Oblivion Cutting Room Floor
Page 73 of 269 - Cutting Room Floor - posted in File topics: Just wondering:After you escape Helgen with Ralof or Hadvar and they tell you that they will Inform Balgruf or Tulius about you if they get there first for it to never happen, hence you are always there first looking like an Idiot because you thought your so called Friend would tell such Parties about you in Helgen. PC Classic - Mod Cutting Room Floor incompatibility list? Since I have been downvoted into 10 minute to post oblivion, I will just leave my.
The Elder Scrolls IV: Oblivion |
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Developer: Bethesda Game Studios This game has unused areas. |
In The Elder Scrolls IV: Oblivion, Tom Cruise Uriel Septim VII is assassinated by the Mythic Dawn. Before his death, however, Uriel gives an Amulet of Kings to the player character, who is asked to stop the realm of Oblivion from taking over Tamriel. In the Knights of the Nine expansion, the Hero learns about the titular faction, that wants to obtain certain relics that can stop Umaril, a man who seeks revenge on the Nine Divines. In the Shivering Isles expansion, the Hero ends up in Sheogorath's realm in Oblivion, where he learns about the Daedric Prince's past.
To do: Tons...I mean tons.
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- 3Unused/Test Models
- 4Removed Quests and Questlines
- 6Unused Spells & Effects
- 7Unused Diseases, Abilities, and Powers
- 8Unused Audio Clips
- 9Oddities
Subpages
Shivering Isles Unused content found in the game's second expansion pack. |
Unused Maps Too much to list them on the main page. |
Unused NPCs Unused and test NPCs that do not appear anywhere in-game. |
Unused Icons
Arena Armor
In early dev builds, the arena armor was split into three parts.
Blindfold
It seems the blindfold was intended to be an item at some point. In the final game, it's a hairstyle used only by the Blind Moth Priests. It's actually also the 'default' hairstyle for NPCs in the construction set that will be used when their hairstyle is set to NONE.
Mythic Dawn Armor
At some point, the Mythic Dawn Armor likely was meant to be usable. Interestingly, the helmet icon is missing the mask. This item can be obtained in one of the test levels. Normally, the game treats it as a bound item, but bound items have their own objects and IDs.
Imperial Watch Armor
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.
Dark Brotherhood Executioner Rank
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.
Unused/Test Models
To do: Add a screenshot of the objects. |
Basement Piece
The model named 'Ungrdexit1room' has another duplicate model not used in the game, named 'Ungrdexit1roomTEST' looks like an early version of the same object with untextured floors and pillars, with part of the final model merged inside the untextured faces. This models lacks any collision and was most likely used to test objects.
Removed Quests and Questlines
Questlines
- Upon entering the Imperial City Market District for the first time, the game will notify you that a new topic is available for discussion with NPCs: 'Do you need couriers?'. There are no NPCs who will discuss this topic in the game. The topic itself is one of the few remnants of the Black Horse Courier questline that was cut from the game. Originally, the Black Horse Courier was a delivery service that employed couriers to deliver packages to people. This questline would've involved the player making deliveries to certain individuals in each city. This questline and almost all traces of it were removed however, and the Black Horse Courier itself was changed from a delivery service to a newspaper in the final game. There are a few lines of dialogue that were accidentally left in the files relating to the Black Horse Courier being a delivery service, but only lines recorded for the Female Nords/Orcs remain. There is also a list contained in an unused script, as well as a faction called 'Eight Cities Courier Customers', both of which list the customers that you would've delivered to and for.
- At one point in development, there was to be an Elder Council questline, where players would attain ranks such as the Count of Kvatch and ultimately becoming the 'Duke of Colovia'. It is said by Todd Howard to have been deleted because it 'detracted from the main questline'. Not much is left in the final game relating to this questline however. The few remnants there are include: an early Elder Council faction icon for the player's Faction page in their journal, the Nobility faction, which is now solely used by NPCs and the sudden and the abrupt ending to the events at Kvatch, where all of the surviving guards simply stand in place forever at the quest chain's end. The Kvatch quests internal names are 'MS48' and 'MS49'. The next quest listed in the Construction Set is 'MS51'. This shows that the quest 'MS50' was deleted and could've potentially been the quest that would've made the player the Count of Kvatch.
