The Elder Scrolls IV: Oblivion
The Elder Scrolls IV: Oblivion |
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Developer: Bethesda Game Studios This game has unused areas. This game has a prerelease article This game has a bugs page |
Oh dear, I do believe I have the vapors. This page contains content that is not safe for work or other locations with the potential for personal embarrassment. Such as: Many different flavors of fantasy nipples. |
In The Elder Scrolls IV: Oblivion, Patrick Stewart Uriel Septim VII is assassinated by the Mythic Dawn. Before his death, however, Uriel gives an Amulet of Kings to the player character, who is asked to stop the realm of Oblivion from taking over Tamriel. In the Knights of the Nine expansion, the Hero learns about the titular faction, that wants to obtain certain relics that can stop Umaril, a man who seeks revenge on the Nine Divines. In the Shivering Isles expansion, the Hero ends up in Sheogorath's realm in Oblivion, where he learns about the Daedric Prince's past.
To do: Tons...I mean tons.
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Contents
- 1 Sub-Pages
- 2 Early Menu Screen
- 3 Unused Models
- 4 Unused Race
- 5 Removed City of Sutch
- 6 Unused Items
- 7 Unused Magical Effects
- 8 Unused Spells
- 9 Unused Diseases, Abilities, and Powers
- 10 Obscured Textures
- 11 Oddities
- 11.1 Barash Key
- 11.2 Blood Potion
- 11.3 Bralin's Key
- 11.4 Chainmail Stockings
- 11.5 Derics
- 11.6 Female Dremora
- 11.7 Fin Gleam
- 11.8 Gemstones
- 11.9 Magrum gra-Orum's House
- 11.10 Nerastarel's House
- 11.11 Russet Felt Shirt
- 11.12 Strength of Alchemy Apparatus
- 11.13 The player's default name
- 11.14 Unused Door
- 11.15 Xbox 360 Save Loading
Sub-Pages
Prerelease Info |
Bugs |
Unused Dialogue Bethesda removed the other arenas and around 800 lines of dialogue because they had problems with disc space. So what's all this, then?! |
Unused Maps Too much to list them on the main page. |
Unused Icons Quivers you'll never equip, Darkness you'll never cast. |
Unused NPCs Unused or completely removed NPCs that do not appear anywhere in-game. |
Unused Sounds |
Unused, Changed & Altered Quests Simplified or completely removed quests and questlines. |
Testing Content Bethesda removed the other arenas and around 800 lines of dialogue because they had problems with disc space. SO WHAT'S ALL THIS, THEN?!! |
Add-ons
Shivering Isles Unused content found in the game's second expansion pack. |
Official Downloads Unused content found in the game's minor DLC. |
Early Menu Screen
An early version of Oblivion's menu screen can still be found in the files, known as "CreditsMenu.bik". This menu screen differs from the final version in a number of ways. Most notably, it features an earlier version of Cyrodiil's world map which still includes the later-removed city (and county) of Sutch. This map also features differents fonts and has some waypoints that don't appear on the final version. The other cities that are shown (Kvatch, Skingrad, the Imperial City, and Cheydinhal) also sport different looks, with the Imperial City and Kvatch appearing a lot larger and Cheydinhal having an almost completely different shape altogether. This version of the menu screen also has in-game footage layered over the map scroll, which is something the final version completely got rid of.
This early menu was first seen at the E3 2005 showcase Bethesda did of Oblivion. There it was accompanied by an earlier rendition of the game's main theme. At a further point in the presentation, the fast travel map was shown to be the same early map that's used for this early menu screen.
Unused Models
To do: Add a screenshot of the objects. |
Basement Piece
The model named "Ungrdexit1room" has another duplicate model not used in the game, named "Ungrdexit1roomTEST" looks like an early version of the same object with untextured floors and pillars, with part of the final model merged inside the untextured faces. This models lacks any collision and was most likely used to test objects.
