painted World was created by Rythe with his Brush of Truepaint, which makes the appearance of the painting life-like. Recently, a Bosmer Thief stole the Brush of Truepaint and entered the Painted World. Once there he painted six Painted Trolls to defend him. Unfortunately the painted trolls turned on their creator and killed him. The painted trolls must be killed, or avoided (in which case you may still have to kill two of them), in order to exit from the Painted World. The only escape is through the use of a portal painted by Rythe once the 'danger' has been dealt with.

The Brush of Truepaint makes all the items it paints appear life-like, so much so that they can create another world, this is said to be because the brush is woven with Dibella's hair. Rythe also voices concern over the brush and the consequences of its use. Rythe explains how a thief stole the Brush and used it on his painting. The concern over the use of the Brush is proven right, when you arrive in the Painted World you see a number of trolls and a dead body, matching the description of the thief.
 

Related Quests
 

Notes
Rythe is found in  , while the Bosmer Thief is found at  . The Trolls can be found in any of the   cells.
The Bosmer Thief is actually an Altmer.

Gallery
Skyrim:Goldenglow Bill of Sale

Goldenglow Bill of Sale may refer to:

Goldenglow Bill of Sale (Gulum-Ei), a sales bill given to you by Gulum-Ei
Goldenglow Bill of Sale (safe), a sales bill found in a safe
Tes5Mod:Mod File Format/PERK

The PERK record is a complex structure of subrecords which must be in the correct order and format to be properly parsed by the game.

Main Record


Perk Sections
What follows are 1 or more perk sections. Each section starts with a PRKE subrecord and ends with a PRKF. The type of the section is indicated by the data bytes of the PRKE field. The subrecord types shared between the different types of perk sections have the following formats. (To reiterate, this is not the layout of any type of perk section; this is just a description of the details of the different forms the subrecords can take, depending on the perk section type.)



Quest Section (0)
For type 00 sections the data is just setting the stage of a specific quest applied without conditions:



Ability Section (1)
For type 01 sections the data is simply a spell applied without conditions:



Complex Entry Point Section (2)
For type 02 sections there are one or more conditions which must be met in order to apply a variety of effects:



Condition Sub-Section


Perk Effect Types
The first byte in a DATA subrecord in a complex entry point section is the type of effect to apply and has the 
values as listed below. The effect type determines what sort of data follows and in what format.



Function Types
Capitalized variables are input in section data. Each type uses the following format, with the meanings of each field outlined in the table below that.
Skyrim:Goldenglow Bill of Sale (safe)

center|link=Skyrim:Karliah
 Aringoth,


This document acknowledges the sale of Goldenglow Estate and all property, assets and materials contained within. Payment of the property has been made in full by   as an agent on behalf of the buyer. All dealings with the Thieves Guild in Riften   to cease immediately. To deter any possible retribution for this act, you are to take immediate steps to protect our assets in any way you see fit. I think you'll find that the Thieves Guild is far more bark than bite and will likely avoid Goldenglow Estate rather than thin their already dwindling numbers.


Good luck and may this be the start of a long and lucrative partnership.
Skyrim:Writ of Sealing

Writ of Sealing may refer to:

Writ of Sealing (Jyrik), the writ for Jyrik
Writ of Sealing (Mikrul), the writ for Mikrul
Writ of Sealing (Sigdis), the writ for Sigdis
Skyrim:Writ of Sealing (Mikrul)

Be bound here, Mikrul, murderer, betrayer

Condemned by your crimes against realm and lord.

May your name and your deeds be forgotten forever

And the charm which you bear be sealed by our ward.
Skyrim:Writ of Sealing (Jyrik)

Be bound here, Jyrik, murderer, betrayer

Condemned by your crimes against realm and lord.