- Originally, there was going to be an arena in every city in the game. These arenas were pretty much complete, with the Bruma arena even being indirectly shown off in the official Oblivion E3 2005 trailer and the Cheydinhal arena being briefly shown in the Making of Oblivion documentary. The only reason all the other arenas were removed, is because of disc space. According to the writer of the arena questline, Emil Pagliarulo, there were too many voice lines and they needed to cut down on some, so he offered to sacrifice the majority of his arena content, including around 800 lines of dialogue relating to it, for the betterment of the project. In lieu of the arena cuts, only one arena was kept in the final game and it wasn't the Imperial City arena. Actually, the arena that was kept was the Chorrol arena. If you type 'coc chorrolarena' into the console on PC in the final game, you'll end up in the Imperial City arena. Additionally, Owyn and Hundolin both also used to reside in Chorrol, with unused Chorrol dialogue hinting at the fact. The reason the Chorrol arena was kept isn't clear. It's possible it was the most developed at the time, or perhaps it was the writer's personal favourite out of them all. It's also not entirely clear, if the original Imperial City arena was finished or not, and Emil simply replaced it with the Chorrol one as his preference. There are bits and pieces of dialogue for random conversations regarding the unused arenas in each city that survived, including some that reference deleted characters, like the Leyawiin Arena Blademaster, 'Vanashti'. There are also references to the deleted Arena Blademasters in scripts for each city. There is a goodbye line of dialogue stored in the arena dialogue quest that was supposed to be unique to Arena Bookmakers, yet in the final game, a few seemingly random NPCs other than Hundolin also have this dialogue. These NPCs, namely Didier Aumilie of Anvil, Andragil of Bravil, Istirus Brolus of Bruma, Shelley of Cheydinhal, J'bari of Leyawiin and Graklak gro-Buglump of Skingrad, were all actually originally arena bookmakers themselves, for their respective cities. The Imperial City bookmaker, named Victoria Delacroix, was deleted, and exists only in AI package names now. Unfortunately, it seems all these arenas were cut in vain, as Bethesda decided to hire a separate actor for the Male Bretons sometime after this, so all of the thousands of lines of dialogue recorded by the original Male Breton actor (which was the same as the Male Imperials), were simply left in the files, taking up unnecessary space.
Bravil Quests
- If you have not yet received the quest 'Through a Nightmare, Darkly', Gilgondorin of Silverhome-on-the-Water will offer an interesting line of dialogue for his Bravil topic which hints at a removed quest. The line is as follows: 'My neighbor, Dro'shanji, has seen creatures around the house. Why don't you talk to Dro'shanji, see if you can help?' His dialogue implies there was a quest involving Dro'shanji's home being overrun by some sort of creatures, however, no such quest exists in the final game and Dro'shanji himself is not used in any quests.
Chorrol Quests
- Inhabitants of Chorrol will often discuss the strange behaviour of Eugal Belette. Visiting his house will reveal a basement full of humanoid skulls and Mythic Dawn paraphernalia. He, however, cannot be reported, nor will discuss the subject. Upon looking through the Construction Set and various unused dialogue topics, one will be able to get some idea of what Bethesda had planned for Eugal Belette. It seems he was to have written or been in possession of a book called the 'Mythic Dawn Postulates' and that you'd find it at a camp in Sancre Tor, perhaps where Eugal was staying at some point. Additionally, he was to have attacked the player and somebody was to ask you about it.
- A quest involving doing some sort of job for an Imperial named 'Strantus' was removed from the game. All that remains is dialogue of townsfolk discussing the work Strantus is offering and references to him in Chorrol related scripts.
