The Elder Scrolls V: Skyrim
|The Elder Scrolls V: Skyrim|
Bethesda Game Studios
This game has unused areas.
Skyrim is the fifth entry in the extremely popular Elder Scrolls series, in which you play as the Dragonborn or Dovahkiin – a person bestowed with the ability of killing dragons by absorbing their souls and using their powers. Oh, and it turns out they're back. And causing a whole load of trouble.
- 1 Subpages
- 2 Quick Start
- 3 Fallout Remnants
- 4 Debug & Unused Rooms
- 5 Alternate or Cut Options
- 6 Bigger Civil War
- 7 Unused & Unusable Keys
- 8 Placeholder Messages
- 9 Unused Spells and Perks
- 10 Unused Test Objects
| Unused Dialogue|
About 30% of all the recorded dialogue. Huh... almost seems like the game was rushed...
| Unused NPCs|
Ever felt like Skyrim was empty?
| Scrapped Quests|
Quality over quantity? Doesn't really feel like it.
| The Windhelm Pit|
A cut arena from the main game. There's actually a lot of stuff left behind.
Debug stuff and carriage drivers.
Very likely that this page will get more use than the actual add-on.
More Miraak and... spider followers.
There is a simple debug option in the script data for the introduction quest ("Unbound") to skip it in various ways, for ease of testing. Look in the script for Unbound (MQ101) for a variable called MQQuickStart. By default it is set to 0, but changing the default state of this variable will alter the state the game begins in.
- 0: The game starts normally. Default.
- 1: The game attempts to start after the cart ride, but something appears to be broken.
- 2: The game starts at the very beginning of the Helgen Keep dungeon, right after you've chosen who to follow.
- 3: The game starts at the very end of the Helgen Keep dungeon with a basic set of equipment pre-set to your character.
- 4: Seemingly the same as option 2?
Options 2-4 will pop up a dialog box on game start asking whether you want to follow the Imperial (Hadvar) or the Stormcloak (Ralof).
In the game files, there are several remnants of Fallout features, such as the Pip Boy, the VATS system, and hacking. These can be viewed in the Creation Kit, although they are completely blank.
Debug & Unused Rooms
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
You can use the console command
coc AREACODE to teleport to these areas.
Area Code: WindhelmPitEntrance
This is the entrance to the unused Pit arena. Entering the Pit spawns Argonian, Nord, Dark Elf and Imperial NPCs called 'Pit Fans', who just stand around, but are obviously supposed to be spectators of some sort.
Editor Smoke Test Cell
Area Code: qasmoke
An item testing room. The chests contain every inventory item in the game. Opening any enchanted chests may crash the game due to the sheer amount of enchanted items. Note that having Dawnguard & Dragonborn installed expands the room; Dawnguard adds a room with two chests holding inventory items specific to that DLC, whereas Dragonborn adds a room with chests full of Dragonborn items, as well as a cage with buttons that spawns enemies from Solstheim.
M'aiq The Liar's Room
Area Code: Elsweyr
A small grey room where the Khajiit wanderer M'aiq the Liar is stuffed away (when he's not roaming around Skyrim). The developers decided to use the name of the Khajiit homeland as the area code.
Do Not Delete - Not A Test Cell
Area Code: ThievesGuildHoldingCell
There seems to be a lot of Thieves' Guild related things here, unsurprisingly. In the corner is a disabled woman NPC with Vaermina's name and voice, as well as chests for all the Thieves Guild fences, the Stones of Barenziah, notes and books relating to Thieves' Guild quests, drinks, levelled and special loot, and Mercer Frey's Chillrend sword.
Main Menu Cell
Area Code: MainMenuCell
Entirely blank. Sort of self-explanatory...?
Area Code: UnownedCell
All this contains is a chest with an Amulet of Mara. Not sure what it'd be used for.
All of these cells are small stone rooms carrying NPCs with IDs relating to disembodied Daedra voices.
- Area Code: AzuraVoiceCell – Holds a female Dark Elf with the ID DA01AzuraVoice.
- Area Code: MalynVarenVoiceCell – Empty.
- Area Code: MolagBalVoiceCell – Holds a male Imperial with the ID DA10MolagBalVoice.