May your name and your deeds be forgotten forever

And the charm which you bear be sealed by our ward.
Tes5Mod:Mod File Format/KEYM

An KEYM record contains data for a key.
Tes5Mod:Mod File Format/APPA

APPA records describe apparatus, but those items have no use in the game - they were used in Morrowind and Oblivion. If one of the 45 found in the game data is added via console, it appears in the misc part of the inventory but has no use. A couple of them (mostly smithing related ones) are placed in the world, but since they have no associated 3d model, they are invisible and have no impact on the game.
Skyrim:Forsworn Note

Forsworn Note may refer to:

Forsworn Note (Serpent's Bluff), a note found in Serpent's Bluff
Forsworn Note (Hag's End), a note found at Hag's End
Skyrim:Hunter's Journal

'''Hunter's Journal''' may refer to:

Hunter's Journal (camp), a journal found at a small camp
Hunter's Journal (Tolvald's Cave), a journal found in Tolvald's Cave
Skyrim:Journal

Journal may refer to:
Journal (Harmugstahl), a journal found in Harmugstahl
Journal (Meeko's Shack), a journal found in Meeko's Shack
Journal (pond), a journal found next to a small pond
The quest journal, listing active and completed quests
Skyrim:Journal (Harmugstahl)

: 

:It would seem the smaller specimens cannot survive the infusion process. Application of the serum results in a short burst of elemental energy, followed by death. I will have to change the formula before trying again.

:The larger subjects, however, have taken to the transformation nicely. For now, they are stored away in their pens until I can examine them further.
Skyrim:Journal (Meeko's Shack)

Well, after all my years living in these woods, it looks like the Rockjoint will finally be the end of me. I guess that's fine. All my friends are long dead. The only one left is poor Meeko. He was always a loyal companion, and I know he'll be able to take care of himself. I hope someday I'll see him again.
Skyrim:Incriminating Letter (DB)

Vunwulf,


I agree to your conditions. When the Emperor arrives, I will pass along his schedule, and arrange for all doors to be unlocked, and any posted security to be conveniently absent for a small period of time.


Nothing will stand between your men and his eminence. He will die by Stormcloak hands, and neither my father nor your great leader Ulfric will even know anything is amiss until it is too late.


Leave the first payment, in gold, at this dead drop.


I look forward to continuing our relationship.


Gaius Maro
Skyrim:Incriminating Letter (Jarl)

has shown great wisdom in choosing you as   Steward. A position well befitting your character, as it demands great cunning, grace, and, shall we say, a decided talent for performing one's duties tactfully and with much discretion.


The Jarl wasn't acting in   best interest by turning down my gracious offer. But you were able to see past   short-sightedness. In the end, I'm quite sure the Jarl will thank you for your cleverness in this matter.


I am in your debt. Commensurate with your continued cooperation, I grant you a boon.


It is only a matter of time before our efforts bear fruit.


--D.M.
Skyrim:Incriminating Letter

Incriminating Letter may refer to:

Incriminating Letter (Anuriel), a letter incriminating Anuriel
Incriminating Letter (DB), a letter used during a Dark Brotherhood quest
Incriminating Letter (DG), a letter added by the Dawnguard add-on
Incriminating Letter (Jarl), a letter about one of the jarls
Skyrim:Tattered Journal

Tattered Journal may refer to:
Tattered Journal (Embershard Mine), a journal found in the Embershard Mine
Tattered Journal (Tolvald's Cave), a journal found in Tolvald's Cave
Skyrim:Imperial Missive (Battle-Born)

:It has come to my attention that inquiries have been made as to the whereabouts of one Thorald Gray-Mane.

:It is my duty to inform you that Thalmor agents have taken possession of the prisoner and have escorted him to Northwatch Keep.

:I don't think I need to elaborate. It is in everyone's best interest if the matter is dropped entirely. I trust there will be no further inquiries as to this matter.

Gen. Tullius
Skyrim:Imperial Missive

Imperial Missive may refer to:

Imperial Missive (Battle-Born), a note found in the house of Clan Battle-Born
Imperial Missive (Fort Neugrad), a note found in Fort Neugrad
Skyrim:Stormcloak Missive

Stormcloak Missive may refer to:
Stormcloak Missive (Fort Neugrad), a note found in Fort Neugrad
Stormcloak Missive (Fort Snowhawk), a note found in Fort Snowhawk
Lore:Sleeping Tree

The Sleeping Tree is a strange leafless tree found in   in Skyrim. It grows in a misty pool beside a small cave now named after the tree. A   encampment also named for the tree surrounds it.  Several legends exist on the origins of the Tree. Some say that a piece of rock was blasted from Red Mountain during the Red Year and landed in Skyrim, and the Tree grew from the resulting crater. Others say that it grew from a spore which fell from a "floating island", referring to Umbriel, in which case the Tree is one of the   of Umbriel.   

