Semi Protection

Oblivion talk:Oblivion/Archive 1

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This is an archive of past Oblivion talk:Oblivion discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Console Command Items

maybe we should sort the items list a bit so it is easier to find what you are looking for. Kind of like the old UESP on m0use for Morrowind, where it was sorted by class (armor sets, swords etc).

I dont know about that, but my console isn't coming up when i toggle it. Any advice welcome.
Use the key left of "1", no matter what it is, above tabulator (not referring there to the numpad key "1"). This should bring up the console regardless that national keyboards may have different regular uses for that key. --FMan 12:06, 26 July 2006 (EDT)
If you have a Windows Media Center computer with the IR device for the remote control plugged in, it will disable the console in Oblivion. For some reason they're incompatible. You'll have to unplug the IR Receiver and restart Oblivion.

Some questions to think about

Can someone tell me what are the Mythic Dawn and Maruhkati Selectives?

Should there be lists of locations, for example of the various forts? I guess to build a page similar to Morrowind:Places would be good.

About the gold that merchants have... When I sell stuff, the shopkeeper's amount of gold is not reduced! Is this a bug in the game, or a feature or just something on my computer? :D

BTW... I'd like to know how far people are in the game already, whether there is already someone who has finished the main quest and all the guilds with a level 100 character by now. ;)

The Mythic Dawn are the assassins that killed the emperor and who you spend the main quest defending the heir from and fighting. I think the Maruhkati Selectives are a sect.
There should be as much info on here as possible.
I've also noticed how the merchants' gold doesn't go down. I think it goes up with your mercantile skill, so maybe it's to give you an idea of how much they can pay for items.

-MaxamusCrasious: That number only goes up when you invest your gold into their store.

The game has been out only for about 163 hours, and I think there was supposed to be 250-350 hours of gameplay, so I think so far the only ones who have done so are devs and cheaters.

A merchants gold limit is merely the maximum amount they can spend on an item - for example, its not a great idea to sell a Glass Longsword to a merchant with a limit of 50gp because thats all you'll get for it. Mercantile skill doesn't seem to affect their gold limit.

Can anyone tell me if its worthwhile to explore all the Oblivion Gates as I come across them? Does it affect the main quest line?

firstly to the person before me, no closing random oblivion gates doesn't do anything. Now to my question, did anyone else think that the ending to oblivion REALLY sucked? i mean, the storyline had me hooked, i liked the way it folded out and the twists. I like the ending to both the dark brotherhood and thieves guild quests (didn't do the mages guild or fighter). But they used oblivion gates as WALLS! i havn't seen that kind of cheapness in games for a long time, i didnt even play a part in the final battle, its ust some dude who turned into a dragon for some reason. I got the impression that they had an awesome ending planned out but got told they had 5 minutes to make up, program, and animate an ending.

anyway im not going to tease thier ending without presenting an alternative, so hear goes: you take the gand sigil stone, see a screenshot of martin, only 3 or so soldiers are still in the battlefield, they fall back into bruma and the guards try to hold the gate. the big war machine thing starts to walk out the gate....then continues to walk out the gate. a daedra dude comes and talks to you, he tells you that the grand sigil stonees were only ever used to open the gate and the transendant ones from the three smaller gats anchored it there. you kill him, and find the broken amulet on his body. then realise that the mysteriam Xarches was all a ruse. you get some ammount of time to close all three smaller oblivion gates and trap the war machine on our plane so that you can find a way to destroy it without it going to other cities (which at its speed would take years). once you closes the three there is a huge battle in the ruins of bruma to destroy the machine. there are guards fighting the machine and the daedra that guard it. there are also guards fighting the mythic dawn members who keep opening portals around the city for daedra to invade through, and trying to open huge gates to get the machine back into oblivion. you have to do both, close oblivion gates and kill mythic dawn members, at the same time as killing daedra and the giant machine. once you win and the machine is destroyed the war moves to oblivion, every troop from every city is rallied up and they charge through the oblivion portals, there is a MASSIVE war. if you manage to kill all the daedra and make it to the main tower thing where the king-dude lives, most of the soldiers guard the tower to make shure no more deadra can come in, you and your soldiers charge in, kill more daedra, then fight the king dude (who is like 7 foot tall, not 70). once you kill him you go back to your lands and the daedra stop trying to invade. martin becomes emporer and rules the place.

I like it, but, I would like to point a few problems out.