- In Chorrol resides an Imperial couple - Jirolin and Ariela Doran - the former of whom, as noted in the Construction Set, appears to be connected with a quest that was cut from the final game. Jirolin believes he is part Ogre, the legacy of a distant relation, and would have asked you to leave jewels near a local cave inhabited by Ogres as an offering to establish friendly contact. The Ogres would have allowed Jirolin to enter their ranks, as a meal, at which time he must be rescued. This quest can be accesed using the console command
setstage ms17 10
, but since it's not finished it cannot be completed in any way. Rock Bottom Caverns' occupants were changed to goblins in light of the quest's absence. Jirolin himself can be considered as an unused NPC that actually is seen in game - his AI package is overridden - he will spend his entire life in his house standing in one place, never moving, sleeping or eating. All of Jirolin's dialogue relating to this quest, as well as Female Nord/Orc rumours about Jirolin's behaviour and him going missing, remain in the game files, which has led to it being able to be restored by modders.
- There are rumours in game of 'shady' goings-on in the Oak and Crosier inn, however there is no such related quest in the final game to act on these rumours. Looking through the Construction Set reveals that the innkeeper, Talasma, was actually a member of the Khajiit bandit clan, the 'Renrijra Krin' and the dungeon music used in the Oak and Crosier basement, along with her faction ties, seems to hint that she was potentially producing or smuggling Skooma through her business.
Imperial City Quests
- The Chestnut Handy Stables is an odd location in the final game, only serving true purpose to the player, with the infamous Horse Armour DLC installed. All of the dialogue for the characters working at this stable, from looking at dialogue notes in the Construction Set, seem to have been re-recorded and re-written during development. Some of their current dialogue suggests that the stables' missing horses were eaten by Snak gra-Bura, the stable owner. However, this appears to be a hasty re-write and that originally, that were actually able to be found by the player. There are a few random wild Chestnut horses around Fort Alessia, which is just south of the Imperial City. The breed of horse in relation to the stables' name, combined with the evidence of dialogue re-writes and the horses' proximity to the city, seem to suggest that these horses were actually the missing stable horses.
Skingrad Quests
- There is an abandoned house called 'Nerasteral's House', within which resides all manner of undead. There is no explanation as to why this is however and the only mention of 'Nerasteral', or more accurately their house, in the final game, is a single line spoken by Amusei during the Thieves Guild quest 'Lost Histories'.
Other Quests
- There is a rumour in the final game, about a character called the 'Red Queen' who frequents the Newlands Lodge in Cheydinhal. There is a cave between Bruma and the Imperial City called Unmarked Cave. Most of this cave is inaccessible and unused in the final game, which only a portion of the first zone being accessible. The unused third and final zone of this cave is called 'Unmarked Cave - Black Queen's Hall'. Within this zone, is a chest with the internal name of 'ChestMS25DungeonMythicEnemyRare01'. This shows that Unmarked Cave was supposed to be used in a deleted miscellaneous quest with the internal ID of 'MS25'. It's possible that the Red and Black Queen were linked in someway. However, it's also possible that the Red Queen was simply a famous fighter in the Cheydinhal arena, which seems plausible, given the dialogue about the Newlands Lodge owner being especially happy about the Red Queen drinking in her bar. Either way, there was definitely an unused quest relating to Unmarked Cave and a 'Black Queen'.
Radiant Quests
- Oblivion was originally going to have radiant quests, similar to those eventually seen in Skyrim. These quests would've included fetch quests, rescue missions and treasure hunts. All of the parameters would be randomised and the dialogue from quest givers and related NPCs was kept deliberately vague, so as to allow it to be used within these randomised parameters. All of this dialogue was removed from the Construction Set and the radiant quest system was totally scrapped. The only dialogue that remains for this, is all of the radiant quest dialogue for the Female Elf voice only. A few small scraps of this dialogue for other races was also reused in several DLCs, such as Battlehorn Castle.