Sleeping Tree Sap
 

See Also
For game-specific information, see the Skyrim camp,  cave, sap and quest articles.

References
Tes5Mod:Mod File Format/EYES

EYES records contain information on EYES!


|}
Tes5Mod:Mod File Format/CLFM

CLFM records contain Color (Form?) data.
Tes5Mod:Mod File Format/RELA

RELA records contain information on Relationships between 2 NPC_ or an NPC_ and the player.
Tes5Mod:Mod File Format/SOUN

SOUN contains the data used for a simple sound.



Notes

FNAM and SNDD are no longer used.  This is stored in the corresponding SNDR.  When this change took place is unknown.  FNAM and SNDD are not defined since it is legacy data.
Tes5Mod:Mod File Format/TACT

TACT contains the data for a "Talking Activator".  In other words, an object (not an NPC) with which you can start/receive dialog.

Record header flags:
:0x200 - not On Local Map
:0x10000 - Random Anim Start (not used)
:0x20000 - Radio Station (not used)
Tes5Mod:Mod File Format/DOOR

DOOR records contain the data for doors.

Record header flags:
:0x00010000 - Random Anim Start
:0x00800000 - Is Marker
Tes5Mod:Mod File Format/MSTT

MSTT records contain information on movable static objects.

Record header flags:
:0x100 - Must Update Anims
:0x200 - not On Local Map
:0x10000 - Random Anim Start
:0x80000 - Has currents
:0x2000000 - Obstacle
::NavMesh Generation Import Option, at most one can be set, defaults to "Collision Geometry"
:0x4000000 - Filter
:0x8000000 - Bounding Box
:0x40000000 - Ground
Tes5Mod:Mod File Format/TREE

TREE records contain information on trees as well other flora that can be activated.

Records between the dark lines must all be present, or just PFPC.
Tes5Mod:Mod File Format/FLOR

FLOR records contain information on harvestable flora, as well as almost any other harvestable other than those in TREE.
Tes5Mod:Mod File Format/IDLM

IDLM records contain Idle Marker data.

The flag 0x20000000 in the record header flags stands for "Child Can Use".
Tes5Mod:Mod File Format/PROJ

PROJ records detail projectile data, specifically model information as AMMO covers the gameplay aspects.
Tes5Mod:Mod File Format/HAZD

HAZD records contains information on traps, specifically model information, PHZD contains gameplay information.



Notes
FireLgPlacedHazardInvisible places a float 1 into DATA.Limit, displayed as a big int by CK
Tes5Mod:Mod File Format/SLGM

A SLGM record represents a Soul Gem

The flag 0x20000 in the record header flags indicates if the gem can hold NPC souls. If so, the CK disables the SLCP field.
Tes5Mod:Mod File Format/CLMT

CLMT records contain information on climate settings.
Tes5Mod:Mod File Format/SPGD

SPGD records contain information on shader particle geometry.
Tes5Mod:Mod File Format/EQUP

EQUP records are used as a reference for equippable slots.
Tes5Mod:Mod File Format/DUAL

DUAL records are used for dual cast art.

These records might not actually be used, only 2 records - doomSerpentDualCastData and FrostStormDualCastData. But they are referenced by 1 and 11 MGEF records respectively.
Tes5Mod:Mod File Format/ARTO

ARTO records contain information on "art" (effects) objects.
Tes5Mod:Mod File Format/MUSC

MUSC records contain data regarding groups of music tracks.
Tes5Mod:Mod File Format/MOVT

MOVT records contain data regarding movement types.