Grave Models
These two grave models are defined in the game's data, but they're not placed anywhere in the world. The first model is a platform with stairs leading to a grave surrounded by soil while the second is identical, save for the grave which has been dugout.
Given the nature of the quest Unfriendly Competition, these were probably meant for that quest.
Unused Race
A vampire race, found only in the Construction Set, with red eyes and very pale skin. The Vampire race has no attributes, skills, or traits for either gender. Only two NPCs are Vampires in the standard game, although neither can be met in-game unless spawned by console commands – one is called Dead Meat (ID: TestDeadMeat
), while the second has no name (ID: TestErikNpc
). This race was probably meant to be playable, but was cut early in development.
Removed City of Sutch
The city of Sutch was meant to be another big city in Cyrodiil, and the seat of power in County Sutch. While it was planned to be included originally, it seems that it was removed rather early on, and very little of its existence actually remains in the game files.
It was first seen during Bethesda's E3 2005 showcase of the game, on the game's main menu. That video can be seen above. The city's representation on maps is basically all we know about how it would've looked. Still, it might have looked different had it been included in the final game, since it seems that Cyrodiil's cities got reduced in size by the time of release. The thing that's the most notable about Sutch is that the city seems to be directly connected to a lake of some sort. In the showcase, Todd Howard also shows off the fast-travel mechanic, which uses the same early map as the menu screen, but now adjusted for gameplay. On this map, multiple map markers are shown, and all the cities shown have the "city" type marker. All cities, except Sutch, which has a "Fort" type marker. While it can only be seen briefly, and doesn't tell us anything concrete, it's highly possible that by the time of this E3 demo, the city had already been removed from the game.
In the game there's only a single cell leftover that still references the city, and that cell is known as "CountySutchDocksExterior". This cell is actually used in the game - though its northwest corner is out of bounds - and it doesn't contain docks of any sort. It does contain a river that leads out to the Abecean Sea, so that's something. The cell is also located to the west of where the city of Sutch was located on the E3 map. It's possible that the walkway with the lake that was northeast of the city on the map was eventually reworked into these docks, with a walkway intended to go from the docks to the city itself.
Speaking of the city, that got replaced by a fort of the same name, Fort Sutch. The usual generic fort in Oblivion has one exterior cell and one interior cell. Fort Sutch has four exterior cells, "FortSutchExterior", then "FortSutchExterior02", which is just an empty space of grasslands in the final game, despite still playing dungeon music. But more interesting are "FortSutchAbbeyExterior" and "FortSutchCastleExterior". While a Fort Sutch Castle is never mentioned, Fort Sutch Abbey can be mentioned by Teinaava during the quest "Bad Medicine". If you ask his advice and he likes you, he will say "Fort Sutch? I am familiar with that place. It is nestled deep in the mountains. It is naturally well defended, but there is a weakness. Not far from from the ruins of Fort Sutch lie the ruins of a tower. That tower was once part of the Fort Sutch Abbey. The two ruins lie apart on the surface. But underground, they're connected by some now-flooded tunnels. Wet and dark, yes... but surely unguarded." Regardless, these cell names indicate that the original Fort Sutch likely was intended to be significantly bigger. The exact dimensions of the city can still be seen if one looks carefully: the area around the fort is barren and flat, indicating something else once stood there. By looking at these leftover borders from the city and compare how close Lord Drad's Estate is located to them, we can get an idea of how much the original Cyrodiil map was compressed.
There is a single person in the final game that we know for certain was meant to reside in Sutch at one point: Azzan, the head of Anvil's Fighters Guild chapter. One of the quests that he gives you, "The Wandering Scholar", has the following journal entry: "Azzan has given me a contract to escort Elante of Alinor, a scholar doing research on Daedra. I am to meet her at the entrance to Brittlerock Cave, northeast of Sutch, and protect her while she explores inside."