Unused Race
A vampire race, found only in the Construction Set, with red eyes and very pale skin. The Vampire race has no attributes, skills, or traits for either gender. Only two NPCs are Vampires in the standard game, although neither can be met in-game unless spawned by console commands – one is called Dead Meat (ID: TestDeadMeat
), while the second has no name (ID: TestErikNpc
). This race was probably meant to be playable, but was cut early in development.
Unused Spells & Effects
This needs some investigation. Discuss ideas and findings on the talk page. Specifically:
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This list contains spells and magic effects that are listed in the Construction Set but are not available in-game. They can still be obtained via the console, but since these spells are not available for use for a reason, they may cause various issues like crashing to desktop due to undefined animation and particle files.
Alteration
- 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
Conjuration
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. ID: C7628
Destruction
- 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
- Drain Skill: Light Armor (Drain Light Armor 5pts for 20sec on Target) - Novice-level spell. ID: 84B14
Illusion
- 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
Restoration
- 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
To do: Tons. I'm mostly going by usage count in the CS for Oblivion.esm to determine what's unused for this section, but there are also abilities and powers and such that are used... by unused creatures, scripts and NPCs, or ones that only appear in test maps. As a result, I'm probably only scratching the surface here since I only remember a few of those. I also haven't included unused content from DLC other than Shivering Isles just yet. For that matter, might it be worth moving some of this content over to the Shivering Isles subpage? Some nicer formatting also couldn't hurt. Lesser powers still need to be added. Help would be welcome. |
Like the spells above, you can add these to yourself or any other target with the addspell console command followed by the associated Form ID. Diseases and Abilities are always active, while Powers must be cast, though they are immune to Silence. Greater Powers can be cast once a day, but Lesser Powers can be cast as many times as you want and may or may not cost magicka. Neither will increase any skills when cast.
Diseases
- Ticklebritch (Drain Endurance 5pts, Drain Personality 15pts) - While this is not used in the base game, the official DLC Mehrunes' Razor adds one rather obscure way to catch it - by picking up a certain Hoe in Sundercliff Mines. The name of the disease and the fact that you catch it from a 'hoe' (not to mention the name of the hoe's associated script: DL9DirtyHoeObjectSCRIPT) is probably a developers' joke implying that it is a sexually-transmitted disease. Form ID: 000CB5F5
- Elytra Hatchling Disease (Drain Fatigue 50pts) - Presumably would have been caught from Elytra Hatchlings in the Shivering Isles, but goes unused. Form ID: 0004418B
Abilities
- Atronach Frost - A script effect that would have added magic frost shaders to Frost Atronachs, much like the other Atronachs. For whatever reason, it's unused. Form ID: 0008DAA6
- Blade, Sneak, Security, Marksman, Acrobatics +2 - Judging by the Editor ID (DarkNightBless) and the fact that its effect name is Night Mother's Blessing, it was probably related to the Dark Brotherhood. Despite the name, it's set to use a script effect but does not point to any script, so it does nothing. Form ID: 000CBF18
- Chameleon (Chameleon 10pts) - Again, the Editor ID (DarkNightMotherFade) suggests a relation to the Dark Brotherhood, but it's not used by anything. Form ID: 0006BC17
- Dremora Powers (Fortify Magicka 50pts, Reflect Damage 30pts) - No Dremora have this ability, thankfully. Neither does anything else. Form ID: 0003E9AC
- Elytra abilities (Water Walking, Weakness to Magic 20pts) - The Editor ID (SEAbElytraHatchling) indicates this was intended for Elytra Hatchlings as a weaker version of the identically-named ability that all Elytra possess, which works the same way but also includes 50% poison resistance. Form ID: 0004418C
- End of Order (Paralyze) - The Editor ID (SE13AbParalyze) indicates it was meant for the Shivering Isles quest The End of Order, but it's not used there or anywhere. Form ID: 0001A7EB
- Fleece of Fire (Fire Shield 50pts) - The Editor ID is TestFlamingSheep01, so probably the result of some developer playing around with Sheep and fire magic. Form ID: 0005C0E4
- Ghost Resistances (Resist Disease 100pts, Resist Normal Weapons 100pts, Resist Poison 100pts) - Intended for the Shivering Isles quest Ghosts of Vitharn, though ultimately unused. Pretty standard resistances for ghosts to have, though the disease resistance is a bit strange since only the player can catch diseases. Form ID: 00050C8C
- Ghostly Immobility (Burden 1000pts) - Also intended for Ghosts of Vitharn, to keep the player from moving when Hloval Dreth attacks. This ended up being accomplished by forcibly equipping the player with a 1000 pound ring with the same name, rather than this ability. Form ID: 00097146
- Gnarl Health (Fortify Health 50-100pts) - Actually 3 abilities, one with a magnitude of 50, one with 75, and one with 100. Form IDs are: 00081D5A, 00081D5B and 00081D5C for the 50, 75, and 100pts versions respectively.