E3 Bleak Falls Barrow
Area Code: E3demoBleakFallsBarrow
Pretty much identical to the final game, except in the final game, the location is split into two separate loading cells. This version is both cells clumped together; presumably to show off combat at an E3 expo. A few smaller parts of the map were taken out as well. There are some bugs in it as well (probably because it was just a early build), such as the man trapped in the spider web not able to be freed and not obtaining a shout when you approach the wall at the end. No enemy appears when you are supposed to collect the shout. When you get to the end of the map, you are taken outside of a random mountain near Whiterun.
Helgen Unused Cells
These cells all lead back to or reference Helgen in some way, the town that Alduin ravages at the start of the game.
- Area Code: HelgenHomestead – This is one of the houses destroyed by Alduin at the beginning of the game. Normally you jump through this on your way to the keep with Ralof or Hadvar, but it exists as a partially coded room with a table, two chairs, a floating bed and a exit back to the destroyed house in Helgen.
- Area Code: HelgenTheLostMansReprieve – Going off the name, one could guess this was an inn, though all that is left is a table and a door that goes nowhere.
- Area Code: HelgenTorolfsMill – This is pretty much the same as the Lost Man's Reprieve.
Area Code: HoarfrostGrottoOLD
An unfinished ice cave which just houses a Frost Atronach and some Ice Wraiths. There's a small chest located at the end of the cave. There is no entrance or exit.
Area Code: CidhnaMine03
The ID suggests this was a scrapped part of the Cidhna Mine. It's mainly full of corpses and gates, and has Dwemer architecture throughout.
- Area Code: vampireDreamworld01
- Area Code: vampireDreamworld02
- Area Code: vampireDreamworld03
Three identical-looking cells that are not connected. They appear as the inside of a small house. The only door can be activated, but doesn't lead to a new cell. A few rare books and notes can be found on two shelves. Judging by the name of the location codes, this was probably related to vampire-related content that didn't make the final game.
Alternate or Cut Options
The Whispering Door Cut Path
A lot of unused scripts and dialogue, when viewed with the Creation Kit, show that Hrongar was meant to initially replace Jarl Balgruuf during the quest The Whispering Door. Not just Nelkir, but all of Balgruuf's children were meant to fall under the influence of Mephala, and the three of them would commit patricide. The scripts remain unused and thus, Hrongar cannot become Jarl.
Alternate Dark Brotherhood Beginning
An NPC male Nord exists called PlayerFriend with the BaseID 0002001F, and is supposed to appear in Candlehearth Hall in Windhelm (albeit naked without weapons or gold). He is friendly towards you, but otherwise has no other scripts. That said, the NPC is called in the quest "With Friends Like These", the initiation Dark Brotherhood quest. It's presumed that instead of killing Grelod the Kind, you were to kill a friend of yours - something which was referenced by Bethesda in pre-release texts.
If the "setrace" command or mods are used to allow the player to kill child characters, their death noises are voiced. Furthermore, children also have voiced zombie groans just like resurrected adults, suggesting that this was scrapped in late development.
Unused items seem to suggest that the player originally had to create Vaermina's Torpor rather than just finding it during the quest Waking Nightmare.
Bigger Civil War
According to leftover dialogue, markers, scripts, etc. The Civil war was meant to be much more advanced and dynamic than it was in the main game.
A developer left a message to modders at the very beginning of the CWScript. While meant as a warning, it hints at just how much the Civil War changed during development.
- The Civil War has gone through many iterations. There's a lot of obsolete stuff in here from previous iterations where it was more dynamic and free form.
- So if you're a modder looking for scripting examples, while there's some interesting things going on in here, the CW scripts are probably not the best place to start. There's a lot of obsolete and deprecated complexity in these systems
Possibility of Loss
It was implied that it was possible to fail and lose battles, in which you would have to then go on the defensive until your team won a battle.
If you lost Whiterun for the Imperials, dialogue suggests you would then get a quest to escape the city using some sewer tunnels underneath the city.
Sieges and large scale battles were planned to take place in every hold capital and not just Whiterun, Solitude, and Windhelm.
Jarl exchange dialogue (similar to the dialogue between Balgruuf and Vignar when you take Whiterun for the Stormcloaks) is present for both Riften and Markarth, but not for any of the smaller hold capitals. (Morthal, Falkreath, Dawnstar, and Winterhold)
Ondolemar's Triumphant Execution
In addition to the above scene between Jarl Igmund and Thongvor Silver-Blood, another scene would happen if you took Markarth for the Stormcloaks: Galmar Stone-Fist would confront the local Thalmor Justiciar Ondolemar as he tried to leave with the Jarl. After some banter, Galmar would attack and kill Ondolemar and his two escorts, after which he orders his soldiers to burn the bodies.
