The Elder Scrolls IV: Oblivion
|The Elder Scrolls IV: Oblivion|
Bethesda Game Studios
In The Elder Scrolls IV: Oblivion,
Tom Cruise 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.
Tons...I mean tons.
- 1 Subpages
- 2 Unused Icons
- 3 Unused/Test Models
- 4 Unused Race
- 5 Unused Items
- 6 Unused Spells & Effects
- 7 Unused Diseases, Abilities, and Powers
- 8 Obscured Textures
- 9 Oddities
| Unused Dialogue|
An incredible amount of unused dialogue. Bethesda might wanna do that one again.
| Unused Maps|
Too much to list them on the main page.
| Unused NPCs|
Unused and test NPCs that do not appear anywhere in-game.
| Unused, Changed & Altered Quests|
Simplified or completely removed quests and questlines.
| Shivering Isles|
Unused content found in the game's second expansion pack.
In early dev builds, the arena armor was split into three parts.
It seems the blindfold was intended to be an item at some point. In the final game, it's a hairstyle used only by the Blind Moth Priests. It's actually also the "default" hairstyle for NPCs in the construction set that will be used when their hairstyle is set to NONE.
At some point, the Mythic Dawn Armor likely was meant to be usable. Interestingly, the helmet icon is missing the mask. This item can be obtained in one of the test levels. Normally, the game treats it as a bound item, but bound items have their own objects and IDs.
Like the Mythic Dawn Armor, this armor has its own unique icons for inventory menus, but aside from the shield (due to the fact that characters drop their shields to the ground as an item when they die), the armor cannot be picked up by the player due to it being marked as non-playable in the construction set. Even if you did manage to pick it up or add it to your inventory via the console, it would not appear in your inventory, and will not appear in the inventories or barter menus of any shopkeepers or lootable corpses wearing/carrying it, leaving the icons unused. The icons are correctly assigned to the items themselves, though, meaning that if you set them to be "playable" in the construction set, the icons will appear as expected.
The Dark Brotherhood has an Executioner rank that the player skips over - the questline promotes you straight from Assassin to Silencer. Nevertheless, it has a graphic for your Journal's factions page.
Add a screenshot of the objects.
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.
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.
There is a certain number of various notes and letters that can be found in different building and private houses, meant to extend the lore of the game. While some appear in lots of different places, some do not appear at all.
All these notes (but Sealed Note, Shop Hours and Tavern Hours) look like scrolls of varying size when thrown out of inventory.
A key that opens all locks is a master key. The problem is, it might not exist.
Unlike armor, this does not protect you. At all.
Unused Spells & Effects
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.
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.
- Lock - 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. 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. Its effect ID is LOCK.
- Easy Lock (Lock 12pts on Touch) - Journeyman-level spell. Creates an easy lock. Not available in-game. ID: A9805
- Average Lock (Lock 25pts on Touch) - Expert-level spell. Creates an average lock. Has several warnings not to use this, just like Easy Lock. ID: A982D
- Minor Frost Shield (Frost Shield 15% for 45sec on Self) - Journeyman-level spell. This spell would have been given to you by Carahil, but she gives out scrolls instead. ID: 6EF34
No concrete clues have been found in the Construction Set about these spells, nor is it known why they were cut.
- Reanimate (Reanimate for 30sec on Target) - Apprentice-level spell, with the same usage as Staff of Worms. ID: 4A98B
- Superior Bound Armor (Bound Helmet, Bound Greaves, Bound Cuirass, Bound Boots, Bound Gauntlets for 40sec on Self) - Master-level spell, can be learnt with Spell Tomes DLC installed. ID: C7628
- Corrode Armor (Disintegrate Armor 20pts on Target) - Novice-level spell. There is a "on Touch" version of this spell, with a different form ID. ID: 5DCC6
- Damage Agility (Damage Agility 1 pt on Target) - Novice-level spell. ID: 3C3FD
- Damage Endurance (Damage Endurance 1 pt on Target) - Novice-level spell. ID: 3C3FE
- Damage Intelligence (Damage Luck 5 pts on Target) - Journeyman-level spell. ID: 3C3FF
- Damage Luck (Damage Luck 1 pt on Target) - Novice-level spell. ID: 3C400
- Damage Speed (Damage Speed 3 pts on Target) - Apprentice-level spell. ID: 3C401
- Damage Strength (Damage Strength 5 pts on Target) - Journeyman-level spell. ID: 3C402
- Damage Willpower (Damage Willpower 3 pts on Target) - Apprentice-level spell. ID: 3C403
- Drain Agility (Drain Agility 5 pts for 20 secs on Target) - Novice-level spell. ID: 3C3DF
- Drain Endurance (Drain Endurance 5 pts for 20 secs on Target) - Novice-level spell. ID: 3C3E0
- Drain Intelligence (Drain Intelligence 14 pts for 25 secs on Target) - Novice-level spell. ID: 3C3E4
- Drain Luck (Drain Luck 5 pts for 20 secs on Target) - Novice-level spell. ID: 3C3E1
- Drain Speed (Drain Speed 10 pts for 20 secs on Target) - Apprentice-level spell. ID: 3C3E2
- Drain Willpower (Drain Willpower 10 pts for 20 secs on Target) - Apprentice-level spell. ID: 3C3E3
- Drain Skill: Light Armor (Drain Light Armor 5pts for 20sec on Target) - Novice-level spell. ID: 84B14
- Darkness - 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 does not display properly in-game or in the construction set. Probably intended as a Sneak aid, but removed due to the presence of the two more useful and less buggy Chameleon and Invisibility effects. Its effect ID is DARK.
- Chameleon (Chameleon 10% for 12sec on Self) - Novice-level spell. ID: 5DCC0
- Minor Invisibility (Invisibility for 6sec on Self) - Novice-level spell. ID: 5DCC1
- Respite (Restore Fatigue 20pts on Self) - Novice-level spell. ID: 5E155
- Heal Minor Wounds (Restore Health 10pts on Self) - Novice-level spell. The Heal Minor Wounds spell that the player starts out with is a weaker (8pts) version with a different form ID. ID: 27442
Unused Diseases, Abilities, and Powers
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.
- 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
- 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
- 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
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 (albeit without nipples). The discovery of these textures, alongside some gore-related content, lead to Oblivion being re-rated by the ESRB.
The player's default name
Under most conditions (Unless caused by the "reference bug" ), 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.
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.
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.
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.
He Said, She Said
In Oblivion, there are quite a lot of characters in the game that get referred to as the wrong gender in dialogue. In the case of City-Swimmer, she even misgenders HERSELF in her own greeting, referring to herself as male. There is no in-game reasoning for these dialogue examples and it seems to either be that the developers made many mistakes regarding character's genders, or changed a lot of the characters genders throughout development and forgot to re-record some of the dialogue referring to them. Affected NPCs include: Estelle Renoit, Salmo the Baker, Falanu Hlaalu, Mach-Na and Hal-Liurz (after seemingly noticing the errors in some dialogue about her, they removed all conversation dialogue about her from the game, even ones without referring to her gender).
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 existance gets acknowledged is when Amusei mentions it during the quest "Lost Histories". Despite being abandoned, entering the house is considered trespassing.
|The Elder Scrolls series|
|DOS||I: Arena • II: Daggerfall (Prototypes) • Legend: Battlespire|
|Windows||III: Morrowind (Tribunal, Bloodmoon) • IV: Oblivion (Shivering Isles) • V: Skyrim (Dawnguard, Dragonborn)|
|PlayStation 3||IV: Oblivion (Shivering Isles) • V: Skyrim (Dawnguard, Dragonborn)|
|Xbox 360||IV: Oblivion (Shivering Isles) • V: Skyrim (Dawnguard, Dragonborn)|
|PlayStation Portable||Travels: Oblivion (Prototypes)|