- High Elf Weakness to Fire/Frost/Shock/Magic (Weakness to Fire/Frost/Shock/Magic 50pts) - Again, actually multiple abilities. The final game has High Elves getting all of their weaknesses (25 to each element) from a single ability. Notably, these abilities are all at 50pts magnitude, which is twice that of the 25pts weaknesses that High Elves have in the final game. They also don't have a general Weakness to Magic in the final (though they did in Morrowind, as well as 50pts of Weakness to Fire), so these are possibly leftovers from a time in development when their weaknesses were closer to Morrowind's. Form IDs: 00047ADA for Fire, 00047AD9 for Frost, 00047ADB for Magic, 00047AD8 for Shock.
- Immune to Water Damage (Resist Water Damage) - This one is particularly notable in that it uses the Resist Water Damage effect, which doesn't appear in the game at all. 'Water Damage' is actually damage from lava, though the effect doesn't appear to grant outright immunity as the name of the ability implies, despite the effect itself not having a magnitude. Form ID: 00066C43
- Lady's Grace (Fortify Personality 20pts) - An unused (as is made known by its Editor ID: BSLadyGraceUNUSED) version of the Lady birthsign, which normally grants +10 to Willpower and Endurance. Of note is that the Morrowind version of this birthsign had 2 separate abilities as its components - Lady's Favor (which granted 25 Personality) and Lady's Grace (which granted 25 Endurance), so it may be that the Oblivion version was originally going to behave this way as well. Form ID: 00022A3F
- Light Self (Light 100pts) - Intended for Namira's Daedric quest, probably for the Priests of Arkay before being replaced with simple torches. Form ID: 0005C020
- Mark Test Shock Shield (Shock Shield 100pts) - Pretty self-explanatory. Form ID: 00040BA3
- Mead Allergy (Paralyze) - Intended for the Dark Brotherhood quest A Matter of Honor, but the quest uses a different ability which does the same thing. Form ID: 0006555C
- Mooncalf (Fortify Personality 20pts, Fortify Luck 20pts) - An earlier version of the Shadow birthsign. Would have given a whopping 40 extra attribute points, 20 of which would have been to Luck. That's even more than Thief birthsign gives! No wonder it got nerfed. Form ID: 00022A4A
- Resist Magic (Resist Magic 50pts) - Its Editor ID of AbImpResistMagic shows that it was meant for imps. Not much else to say about it. Form ID: 0002B53F
- Resist Magic 25% (Resist Magic 25pts) - This one was for boars. Form ID: 0002B54E
- Shadowmere's Invisibility (Chameleon 5pts) - Apparently Shadowmere was supposed to be invisible at one point. Despite the name claiming Invisibility, it's actually a fairly weak Chameleon effect. Form ID: 00064F48
- Test Vampire Ability (Vampirism 50pts) - Clearly used for testing Vampirism. Form ID: 000262C5
- Wreath of Glory (Fire Damage 0pts) - The editor ID is TestFlamingSheep02. Again with the flaming sheep... At least one developer had some strange fascination with them, it seems. Perhaps they were also the ones responsible for Sheogorath's Daedric quest. Form ID: 0005C0E7
Greater Powers
- Nirn's Breath (Detect Life 100pts for 120sec on Self, Fortify Fatigue 200pts for 120sec on Self, Fortify Health 100pts for 120sec on Self) - This was to be the power granted by the Nirn Stone, a Doomstone that does not appear anywhere in the game. Form ID: 0006B6B1
Unused Audio Clips
Guard Greetings
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Decentius Opsius, Captain of the Coast Guard. Pleased to meet you.
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I'm Adamus Phillida, prison administrator and commander of the Imperial Legion forces here in the Imperial City. Have we met? You look familiar.
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I'm Watch Captain Audens Avidius. Don't forget it. I like this city quiet as a mouse. Raise a fuss, and you'll be sorry.
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Hieronymus Lex, Officer of the Watch. Every hand is needed to build an honest city, and it begins with you.
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Itius Hayn, Guard Captain. You don't want to know me. Stay on the right side of the law, and we can stay perfect strangers.
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Langley, captain of the Anvil guard.
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You new here? I'm Servatius Quintilius, Officer of the Watch. Just stay out of trouble, and we'll get along just fine.
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I'm Dion, captain of the Skingrad Guard.
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Danus Artellian, captain of the guard. The Count's Guard. Castle Guard. Dion's captain of the town guard. That's nothing to do with me.
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Lieutenant Gerich, Senarel of the Bruma Guard.
The above sound clips would have been used as unique greetings from some of the various guards in the game. A bug prevents these lines fron being used, so the regular guard greetings are played instead.
Skingrad Recommendation Quest
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So, you're supposed to go out and rescue Erthor, eh? I'd love to help out. I just don't quite feel comfortable doing that, though.
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I hear Adrienne is sending you out to get Erthor. Is that right? Hmm. It's a pity you don't have the right sort of friends. Friends that would be willing to help out with a task like that.
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I tell you what. I have some outstanding debts I need to pay off. You help me out with that, and I'll help you out with getting Erthor back. Heck, I'll even go do the job for you for 300 gold. When Erthor gets back, you can take the credit. What do you say?
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Okay then. I'll just take this gold from you, and I'll head out there right now. No one should even know I'm gone. In three days or so, Erthor should be back here, safe and sound. I'll fill him in - you just tell Adrienne that you did the work, and you'll be set. Pleasure doing business with you, friend!
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Oh. Are you sure? Well, think about it, and if you change your mind, let me know. I really do need some money, you see.
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You'll be happy to know that Erthor is back in town. He knows to tell Adrienne that you're the one who rescued him. You should be able to tell her you've completed her little task. And let's just keep this little deal between us, shall we?
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He's back to his normal routine now, all safe and sound. Enjoy taking credit for the work.
Sulinus Vassinus was initially supposed to give the player another method of completing the Skingrad Recommendation quest. For a fee of 300 gold, Sulinus would go to Bleak Flats Cave, kill the zombies, and return to the Guild Hall with Erthor in tow. He still possesses the AI packages for this option, but the dialogue that would set it in motion can never be obtained, as the script requires his disposition with the player to be both less than zero and greater than or equal to 70.
Other
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Greetings! How are you on this fine morning?
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Have you spoken to Valus Odiil recently?
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Undoubtedly. There's hardly a cloud in the sky.
Ernor has some unused lines of dialogue that are simply never said in the game.
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Here, we make sacrifice to the Lord Hircine. We pray for a True Hunt. We beg to be Honored Prey.
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Lord Hircine has sent you to hunt the Unicorn? Count yourself doubly blessed. Hircine has deigned to speak with you, and he has provided you with glorious prey. You have been greatly honored. Do not fail him.
Cutting Room Floor Mod Skyrim
Vajhira was supposed to elaborate on both the Shrine and the Unicorn. Unfortunately, the Hunter/Prey question always takes precedence and these lines can never be heard.
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I am Orok gro-Ghoth, steward to Countess Arriana Valga, Countess of Chorrol. I manage her affairs, and the castle is in my keeping.
Orok gro-Ghoth does have a greeting, but the game never plays it as it requires him to be in the The Flowing Bowl, which he never goes to.
Oddities
The player's default name
Under most conditions (Unless caused by the 'reference bug' [2]), 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.
Female Dremora
In the final game, there is a single female Dremora in the Oblivion planes that the player can access. Strangely this Dremora is the only female one ever used in the final game, and she doesn't have any audio and thus doesn't make any noise when attacked or killed. If you use a high level charm spell to make her talk, she displays the default error trap message 'I HAVE NO GREETING' instead.
Unused Door
In random Oblivion Plane 3 (the plane of Oblivion with a broken bridge leading up to five towers with the main tower in the center with two gates on either side leading to two other towers), off the map to the west, there is a long island in the lava. The island doesn't seem to have anything of interest except for a lone door, which doesn't lead anywhere when activated. What this door was for is unknown.
Blood Potion
In random Oblivion Plane 6, there is a single Blood Potion placed neatly behind some tall rocks east of the entrance to the Blood Well. It weighs nothing and serves no purpose or function. It cannot be used by vampire for feeding purposes either. It is the only Blood Potion available in the entire game.
He Said, She Said
In Oblivion, there are quite a lot of characters in the game that get referred to as the wrong gender in dialogue. In the case of City-Swimmer, she even misgenders HERSELF in her own greeting, referring to herself as male. There is no in-game reasoning for these dialogue examples and it seems to either be that the developers made many mistakes regarding character's genders, or changed a lot of the characters genders throughout development and forgot to re-record some of the dialogue referring to them. Affected NPCs include: Estelle Renoit, Salmo the Baker, Falanu Hlaalu, Mach-Na and Hal-Liurz (after seemingly noticing the errors in some dialogue about her, they removed all conversation dialogue about her from the game, even ones without referring to her gender).
Cutting Room Floor
A content restoration mod for Skyrim.
From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. They are mostly generic NPCs with no purpose, quests that were complete but cut for some reason, or just random bits of stuff to be found.
NPCs were implemented using the list available on the UESP: http://www.uesp.net/wiki/Skyrim:Unused_NPCs
Unimplemented quests were seeded by the following list on UESP: http://www.uesp.net/wiki/Skyrim:Unfinished_Quests
Cut civil war content is far too complex for me to want to mess with, so for that I'd recommend ApolloDown's Civil War Overhaul (version 2.0 or better). (http://skyrim.nexusmods.com/mods/37216)
Download Locations
http://afkmods.iguanadons.net/index.php?/files/file/978-cutting-room-floor/
http://skyrim.nexusmods.com/mods/47327/
http://tesalliance.org/forums/index.php?/files/file/1622-cutting-room-floor/
http://www.darkcreations.org/forums/files/file/830-cutting-room-floor/
http://www.theassimilationlab.com/forums/files/file/859-cutting-room-floor/
Installation Requirements
Official Skyrim patch 1.9.32.0.8 or greater.
Unofficial Skyrim Patch 2.0.0 or greater.
Installation - Wrye Bash BAIN
Drop the archive into your Skyrim ModsBash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.
Installation - Nexus Mod Manager
Use the 'Download with Manager' button on the Cutting Room Floor page at Skyrim Nexus. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.
Installation - Manual
Drop the Cutting Room Floor.esp and Cutting Room Floor.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.
Uninstalling
Due to the nature of Skyrim mods, especially those with scripts, it is STRONGLY recommended you do not attempt to uninstall this mod once you've begun using it. The scripts altered by the mod, as well as several portions of the content will be permanently altered and will not restore themselves to their previous states.
This is not a defect in this mod, it is merely how Skyrim works with any mod that includes scripted changes. There is nothing I or anyone else can do about this. You need to load a save prior to having installed this mod in order to restore the game to its previous condition.