Interestingly, although the scene itself is cut from the game, you can still see its results: Ondolemar and his escorts disappear from the game, and Ondolemar's coffin will appear in the Hall of the Dead after Markarth gets taken over by the Stormcloaks.
Final Battle not in Solitude/Windhelm
Leftover final battle dialogue suggests the final battle taking place in any of the holds rather than just Solitude or Windhelm. This has several implications:
1. That it was possible to take over Solitude/Windhelm while the Imperials/Stormcloaks still held onto at least one other realm, implying the leader would flee to that hold instead.
2. That holds would not be captured in a linear order like they were in the final cut.
A number of side missions are cut from the main game, including dealing with (and recruiting) a giant that is harassing troops.
Unused & Unusable Keys
A number of keys exist in the code that are either unobtainable or open doors and location that are never found in-game.
|Avanchnzel Key||0006d0ad||This key opens a door in Avanchnzel but cannot be found in-game.|
|Bloodlet Cage Key||0005e4a8||This key opens a cage door found in Bloodlet Throne, it cannot be found in-game, however.|
|Cage Key||0001c250||Internally known as "SR01Key", it cannot be found in-game and doesn't open anything.|
|Cage Key||000506d2||Internally known as "karthspireRedoubtJailKey", this key is carried by Solitude fishmonger Addvar for some reason, it does NOT open anything in Karthspire Redoubt.|
|Captive Shackle Key||0002e3f9||Related to the captives in the Dark Brotherhood quest "With Friends Like These...", they don't appear shackled in the final game however, and the key doesn't open anything.|
|Cellar Key||0002bae2||This key is related to the quest "The House of Horrors" and is supposed to open the locked door in the Abandoned House, it doesn't appear in-game however.|
|Chillrend Case Key||000f84a5||The key is supposed to open Chillrend's display case, but can't as it doesn't appear in-game.|
|Confiscated Goods Key||0010e7e6||Carried by Anuriel in Mistveil Keep, but doesn't open anything.|
|Crossinghouse Key||0009c6d7||The Crossinghouse was supposed to be another location in Darkwater Crossing, the location and its key don't appear in the final game however.|
|Doesn't Exist||000C62A1||This key appears to be a duplicate of the Katariah Master Key, but renamed.|
|Faldar's Cage Key||000c007b||This key opens all jail cells in Faldar's Tooth, it cannot be found in-game.|
|Folgunthur Catacomb Key||000ab6fe||This key cannot be found in-game and doesn't open anything. The location "Folgunthur Catacomb" doesn't exist, only "Folgunthur Crypt".|
|Fort Blackmoor Prison Key||00016ff1||Fort Blackmoor is the original name of Fort Greymoor, the key cannot be found in-game and doesn't open anything.|
|Irkngthand Arcanex Key||000b7cbc||This key cannot be found in-game and doesn't open anything.|
|Irkngthand Consortium Key||000b7c00||This key is wrongfully assigned to a bandit in Raldbthar, a completely different Dwemer ruin. The key doesn't open anything however and the "Irkngthand Consortium" doesn't even exist in the final game.|
|Iron Key||0004ec50||Internally named "RoriksteadFreeformMralkisChestKey", this key is related to a cut part of the "Erik the Slayer" quest. The chest related to this key also got cut and doesn't appear in-game either. Even though it's clear what the key was supposed to open, the key isn't correctly tied to the chest and therefore useless.|
|Irontree Mill House Key||00098b7a||This key is carried by two characters named Steirod and Trilf, neither of whom are found in the game, making the key unobtainable.|
|Jaree's Key||00023a70||Related to the quest "Lights Out!" according to its internal name "MS07Key". Doesn't open anything and cannot be found in-game.|
|Jorrvaskr Back Room Key||000734c5||This key, internally named "WhiterunJorrvaskrCeremonyRoomKey" doesn't appear in-game and doesn't open anything.|
|Labyrinthian Crypt Key||00022896||This key is unobtainable and doesn't open anything.|
|Liar's Retreat Cage Key||0001e30d||This key is unobtainable and doesn't open anything.|
|Mistwatch Jail Key||00030b37||This key opens a jail door in Mistwatch but it cannot be found in-game.|
|Mithorpa's House Key||000a035e||This key is in possession of Mithorpa Nasyal, an unused npc and owner of Barleydark Farm, both the man and location do not appear in the final game, rendering the key useless.|