Notes
If you make a new MOVT in the CK, SPED will be 44 bytes.  If you select the check boxes for Anim Change Thresholds, their default value will be 0 and the scale multiplier is useless. This is either a bug with Bethesda's internal CK or only present in older MOVT records.
Tes5Mod:Mod File Format/DLVW

A DLVW represents a Dialogue "View", a flowchart-like representation of existing dialogues. A Dialogue View is strictly a UI for the purposes of creating and editing dialogues.
Tes5Mod:Mod File Format/SMEN

SMEN are "Story Manager Event Nodes", which are very basic event references.  



Event Type Codes
Note that some event types are not used, but are present in the game code.
Skyrim:Factions A

Actors dead bodies won't trigger World Interactions
This faction's purpose seems to prevent any kind of repercussions resulting from the completion of Innocence Lost, such as hired thugs attacking the player.

 

Actors in this will never fill world interaction aliases
 


 

Adventurers
 

After Hadvar/Ralof get to know you, they are in this faction - used to conditionalize dialogue
 

Agents of the Black Marsh
 

Alchemy Trainer
 

all friends in here
 

All guards of both factions in forts get put in this faction
 

Allegiance Faction
 


 

Allowed Faction for Execution Guard Package
SolitudeOpeningFaction
 

SolitudeOpeningPrisonerFaction
 

Alteration Trainer
 

Alvor Services
This is the faction that defines the merchant services provided by Alvor, including what merchandise he sells.

 


 

AngasMillAerisHouseFaction
 

Angeline's Aromatics Services
This is the faction that defines the merchant services provided by Vivienne Onis and Angeline Morrard, including what merchandise they sell.

 

anyone in this are friends
 

anyone in this won't fight with mq101 alduin
 


 


 

ArenaPacifyFaction
 

ArenaSelfLoathingFaction
 



 


 

Aval Atheron Services
This is the faction that defines the merchant services provided by Aval Atheron, including what merchandise he sells.
Tes5Mod:Mod File Format/FLST

FLST records are very basic lists that simply consist of a name and groups of any number of formids (or none at all).
Tes5Mod:Mod File Format/SMBN

SMBN are "Story Manager Branch Nodes", which are branchs in a tree structure from other SMBN or SMQN (Quest nodes)
Tes5Mod:Mod File Format/SMQN

SMQN are "Story Manager Quest Nodes", which are leaves in a tree structure formed from SMBN, SMEN and other SMQN forms.  These are extremely similar to Branch Nodes except that they have extra fields which involve an actual QUST record.
Skyrim:Factions B

Babette's Bed Ownership
 

Babette's Dark Brotherhood Services
 

Bandit Ally Faction
 


 

BanditFaction
 

BanditFriendFaction
 

Bannered Mare Services
ServicesNightGateInn
 

ServicesWhiterunBanneredMare
 

BarbasFaction
 

BardAudienceExcludedFaction
This faction is to prevent people from dancing to a Bard's songs. This includes people who work at inns.

 

BardAudienceMarker
 

BardNoRequestFaction
 

BardSingerFaction
 

BardSingerInstrumentalOnlyFaction
 

BardSingerNoAutostart
 

Barleydark Farm Faction
 

Bear Faction
 

Belethor's Goods
 


 


 

DLC1_BF_BossFightFaction
 

Birna Services
 

Bits and Pieces
 


 

Black Briar Meadery Faction
 

Blades
 

BladesRecruitsFaction
 

Block Trainer
 

Blood-Kin of the Orcs
 

Blue Palace Guard for DA02
 

Bolar Services
 


 


 


 


 

Bounty Collector
 

Bounty Hunter
 

Braidwood Inn Services
 

Brandy Mug Farm Faction
 

Brinewater Faction
 

Broken Oar Bandits
Tes5Mod:Mod File Format/ADDN

ADDN records contain information on "addon nodes".  These appear to be generic visual attachments that can be attached to any object.

NOTE: All fields marked required since all records have them but they may not all be required.
Tes5Mod:Mod File Format/ACTI

ACTI records contain information on activators, which seem to be of 2 main types:
Actual objects with models (and/or destruction information)
Simple triggers with nothing more than a name and VMAD information.

This seems to be an older alternative to FLOR/TREE as most of the harvestables are in those 2 record types but there are several functional types here as well such as Nirnroot.

Record header flags:

NavMesh Import Options (at most one is set - defaults to Collision Geometry)
:0x04000000 : Filter
:0x08000000 : Bounding Box
:0x40000000 : Ground

Flags not related to the NavMesh
:0x00000040 : Has Tree LOD
:0x00000100 : Must Update Anims
:0x00000200 : not On Local Map 
:0x00008000 : Has Distant LOD
:0x00010000 : Random Animation Start
:0x00020000 : Dangerous. Automatically set when Ignore Object Interaction.  Otherwise it can not be set independently.
:0x00100000 : Ignore Object Interaction. Sets Dangerous Automatically.
:0x00800000 : Is Marker
:0x02000000 : Obstacle
:0x20000000 : Child Can Use
:0x???????? : Has Platform/Language Specific Textures. ''Not set in original files, can't be set via CK.
Tes5Mod:Mod File Format/ANIO

ANIO records contain information on animated objects.

These records are extremely simple, containing only an editorID and model information.
Tes5Mod:Mod File Format/ARMA

ARMA records contain armature data, which is how armor (or similar) is displayed on a model.  These also contain information on bare (ie unarmored) models, presumably combined with specific armor/addons.  For creatures, this can be potentially only 1 record.

Each record has the potential for gender-separated models, as well as 1st person vs. 3rd person and also a list of races that this qualifies for.

If MOD3 is not present, MOD2 is both genders, if MOD3 is present then MOD2 is only male.
If MOD4 is not present, MOD2/3 are all viewpoints, if MOD4 is present, then MOD2/3 are specifically 3rd person while 4/5 are 1st person.

A similar distinction exists with NAM0-3 (base texture) eg NAM0 = male, 3rd person, NAM2 = male, 1st person

Note: there are some with only MOD2/4 or MOD3/5 for gender-specific models as well (eg Astrid)
Tes5Mod:Mod File Format/ASTP

ASTP defines a relationship between 2 people. Pointed to by RELA forms, checked for via HasAssociatenType in CTDA conditions.
Tes5Mod:Mod File Format/BPTD

BPTD records contain body part data.  Each record has base model information followed by a group of fields for each body part, which is repeated for each body part beyond the first (below the thick line).
Tes5Mod:Mod File Format/CAMS

CAMS records contain camera view information.
Tes5Mod:Mod File Format/COLL

COLL records are "collision layers".  A collision layer is essentially an invisible box around/near NPCs/objects/camera, indicating different kinds of checks if they collide with other boxes.  

If a box of type A collides with a box of type B, and the formid of A is in the CNAM field of type B then some kind of action is triggered.
Tes5Mod:Mod File Format/CPTH

CPTH contains the data for a camera "path".

Each camera path is essentially a series of CTDA checks (usually), a small amount of data specific to the path, then output CAMS.
Tes5Mod:Mod File Format/CSTY

CSTY records contain information on combat styles.

Some fields may not be present at all or shorter. For this cases the default numbers shown in th CK are documented here.
Note there is one record called 'TestDefensiveStyle' which uses an unknown field 'CSMD' and almost none of the others.



† These floats are rounded strangely by the CK. CK displayed numbers can be off by as much as 0.05 compared to the floats stored in the game data. After changing some other number in the form and saving, the numbers found in the game data are changed and agree with the numbers shown in the CK.
Tes5Mod:Mod File Format/DIAL

A DIAL record defines a dialogue topic.  The DIAL record is followed by a GRUP containing the responses (INFO subrecords).


|-
| + || TIFC || Info Count || uint32 || Count of topic INFO subrecords. This is used to preallocate memory for the topic's info list, but shouldn't be required.
|}

When Skyrim encounters an SNAM subrecord, it translates the four-character signature to the same internal subtype IDs used in DATA. Bethesda has occasionally added entries to the middle of the subtype ID list, resulting in old files having incorrect values; fortunately, SNAM is reliable, and official tools always place it after DATA so it ends up overwriting the raw subtype IDs in DATA.
Tes5Mod:Mod File Format/DLBR

A DLBR record is a Dialogue "Branch", which is a reference of an associated QUST record, as well as a starting DIAL (Dialogue) topic.