If you insist on removing the mod and continuing with the save though, the Cutting Room Floor.esp and Cutting Room Floor.bsa files must be removed from your Data folder. Any errors or residual changes left behind by doing so are your sole responsibility and any complaints about this will be ignored.
Load Order
Load early, as close to the top of your load list as reasonably possible since this mod deals in restored vanilla content.
BOSS should be used for optimal placement.
Implemented in This Mod
NPCs
Argi Farseer - Stonehills. Works in the mine, has a home in Stonehills, takes a random stroll around the mining camp at night.
Captain Metilius - Castle Dour. Hangs around the war room during Bleak Falls Barrow or Jagged Crown, wanders the castle district outside otherwise. Will be disabled if the Stormcloaks have Solitude.
Grushnag - Placed with the Markarth Khajiit caravan and will travel with them. Serves as a guard due to the dangerous nature of The Reach.
Herebane Sorenshield - Added on the span of Kilkreath Ruins between the first and second interior areas. He will patrol the area there and is now carrying his named reward items too.
Makhel Abbas - Added in Dushnikh Yal. Placed in the orc faction and will pursue his hunting package in the area near the stronghold. Has been changed to use hunter's attire rather than heavy armor.
Mazgak - Added to the hunters in Bloated Man's Grotto.
Spirit of the Ancient Traveler - Added at Wayward Pass as was apparently intended.
Steirod - NPC planned for use at Irontree Mill.
Sulvar the Steady - Placed in Niranye's house, spends the rest of his time at the warehouse. It made no sense for him to spend his entire existence in her place.
Talib - Stonehills. Sleeps in the mining camp, works the mines, Stonehills ought to be plenty populated now.
Tasius Tragus - Added in the Dragon Bridge tavern. Doesn't do much other than sandboxing inside and outside. Sleeps at the inn. Supposedly is Varnius Junius' boss.
Thjollod - Added to the hunters in Bloated Man's Grotto.
Trilf - NPC planned for use at Irontree Mill.
Viding - Added to the hunters in Bloated Man's Grotto.
Mithorpa Nasyal - Dark Elf NPC assigned to Barleydark Farm.
Quests
Research Thief - An unfinished quest at the College of Winterhold. Nirya has something she'd like you to do.
Filling Soul Gems - Sergius Turrianus doesn't just want you to restock them, the lazy bum! (Repeatable radiant quest)
The Missing Apprentices - Phinis Gestor wants you to find out what happened to the previous group of apprentices.
Tolfdir the Absent-Minded - His alembic isn't the only thing he routinely misplaces! (Repeatable radiant quest)
Animal Pelt Collection - Restored a radiant quest for the Companions to collect animal pelts. Needed some logic tweaks and bugfix hacks to get it into useable shape.
Rogue Wizard - Tolfdir has more than just his absent-mindedness he needs help with. (Repeatable radiant quest)
Hitting the Books - An extra dialogue exchange was restored between the player and Mirabelle Ervine.
Scenes
DialogueRiftenRatway - Restored a non-functional dialogue scene between the player and two thugs in the Ratway entrance. (Disabled if Live Another Life is installed and Thieves Guild start is chosen)
Locations
Thalmor Justiciar HQ in Solitude - Populated with one commander and 4 justiciars who will disable if the Stormcloaks take Solitude. Banners changed from Imperial to Thalmor.
Castle Dour Tower - Restored access to an unused tower room above General Tullius' room. Captain Metilius will sandbox here for part of the day as well as sleep here since he has no bed otherwise.
Irontree Mill - Restored a missing sawmill designated for Haafingar Hold. Originally marked as being in the mountains, it was obviously not possible to put there so it's on the coast next to the Solitude Lighthouse. Steirod and Trilf live and work here.
Barleydark Farm - Restored a farm southwest of Fort Greymoor occupied by Mithorpa Nasyal. The location was already leveled out and labeled, just never actually built.
Argi Farseer's House - The house that was never built for Argi Farseer in Stonehills.
Credits
Hana - For a ton of beta testing my characters weren't able to do. Bethesda's rat's nest never stood a chance!