|Nightgate Inn Cellar Key||000ed02d||Internally known as "DB08BalagogTrapDoorKey", it would've been used by Balagog gro-Nolob to exit the trap door from the cellar. The key actually works on the trap door but seeing as it is always unlocked and the key doesn't appear in the final game, it is rather pointless.|
|Prison Cell Key||000b965d||Internally known as "MQ101PrisonKey", it would've been found during the tutorial quest "Unbound". It is still able to unlock two prison cells but doesn't appear in the final game.|
|Raldbthar Key||000f232e||This key was probably meant to be in possession of the bandit holding the otherwise useless Irkngthand Consortium Key, due to this it cannot be found in the final game but it does still open a door in Raldbthar.|
|Riften Jail Key||000ff787||Not to be confused with the key of the same name carried by guards, this key can only be found on the Imperial Guard Jailor and doesn't open anything. Its naming might even be a mistake as it is known as "RiftenEvidenceChestKey" internally.|
|Shaman's Key||0003718e||This key is known internally as "sightlessPitShamanKey", however, it is assigned to numerous other shamans outside of the Sightless Pit. It does not open anything.|
|Sluice Gate Key||00063b5d||This key, known internally as "MS01OmluagKey" appears to be connected to the quest "The Forsworn Conspiracy" and to Markarth resident Omluag. The key however, cannot be found in his posession but rather on a table inside of the Smelter Overseer's House. It does not open anything.|
|Syncope Sanctuary Key||0004c475||This key and the related "Syncope Sanctuary" do not appear in-game, rendering the key useless.|
|Valthume Chamber Key||0004d6e2||This key doesn't appear in the final game and doesn't open anything.|
|Verner and Anneke's House Key||0009c6fd||Strangely, not in possession of either Verner Rock-Chucker or Annekke Crag-Jumper and cannot be found anywhere in-game. Still opens their house door. (The key's misspelling is deliberately copied)|
|Werewolf Cage Key||000db0e2||This key appears to be related to a random encounter, as evidenced by its internal name "dunPOITundraWerewolfKey". It doesn't appear in the final game however and doesn't open anything|
|Key to Aleuc's House||0009e2a5||This key and its related location do not appear in-game, rendering the key useless. This house was to be part of Stonehills, as seen by its internal name "StonehillsAleucsHouseKey".|
|Key to Argi's Hut||0009e2a6||This key is carried by Argi Farseer, who can't be found anywhere in the game, making the key unobtainable. Even if it were obtainable, Argi's Hut doesn't exist.|
|Key to Castle Dour||000c13d8||This key cannot be found in-game and doesn't open anything.|
|Key to Castle Dour Tower||000c13db||This key cannot be found in-game and doesn't open anything.|
|Key to The Dead Man's Drink||000c139e||This key is carried by both serving girl Narri and innkeeper Valga Vinicia, but doesn't open anything.|
|Key to Falion's House||00108ba4||This key, known internally as "MorthalFalionsHouseKeyCOPY0000" should not be confused with the key carried by Agni and Falion, this is just a copy that doesn't appear in-game and doesn't open anything.|
|Key to Fathendas House||00065653||This key and its related location do not appear in-game, rendering the key useless. This house was to be part of the cut village Heljarchen, as seen by its internal name "HeljarchenFathendasHouseKey".|
|Key to Gestur's House||0009e2a3||This key and its related location do not appear in-game, rendering the key useless. Gestur Rockbreaker does not have a house in the final game.|
|Key to Gularz Khazgur Keep||0006649a||This key and its related location do not appear in-game, rendering the key useless.|
|Key to Heigen's Farmhouse||00065655||This key and its related location do not appear in-game, rendering the key useless. This house was to be part of the cut village Heljarchen, as seen by its internal name "HeljarchenHeigenFarmHouseKey".|
|Key to Hjorunn's Room||00098b7c||Carried by Solitude Sawmill worker Hjorunn, this key doesn't open anything.|
|Key to Jens' Farmhouse||00065656||This key and its related location do not appear in-game, rendering the key useless. This house was to be part of the cut village Heljarchen, as seen by its internal name "HeljarchenJensFarmHouseKey".|
