The Elder Scrolls IV: Oblivion
|The Elder Scrolls IV: Oblivion|
Developer: Bethesda Game Studios
This game has a prerelease article
This game has a bugs page
In The Elder Scrolls IV: Oblivion,
Patrick Stewart Uriel Septim VII is assassinated by the Mythic Dawn. Before his death, however, Uriel gives an Amulet of Kings to the player character, who is asked to stop the realm of Oblivion from taking over Tamriel. In the Knights of the Nine expansion, the Hero learns about the titular faction, that wants to obtain certain relics that can stop Umaril, a man who seeks revenge on the Nine Divines. In the Shivering Isles expansion, the Hero ends up in Sheogorath's realm in Oblivion, where he learns about the Daedric Prince's past.
Tons...I mean tons.
- 1 Sub-Pages
- 2 Unused Icons
- 3 Early Menu Screen
- 4 Unused/Test Models
- 5 Unused Race
- 6 Removed City of Sutch
- 7 Unused Items
- 8 Unused Spells & Effects
- 9 Unused Diseases, Abilities, and Powers
- 10 Obscured Textures
- 11 Oddities
| Unused Dialogue|
Bethesda removed the other arenas and around 800 lines of dialogue because they had problems with disc space. So what's all this, then?!
| Unused Maps|
Too much to list them on the main page.
| Unused NPCs|
Unused or completely removed NPCs that do not appear anywhere in-game.
| Unused, Changed & Altered Quests|
Simplified or completely removed quests and questlines.
| Testing Content|
Bethesda removed the other arenas and around 800 lines of dialogue because they had problems with disc space. SO WHAT'S ALL THIS, THEN?!!
| Shivering Isles|
Unused content found in the game's second expansion pack.
Apparently the arena armor was split into three parts originally.
It seems that 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 (and many test NPCs). 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 may have been meant to be usable by the player. 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.
Early Menu Screen
An early version of Oblivion's menu screen can still be found in the files, known as "CreditsMenu.bik". This menu screen differs from the final version in a number of ways. Most notably, it features an earlier version of Cyrodiil's world map which still includes the later-removed city (and county) of Sutch. This map also features differents fonts and has some waypoints that don't appear on the final version. The other cities that are shown (Kvatch, Skingrad, the Imperial City, and Cheydinhal) also sport different looks, with the Imperial City and Kvatch appearing a lot larger and Cheydinhal having an almost completely different shape altogether. This version of the menu screen also has in-game footage layered over the map scroll, which is something the final version completely got rid of.
This early menu was first seen at the E3 2005 showcase Bethesda did of Oblivion. There it was accompanied by an earlier rendition of the game's main theme. At a further point in the presentation, the fast travel map was shown to be the same early map that's used for this early menu screen.
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.
Removed City of Sutch
The city of Sutch was meant to be another big city in Cyrodiil, and the seat of power in County Sutch. While it was planned to be included originally, it seems that it was removed rather early on, and very little of its existence actually remains in the game files.
It was first seen during Bethesda's E3 2005 showcase of the game, on the game's main menu. That video can be seen above. The city's representation on maps is basically all we know about how it would've looked. Still, it might have looked different had it been included in the final game, since it seems that Cyrodiil's cities got reduced in size by the time of release. The thing that's the most notable about Sutch is that the city seems to be directly connected to a lake of some sort. In the showcase, Todd Howard also shows off the fast-travel mechanic, which uses the same early map as the menu screen, but now adjusted for gameplay. On this map, multiple map markers are shown, and all the cities shown have the "city" type marker. All cities, except Sutch, which has a "Fort" type marker. While it can only be seen briefly, and doesn't tell us anything concrete, it's highly possible that by the time of this E3 demo, the city had already been removed from the game.
In the game there's only a single cell leftover that still references the city, and that cell is known as "CountySutchDocksExterior". This cell is actually used in the game - though its northwest corner is out of bounds - and it doesn't contain docks of any sort. It does contain a river that leads out to the Abecean Sea, so that's something. The cell is also located to the west of where the city of Sutch was located on the E3 map. It's possible that the walkway with the lake that was northeast of the city on the map was eventually reworked into these docks, with a walkway intended to go from the docks to the city itself.
Speaking of the city, that got replaced by a fort of the same name, Fort Sutch. The usual generic fort in Oblivion has one exterior cell and one interior cell. Fort Sutch has four exterior cells, "FortSutchExterior", then "FortSutchExterior02", which is just an empty space of grasslands in the final game, despite still playing dungeon music. But more interesting are "FortSutchAbbeyExterior" and "FortSutchCastleExterior". While a Fort Sutch Castle is never mentioned, Fort Sutch Abbey can be mentioned by Teinaava during the quest "Bad Medicine". If you ask his advice and he likes you, he will say "Fort Sutch? I am familiar with that place. It is nestled deep in the mountains. It is naturally well defended, but there is a weakness. Not far from from the ruins of Fort Sutch lie the ruins of a tower. That tower was once part of the Fort Sutch Abbey. The two ruins lie apart on the surface. But underground, they're connected by some now-flooded tunnels. Wet and dark, yes... but surely unguarded." Regardless, these cell names indicate that the original Fort Sutch likely was intended to be significantly bigger. The exact dimensions of the city can still be seen if one looks carefully: the area around the fort is barren and flat, indicating something else once stood there. By looking at these leftover borders from the city and compare how close Lord Drad's Estate is located to them, we can get an idea of how much the original Cyrodiil map was compressed.
There is a single person in the final game that we know for certain was meant to reside in Sutch at one point: Azzan, the head of Anvil's Fighters Guild chapter. One of the quests that he gives you, "The Wandering Scholar", has the following journal entry: "Azzan has given me a contract to escort Elante of Alinor, a scholar doing research on Daedra. I am to meet her at the entrance to Brittlerock Cave, northeast of Sutch, and protect her while she explores inside."
Of course, this isn't any definitive proof, but it is odd that Sutch gets mentioned here. But, the next journal entry from a later Fighters Guild quest "Mystery at Harlun's Watch" is more definitive. It reads as follows: "Burz gro-Khash has paid me the balance of the contract. He tells me that he has no further contracts to offer, but I should speak with Azzan in Sutch, if I have not already." This confirms that Azzan was meant to be a Fighters Guild head in Sutch, rather than Anvil. It's possible that other NPCs were similarly moved, but there's no definitive proof for any of them.
We can also make an educated guess that since every divine has a chapel in the final game, Sutch would probably have a chapel of Kynareth, since she's the only divine that doesn't get represented otherwise. A gate next to Fort Sutch, in the cell "MS94OblivionGateExterior", also is guaranteed to open at the same time as those next to each city - indicating it was intended for the city of Sutch. Finally, one other place of note is "Brina Cross". It's a placed that appears marked on the early map, and is seemingly named after the crossroads formed by roads from Sutch, Kvatch and Anvil. In the final game, there is a "Brina Cross Inn", which is a weird hodgepodge of content and was likely placed there to cover up the otherwise barren landscape.
In the Making of Oblivion documentary a board with concept art of all of Oblivion's cities can be seen in Lead Artist Matthew Carofano's cubicle. Tantalisingly, he's even seen gesturing at Sutch in the documentary's intro, presumably from an extended interview that was trimmed down. Although small and far from the camera, a basic layout of Sutch can be interpreted, including the chapel on the west side of the city, the arena (maybe) in the southwest corner and the castle covering the north. Most importantly though, contrary to the E3 map, the city was intended to be built on an island or peninsula, with the road/walkway to the lake actually being a bridge over the mouth of a river. The "CountySutchDocksExterior" cell could have been a remnant of Bethesda's original concept for Sutch. For this geography to have existed in-game the city and its environments could only have seen dramatic changes; what's left of Sutch in retail is landlocked. There are several inconsistencies here; in retail Oblivion the distinct outline of the city (as a large, featureless area) can still be seen with rocks placed around it in a manner strongly suggesting the city existed in some form at the time they were placed. Despite this, the lake and northeast bridge out of the city are still present on the E3 map. It's possible that the city saw two iterations before being cut and scaled back in ambition (like other cities e.g. Leyawiin) prior to being cut entirely.
A number of notes, books, and letters that for some reason or another go unused in the final game.
All these notes (but Sealed Note, Shop Hours and Tavern Hours) look like scrolls of varying size when thrown out of inventory.
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
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: How does the texture look with the re-release (after the rating changed)?
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.
Fin Gleam, the unique enchanted Glass Helmet underwater amongst a pile of bones near Anvil, was originally a Dark Brotherhood-linked item. Its EditorID is
DarkFinGleam, the "Dark" being a prefix for Dark Brotherhood items and its enchantment is internally named
DBenAppFinGleam (DarkBrotherhoodenchantedApparelFinGleam). Furthermore, the next armor piece in the Construction Set sorted by FormID are the Hands of Midnight sold by M'raaj-Dar at the Dark Brotherhood sanctuary, suggesting he might have sold Fin Gleam too.
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.
There is an abandoned house called "Nerastarel's House" located in Skingrad, within which resides all manner of undead. No NPC named Nerastarel exists anywhere in the game and they never get mentioned by anyone. The only time the house's existence gets acknowledged is when Amusei mentions it during the quest "Lost Histories". Despite being abandoned, entering the house is considered trespassing.
Two Imperial NPCs that live at the Waterfront District, Uzul gro-Grulam and Myvryna Arano, share Myvryna's house. Despite this, both NPCs carry a key known as "Barash House Key". No NPC with this name appears in the game, making the inclusion of the key very weird. However, it seems to have been tied to another Orc at one point, namely Umog gra-Marad. In the script
MS31Script, she is referred to as
UmogGraBarash. This means that the key was originally tied to her. This doesn't explain why it is in the possession of Uzul and Myvryna, though. While Myvryna is a semi-important NPC, Uzul isn't, and no-one ever mentions him. His dialogue also doesn't make sense, as in one line he mentions courting Myvryna, while in another he claims to be in love with Umog. It's possible that Uzul once lived together with Umog and her husband Graman, rather than Myvryna, or that he had a key to visit their house. Although it's not fully clear how this key came to be.
Both the official concept art, as well as the menu icon for female chainmail greaves, depicts them as stockings. However, when wearing them, they look like normal greaves. It's very likely that someone at some point decided that the stockings didn't fit, or were too sexual, and had them altered. When looking at the final model, it's quite clear which part of the texture was added later.
Cheydinhal residents Rythe and Tivela Lythandas carry a key simply known as "Bralin's Key", which is actually their house key. Internally, this key is known as
LythandasKey. This establishes that the last name still lines up with the characters. Bralin seems to have been an earlier name for Rythe which was never changed.
In Leyawiin, rumors speak of a couple known as the "Derics". This actually refers to an Argonian couple known as Mahei and Numeen in the final game. It seems that at some point they were a Breton couple with the surname "Deric", with their early first names being unknown. The key carried by the couple also still bears the early name, but nothing else does, weirdly enough. Despite this, the Countess will seek out the couple and spend time with them, despite her dislike for beastfolk. The internal names for these packages already use Numeen's final name, so either the developers simply renamed the package at one point, or reused the same role for the Argonian couple as was planned for the Breton couple, despite that not making sense.
Russet Felt Shirt
The Russet Felt Outfit, internally known as
MiddleShirt05 covers the upper and lower body in the final game. But it was meant to only cover the upper body, with the Rugged Pants being meant as the third part of the set. The generic enchanted versions of this shirt, "Security Russet Felt Shirt" and "Russet Felt Shirt of Blade Turning" still use the early name. Due to the outfit appearing much in the final game, the Rugged Pants are only found on a handful of NPCs.
Magrum gra-Orum's House
Magrum gra-Orum's House appears in Cheydinhal, despite there not being an NPC with this name present in the game. It is instead inhabited by Dulfish gro-Orum and Magub gro-Orum, two male Orcs. In the final game, the relations between these NPCs is unclear. Magub gro-Orum's internal name is Magub gra-Orum, indicating they were originally female. It seems that Magrum was the original name for Magub. The game's Official Prima Game Guide states the following about the house, seemingly explaining the whole ordeal: "Home also to her husband, the gangster Dulfish. (Is it any wonder the place is in his wife's name?) Ms. Orum can put you on to the locations of two ruined Imperial forts that have been taken over by the undead."
The Elder Scrolls series
|DOS||I: Arena • II: Daggerfall (Prototypes) • Legend: Battlespire • Adventures: Redguard|
|Windows||III: Morrowind (Tribunal, Bloodmoon) • IV: Oblivion (Shivering Isles) • V: Skyrim (Dawnguard, Dragonborn)|
|PlayStation 3, Xbox 360||IV: Oblivion (Shivering Isles) • V: Skyrim (Dawnguard, Dragonborn)|
|PlayStation Portable||Travels: Oblivion (Prototypes)|