Of course, this isn't any definitive proof, but it is odd that Sutch gets mentioned here. But, the next journal entry from a later Fighters Guild quest "Mystery at Harlun's Watch" is more definitive. It reads as follows: "Burz gro-Khash has paid me the balance of the contract. He tells me that he has no further contracts to offer, but I should speak with Azzan in Sutch, if I have not already." This confirms that Azzan was meant to be a Fighters Guild head in Sutch, rather than Anvil. It's possible that other NPCs were similarly moved, but there's no definitive proof for any of them.
We can also make an educated guess that since every divine has a chapel in the final game, Sutch would probably have a chapel of Kynareth, since she's the only divine that doesn't get represented otherwise. A gate next to Fort Sutch, in the cell "MS94OblivionGateExterior", also is guaranteed to open at the same time as those next to each city - indicating it was intended for the city of Sutch. Finally, one other place of note is "Brina Cross". It's a placed that appears marked on the early map, and is seemingly named after the crossroads formed by roads from Sutch, Kvatch and Anvil. In the final game, there is a "Brina Cross Inn", which is a weird hodgepodge of content and was likely placed there to cover up the otherwise barren landscape.
In the Making of Oblivion documentary[2] a board with concept art of all of Oblivion's cities can be seen in Lead Artist Matthew Carofano's cubicle. Tantalisingly, he's even seen gesturing at Sutch in the documentary's intro, presumably from an extended interview that was trimmed down. Although small and far from the camera, a basic layout of Sutch can be interpreted, including the chapel on the west side of the city, the arena (maybe) in the southwest corner and the castle covering the north. Most importantly though, contrary to the E3 map, the city was intended to be built on an island or peninsula, with the road/walkway to the lake actually being a bridge over the mouth of a river. The "CountySutchDocksExterior" cell could have been a remnant of Bethesda's original concept for Sutch. For this geography to have existed in-game the city and its environments could only have seen dramatic changes; what's left of Sutch in retail is landlocked. There are several inconsistencies here; in retail Oblivion the distinct outline of the city (as a large, featureless area) can still be seen with rocks placed around it in a manner strongly suggesting the city existed in some form at the time they were placed. Despite this, the lake and northeast bridge out of the city are still present on the E3 map. It's possible that the city saw two iterations before being cut and scaled back in ambition (like other cities e.g. Leyawiin) prior to being cut entirely.
Unused Items
Armor
This is supposed to protect you, unfortunately none of it appear in-game.
Clothing
Unlike armor, this does not protect you. At all.
Ingredients
Ingredients for potions that will never be created, as they don't exist.
Jewelry
Keys
A key that opens all locks is a master key. The problem is, it might not exist.
Notes
A number of notes and letters that for some reason or another go unused in the final game.
All these notes (but Sealed Note, Shop Hours and Tavern Hours) look like scrolls of varying size when thrown out of inventory.