|Key to Justiciar's Headquarter||000c13ed||This key doesn't appear in-game and doesn't open anything. (name is deliberately misspelled as it appears in-game)|
|Key to Kharag's Room||00098b7b||Carried by Solitude Sawmill worker Kharag gro-Shurkul, this key doesn't open anything.|
|Key to Longhouse||0009e2a4||This key is carried by Jesper, Swanhvir, and Teeba-Ei, NPCs who can be found in Stonehills. Though it is obtainable, The Longhouse it's meant to open doesn't exist.|
|Key to Maiden-Loom Manor||00093b0d||This key and its related location do not appear in-game, rendering the key useless. The key would've likely been in possession of Lillith Maiden-Loom.|
|Key to Morthal Guardhouse||00108ba5||This key doesn't appear in-game and doesn't open anything.|
|Key to the Nightgate Inn||00065658||This key doesn't appear in-game and doesn't open anything. This key is known internally as "HeljarchenNightgateInnKey", pointing to the fact that the inn was originally part of the cut village of Heljarchen.|
|Key to Pavo's House||000becd8||This key should not be confused with the key carried by Pavo Attius and Gat gro-Shargakh. This version is known as "KolskeggrPavosHouseKey" internally, doesn't appear in-game and doesn't actually open anything.|
|Key to Romlyn Dreth's House||000f18f7||This key, carried by Romlyn Dreth, should not be confused with another key that he carries, namely "Romlyn's House Key". While Romlyn's House Key unlocks his house, this one doesn't unlock anything and appears to just be a duplicate.|
|Key to the Silver-Blood Inn||00065670||This key doesn't appear in-game and doesn't unlock anything.|
|Key to Solitude Cemetary||000c13de||This key doesn't appear in-game and doesn't unlock anything.|
|Key to Solitude Stables||000c13f9||This key doesn't appear in-game and doesn't unlock anything.|
|Key to Styrr's House||000c13fc||This key and its related location do not appear in-game, rendering the key useless. Styrr does not have a house in the final game.|
|Key to the Temple of Dibella||000bd79c||This key is carried by priestesses Anwen, Hamal, Orla, and Senna but doesn't open anything.|
|Key to the Temple of the Divinves||000c13ff||This key doesn't appear in-game and doesn't unlock anything. (the misspelling is deliberately copied from the game)|
|Key to Traillus's House||00065659||This key and its related location do not appear in-game, rendering the key useless. This house was to be part of the cut village Heljarchen, as seen by its internal name "HeljarchenTraillusHouseKey".|
|Key to Ulfberth's House||00093b10||This key and its related location do not appear in-game, rendering the key useless. Ulfberth War-Bear does not have a house in the final game.|
|Key to the Windpeak Inn||000becde||This key is carried by both serving girl Karita and innkeeper Thoring, but doesn't open anything.|
|Key to Winking Skeever||000c1405||This key is carried by Corpulus Vinius, Minette Vinius, and Sorex Vinius, but doesn't open anything.|
|Key to Wintersand Manor||00093b14||This key is carried by Acolyte Jenssen, Ahlam, and Nazeem, who can be found in and around Whiterun. Though it is obtainable, Wintersand Manor doesn't exist.|
FX / Gameplay Placeholders
In the game files remain message boxes that describe various visual effects and events in the game. These were likely used as placeholders during development of the game, where special effects would be used, and where various things would happen.
|DA14TempFadeInMessage||(temp) FX Placeholder||Screen slowly lightens from black and resolves from blurry images into normal view. Sanguine's voice fades out and is replaced by priestesses'.|
|DA14TempFadeOutMessage||(temp) FX Placeholder||Player drinks. Over remaining lines of scene, the screen goes fuzzy and fades to black as Sanguine continues talking.|
|DA15Temp155Message||(temp) Gameplay Placeholder||(temp placeholder)
Puzzle-fight with Pelagius, involving use of the Wabbajack
At the end, Pelagius disappears in a flash of light and is replaced by a skeever, which scurries off.
|DA15TempDerveninEnterMessage||(temp) FX Placeholder||(temp placeholder)
Sheogorath snaps his fingers and Dervenin appears in a puff of smoke.
|DA15TempDerveninExitMessage||(temp) FX Placeholder||(temp placeholder)
Sheogorath snaps his fingers and Dervenin disappears again in a puff of smoke
|DA15TempExitMessage||(temp) Gameplay Placeholder||(temp placeholder)
Player learns to use the Wabbajack in various situations, and to solve puzzles to progress through level.
Then, approaching the end, the exit door disappears, and the ghost of Pelagius walks in through the wall.
|DA15TempPelagiusLeavingMessage||(temp) FX Placeholder||(temp placeholder)
Pelagius's ghost gets up and walks away through a wall.
Other Placeholder Messages
In the game files also exist multiple placeholder messages.
|ID||Name||Text||Menu Button 1||Menu Button 2||Menu Button 3|
|C01TempMessage||Playtesting Temporary Message||Your Shield-Sibling turns into a werewolf here, and you hear the sounds of carnage from the other side. When he or she next appears, imagine they're covered in blood, having opened that barred door on the left.||Awesome|
|DB06TakeScheduleMessage||Placeholder Test Message - you took Agallon's schedule. This is running on an old script because the Papyrus equivalent isn't available - it needs to be switched over at a later time.|
|DB08KillGourmetMessage||Placeholder Test Message - you killed the Gourmet.|
|DB08TakePapersMessage||Placeholder Test Message - you took the Gourmet's Identity papers. This is running on an old script because the Papyrus equivalent isn't available - it needs to be switched over at a later time.|
|MG01TestCastMessage||TEMP||Here's where the player would cast the appropriate spell.|
|MG01TestWardMessage||TEMP||Here's where the player successfully wards spells cast by Tolfdir.|
|MG02TestOrbMessage||TEMP||Tolfdir and player do dungeon-crawly stuff and eventually come upon the Eye...|
|MG02TestSceneMessage||TEMP||Everything freezes, monk appears and scene runs|
|MG02TestTransitionDoorMessage||TEMP -- here's where Tolfdir would place the amulet in the door, at which point it unlocks and opens.|
|MG02TestWallMessage||TEMP||Wall collapses when player takes amulet, opening up a new chamber.|
|MG04TestMonkSceneEndMessage||TEMP: There's another flash of light, and everything goes back to normal.|
|MG04TestMonkSceneMessage||There's a flash of light, we throw up some cool image shaders, and everything stops...|
|MG04TestRitualMessage||Aren gets close, there's a huge flash, and everything goes 'boom'
Screen will fade to black, then fade back in for the start of MG05
|MG04TestStage60Message||The player and Mirabelle go to the Great Hall, where the ritual is already underway.|
|MG06TestDoorMessage||Aren and Ervine take down the barrier, with or without the player's help.|
|MG06TestTelescopeMessage||Here's where the player does the stuff with the telescope to make it work, revealing the location of the staff.|
|MG07TestPriestMessage||Player meets Dragon Priest, player kills Dragon Priest. For now just pick up the staff on the floor.|
|MG07TestWaveMessage||Dragon Priest is heard, wave of energy sweeps over player and drains all his magicka.|
|MG08TestEndMessage||The monks perform a big fancy ritual spell, and they, along with the eye, disappear.|
|MG08TestMonkFrozenMessage||The monk is frozen and unresponsive.|
|MG08TestTandilFreeMessage||Player uses staff to revive Tandil.|
|MQ101TempChooseSidesMessage||Who did you befriend while escaping from Helgen?||Hadvar (Imperials)||Ralof (Stormcloaks)|
|MQ101TempChooseSidesMessageKeep||You rode the cart into Helgen with Ulfric Stormcloak and his men. Just before you were executed, a dragon attacked, and you escaped in the confusion, with the help of Ralof (a fellow prisoner) and Hadvar (one of the Imperial soldiers).
|MQ101TempMessage1||Display race/face menu.|
|MQ101TempMessage2||The cart's door opens, and Imperial soldiers start herding the prisoners out.|
|MQ102FriendTutorial||Some kind of tutorial message will go here, explaining what it means to have a friend -- regard, reputation, favor points. In particular, that you can use favor points to take their stuff without them getting mad at you.|
|MQKillDragonTempMsg||Imagine something really cool happening.|
|MQKillDragonTempMsg2||You just got more Voice Power points.|
|MS03TempWarning||TEMP||Alarms go off and Louis Letrush opens secret passage to Ratway. For testing, now proceed with Louis to MS03LetrushHideoutMarker|
|MS07CannotMessage||TEMP - LIGHTS OUT||(temp for testing)
The lamp is enclosed in a locked case.
|MS07LightAlreadyOutMessage||TEMP - LIGHTS OUT||(temp for testing)
The light is extinguished and surprisingly hard to re-light.
|MS07LightOutMessage||TEMP - LIGHTS OUT||(temp for testing)
With some difficulty, you extinguish the massive lighthouse lamp.
|MS07OpenChestMessage||TEMP - TREASURE||(temp for testing)
Inside is treasure!
|T02RukiFenrigAscensionMessage||Ascension||TEMP: Ruki and Fenrig embrace, then slowly rise up into the air. Their spirits grow brighter as they ascend, until they become two bright points in the night sky, forever circling each other.|
|TG01UrnShattersMessage||TEMP||The urn shatters.|
|TG02HiveDestroyedMessage||TEMP||The bee hive is destroyed.|
|TG03BoardsDoneMessage||TEMP||You have already loosened the boards enough.|
|TG03BoardsLoosenMessage||TEMP||You loosen the boards over the storage room door.|
|TG03MeadBarrelBeforeMessage||You shouldn't remove the barrel until the Honningbrew has been poisoned.|
|TG03SkeeverNestAfterMessage||TEMP||You've already poisoned the nest.|
|TG03SkeeverNestBeforeMessage||TEMP||You apply the poison to the nest.|
|TG03VatAfterMessage||TEMP||You've already poisoned the vat of Honningbrew.|
|TG03VatBeforeMessage||TEMP||The Honningbrew has been poisoned.|
|TG03VatMessage||TEMP||Do you wish to poison the Honningbrew?||Yes||No|
|TG05TempSceneMessage01||Player is struck. Imagespace effect blur/fades to black. Imagespace returns normal and Player is moved to marker. Player will be 1st Person lying on ground looking up at the action.|
|TG06StoneHeavyMessage||TEMP||The stone is too heavy to lift.|
|TG06StoneRubFailMessage||TEMP||You don't have the items required to make a copy of the inscription.|
|TG06StoneRubFailMessageAlt||TEMP||You will need charcoal and paper in order to make a rubbing.|
|TG06StoneRubMessage||TEMP||You create a rubbing.|
|TrapLockpickingTEMP||Placeholder for trapped doors and chests.
|da03TEMPscene1Message||TEMP - Special Effects!||(temp until effects are in)
Barbas magically disappears
Statue in Vile's shrine changes so Barbas appears on the statue as well.
Dialogue from Barbas and Vile continue, but both now come from statue.
Unused Demo Quest
There are message boxes relating to some sort of "demo radiant quest" that is never featured in-game.
|ID||Name||Text||Menu Button 1||Menu Button 2|
|DemoQuestMsgBossFail||I cannot rest until I have my ancient sword and helm...|
|DemoQuestMsgBossSuccess||You have brought me the long-lost sword and helm! Now I can rest in peace...|
|DemoQuestMsgQuestgiver||I need you to fetch the WOOZLE from the NEARBY DRAUGR CRYPT.||Sure, I'll do it.||No thanks.|
|DemoQuestMsgStart||The demo radiant quest has started.|
Unused Spells and Perks
Unused Archery Perk
Perk ID: 105f1a
An unused perk for the Archery skill tree exists within the Creation Kit, but was left out before the game's release. It is known as Trick Shot and would have been obtained when the player had acquired 80 Archery skill and unlocked the Quick Shot perk. Its description read: "25% chance of disarming an opponent." The perk can be acquired by using the console command
Addperk 105f1a. It won't appear in the skill tree for Archery but it is fully functional.
Unused Conjuration Spell
Spell ID: 0010FC16
An unused spell for the Conjuration skill tree exists in the game's files, but was left out before the game's release. It is known as Conjure Dragon Priest and is only accessible with console commands. It would have been a standalone version of Konahrik's Mask enchantment. Casting it would summon a Spectral Dragon Priest for 60 seconds. The spell can be acquired by using the console command
player.addspell 0010fc16. It would have had three perks which would extend the maximum duration to 120 seconds, 240 seconds, and to allow the summoning of two Dragon Priests.
Unused Test Objects
A man with an interesting face used as a reference for scale.
A cube possibly used to test lighting effects on Falmers.
|The Elder Scrolls series|
|DOS||Arena • Daggerfall (Prototypes) • Battlespire|
|Windows||Morrowind (Tribunal, Bloodmoon) • Oblivion (Shivering Isles) • Skyrim (Dawnguard)|
|PlayStation 3||Oblivion (Shivering Isles) • Skyrim (Dawnguard)|
|Xbox 360||Oblivion (Shivering Isles) • Skyrim (Dawnguard)|
|PlayStation Portable||Travels: Oblivion (Prototypes)|