  • Firstly ( yes I know "firstly" isn't a word ) that would be extremely annoying to have to go through a bunch of oblivion gates and close them while others are being opened at the same time. There would have to be very few Mithic Dawn portal openers to make it possible to close them all anyway and closing all those gates would get old in a HURRY.
  • Secondly ( "secondly" is a word, I happen to know :P ) the amount of lag caused by having all those people in a massive war in Oblivion would be enough to ruin the expirence. I get some lag just by entering Oblivion let alone standing there while tons of hevily armored warriors march through only to run into the Deadra horde. (Most of wich use magic btw so the spell graphics would greatly increase the lag)
  • Third-like after the major war-machiene destroyed Kvatch (a town just as big if not bigger than Bruma) in a matter of minuets do you think that you would be able to destroy it, and all the Daedric gaurds before it destroyed Bruma? (even though you would have a couple hours before it reached the town proper as slow as that thing is.)

Anyway I still like it better than the original ending to be honest, if you could get it to work : ) Pappasmurf 10:46, 2 February 2007 (EST)


Shouldn't we have sections on the skills and attributes, as well as how leveling works?

Instead of having the links Alphabetized, don't you think it would be better to have them listed in usefulness? I mean, most people coming here are going to be looking for info on quests, I'd bet, and that link is currently almost hidden in the gameplay section... - Ratwar

Added or rewrote the leveling pages a few days ago Dieter 08:25, 24 July 2006 (EDT)
I was just yesterday looking for some info for a Morrowind quest and it took me some time to find the Quest walkthroughs, because they were hidden at the top of the window as the first item, which is where I never look - tried to find it at Q instead, logically. ;-) --FMan 12:06, 26 July 2006 (EDT)

Should we re-organize this main page?

Just asking... I feel that some of the current articles/links belong here on the main page and some don't. Then there's also a few that are not here that I would like to have seen. I am not talking drastic changes, but moving around a few things perhaps... What would be a good way of discussing that? Dieter 18:19, 31 July 2006 (EDT)

This is probably the best place to discuss it. You probably know some of my thoughts on the topic from Oblivion Talk:Hints: I think there probably could be some reorg between this page and Hints. Or you could just start making a few changes you think are needed. It's probably the easiest way to illustrate what you have in mind. If anyone thinks you've gone too far, it can be discussed or undone. --Nephele 18:41, 31 July 2006 (EDT)

Spells mentioned on the main page of Oblivion namespace?

There's a direct link to skills, but not spells. in fact, the word "spell" or "spells" aren't mentioned once in the entire main page for Oblivion. shouldn't this be something basic that should be up front? -- 18:23, 18 December 2006 (EST)

Info on spells can be found through the Magic link on the main Oblivion page under the heading Gameplay Information --GuildKnight 19:43, 18 December 2006 (EST)

Dragging people

I heard this is possible but how do you do it? I have the PC version and i think its "Z". And also, my "~" doesn't open the console thing where you can enter Item IDs, anything wrong and how do i fix it. Thanks! Irishguy42 16:05, 17 January 2007 (EST)

The correct key should be below Esc, above tabulator, regardless what the legend on that particular key (differs between countries). --FMan | Talk | 16:23, 17 January 2007 (EST)
still doesn't work, console doesn't work and dragging/grab doesn't!
One problem with dragging people is that by default, they're actually VERY heavy, and it's hard to drag them very far without losing them. There's a mod that fixes this, though I forget what it's called. But yes, 'Z' is the default key. Try it on some regular objects instead of people, and you'll see it works a bit better. --TheRealLurlock Talk 11:21, 25 January 2007 (EST)

Also I noticed that it is "impossible?" to drag them unless you grab one of the extremities (arm or a leg). Although I have The Xbox 360 version I find it very easy when you do that. Pappasmurf 10:51, 2 February 2007 (EST)

okay okay...i know what key to press to get the console up. But I don't know how to actually get it to appear. I must have pressed the button a million times and it didn't work! Could someone please tell me how to get this button to work! — Unsigned comment by Irishguy42 (talkcontribs)
First, just to be sure: you are on a PC, right? Because the Console is not available on Xbox 360. When you press the console key, the screen doesn't change dramatically: the only visible change is generally a white prompt in the lower left corner of the screen (and the action around you all pauses). If you start typing, you'll see the text show up next to the prompt. --Nephele 21:11, 19 February 2007 (EST)
yes i do have the PC version, sorry for not making that clear. I will try your tip and get back to you on it. Thanks. Irishguy42 08:06, 20 February 2007 (EST)
Nope, sorry, it doesn't work, and i dont think i have anything hooked up to the comp that would stop worked once before , but that was back when i first installed oblivion on my comp. — Unsigned comment by Irishguy42 (talkcontribs)
Okay, couple of dumb questions here, but we gotta rule everything out...
  • You're using a standard keyboard, right? As in QWERTY, not one of them funky Dvorak layout things or one of those weird gamer-keyboards with all the keys accesible by one hand or something?
  • The keyboard works fine for other programs, as in, you can type the whole alphabet no problem?
  • You haven't changed the default key-layout in the game?
  • You're not running some kind of 3rd-party macro program or script extender? (Specifically, not mods so much as another separate program that has to be running while you play) It's possible (though unlikely) that those could interfere with the normal operation of keys. If so, you might try complaining to the people that made it. (Just to be safe, start a new game with no 3rd party mods or programs and test to see if it works in a clean game first.)
Sorry if these seem like ridiculous questions, and I'd like to assume you'd have said something if any of them was the case, but you never know. Frankly, I can't think of anything else it could be... --TheRealLurlock Talk 19:55, 22 February 2007 (EST)
To answer your questions: yes,no,not running 3rd party programs/script extender. I appreciate your help you guys so i think maybe just reinstalling it and then creating a new game would using some (10-15) mods currently but this happened before the mod introductions. Thank you guys again so much — Unsigned comment by Irishguy42 (talkcontribs)

Article Titles

Previous discussion on personal talk pages:

I disagree with your recent page moves. Generally, it's desirable to keep the page title short, and something like Oblivion:Weye is a lot shorter than Oblivion:Misc Quests-Weye. Think of the uesp wiki as like a set of several encyclopedias -- one encyclopedia per game. Aside from the game namespace (e.g., Oblvion, or Arena), the article name should not be hierarchical. --Wrye 23:35, 28 March 2006 (EST)
Wrye, I've been moving some pages for various reasons: First, some people (myself included) thought that namespaces could just cascade, e.g. Oblivion:Misc_Quests:Aleswell, which dropped the page out of the Oblivion namespace, so I made the minimum change to fix, e.g. Oblivion:Misc_Quests-Aleswell. After that I moved the other Misc Quests pages for consistency. I guess that's always a debatable issue. Second, to prevent name collisions such as Oblivion:Weye, where Weye is actually a location, with potentially many quests, people, etc. On further thought, Weye, and other villages, should probably have a section on the Quests page instead of the Misc Quests page, and then it could be back to just Oblivion:Weye. Endareth 23:49, 28 March 2006 (EST)
If subpagination is turned on for this wiki, Oblivion:Misc_Quests/Aleswell would be mighty better. Also, I know things are not done at all this way here right now, but a proper wiki name for that would be Aleswell, with the oblivion quests at Oblivion:Aleswell#Oblivion/Quests Peerless 00:00, 29 March 2006 (EST)}}

As a general rule, article titles should be kept as short as possible, while still being clear. I.e., don't try to create subnamespaces. The main reason for the shortness rule is to make names easy to use for both editors and users (who might be typing in the url in their brower address box). I.e., instead of using Oblivion:Factions:Blades, or Oblivion:Faction-Blades, or Oblivion:Faction/Blades, use Oblivion:Blades (assuming there is such a faction -- I'm barely out of prison, myself).

Another reason to avoid subnamespaces in articles is that subnamespaces hard-code hierarchy (more so than say the Crumb Trails), which makes it harder to logically move the pages later. E.g., we could have Tes4Mod:Mods:Mod Ideas but that locks in hierarchy, while Tes4Mod:Mod Ideas does not. That leaves us more flexibility to move page references around.

If there's a need to disambiguate, then only disambiguate as much as necessary. E.g., Oblivion:Weye (Places) and Oblivion:Weye Quest You could argue that Oblvion:Weye (Quest) is a better disambiguator, but that's a couple of extra characters and url encoding means that it becomes Oblivion:Weye_%28Quest%29 which is definitely harder to type into the browser address box.

For related discussion, see Style Guide and Namespaces. Note that mostly in this wiki, we've avoided doing subspaces other than the base namespaces. --Wrye 01:03, 29 March 2006 (EST)

Follow up... Does this make sense to you all? I'd like to standardize it, so that pages are all named consistently. --Wrye 01:12, 29 March 2006 (EST)

Consistency being of great importance in style issues, I'm quite happy to accede and try to stick to shorter page names :-) Endareth 01:14, 29 March 2006 (EST)
I know my opinion matters not, but I say even namespaces are a bad idea. Namespaces are for a different type of info - all articles should be in the main namespaces. Stuff like lore is the same across all games, and specific info should all be on the same page - under subheadings for obivion gameinfo, morrowind gameinfo, and so on. Links can be to Oblivion:Weye#Oblivion and such, would concactate things muchly in my opnion. And in reply to what you typed after I started adding this reply, yes, what you said makes sense, in that i know what you think should be done. I just disagree - and I have quite a long history with wikis. Take my help or leave it - I can understand if you don't want to completly change the way you do things; just that I know what would be the most beneficial, and for the record, I told somebody. Not my fault if things get mixed up later on )-: Peerless 01:16, 29 March 2006 (EST)
It really does come to a choice of styles. Someone somewhere has to make a decision on how it should work/look/feel. It's far more important that people stick to the style than that the style is 100% spot on. Endareth 01:18, 29 March 2006 (EST)

Okay, so that's a done deal. Short names it is. Peerless, I agree with you somewhat over the base namespaces, but that's a done deal too. See UESPWiki Talk:Namespaces for past discussion on the issue.

Endareth, would you mind moving the pages in Oblivion namespace? I'll check the non-Oblivion pages. --Wrye 02:11, 29 March 2006 (EST)

Will do, I'll try to get it all sorted in the next 1-2 days. Endareth 02:41, 29 March 2006 (EST)
I'm doing Bloodmoon, though taking my time... --DrPhoton 03:19, 29 March 2006 (EST)

Moved from previous discussion on personal talk pages:

Please be careful when shortening page names. Some are ok but most I prefer to keep as is. For example the quests for the various factions. If you don't include the "Mages Guild" in the name it creates ambiguity. Feel free to discuss this further on the forums if you think something else makes sense... DaveH 22:04, 29 March 2006 (EST)

There seems to be some disagreement about this now, just been shortening pages, and Davey disagrees. I've started a forum thread at [1] to make this easier to discuss as it seems to be getting a bit much for a discussion page. Endareth 22:27, 29 March 2006 (EST)

Forum posting summary: Dave initially objected, but later was pretty much on the fence, but agreed that we should all be consistent. End consensus was stick with short names. Endareth and I are continuing to shorten existing longer names. --Wrye 23:35, 29 March 2006 (EST)

General guidelines

There should be a clear document describing how stuff should be added and where. A lot of information on Oblivion has been entered, but so much that it's now getting a bit messy.

Thanks, Dave, for your acknowledgement of our work. In fact, I've played the game just about 30 % of the time I've used for this, with 70 % of time writing down things and adding it to the Oblivion wiki. :)

And I've seen many others work equally or more hard. I'm glad of this and thanks from me to everyone who's been added information here!

I'm thinking now about which pages should be linked on the front pages under gameplay and which through Hints. Maybe a page should be added under the Gameplay heading with "Misc info" etc.

This would then more logically link to the various information pages now under "Hints". For example, lists of horses and houses, items etc. are not actually hints.

But all of those cannot be linked to, from the front page, because it would get congested. That's why I suggest the addition of a separate index page for all the little information pages.

Then Hints would be more concentrated on actual gameplay hints and tips.

Also, the main page should be reorganized. Why are ini settings under the Gameplay heading? Also, there's a Oblivion:Technical page that isn't linked to anywhere, at least I couldn't find.

Maybe I'll do some of these myself. I just don't wanna do something the majority of users / updaters are actually opposed to.

So give feedback here. Also, more people should look at the Discussion pages.

FMan/TX, Finland

I'm barely out of prison, so I'm trying to be purposefully ignorant of a lot of Oblvion contents. With that caveat about how well informed I am, here's my thoughts...
I agree that there's a big distinction between Hints and info dumps. A hint should tell you some general strategy while striving to not give away particulars. Perhaps have one section for Hints and another section for "Lists"? I'm not sure how "Misc. Info" and "Gameplay" fit into that scheme. Under one of those? Maybe a "Getting Started" section at/near the top instead of a Hints section?
However it's organized, it might be useful to add a little text under the section heading explaing what sort of info goes under it. E.g. for Getting Started: Hints and general info on playing the game. For detailed info see the Lists section below.
As for technical stuff... There's a bit of a borderline issue there. E.g. Oblvion.ini -- does it go under Oblivion or Tes4Mod? The rule I would use is that if it's about mods (lists of mods, creating mods, managing mods), then it belongs in the Tes4Mod namespace -- otherwise, it goes under Oblivion. So, by that rule, Oblivion.ini goes under Oblivion, as would info on tweaking xml files to modify the gaming UI (e.g., the tweaks that increase number of lines shown in inventory and magic displays).
If the main Oblivion page gets too crowded it can be split up -- but I think that it would have to become double the current length before that became desirable. Note that the NOTOC directive can be removed to help people navigate the page.
Specifics... Oblivion:Technical is redirected. Preferably it should not be pointed to right now. Instead, there's a Oblivion:Technical Support, and the Oblivion:Ini Settings page. Right now, those should be linked to from [Oblivion:Oblivion].
I agree on using the discussion pages. All editors should add this page to their watchlist. Also, please use signature standard (--~~~~ will convert to your name and posting date when you save the page.) --Wrye 15:44, 30 March 2006 (EST)
Thanks for the input. At this time, I'm not going to do anything about this. I'm gonna let you more experienced workers deal with the index page issue. Sure, the main page isn't too long yet, but I'd rather see hierarchies used everywhere instead of just long upto 20-30 entry lists. I'd like to hear more feedback on the structure of hints/info/lists division. BTW, I just noticed some map talk after adding a map link to Lore:Tamriel while I wrote some more specific description. Is that one ok, or what's the convention here now then? If not, then remove it. Yes, I was just notified about the signature standard. :) --FMan 16:41, 30 March 2006 (EST) :D

Maps and Copyright

BTW, I just noticed some map talk after adding a map link to Lore:Tamriel while I wrote some more specific description. Is that one ok, or what's the convention here now then? If not, then remove it. Yes, I was just notified about the signature standard. :) --FMan 16:41, 30 March 2006 (EST) :D

Re maps... If you took a printed Bethesda map and scanned it, they would object to that. But a screendump of a map you see in game is okay (otherwise, Beth would have to sue everyone who posts a screenshot! besides, seems like Fair Use to me). As for something inbetween, I don't know. Note the distinction that the printed map is a copyright work in itself, so copyright issue is pretty clear. OTOH, a screen dump is a small, illustrative piece of the entire work. --Wrye 17:13, 30 March 2006 (EST)
Yes, absolutely. The game map is copyright material. The map I linked to is made by someone else, however based on Bethesda maps. I have so far been, btw, unable to save screenshots from the game. How can it be done? --FMan 18:43, 30 March 2006 (EST)
Now there is a scanned map on the site again! Look at the Oblivion:Daedric_Quests page. By the way, that map looks different than mine and it also has a typo: "Gree road". (or maybe it's a feature introduced when scanning) --FMan 20:45, 31 March 2006 (EST)
Violation of site policy. Feel free to remove it -- and mention the copyright problem in the summary when removing it. --Wrye 22:27, 31 March 2006 (EST)

Use of templates

I notice a lot of templates are being used such as {{Oblivion:Wayshrines}}. This could be a problem since any changes in the template only show up after the page on which they are used is changed and saved. So I suggest being careful with putting information in templates, that will be subject to further improvements. Errabee 17:24, 30 March 2006 (EST)

No, it's the opposite. Changes in templates show up immediately in the pages that use them. This is one of the major reasons to use templates -- you can change the template without having to change the page that depends on them.
Caveat: If you don't login to the site, then (I'm pretty sure) you'll see a cached version of the page, and the cached version of the page may be out of date -- i.e., show the old template. This is unfortunate, but the cache should refresh before too long. --Wrye 17:48, 30 March 2006 (EST)
Well, this entire situation was born from the fact that someone had previously started the Wayshrines page, then the Places page was done and I just now included the Wayshrines page into Places. We were just talking about this very issue. Should the Places page be a "dummy" all together? By the way, I've experienced problems with template not updating to a referencing page, several times. Dunno what causes it, but reloading isn't helping (I do use a HTTP Proxy server, but am also logged in). --FMan 18:40, 30 March 2006 (EST)
Yes, I do believe Wrye is wrong here, since some pages didn't update for me as well, and I was also logged in. Errabee 18:55, 30 March 2006 (EST)
You need to use &action=purge, e.g. Note that this sends a cache clearance request to the UESP server itself; for obvious reasons you should NOT use this method in situations where a CTRL+F5 hard refresh would work (which merely fetches the page from your ISP's cache server). Garrett 22:55, 4 April 2006 (EDT)
But this is a rather unfriendly procedure for readers, isn't it? Errabee 21:30, 5 April 2006 (EDT)
Well it's either that or do fake edits (e.g. adding or removing spaces). Half the problem is that UESP isn't running MW 1.6 (to my knowledge), which means fixes like this won't work until Dave updates the wiki. Garrett 00:45, 6 April 2006 (EDT)


This was added to the Leyawiin quests:

Tears of the Savior - S'drassa in the Mage's Guild is looking for Garridan's Tears.

Is it a Mages' Guild guest? If so, then it's in the wrong place. I noticed some MG Recommendation quests being added to the City pages. Is that the way we wanna go?

  • Then, in an entirely unrelated hint page someone referred to the taking back of Kvatch. I haven't played the Main Quest yet and that's something I did not want to know. I really wish people would stop dropping casual spoilers where they do not belong without even thinking about it (no Quest information outside the Quests "domain" IMHO).

I was also thinking about the Hints page, that has a Tips page. For me and I'd think many others hints and tips are more or less synonymous, so maybe this should be rethought. Finally, the problem of pages not updating is plaguing the Places and especially Items page and I ask if they should be replaced with index pages? --FMan 01:30, 2 April 2006 (EST)

Tears of the Saviour starts in the Mage's Guild, but isn't really a guild quest. I don't think you have to be a member to do it; he's just looking for someone to go recover the crystals for him. --Quillan 12:36, 2 April 2006 (CST)

Please don't put any spoilers on this page! I'm trying to keep an eye on it for general Oblivion wiki issues, but I've barely started the game, so I'm trying to avoid seeing any quest, etc. info. How about moving this little quest specific section over to Oblivion Talk:Quests? (Or the talk page relevant for the quest.) Thanks... --Wrye 01:54, 2 April 2006 (EST)


Yes, we have no images. For more information and discussion, see UESPWiki_talk:Configuration#Images. The main reason is bandwidth. Images eat it. More than that, uploading in wiki is a general utility, and is not restricted to images. E.g, if we uploaded it, you could upload mods. Which would really eat bandwidth. And you may have noticed that the server lags at times -- I think that the load is already about as high as the server can handle. So, right now there are no plans to enable image uploading.

If a page absolutely has to have an image, then you can still inline the image using regular html code. But the image will have to be served from someplace else. (But please don't link to scanned maps, see discussion above.) --Wrye 21:52, 4 April 2006 (EDT)

Wow, that was sudden. However what you're saying is inaccurate. In an out-of-box MediaWiki install uploading is strictly limited to JPEG/GIF/PNG (as well as a few audio/video formats). Not even bitmaps or icons work. The server can even be configured to recognise files by their headers (meaning "" wouldn't trick it). So allowing images doesn't necessarily mean you're allowing full file hosting. Even the scant few unwanted formats that a default install does allow (e.g. MP3) can be filtered out at the PHP level.
I haven't seen the new error message myself, but you should replace Special:Upload's functionality with an explanatory message instead (as always, it's sourced from the MediaWiki: namespace), rather than having users think they did something wrong.
I've already uploaded quite a few images before the cutoff, do you want me to find my own hosting for those? I can do that. The only real downside to banning uploading is that captions and fancy alignment tricks (e.g. Lore:Tamriel) require a little HTML/CSS understanding, making both editing and formatting more of a pain. But nothing I can't work around. --Garrett 22:45, 4 April 2006 (EDT)
I think images are fine if used in moderation and aren't too big. I made a few changes to the site config and CPU/memory usage is way down from last week while the site usage is about the same. I may have changed it initially to allow ZIP files to be uploaded but I think we should try to limit the mod/utility uploads to a minimum. Link off-site is a solution in the meantime. I don't like how the Wiki deals with images and files the same and would like to get a simple solution for files going at some point, even if its just the same as Image: except under the File: namespace. -- DaveH 09:38, 5 April 2006 (EDT)
Maybe you should consider some sort of file database system instead. While forking the image control code is doable, it would probably cause more bugs than good. Garrett 21:12, 5 April 2006 (EDT)


Oblivion (,the plane of) is not a part of Tamriel, and a part of the game takes place there. Editing the "setting" entry accordingly.

  • Thanks for yet another spoiler. :P FMan 08:53, 5 April 2006 (EDT)
Oh come on, the game is even called Oblivion! ;-p Endareth 21:00, 5 April 2006 (EDT)

ToDo Things

Some things I'd like to see get done for the Oblivion sections (hint-hint):

  • A nice online map similar, or preferably better, than the Morrowind JAVA map. Even an offline map program would be helpful.
  • A map showing locations for quests for each quest page (or at least the major ones). This relies on having an online/offline map available as it would be a pain to do manually. I know the game makes having this less important due to the compass markers, but some (or many?) people have these turned off and I've found the quest notes and NPC dialogue to be extremely vague, or even plain wrong, on locations. An online map would be great as the locations could be dynamically drawn, ex: [map point="109,106" point="1058,-1250"] (maybe anyways, depends on how feasible/difficult something like this would be).
Just a sidenote to this, there's a console command SetDebugText 31 which is supposed to display world co-ordinates (haven't tested it yet), which would help. Endareth 22:40, 11 April 2006 (EDT)
For the Morrowind map I extracted all locations (doors) directly from the ESM file and added some main locations manually. As nice as this would be I won't be able to get around to this for a while...and it looks like someone has one in the works anyways which may do fine. -- DaveH 00:36, 12 April 2006 (EDT)
Great!-- DaveH 00:36, 12 April 2006 (EDT)
  • A really nice idea would be something about the music in Oblivion, who wrote it, what they said in any interviews, etc. etc. A great thing would be a download link for the soundtrack. I will start a basic form of this under Oblivion:Music. Verin Sedai 18:25, 14 November 2006 (EST)
    • If you want to do that, go ahead, but there really isn't that much information about all of it, besides the fact that Jeremy Soule wrote the music, as he did for Morrowind. As for a downloadable link to the soundtrack, I doubt that it is in the Public Domain.

Request: Non-levelled non-random items

I'd love to see a page listing locations/access to good items that can be obtained at any point of the game, depending only on your skill and creativity as a player and not on your level or plain luck. Most of the loot is levelled, meaning most quests are worth postponing because if you do them early, you will get a worse prize than if you do them later. This way you have a choice between feeling bad about wasting an opportunity for a better item later by solving a quest early and struggling without the quest item which even at its low level would be quite useful. But there are (rare) exceptions, non-levelled items and quests that don't change thorough the game and remain useful for a long time, and can be obtained as early as you wish (or are useful only for low-level characters so getting them later is totally useless). What about a page with strictly non-levelled non-disabled stuff?

Miketaba's new page look.

Noooo! It's ugly! I want the old look back!

I find this layout very confusing -- The Nerevarine 13:11, 12 June 2006 (EDT)

I like the layout, but the colors are too much. --Aristeo 15:56, 12 June 2006 (EDT)

Actually, I take that back. It kind of grew on me. The colors still need to be a little more Oblivion-like. Oblivion has a lot of forests (light green), it's in medieval times (light brown), etc. --Aristeo 16:00, 12 June 2006 (EDT)
Made the colors a tad more oblivion like. Maroon borders symbolize Oblivion and blood, and green borders symbolizes the peace of the forest. --Aristeo 16:48, 12 June 2006 (EDT)
I don't like the look at all, it doesn't match the rest of the site at all, puts it kind of off in my opinion. - Magnus
I loathe and detest the new look. YMMV. IMHO, it's an index, so things are supposed to be easy to find. No-one spends more than 10 seconds here to appreciate the colours. My vote is please return to left aligned index items with white BG. --Actreal 01:44, 13 June 2006 (EDT)

Reverted back to old look due to community opposal (my opinion being neutral). --Aristeo 09:26, 13 June 2006 (EDT)


Just created a page listing all Services. I'm thinking I should add it to the Gameplay section, and remove all the other links to individual services, Merchants, Training, Horses, and Houses. They're all linked on the new page, and it's just one more click, with all the services in one place. (Including Repair/Recharge, which were missing completely before.) This list is incomplete as it is, since Spell Merchants, Inns, and Master Trainers aren't listed. So I think having it all in one place makes up for the fact that it's one more click, and makes this page less cluttered. Opinions? --TheRealLurlock 17:22, 19 August 2006 (EDT)

Makes sense to me. I wasn't ever too sure that horses and houses needed a direct link from the main page to start with. Just to make things more obvious, I added a bit more text to the services description... so that people know the page includes information on merchants and trainers. --Nephele 18:12, 19 August 2006 (EDT)

Looks good, but...

I love the new look, but I think the Quests link should be restored to the top of that section. Whaddaya think? GuildKnight 11:56, 7 November 2006 (EST)

This has gone back and forth a lot, and personally, I think we need to just keep it where it is, just so it has a set position that doesn't get changed. I'd rather see it at the top, but it makes more sense for it to be in alphebetical order. --Ratwar 18:30, 14 November 2006 (EST)
I agree with Ratwar. The game seems to center around quests, but keeping the list in alphabetical order for standardization purposes makes things "seem right". It's purely stylistic. --Aristeo | Talk 19:36, 14 November 2006 (EST)

well I think that is very true it took me long to find a quest for oblivion — Unsigned comment by Vlademel (talkcontribs)

Love It!

It's perfect, Lurlock! That makes SO much sense. PLEASE don't change it back! GuildKnight 22:17, 24 November 2006 (EST)


Something at the top is broken.... lokk at the release date and table of contents.-- 00:17, 19 January 2007 (EST)

Could you be a bit more specific about you are seeing on the page that is broken? Information such as your browser and the resolution that you're using to view the page would probably be useful. Thanks! --Nephele 00:27, 19 January 2007 (EST)

The link to the mod wiki is down. whois reports the domain is in "QUARANTINE" looks like some one forgot the pay the bill. I hope there is a mirror out there. I was just there two nights ago and had a list of things to download but had to turn in... talk about bad luck. -Blade

Ingredient harvesting

Could anyone compile a list of good places to go for people who are just looking to get alot of free ingredients for raising alchemy level? And not just areas for certain plants, areas that have a large variety of plants.— Unsigned comment by (talk)

Try Ingredient Locations. --Nephele 16:22, 24 January 2007 (EST)

Oblivion Mod Wiki Link on Main Page Corrupted?

I clicked on the link and it brought me to a page saying "page could not be found". Not sure if this portrayes a problem with my computer or with that site or with the link. Thought I'd bring it up in case it needed to be resolved Pappasmurf 11:41, 2 February 2007 (EST)

There is currently a problem with the oblivionmodwiki site (it's been inaccessible for about a week now). So the link is correct; I'm assuming the site will come back at some point in the near future. --Nephele 11:53, 2 February 2007 (EST)

Ah. Thank you for the info :) Pappasmurf 11:56, 2 February 2007 (EST)

The Oblivion Mod Wiki is down, perhaps forever. The link should likely be removed. You can find more information here. Hopefully if it gets back up, we'll be able to get another link on this page. But, until then, sorry. -Vhaeos 18:27, 7 February 2007 (EST)
Thanks, for the update, Vhaeos. Sorry to read about the problems you've been having. I'll go ahead and remove the link; just post a note somewhere if you do get the site back up and the link can be reinstated just as easily. --Nephele 18:39, 7 February 2007 (EST)

Fluttering weapons

Ok,this is a bit off-topic, but whenever I am outside a house or a dungeon, my weapons are fluttering when I am in first person.I installed the game, played it and it was normal. Then my DVD drive went wrong somehow. So I uninstalled the game and reinstalled it. Is this the reason, and how can I fix it? -- — Unsigned comment by The Great Duck (talkcontribs)

I also had the same problem and I didn't reinstall the game. I just passed it off on my graphics card being too old. Perhaps there is another problem? Pappasmurf 12:03, 8 February 2007 (EST)
Have you tried updating your graphics drivers? --Ratwar 12:06, 8 February 2007 (EST)


This page contents have spoilers with no warning markup please fix it thanks.--ShakenMike 22:58, 18 February 2007 (EST)

We don't provide warnings for spoilers. The entire site is basically a spoiler at some level or another; the Main Page provides a general warning that the content may contain spoilers. There are still pages that contain obsolete spoiler warnings, but those are being removed as editors get to them. --Nephele 01:02, 19 February 2007 (EST)

Ok thanks and keep up the great work with this great site.I'm I doing a good job looking after your site?--ShakenMike 18:27, 19 February 2007 (EST)

More City Details for Oblivion

The city pages for Morrowind are nice and are very detailed. Why isn't it like that for Oblivion pages?

A question on etiquette

I was wondering, as I could not find this information elsewhere, is it proper etiquette to place a link to a page on the front (Oblivion:Oblivion) page without a discussion about it? I know some things (like deletion) need to be reviewed before a decision is made. Pappasmurf 17:50, 1 March 2007 (EST)

It is perfectly okay. If you have any other questions like that, see UESPWiki:Consensus --Ratwar 19:52, 1 March 2007 (EST)

This game online?

Doesn't appear to be. Is it?

If you mean multiplayer, then no it's not, but you can download new quests. -- Chaos Monkey Talk 19:14, 18 March 2007 (EDT)
Shame it looks really good. Ah well I'll prolyl get it sometime anyway but be better if it was MMO. Thanks, you might wann delete this.
Not really. Not being an MMO means that balance among players doesn't need to be considered... meaning it's perfectly acceptable if a 15th level character can deal 1,000 damage in a few seconds, while a 25th level character is doing good to deal 100 in the same time frame.

Are there Quest Guides?

I am new to Oblivion. And i am wondering if there are some quest guides to get my ass out of the game ... — Unsigned comment by (talk)

If you try reading the article you might notice that the first section is titled "Quest Information" in big bold letters. In that section there's a link that says Quests that, believe it or not, might actually give information about how to do the quests. --Nephele 02:05, 30 March 2007 (EDT)

New spells

There needs to be new conjuration spells/And new staff's For example: 1. New bound armor for example Glass armor/Dremora armor/ Glass swords and Dremora swords Etc. Each with own magicka Cost 2. New Beasts and Creatures to spawn For example: Bears/Lions/Rats/Crabs/Trolls/Skeleton archers (cant come up with more ATM) 3. New destruction spells, Not coming directley from the hand, But like a Day spell That you could summon clouds Where lightning blast Comes through and winds (Frost) Something like that 4. Staffs New staffs that not only has one Spell on it For example Fire dammage But that you could chanche Between diffirent spells (And add like The destruction spell posted at 3) And teleknesis/Heal others, That would be nice. Or add the staff of saruman, heh 5. New chanches to spells: Might be a little Star wars like but Using repeadley Shock spell Something like that

If you have anymore Ideas, Please post them here

Mod idas should go to the Mod ideas page Tes4Mod:Mod_Ideas#New_Spells. --Wrye 12:07, 27 March 2007 (EDT)
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