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	<id>https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Humansaw93</id>
	<title>UESPWiki - User Contributions [en]</title>
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	<updated>2026-06-09T22:44:18Z</updated>
	<subtitle>User Contributions</subtitle>
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=512483</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=512483"/>
		<updated>2009-12-28T23:34:34Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
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&lt;div&gt;'''All About My Oblivion'''{{User Oblivion}}{{User XBox}}&lt;br /&gt;
                           {{User Male}}  &lt;br /&gt;
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'''Favorite Stuff'''&lt;br /&gt;
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weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
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race: Orc because they are the best tanks in the world&lt;br /&gt;
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city: chorrol&lt;br /&gt;
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add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
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quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
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== '''My Oblivion Characters''' ==&lt;br /&gt;
Drothas Hlagar- My new dark elf mercenary, a hard bitten man just tryin to get by in anvil&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Oblivion&amp;diff=512481</id>
		<title>Oblivion talk:Oblivion</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Oblivion&amp;diff=512481"/>
		<updated>2009-12-28T23:29:27Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: /* Time period? */&lt;/p&gt;
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&lt;div&gt;{|class=wikitable style=&amp;quot;float:right;margin-right:0&amp;quot;&lt;br /&gt;
!Page Archives&lt;br /&gt;
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*[[Oblivion Talk:Oblivion/Archive_1|Archive 1, July 2006 - March 2007]]&lt;br /&gt;
*[[Oblivion Talk:Oblivion/Archive_2|Archive 2, April 2007 - May 2008]]&lt;br /&gt;
*[[Oblivion Talk:Oblivion/Archive_3|Archive 3, March 2008 - November 2008]]&lt;br /&gt;
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== travelling npcs ==&lt;br /&gt;
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Is there a list of NPCs who have periodic travel packages in their AI and move between towns?[[User:24.31.156.165|24.31.156.165]] 14:04, 30 November 2008 (EST)&lt;br /&gt;
:The countess of Leyawiin and Quill Weave are the two I know, I'm not sure where the Countess goes but I know Quill Weave will eventually go to every city. Quill Weave is easy to catch up with because she sneaks when travelling. {{unsigned|75.153.198.175|30 December 2008}}&lt;br /&gt;
::the black horse courrier person i see her all the time when traveling on the roads but never on my bandit runs =(     wood elf 360 :o bad name i know but there was nothing else but mybe bosmer [[User:Wood elf 360|Wood elf 360]] 15:47, 31 December 2008 (EST)&lt;br /&gt;
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::: This isn't the place to start listing these. The long-delayed [[UESPWiki:Oblivion NPC Redesign Project|Oblivion NPC Redesign Project]] will deal with this in due course. Please don't add any others. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 15:56, 31 December 2008 (EST)&lt;br /&gt;
::::Ahhh, glad I read this in time - I was about to add another. --[[User:Snow|Snow]] 17:17, 2 June 2009 (EDT)&lt;br /&gt;
I made a page for these questions specifically: [[Oblivion:Traveling People|Traveling People]] . Note that some of the times aren't correct yet, as most of them leave and begin the return at midnight for some reason. So we still have to check them, but it should be a good starting point for your question.[[User:Theviking|Theviking]] 18:39, 2 June 2009 (EDT)&lt;br /&gt;
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== Proposed Article: Swimming ==&lt;br /&gt;
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Information on swimming speed compared to running speed, the mechanics of drowning damage, and the forumla to determine how much &amp;quot;air&amp;quot; a character has should be of some interest. What determines which items float and which items sink? An arbitrary value, or a formula based on weight? —[[User:Dark Spark|Dark Spark]] 01:30, 26 December 2008 (EST)&lt;br /&gt;
: Swimming speed is covered [[Oblivion:Movement_Formulas#Swimming_(&amp;quot;Walking&amp;quot;)|here]]. The other items would be useful though. The sink/float doesn't seem to be based on weight. Light items like spoons (weight 0.1) sink but folded cloth (weight 1.5) floats. I'm not sure a Swimming article is quite the place, but I can't think where it should all go right now. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 04:28, 1 January 2009 (EST)&lt;br /&gt;
:: Perhaps an article based on Water and how it affects things? --[[User:24.118.124.166|24.118.124.166]] 19:48, 15 January 2009 (EST)&lt;br /&gt;
::: The thing that baffles me the most is my view that a new character cannot hold their breath for long, but a higher-level character has a much larger air supply. If I only knew just what determined this factor, then the info can be included in that particular article (if it's determined by Fatigue, for example, then a mention in [[Oblivion:Fatigue|Fatigue]] may be in order). as well as having a detailed explanation of Water Damage— the damage inflicted by drowning cannot be resisted, for example, and I know that damage from lava exhibits the same characteristics. —[[User:Dark Spark|Dark Spark]] 00:29, 17 January 2009 (EST)&lt;br /&gt;
:::: There's a very brief discussion about that [[Oblivion talk:Water Breathing#Water Breathing Duration|here]]. Anybody coming up with an answer will receive a cookie! –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:00, 17 January 2009 (EST)&lt;br /&gt;
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== Question about waiting ==&lt;br /&gt;
{{Good Question|Feb 2009}}Sorry to ask this here, but I don't know where else to ask it...does anyone know a specific distance which monsters have to be within to prevent you from waiting or fast travelling? I need this information to find a Detect Life spell which will tell me which monsters are stopping me from waiting. [[User:90.200.55.153|90.200.55.153]] 14:11, 13 February 2009 (EST)&lt;br /&gt;
:I was under the impression it's not so much monsters in a certain radius as whether they're currently in a &amp;quot;notice&amp;quot; state, pursuing you as a hostile target. I can't prove that, though. [[User:Ketsuban|Ketsuban]] 07:47, 21 February 2009 (EST)&lt;br /&gt;
:: It's definitely any creature or potentially hostile NPC. Even deer will stop you from waiting or using fast travel. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:57, 21 February 2009 (EST)&lt;br /&gt;
:::I don't think they have to notice you, Ketsuban. I've been prevented from waiting/fast traveling without being detected (I entered sneak mode). --[[User:Oblivion nerd|Oblivion nerd]] 21:58, 8 March 2009 (EDT)&lt;br /&gt;
::::Would the distance be the cell? I have never really encountered this problem. --[[User:Mr. Oblivion|Mr. Oblivion]] 00:09, 5 May 2009 (EDT)&lt;br /&gt;
:::::typically when you try to sleep and there are enemies nearby it is just a simple thing of moving in one direction to get awayfrom an amimal. it is easy with the vamp skill hunters sight(life detect and night-eye 60 sec on self) because is if you see sign of life just move away from the spot, or kill whatever a monster may be. you dont need to become  vampire as im sure there is other ways to get a similar spell. i believe that you can also still fast travel to any town or inn and rest there, if you can be back to where you need to be fast. Hope this helps[[Special:Contributions/165.234.130.6|165.234.130.6]] 13:48, 26 June 2009 (UTC)&lt;br /&gt;
:::::: I don't know the exact radius, but i'm pretty sure it's slightly less than 120 ft. While wearing the gray cowl of nocturnal, one can (faintly) detect all creatures within the 'enemies nearby' radius, and now and then some creatures outside it. At least, that is my experience.&lt;br /&gt;
::::::--[[Special:Contributions/78.69.109.203|78.69.109.203]] 15:39, 17 September 2009 (UTC)&lt;br /&gt;
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Not sure how far this is exactly (someone who can estimate distance better can hopefully figure it out) but the distance from the entrance of Fort Homestead (the part without stairs in it) to the far end of the fallen log pretty much in a straight line from there.[[User:TheAlbinoOrc|TheAlbinoOrc]] 13:21, 19 November 2009 (UTC) &lt;br /&gt;
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== Is there a 'oblivion PC-Joinable faction page? ==&lt;br /&gt;
So far I'm aware of: (Main Quest) Blades, (General/Guild Factions) -&amp;gt; Fighter, Mage, Arena,  (Infamous-Guilds) Thief, Dark Brotherhood, (Quest Factions) Knights of the White Stallion, Order of Virtuous Blood, Knights of the Thorn, (Expansion Factions) Knights of the Nine, Court of Madness. (=11?)&lt;br /&gt;
: Try [[Oblivion:Factions|this]] page. It lists all the factions you can join or are automatically enrolled in. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:05, 15 February 2009 (EST)&lt;br /&gt;
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== Format == &lt;br /&gt;
Why do the bullets (for mods and tech support) on the main index use 2 spaces and the rest of the bullets are 1 space? Seems odd.. [[User:Dragonalumni|Dragonalumni]] 02:27, 18 February 2009 (EST)&lt;br /&gt;
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:They are listed under sub-sections; the others are not.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 02:51, 18 February 2009 (EST)&lt;br /&gt;
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== I have a problem..... ==&lt;br /&gt;
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I just purchased Oblivion Game the year edition and didnt know u needed a harddrive to play Shiv. Isl. and Knights of the nine. I had the regular version before so how could i have known. What i want to know is,Is it worth it to buy a harddrive to play those expantions or should i just play the regular game?&lt;br /&gt;
Thanks in advance.&lt;br /&gt;
[[User:Rjo7124|Rjo7124]] 15:28, 23 March 2009 (EDT)&lt;br /&gt;
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:Is this on PC? And... I think it's worth having a hard drive for... Really anything at all. Yeah, I'd suggest buying one.&lt;br /&gt;
:[[User:Chunk of ham|Chunk of Ham]] 16:01, 23 March 2009 (EDT)&lt;br /&gt;
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No its for xbox 360, but ya there like 40 bucks on ebay {{unsigned|24.131.190.56}}&lt;br /&gt;
:It's definitely worth it, as that isn't the HD's only purpose. --[[User:Oblivion nerd|Oblivion nerd]] 18:55, 23 March 2009 (EDT)&lt;br /&gt;
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Music, more room, everything and Thanks mate {{unsigned|Rjo7124}}&lt;br /&gt;
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It's listed on the GOTY box that a HD is needed for the expansions.&lt;br /&gt;
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== wtf!? ==&lt;br /&gt;
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Nephele said this in one of her messages she sent to me, &amp;quot;It's up to you what race you want to play, and it's a decision that doesn't necessary have anything to do with what skills you enjoy using.&amp;quot;&lt;br /&gt;
and actually it does matter what skills u like because certian races are better at doing things like blade rather than blunt, and i was just wondering what race is best fit for having these skills,: blade, sneak, acrobatics,alchemy, light armor, illusion, destruction, security, destruction.&lt;br /&gt;
Any combination of the previous skills is fine i just want to know what race is best fit for those skills.&lt;br /&gt;
The New Republic!&lt;br /&gt;
[[User:Rjo7124|Rjo7124]] 16:29, 26 March 2009 (EDT)&lt;br /&gt;
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:Argonian would probably be best, but then again it doesn't really matter since they're only small skill bonuses. Attributes and powers are more important than stat boosts in my opinion.--[[User:81.156.107.197|81.156.107.197]] 16:33, 26 March 2009 (EDT)&lt;br /&gt;
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::Ya but what race would be best for the attributes and skill bonuses for a thief/mage type of person.(in your opinion)&lt;br /&gt;
::The New Republic! [[User:Rjo7124|Rjo7124]] 16:35, 26 March 2009 (EDT)&lt;br /&gt;
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:::I would suggest that you take a look at all of the Races pages and see which race has the best bonuses in the skills you want. Then you can draw up a table and find out which one to play with. --[[User:SerCenKing|SerCenKing]] 16:40, 26 March 2009 (EDT)&lt;br /&gt;
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Alright thanks SerCenKing&lt;br /&gt;
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The New Republic[[User:Rjo7124|Rjo7124]] 16:52, 26 March 2009 (EDT)&lt;br /&gt;
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:[[Oblivion:Races|Races]] would be a good place to start to see what perks each race has - specifically the table provided on that page for that purpose - and which would fit with your desired playing style.  No one can tell you what you'll enjoy.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 16:53, 26 March 2009 (EDT)&lt;br /&gt;
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Redguard is a good race, quote &amp;quot;the most naturally talented warriors in all of tamerial&amp;quot; and also &amp;quot;seem to be born for battle&amp;quot;-Rasdella, lvl 18 (for now), Redguard&lt;br /&gt;
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The point of that comment though is that though some races have it easier in some areas, ANY race can be an effective warrior or mage or rogue if you play them properly. Brodras doesnt like people thinking otherwise. &amp;quot;Not all wood elves sneak around and fight with bows, im as tough as any orc&amp;quot; (paraphrased from memory) [[Oblivion:Kiutu|Kiutu]]&lt;br /&gt;
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== Bug ==&lt;br /&gt;
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My game seems to be the buggiest game in existence...yes,I have ANOTHER bug. This time,all the creatures and people of Cyrodiil have suddenly lost their ability to hurt me. Their attacks have no effect on me,just like if I had 100% Resist Normal Weapons,as silver and magical weapons still affect me.Everything else has no effect.My character has only 50% Resist Normal Weapons-effect(from a mod).Please help me,as this starts to get REALLY annoying :(. --[[User:Neekerisanni123|Neekerisanni123]] 09:11, 8 April 2009 (EDT)&lt;br /&gt;
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I think that you have stumbled across the Resist bug. have you been using iron or steel weapons? {{unsigned|124.190.136.187|29 May 2009}}&lt;br /&gt;
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Did you have anything that you were wearing and was automatically taken off? (Things that can do this are being sent to jail, Quest Items, etc.) {{unsigned|173.29.237.59|18 June 2009}}&lt;br /&gt;
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== STUCK ==&lt;br /&gt;
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hey i just did the part of the main quest where i got aid for bruma from evry source! and now when i talk to martin he is stil reading the book and jaufre hasnt got anything to say!&lt;br /&gt;
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what should i do? {{unsigned|Warnocksteven89|8 April 2009}}&lt;br /&gt;
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: The Allies for Bruma quest isn't a central part of the main quest - it's optional. You'll also have been given another quest - possibly [[Oblivion:Blood of the Divines|Blood of the Divines]]. Check [[Oblivion:Main Quest|this page]] and see which of the quests listed are still active in your journal. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 13:19, 8 April 2009 (EDT)&lt;br /&gt;
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== Timeline ==&lt;br /&gt;
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Is there a place where i can find the year of the Emporers death? because i can't seem to find i't on the site.[[User:Dark Waters|Dark Waters]] 01:06, 9 April 2009 (EDT)&lt;br /&gt;
: Try [[Lore:Third_Era#3E_433|this]]. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:18, 9 April 2009 (EDT)&lt;br /&gt;
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If you go to Bruma after beating the main quest, there's a statue of year that says that you closed the Great Gate in 430, the same year the emperor dies.&lt;br /&gt;
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== I cant look around with the right anolog stick ==&lt;br /&gt;
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I bought a phillips controller and I cant change look from the mouse to the right analog stick please help&lt;br /&gt;
:Hmm, there where a few tips here [http://blackhole.ipbfree.com/index.php?showtopic=138]. Not sure if these tips will work, but it's worth a try.--[[User:Willyhead|Willyhead]]&amp;lt;sup&amp;gt;[[User talk:Willyhead|/t]]&amp;lt;/sup&amp;gt; 15:39, 17 April 2009 (EDT)&lt;br /&gt;
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== attribute increase ==&lt;br /&gt;
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if i get the max felldew effect while my attributes arent 100 and then lvl til they r 100 will they be 115 after i complete the quest?&lt;br /&gt;
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i think they should be 100 for more leveling up i think&lt;br /&gt;
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== quick leveling up in skills ==&lt;br /&gt;
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does anyone know how to level up in the skills like destruction quickly&lt;br /&gt;
:Try [[Oblivion:Destruction]] or [[Oblivion:Increasing_Skills]].  Both of those pages contain plenty of information about skills and leveling.  If you have questions about leveling skills, one of those pages would probably be a more appropriate place to ask ;). –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 01:56, 25 June 2009 (UTC)&lt;br /&gt;
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== Alternative ending? ==&lt;br /&gt;
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When you rescue Martin and take him to Weynon Priory...its under attack and the Amulet is gone. But this all could has been resolved if Jauffre didnt take the amulet off me...which means they attacked me instead....defeating them, I then took Martin to the Temple of The One and lit the dragonfires. Any comments?  -[[User:Theman100|Theman100]] 07:13, 10 July 2009 (UTC)&lt;br /&gt;
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:I wouldn't call it an alternate ending. If everything went right from the start it wouldn't be much of a game/story. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:05, 10 July 2009 (UTC)&lt;br /&gt;
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:Because it would happen all over again with Martin. [[User:Mara&amp;amp;#39;s Incarnate|Mara&amp;amp;#39;s Incarnate]] 04:35, 19 October 2009 (UTC)&lt;br /&gt;
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== Investing in the shops.... ==&lt;br /&gt;
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So, I know that you can invest in the shops... but I have no idea how I go about doing that. Let me know please.... that would be awesome. Thanks. -Hilary A.[[Special:Contributions/70.8.30.76|70.8.30.76]] 20:20, 16 July 2009 (UTC)&lt;br /&gt;
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: You need a certain level of ability. See [[Oblivion:Mercantile#Mastery_Perks|this]]. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 20:45, 16 July 2009 (UTC)&lt;br /&gt;
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== Birthsign and race problem ==&lt;br /&gt;
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Hi!&lt;br /&gt;
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I made a Breton and I chose the mage birthsign, each giving a bonus of 50 magika. Then, I maxed my intelligence (100)so I got the 200 magika out of my intelligence + 50 (Breton) + 50 (Mage) right? I had 300 magika in total. I played unttil I got level 29. Then I realized I only had 200 magika... It's like my birthsign and race bonus are gone... I looked in the section on the right in the spells tab (the current effects on the caracter) and my race bonus is not there and my birthsing bonus is not there. They are gone... Is there a way to get them back? I'm playing XBOX 360 so I can't use console commands. And no, I have no drain effects or diseases, I prayed at an altar and nothing did. Please help me!&lt;br /&gt;
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Thanks {{unsigned|24.226.229.134|22 July 2009}}&lt;br /&gt;
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**Edit : I also lost my 50% resist magika racial bonus {{unsigned|24.226.229.134|23 July 2009}}&lt;br /&gt;
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: I recently completed a quest for the Sanguine Shrine and every since my magicka has decreased by 100 points and is currently 200 were as it was 300 before, I haven't got no illnesses or spells on me, and attributes are perfectly normal, why has it just dropped by 100 points without reason? {{unsigned|86.155.129.100|24 July 2009}}&lt;br /&gt;
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:: I recently advanced to level 30 and my magicka reduced from 300 to 200 and I have no Attribute changes or illnesses what's happened? {{unsigned|86.155.129.100|24 July 2009}}&lt;br /&gt;
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::: I did this quest too... so somehow doing the sanguine quest remove the racial and birthsing bonus of the character... Does anyone know a way to fix this (without the console) If there was a glitch to permanently give 50% resist magic and 100 magika, I could use it... Thanks {{unsigned|24.226.229.134|24 July 2009}}&lt;br /&gt;
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:::: Stop pretending to be different people. If nobody replies, it means nobody knows the answer. Posting the same question several times isn't going to get a result. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 20:24, 24 July 2009 (UTC)&lt;br /&gt;
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::::: Huh? I only posted first and 4th comment... Two other people have the same problem... {{unsigned|24.226.229.134|25 July 2009}}&lt;br /&gt;
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:::::: I didn't just mean you. The fact that you saw two people where there was only one rather makes my point. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:05, 25 July 2009 (UTC)&lt;br /&gt;
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== Orc + Dark Elf ==&lt;br /&gt;
&lt;br /&gt;
Under character information, it says &amp;quot;What do you get if you cross an Orc with a Dark Elf?&amp;quot; I always thought this kinda sounded misleading, like it was possible to have a two different races in character creation. I actually did think it was possible when I first started using the site, and it was something I had missed out on. I'm not exactly sure what I'm getting at, but it just sounds as if it was possible, and it might be misleading to newer players/users of the site. I dunno, just a thought that's been bothering me when I look at the page.&lt;br /&gt;
[[User:PinballWizard|PinballWizard]] 23:01, 28 July 2009 (UTC)&lt;br /&gt;
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:True... it is misleading and im sure someone will probably change it soon --[[User:Tabloes|Tabloes]] 23:03, 28 July 2009 (UTC)&lt;br /&gt;
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:Agreed and changed. –[[User:Elliot|Elliot]] &amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 02:33, 29 July 2009 (UTC)&lt;br /&gt;
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== Leveling up ==&lt;br /&gt;
If i raise the difficulty of the game do i level up faster,and vise versa for lowering the difficulty.Im on the X box 360 version {{unsigned|NAGleader|2 August 2009}}&lt;br /&gt;
&lt;br /&gt;
: Yes... but not for the reason you probably expect. If you play on a higher difficulty, you are likely to get hit more (boosting armor skills), use your weapons more (boosting blade/blunt/H2H) and use more spells (boosting magic skills). That means you're likely to increase ten major skills more quickly than on easier levels and so reach the point where you can level more quickly.&lt;br /&gt;
: The difficulty level doesn't affect the number of skills you need to increase or the rate at which you gain skill experience though. See [[Oblivion:Leveling]] for more information. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:45, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== arrow of extrication ==&lt;br /&gt;
:''(moved to [[Oblivion talk:Arrow of Extrication#Arrow_of_Extrication]])&lt;br /&gt;
&lt;br /&gt;
== the main ingredient chest ==&lt;br /&gt;
&lt;br /&gt;
''Moved to [[Oblivion talk:The Main Ingredient#The Main Ingredient Chest|The Main Ingredient talk page]].''&lt;br /&gt;
&lt;br /&gt;
== