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The Elder Scrolls V: Skyrim

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The Elder Scrolls V: Skyrim is the fifth entry in the extremely popular Elder Scrolls series, in which you play as the Dragonborn or Dovahkiin - a being 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.

Skyrim is also notable for having two major crossovers with other franchises: DLC for the Steam version that resolves the fate of a character from Portal 2 (adding a few new items and some newly-recorded voice clips in the process), and the Nintendo Switch version having exclusive items from the Legend of Zelda series that are unlocked via amiibo.

Add-ons#

Quick Start#

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 dialogue box on game start asking whether you want to follow the Imperial (Hadvar) or the Stormcloak (Ralof).

Fallout Remnants#

In the game's files 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.

Chinese Officer's Sword#

Remnant of Fallout 3's Chinese Officer's Sword item, calls for textures that are no longer in the game files.

Image

Close up of Handle

Baseball bat#

Remnant of Fallout 3's Baseball bat item, calls for textures that are no longer in the game files.

Image

Unused Models and Textures#

Draugr Male Static#

This is a model called "draugrmalestatic". It's a bug instead of a humanoid.

Top

Side

Front

Under

Iron Staff#

This is a model called "tempironstaff". It doesn't have any animations, and is possibly a remnant of Bethesda using materials for staves like Morrowind. The "temp" in its filename indicates the model was temporary, either to test Skyrim's staves, or before they got a new material staff, before ultimately scrapping the whole thing.

Image

Jarl03hat Additions#

Two models exist for headwear that was meant to accompany the "JarlClothes03" model, known as "Fine Raiment" in the final game. The outfit is only worn by Jarl Elisif the Fair. The ghost of her dead husband, High King Torygg, wears a variant of the outfit called "Embroidered Garment". The first model is of a circlet with a repeating red and gold pattern. This is how it would've appeared on female NPCs and players.

Front

The second model more closely resembles a hat, featuring the same colors used on the circlet, but having a different pattern. This is how it would've appeared on male NPCs and players. The red coloration of this hat doesn't match up with either of the main colors used on the base outfit (light green and light purple). This could indicate that the main outfit originally was meant to appear red as well, as it did appear with that coloration in "The Art of Skyrim".

Front

Side

Ring of Khajiit#

Model and textures are present for the "Ring of Khajiit" or "Ring of Khajiiti", a Daedric artifact that has been associated by both Mephala and Meridia in past games. The Daedric Princes hand out different items, however, making the ring go completely unused. Later implemented as an item in the Creation Club "Fishing" Pack.

Front

Side

Test Jarl Outfit#

Included with the models of the first jarl outfit is one of an earlier iteration. It uses the base female outfit model, but features some key changes such as having no feathers attached to the collar, having arm guards as part of the sleeves, having a shorter skirt length (revealing the shoes), and having a much longer fur cape attached to the back. The model uses the textures of the finished version, and as such the textures do not line up correctly with the different mesh. Also of note, despite being a single model, there are actually two models present at all times: one showing the front, and one showing the back. This was likely just done for the modeler's convenience.

Front & Back

Wench Outfit Hat#

The Tavern Clothes, internally known as "Tavern Wench Clothes", consist of only clothes and boots in the final game. However, a headdress was also meant to appear as part of the outfit. It only has textures with no model, but its intended appearance has been shown in concept art.

Texture

Sheogorath's Cane#

In previous Elder Scrolls titles, Sheogorath wielded a cane. It seems like he was also going to wield one in Skyrim, if this leftover texture is to be believed. However, no related model exists and the texture appears to be the only remnant of its existence.

Texture

Changed and Removed Locations#

Barleydark Farm#

A farm that was supposed to appear in Whiterun Hold. The unused NPC Mithorpa Nasyal would've appeared here. The related key refers to the location as "Mithorpa's House".

Bear's Cave Mill#

A mill that would've appeared in Falkreath Hold. Eyldi the Bear and guards would've appeared here.

Darkwater Crossing#

Darkwater Crossing was meant to have at least one other building located there. Simply known as "Crossinghouse", it seemed to function as the house of Tormir and her daughter Hrefna. Sondas Drenim was at one point meant to be the innkeeper of an unknown inn.

Farrfalk Mansion#

Farrfalk Mansion was supposed to appear in Falkreath. Nothing more is known about it.

Frost River Farm#

A farm that was supposed to appear in Hjaalmarch. The NPCs Borvir and Rundi would appear at this location and offer you radiant delivery quests. Both of them end up dead in the final game.

Granite Hill#

Granite Hill would've been this game's version of the town of Granitehall, which first appeared in The Elder Scrolls I: Arena. Not much is known about it.

Heljarchen#

Heljarchen would've been this game's version of the town of Helarchen Creek, which first appeared in The Elder Scrolls I: Arena. Unused keys, scripting, and location data reveal that the town would've had at least two farmhouses, an apothecary, and a blacksmith. The town would've also had an inn, The Nightgate Inn, which still appears in the final game as the final remnant. At least six removed NPCs are known to have inhabited the town.

Irontree Mill#

A mill that was supposed to appear in Haafingar. Two unused brothers and guards were supposed to appear here. The location data refers to this place as "Irontree Lumber Mill". The house at the site would've been named Trilf's house.

Maiden-Loom Manor#

Maiden-Loom Manor was supposed to be the house of the Whiterun resident Lillith Maiden-Loom. The key to the house still exists, but isn't carried by Lillith.

Old Hroldan#

Old Hroldan was meant to be a whole separate town, rather than just the Old Hroldan Inn. Not much is known about its early layout, but the Old Hroldan Inn was known as the "Hanged Mann Inn" at one point.

Pathway Guard Tower#

This guard tower was meant to appear in Whiterun. Little else is known about it.

Shrine of Talos#

Unused location data reveals that, just like Markarth, Whiterun was also meant to have a shrine to Talos at one point.

Stonehills#

Stonehills still appears in the final game, but was originally a lot bigger. Three of the workers in the final game still carry the key to a nonexistent Longhouse. This Longhouse originally housed the workers, rather than just tents. Gestur Rockbreaker was also meant to have his own house, as well as a Redguard son, Talib. While it is unknown where exactly he would have resided, Talib would've likely lived in the house of his father. Another unused NPC, Argi Farseer, would also have a house at Stonehills. Lastly, there was also meant to be a smith with their own house present at Stonehills.

Ulfberth's House#

This would've been the house of Ulfberth War-Bear, who appears in Whiterun.

Whiterun Jail#

Was meant to appear in Whiterun. Was either replaced by, or changed into, Dragonsreach Dungeon.

Wintersand Manor#

Wintersand Manor was supposed to be the housing of the wealthy Redguards Nazeem and Ahlam in Whiterun. Both of them still carry the key in the final game. Acolyte Jensen also carries this key, so either this was a mistake, or he was meant to visit there without actually living in the house.

Unused Cells#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

These cells were meant to appear in the game, but were either never finished or simply never put in. You can use the console command coc Editor ID to teleport to these areas.

The Pit#

Skyrim_WindhelmPitEntrance.png

Editor ID: WindhelmPitEntrance

The spectator's entrance of Windhelm's removed arena, The Pit. Standing around are Argonian, Nord, Dark Elf, and Imperial NPCs called "Pit Fan". They were supposed to cheer the combatants on, but they don't. Invisible walls prevent you from falling into the actual arena, where cages are kept. Missing textures are also quite abundant on the nearby walls.

E3 Bleak Falls Barrow#

Editor ID: 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 Arvel the Swift trapped in the spider web not able to be freed and not obtaining a shout when you approach the wall at the end. Boss enemies such as Dragon Priest (E3 version) or Draugr Overlord (final version) doesn't appear 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.

  • Editor ID: 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 an exit back to the destroyed house in Helgen.
  • Editor ID: 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.
  • Editor ID: HelgenTorolfsMill – This is pretty much the same as the Lost Man's Reprieve.

Hoarfrost Grotto#

Skyrim_hoarfrostgrottoOLD.png

Editor ID: 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.

Obscured Passage#

Editor ID: 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.

Dreamworld#

  • Editor ID: vampireDreamworld01
  • Editor ID: vampireDreamworld02
  • Editor ID: 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.

Test Cells and Holding Cells#

These cells were either used by developers to test functions of the game, or are still used in the final game for mechanics purposes. They were never meant to be visited by the player. You can use the console command coc Editor ID to teleport to these areas.

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Editor Smoke Test Cell#

Skyrim_qasmoke.png

Editor ID: 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 and/or Dragonborn installed will expand 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 spawn enemies from Solstheim.

M'aiq The Liar's Room#

Skyrim_Elsweyr.png

Editor ID: 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 editor ID.

Do Not Delete - Not A Test Cell#

Skyrim_ThievesGuildHoldingCell.png

Editor ID: 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.

Editor ID: MainMenuCell

Entirely blank. Sort of self-explanatory...?

Unowned Cell#

Editor ID: UnownedCell

All this contains is a chest with an Amulet of Mara. Not sure what it'd be used for.

Voice Cells#

All of these cells are small stone rooms carrying NPCs with IDs relating to disembodied Daedra voices.

  • Editor ID: AzuraVoiceCell – Holds a female Dark Elf with the ID DA01AzuraVoice.
  • Editor ID: MalynVarenVoiceCell – Empty.
  • Editor ID: MolagBalVoiceCell – Holds a male Imperial with the ID DA10MolagBalVoice.

Unused and Unusable Keys#

A number of keys exist in the code that are either unobtainable, or open doors and locations that are never found in-game.

Name

ID

Explanation

Avanchnzel Key

0006d0ad

Opens a door in Avanchnzel. Cannot be found in-game.

Bloodlet Cage Key

0005e4a8

Opens a cage door found in Bloodlet Throne. Cannot be found in-game.

Cage Key

0001c250

Internally known as "SR01Key". 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. Does not actually 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

Appears to be a duplicate of the Katariah Master Key, but renamed.

Faldar's Cage Key

000c007b

Opens all jail cells in Faldar's Tooth. Cannot be found in-game.

Folgunthur Catacomb Key

000ab6fe

Cannot be found in-game and doesn't open anything. The location "Folgunthur Catacomb" doesn't exist, though "Folgunthur Crypt" does.

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

Cannot be found in-game and doesn't open anything.

Irkngthand Consortium Key

000b7c00

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 is 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

Opens a jail door in Mistwatch. 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. Neither the man nor location 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 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

Probably meant to be in possession of the bandit holding the otherwise-useless Irkngthand Consortium Key. 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 be a mistake, as it is known as "RiftenEvidenceChestKey" internally.

Shaman's Key

0003718e

This key is known internally as "sightlessPitShamanKey", but it is assigned to numerous other shamans outside of the Sightless Pit. It doesn't 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 cannot be found in his possession, but rather on a table inside 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 held by either Verner Rock-Chucker or Annekke Crag-Jumper. Cannot be found anywhere in-game, but does open 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 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

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

Cannot be found in-game and doesn't open anything.

Key to Castle Dour Tower

000c13db

Cannot be found in-game and doesn't open anything.

Key to The Dead Man's Drink

000c139e

Carried by both the 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 evidenced 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, but 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, but 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 the key is obtainable in-game, 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. 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.

Placeholder Messages#

FX/Gameplay Placeholders#

In the game's files are message boxes that describe various visual effects and events in the game. These were likely used as placeholders during development, where special effects would be used, and where various things would happen.

ID

Name

Text

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's 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).

You arrive at the keep - Ralof and Hadvar are both there, asking you to follow them. Who do you go with?

Hadvar

Ralof

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!

(quest ends)

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.

Select the lockpicking outcome.

Success

Failure

Abort

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.

Internal naming differences#

Oftentimes, there are differences to be found between the files and names of NPCs and items in the final game. These discrepancies vary from minor to major.

  • Tolfdir's ref refers to him as "Tolfdir the White".
  • Virkmund's ref refers to him as "Stofleid".
  • The ref of Olfina Gray-Mane, and her relationship markers, refer to her as "Olfina the Golden". One relationship marker also calls her "Olfine the Golden", which is likely just a typo.
  • Lond's ref refers to him as "Lond Northstrider".
  • Captain Wayfinder's ref refers to him as "Leif Wayfinder".
  • Sam Guevenne's ref refers to him as "DA16Samwell", hinting at an alternate name.
  • The majority of internal references to Idesa Sadri, including AI packages, relationship markers and dialogue topics, refer to her as "Sings-Of-Dreams", showing that she was originally intended to be an Argonian.
  • A lot of refs and some internal dialogue names refer to Fort Greymoor as "Fort Blackmoor". The latter is clearly a reference to "Black Moor" which is a village that appeared as a holding in Skyrim in Arena, roughly in the same location. It's unknown why the fort was renamed.
  • The quest "dunSouthfringeQST " has a lot of interesting oddities.
    • First off, despite being set in Southfringe Sanctum, a lot of internal markers and dialogue names actually place the quest in Boulderfall Cave, which is another necromancer dungeon.
    • The dialogue topic where the player can ask Selveni if she's a necromancer is internally known as "dunBoulderfallQSTYoureAWerewolf". This is interesting as it not only recontextualizes the quest, but there are hardly any named werewolves to be found outside of the Companions in the final game.
    • The dialogue topic where the player confirms Bashnag's death refers to him as "Hacklecomb".

Oddities#

Things found in-game that might be related to cut content without any real traceable evidence, or similar oddities.

Brond's Mention#

Torbjorn Shatter-Shield of Windhelm may mention an NPC known as Brond in one of his greetings. Brond is actually an unused NPC, intended for use in the scrapped pit fighter questline

Chief Mauhulakh's Armor#

The oufit that Chief Mauhulakh of Narzulbur wears is actually known as "DEMO_ArmorScaledHelmetOutfit" internally. It was originally used for an Imperial bandit related to a demo, as its name implicates.

Dasturn and Meieran#

Tormir, an NPC living in Darkwater Crossing, mentions someone known as "Dasturn" in one of her greetings. Another person, "Meieran", gets referenced multiple times in scenes at Darkwater Crossing. Neither NPC has any remnant of their existence in the game's files.

Killable Children#

All the child races in Skyrim are completely unable to be harmed. Despite this, both the male and female child voicetypes have voiced death grunts, as well as zombie groans. This suggests that children could be harmed at one point in development.

Froa#

The daughter of Kjeld and Iddra of Kynesgrove. Despite being mentioned multiple times in scenes, there's no trace of her in the game's data.

Urwa#

A corpse that appears in Brood Cavern, simply known as "Hunter" in-game, is called "Urwa" internally and is actually a uniquely-designed NPC. Whatever her purpose was is unknown.

Solitude's Thalmor Headquarters#

Inside the walls of Solitude's Castle Dour is a building known as "Thalmor Headquarters". Despite its name, nobody is ever found there at any point in the game, Thalmor or otherwise.

The developers seemingly forgot that they never added anybody to the location, as one of the new female child lines recorded for the Hearthfire DLC is "I saw a Thalmor the other day. He was really scary!" This doesn't really make sense in the normal game, however.

Gilded Wristguards#

Only one copy of this item can be found in the final game, inside the Emperor's Quarters on his ship The Katariah. However, these wristguards were meant to appear on every jarl wearing the standard jarl outfit. (Balgruuf, Igmund, Laila, Siddgeir, and Skald) This would've addressed a player complaint about "a jarl should be able to get something to cover their arms at least". It is very possible that it was removed from their possession because of some very prominent clipping issues that couldn't be fixed in time.

Sabine Nytte's Voice#

Sabine Nytte, a Breton pirate aboard the Red Wave docked in Solitude, has the "FemaleDarkElf" voicetype. This is strange as there is nothing hinting to the fact that she was once a Dunmer inside of the files. She is also the only (living) person in the game that uses a race-specific voicetype despite not being of said race.

Note to the Authorities#

A note with this name, found in a hut northwest of Bonechill Passage, mentions a place called "Bear's Cave Mill" which was removed from the final game.

Gourmet in Heljarchen#

During the Dark Brotherhood quest "Recipe for Disaster", you are sent to track down a mysterious chef known as the Gourmet. He can be found at the Nightgate Inn in The Pale. If spoken to outside of the inn, he will refer to the location as a village if the player remains silent. This seems to be a leftover from when the Nightgate Inn was part of a village called Heljarchen.

Granite Hill#

Granite Hill is one of the many removed settlements in Skyrim. However, its name can still be seen on the local map when used at the Great Henge Resurrection dragon mound. Even more notable is that Falkreath's Jarl Siddgeir still mentions the location during a conversation with his steward, Nenya.

Guard Captain Lonely-Gale#

Captain Lonely-Gale of Windhelm was originally meant to serve as guard captain under Ulfric Stormcloak. A plethora of leftovers still remain of this role, but since they're mostly internal, you won't notice these during normal gameplay. However, Belyn Hlaalu will still talk about Lonely-Gale as if he is a guard captain during a conversation with his farmhand, Adisla.

Unused Spells and Perks#

Trick Shot#

Perk ID: 105f1a

An unused perk for the Archery skill tree that exists within the Creation Kit. It would have been obtained when the player had acquired 80 Archery skill and unlocked the Quick Shot perk, and its description reads "25% chance of disarming an opponent." The perk can be acquired by using the console command Addperk 105f1a and works as intended, though it won't appear in the Archery skill tree.

Conjure Dragon Priest#

Spell ID: 0010FC16

An unused spell for the Conjuration skill tree that 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: extend the maximum duration to 120 seconds, extend the maximum duration to 240 seconds, and allow the summoning of two Dragon Priests.

Unused Test Objects#

testscalerefnpc01#

A man with an interesting face, used as a reference for scale.

Image

falmerdirectionalglow#

A cube possibly used to test lighting effects on Falmers.

Image

Unused Text#

The Throw Voice shout is unique in that all three words are granted by the same word wall, rather than one per wall as with other shouts. There is unused text for three walls, each of which contains only one word of this shout.

Used

Unused

Modir the Far raised (this) stone
(in his) brother's memory, Oskar
the Fool, whose voice was weak and
not (the) mighty Shout of his clan.

Modir the Greybeard raised
(this) stone (in his) brother’s memory, Oskar
whose voice was weak and
not (the) mighty Shout of his clan.

Here lies (the) body of Omluth the Fool,
who tried to feed (the) savage
Uderfrykte, but instead became (the) meal.

Here fell (the) lizard Nievaan,
who wandered far from home
(and) died with honor (in)
service of (the) Companions.

(Source: 1)

Version Differences#

Random vampire attacks on settlements, introduced in the Dawnguard add-on, are permanently disabled in the Special Edition and Nintendo Switch versions of the game.

The Special Edition has no Steam Workshop support, unlike the original PC version of Skyrim.

References#


  1. The Elder Scrolls V: Skyrim Price history · SteamDB↩︎
  2. Iron Galaxy Studios - Skyrim↩︎
  3. The Elder Scrolls V: Skyrim Anniversary Edition (SubID 626153) · SteamDB↩︎
  4. The Elder Scrolls V: Skyrim Anniversary Edition for Nintendo Switch - Nintendo Official Site↩︎
  5. The Elder Scrolls V: Skyrim Anniversary Edition for Nintendo Switch 2 - Nintendo Official Site↩︎
  6. ベセスダ・ソフトワークス/ゼニマックス・アジア株式会社:ニュース↩︎
  7. Игра The Elder Scrolls V: Skyrim для PC – Компания «СофтКлаб». "Дата выхода: 11 ноября 2011 г."↩︎