Weapons
Unused Magical Effects
Image | Name & ID | School | Commentary |
---|---|---|---|
Lock
LOCK |
Alteration | A buggy spell effect that locks (almost) any container or door it is cast on. Base magicka cost is 30. Some doors don't seem to be affected for some reason, and it doesn't work on any door that is already locked. Can be cast on already-open interior doors, though they can be closed without being lockpicked, after which they will no longer be locked. It can also lock containers that aren't found normally locked, like sacks. The interesting thing to note is that it has several warnings in the Construction Set saying "DO NOT USE", though there are two unused spells using it, detailed below. It was previously available as an effect in Morrowind, but likely removed from Oblivion due to being buggy, having the potential to mess with the AI, and the possibility of locking yourself in a building with no way to unlock it, and general lack of use other than training your security skill. | |
Darkness
DARK |
Illusion | Makes the area around the target darker, like an opposite version of the Light spell effect. Base magicka cost is 0. Like Lock, there are "DO NOT USE" warnings present for it, though unlike Lock there are no pre-made spells in the construction set that make use of it, requiring you to mod your own in if you want to see it in action. Casting it will leave the target black and shadowy even after the effect wears off, and this visual effect will remain until the game is restarted. Oddly, it's considered an offensive spell effect. The effect has an icon in the game files, though it's not assigned to it, instead using the Chameleon icon. Probably intended as a Sneak aid, but removed due to the presence of the two more useful and less buggy Chameleon and Invisibility effects. | |
Resist Water Damage
RSWD |
Restoration | Gives you resistance against damage dealt by the Lava in Oblivion planes. Base magicka cost is 0. Same with Darkness, there aren't any pre-made spells with this effect. No icon, visual effects or sounds are assigned to it either. On the bright side, it's the only effect out of the three that works as intended with no bugs. |
Unused Spells
To do: Rearrange as a table, add icons, make it look nice. All the necessary icons and information are in the source.) |
This needs some investigation. Discuss ideas and findings on the talk page. Specifically:
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This list contains spells and magic effects that are listed in the Construction Set but are not available in-game. They can still be obtained via the console, but since these spells are not available for use for a reason, they may cause various issues like crashing to desktop due to undefined animation and particle files.
Alteration
Conjuration
No concrete clues have been found in the Construction Set about these spells, nor is it known why they were cut.
Destruction
Illusion
Image | Name & ID | Effects | Commentary |
---|---|---|---|
Chameleon
5DCC0 |
Chameleon 10% for 12sec on Self | Novice-level spell. | |
Minor Invisibility
5DCC1 |
Invisibility for 6sec on Self | Novice-level spell. |
Restoration
Unused Diseases, Abilities, and Powers
To do: Tons. I'm mostly going by usage count in the CS for Oblivion.esm to determine what's unused for this section, but there are also abilities and powers and such that are used... by unused creatures, scripts and NPCs, or ones that only appear in test maps. As a result, I'm probably only scratching the surface here since I only remember a few of those. I also haven't included unused content from DLC other than Shivering Isles just yet. For that matter, might it be worth moving some of this content over to the Shivering Isles subpage? Some nicer formatting also couldn't hurt. Lesser powers still need to be added. Help would be welcome. |
Like the spells above, you can add these to yourself or any other target with the addspell console command followed by the associated Form ID. Diseases and Abilities are always active, while Powers must be cast, though they are immune to Silence. Greater Powers can be cast once a day, but Lesser Powers can be cast as many times as you want and may or may not cost magicka. Neither will increase any skills when cast.
Diseases
- Ticklebritch (Drain Endurance 5pts, Drain Personality 15pts) - While this is not used in the base game, the official DLC Mehrunes' Razor adds one rather obscure way to catch it - by picking up a certain Hoe in Sundercliff Mines. The name of the disease and the fact that you catch it from a "hoe" (not to mention the name of the hoe's associated script: DL9DirtyHoeObjectSCRIPT) is probably a developers' joke implying that it is a sexually-transmitted disease. Form ID: 000CB5F5
- Elytra Hatchling Disease (Drain Fatigue 50pts) - Presumably would have been caught from Elytra Hatchlings in the Shivering Isles, but goes unused. Form ID: 0004418B
Abilities
- Atronach Frost - A script effect that would have added magic frost shaders to Frost Atronachs, much like the other Atronachs. For whatever reason, it's unused. Form ID: 0008DAA6
- Blade, Sneak, Security, Marksman, Acrobatics +2 - Judging by the Editor ID (DarkNightBless) and the fact that its effect name is Night Mother's Blessing, it was probably related to the Dark Brotherhood. Despite the name, it's set to use a script effect but does not point to any script, so it does nothing. Form ID: 000CBF18
- Chameleon (Chameleon 10pts) - Again, the Editor ID (DarkNightMotherFade) suggests a relation to the Dark Brotherhood, but it's not used by anything. Form ID: 0006BC17
- Dremora Powers (Fortify Magicka 50pts, Reflect Damage 30pts) - No Dremora have this ability, thankfully. Neither does anything else. Form ID: 0003E9AC
- Elytra abilities (Water Walking, Weakness to Magic 20pts) - The Editor ID (SEAbElytraHatchling) indicates this was intended for Elytra Hatchlings as a weaker version of the identically-named ability that all Elytra possess, which works the same way but also includes 50% poison resistance. Form ID: 0004418C
- End of Order (Paralyze) - The Editor ID (SE13AbParalyze) indicates it was meant for the Shivering Isles quest The End of Order, but it's not used there or anywhere. Form ID: 0001A7EB
- Fleece of Fire (Fire Shield 50pts) - The Editor ID is TestFlamingSheep01, so probably the result of some developer playing around with Sheep and fire magic. Form ID: 0005C0E4
- Ghost Resistances (Resist Disease 100pts, Resist Normal Weapons 100pts, Resist Poison 100pts) - Intended for the Shivering Isles quest Ghosts of Vitharn, though ultimately unused. Pretty standard resistances for ghosts to have, though the disease resistance is a bit strange since only the player can catch diseases. Form ID: 00050C8C
- Ghostly Immobility (Burden 1000pts) - Also intended for Ghosts of Vitharn, to keep the player from moving when Hloval Dreth attacks. This ended up being accomplished by forcibly equipping the player with a 1000 pound ring with the same name, rather than this ability. Form ID: 00097146
- Gnarl Health (Fortify Health 50-100pts) - Actually 3 abilities, one with a magnitude of 50, one with 75, and one with 100. Form IDs are: 00081D5A, 00081D5B and 00081D5C for the 50, 75, and 100pts versions respectively.
- High Elf Weakness to Fire/Frost/Shock/Magic (Weakness to Fire/Frost/Shock/Magic 50pts) - Again, actually multiple abilities. The final game has High Elves getting all of their weaknesses (25 to each element) from a single ability. Notably, these abilities are all at 50pts magnitude, which is twice that of the 25pts weaknesses that High Elves have in the final game. They also don't have a general Weakness to Magic in the final (though they did in Morrowind, as well as 50pts of Weakness to Fire), so these are possibly leftovers from a time in development when their weaknesses were closer to Morrowind's. Form IDs: 00047ADA for Fire, 00047AD9 for Frost, 00047ADB for Magic, 00047AD8 for Shock.
- Immune to Water Damage (Resist Water Damage) - This one is particularly notable in that it uses the Resist Water Damage effect, which doesn't appear in the game at all. "Water Damage" is actually damage from lava, though the effect doesn't appear to grant outright immunity as the name of the ability implies, despite the effect itself not having a magnitude. Form ID: 00066C43
- Lady's Grace (Fortify Personality 20pts) - An unused (as is made known by its Editor ID: BSLadyGraceUNUSED) version of the Lady birthsign, which normally grants +10 to Willpower and Endurance. Of note is that the Morrowind version of this birthsign had 2 separate abilities as its components - Lady's Favor (which granted 25 Personality) and Lady's Grace (which granted 25 Endurance), so it may be that the Oblivion version was originally going to behave this way as well. Form ID: 00022A3F
- Light Self (Light 100pts) - Intended for Namira's Daedric quest, probably for the Priests of Arkay before being replaced with simple torches. Form ID: 0005C020
- Mark Test Shock Shield (Shock Shield 100pts) - Pretty self-explanatory. Form ID: 00040BA3
- Mead Allergy (Paralyze) - Intended for the Dark Brotherhood quest A Matter of Honor, but the quest uses a different ability which does the same thing. Form ID: 0006555C
- Mooncalf (Fortify Personality 20pts, Fortify Luck 20pts) - An earlier version of the Shadow birthsign. Would have given a whopping 40 extra attribute points, 20 of which would have been to Luck. That's even more than Thief birthsign gives! No wonder it got nerfed. Form ID: 00022A4A
- Resist Magic (Resist Magic 50pts) - Its Editor ID of AbImpResistMagic shows that it was meant for imps. Not much else to say about it. Form ID: 0002B53F
- Resist Magic 25% (Resist Magic 25pts) - This one was for boars. Form ID: 0002B54E
- Shadowmere's Invisibility (Chameleon 5pts) - Apparently Shadowmere was supposed to be invisible at one point. Despite the name claiming Invisibility, it's actually a fairly weak Chameleon effect. Form ID: 00064F48
- Test Vampire Ability (Vampirism 50pts) - Clearly used for testing Vampirism. Form ID: 000262C5
- Wreath of Glory (Fire Damage 0pts) - The editor ID is TestFlamingSheep02. Again with the flaming sheep... At least one developer had some strange fascination with them, it seems. Perhaps they were also the ones responsible for Sheogorath's Daedric quest. Form ID: 0005C0E7
Greater Powers
- Nirn's Breath (Detect Life 100pts for 120sec on Self, Fortify Fatigue 200pts for 120sec on Self, Fortify Health 100pts for 120sec on Self) - This was to be the power granted by the Nirn Stone, a Doomstone that does not appear anywhere in the game. Form ID: 0006B6B1
Obscured Textures
Female Upper Body
In the final game, when having no armor or clothes equipped, male characters appear with a loincloth on while female characters have both a panty and bra on. Many games from this era had the underwear as part of the skin texture, however, this is not the case here, as the breasts are actually fully textured.
If a female NPC (or a player character) stands behind a waterfall in third-person while wearing the Dark Seducer armor, the breasts will appear fully exposed. This works for all races, even for the unplayable Dremora. Bretons, Nords, High Elves and Wood Elves use the Imperial textures with different hues.
The discovery of these textures, alongside some gore-related content, led to Oblivion being re-rated by the ESRB.
Oddities
Barash Key
Two Imperial NPCs that live at the Waterfront District, Uzul gro-Grulam and Myvryna Arano, share Myvryna's house. Despite this, both NPCs carry a key known as "Barash House Key". No NPC with this name appears in the game, making the inclusion of the key very weird. However, it seems to have been tied to another Orc at one point, namely Umog gra-Marad. In the script MS31Script
, she is referred to as UmogGraBarash
. This means that the key was originally tied to her. This doesn't explain why it is in the possession of Uzul and Myvryna, though. While Myvryna is a semi-important NPC, Uzul isn't, and no-one ever mentions him. His dialogue also doesn't make sense, as in one line he mentions courting Myvryna, while in another he claims to be in love with Umog. It's possible that Uzul once lived together with Umog and her husband Graman, rather than Myvryna, or that he had a key to visit their house. Although it's not fully clear how this key came to be.
Blood Potion
In random Oblivion Plane 6, there is a single Blood Potion placed neatly behind some tall rocks east of the entrance to the Blood Well. It weighs nothing and serves no purpose or function. It cannot be used by vampire for feeding purposes either. It is the only Blood Potion available in the entire game.
Bralin's Key
Cheydinhal residents Rythe and Tivela Lythandas carry a key simply known as "Bralin's Key", which is actually their house key. Internally, this key is known as LythandasKey
. This establishes that the last name still lines up with the characters. Bralin seems to have been an earlier name for Rythe which was never changed.
Chainmail Stockings
Both the official concept art, as well as the menu icon for female chainmail greaves, depicts them as stockings. However, when wearing them, they look like normal greaves. It's very likely that someone at some point decided that the stockings didn't fit, or were too sexual, and had them altered. When looking at the final model, it's quite clear which part of the texture was added later.
Derics
In Leyawiin, rumors speak of a couple known as the "Derics". This actually refers to an Argonian couple known as Mahei and Numeen in the final game. It seems that at some point they were a Breton couple with the surname "Deric", with their early first names being unknown. The key carried by the couple also still bears the early name, but nothing else does, weirdly enough. Despite this, the Countess will seek out the couple and spend time with them, despite her dislike for beastfolk. The internal names for these packages already use Numeen's final name, so either the developers simply renamed the package at one point, or reused the same role for the Argonian couple as was planned for the Breton couple, despite that not making sense.
Female Dremora
In the final game, there is a single female Dremora in the Oblivion planes that the player can access. Strangely this Dremora is the only female one ever used in the final game, and she doesn't have any audio and thus doesn't make any noise when attacked or killed. If you use a high level charm spell to make her talk, she displays the default error trap message "I HAVE NO GREETING" instead.
Fin Gleam
Fin Gleam, the unique enchanted Glass Helmet underwater amongst a pile of bones near Anvil, was originally a Dark Brotherhood-linked item. Its EditorID is DarkFinGleam
, the "Dark" being a prefix for Dark Brotherhood items and its enchantment is internally named DBenAppFinGleam
(DarkBrotherhoodenchantedApparelFinGleam). Furthermore, the next armor piece in the Construction Set sorted by FormID are the Hands of Midnight sold by M'raaj-Dar at the Dark Brotherhood sanctuary, suggesting he might have sold Fin Gleam too.
Gemstones
To do: Make two tables. One that shows the gems as they appear in inventory and another that shows how they're supposed to appear with their correct icons. |
Many of the gems in the game do not use icons that match their actual model files, and a small number of those icons are unused. This probably happened because of an oversight or laziness on the developers part.
Magrum gra-Orum's House
Magrum gra-Orum's House appears in Cheydinhal, despite there not being an NPC with this name present in the game. It is instead inhabited by Dulfish gro-Orum and Magub gro-Orum, two male Orcs. In the final game, the relations between these NPCs is unclear. Magub gro-Orum's internal name is Magub gra-Orum, indicating they were originally female. It seems that Magrum was the original name for Magub. The game's Official Prima Game Guide states the following about the house, seemingly explaining the whole ordeal: "Home also to her husband, the gangster Dulfish. (Is it any wonder the place is in his wife's name?) Ms. Orum can put you on to the locations of two ruined Imperial forts that have been taken over by the undead."
Nerastarel's House
There is an abandoned house called "Nerastarel's House" located in Skingrad, within which resides all manner of undead. No NPC named Nerastarel exists anywhere in the game and they never get mentioned by anyone. The only time the house's existence gets acknowledged is when Amusei mentions it during the quest "Lost Histories". Despite being abandoned, entering the house is considered trespassing.
Russet Felt Shirt
The Russet Felt Outfit, internally known as MiddleShirt05
covers the upper and lower body in the final game. But it was meant to only cover the upper body, since there are unused icons for a matching set of pants. The generic enchanted versions of this shirt, "Security Russet Felt Shirt" and "Russet Felt Shirt of Blade Turning" still use the early name.
Strength of Alchemy Apparatus
In the game, there are five sets of alchemy apparatus. The strength (both magnitude and duration) of your created potions depends, among many things, on the strength of your alchemy set.
Set | Strength |
---|---|
Novice | 10 |
Apprentice | 25 |
Journeyman | 50 |
Expert | 70 |
Master | 100 |
For example, at 100 Alchemy and Luck 50, a potion of Chameleon created with a Novice set will have a magnitude of 17% and a duration of 63 seconds. Whereas a potion of Chameleon created at the same conditions but with a Master set will have a magnitude of 44% and a duration of 143 seconds. This is highest possible strength for Chameleon in-game.
However, the maximum strength for an alchemy apparatus is not actually 100, but rather 255. Naturally, such a set with a strength of 255 doesn't exist in the game and is only possible through creating one in the Construction Set. Unlike most variables in the game, an alchemy apparatus strength is one of the few variables that actually work above 100. The previous example of a potion of Chameleon, when created at apparatus strength 255 will have a whopping magnitude of 100% and a duration of 304 seconds.
The strength of potions created at apparatus strengths above 100 is too powerful and any overpowered possible combinations may've been too unbalanced, and probably the reason why no set goes above strength 100.
The player's default name
Under most conditions (Unless caused by the "reference bug" [3]), the player is unable to see what their name is before the start of the game. However the player does have a name, but the character creation screen takes precedence and the name field becomes blank. In the construction set, the player's name is "Bendu Olo", who was the old king of Anvil. The name can be seen in Oblivion's E3 demos, as well as some early Morrowind screenshots, hinting that it's a placeholder used by the devs.
Unused Door
In random Oblivion Plane 3 (the plane of Oblivion with a broken bridge leading up to five towers with the main tower in the center with two gates on either side leading to two other towers), off the map to the west, there is a long island in the lava. The island doesn't seem to have anything of interest except for a lone door, which doesn't lead anywhere when activated. What this door was for, is unknown.
Xbox 360 Save Loading
The PC port includes code specifically for reading saves kept inside Xbox 360 STFS packages -- making it one of the very first PC-based applications to be able to read from these packages -- though without proper STFS hash table handling it'll likely run into invalid data & display as corrupt, unless the save file is fairly unused.
On the other hand if a tool with better support for STFS is used to extract the package beforehand (such as Velocity), the game can usually load it in fine (and vice-versa for moving saves from PC to Xbox)
Since there were never any official methods for transferring files between X360 and PC, this code was likely meant to aid with debugging/QA during the porting process.
The Elder Scrolls series
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DOS | I: Arena • II: Daggerfall (Prototypes) • Legend: Battlespire • Adventures: Redguard |
Windows | Adventures: Redguard • III: Morrowind (Tribunal, Bloodmoon) • IV: Oblivion (Shivering Isles) • V: Skyrim (Dawnguard, Dragonborn) |
Xbox | III: Morrowind (Tribunal, Bloodmoon) |
Xbox 360, Playstation 3 | IV: Oblivion (Shivering Isles) • V: Skyrim (Dawnguard, Dragonborn) |
Xbox One, Playstation 4 | V: Skyrim (Dawnguard, Dragonborn) |
Xbox Series X, Playstation 5 | V: Skyrim (Dawnguard, Dragonborn) |
PlayStation Portable | Travels: Oblivion (Prototypes) |
Nintendo Switch | V: Skyrim (Dawnguard, Dragonborn) |
iOS, Android | Blades |
- Pages missing developer references
- Games developed by Bethesda Game Studios
- Pages missing publisher references
- Games published by 2K Games
- Games published by Bethesda Softworks
- Windows games
- PlayStation 3 games
- Xbox 360 games
- Pages missing date references
- Games released in 2006
- Games released in March
- Games released on March 20
- Games released on March 24
- Games released on March 23
- Games with unused areas
- Games with unused graphics
- Games with unused models
- Games with unused items
- Games with unused sounds
- NSFW articles
- To do
- To investigate
- Elder Scrolls series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > To investigate
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused models
Games > Games by content > Games with unused sounds
Games > Games by content > NSFW articles
Games > Games by developer > Games developed by Microsoft > Games developed by Bethesda Game Studios
Games > Games by platform > PlayStation 3 games
Games > Games by platform > Windows games
Games > Games by platform > Xbox 360 games
Games > Games by publisher > Games published by Microsoft > Games published by Bethesda Softworks
Games > Games by publisher > Games published by Take-Two Interactive > Games published by 2K Games
Games > Games by release date > Games released in 2006
Games > Games by release date > Games released in March
Games > Games by release date > Games released in March > Games released on March 20
Games > Games by release date > Games released in March > Games released on March 23
Games > Games by release date > Games released in March > Games released on March 24
Games > Games by series > Elder Scrolls series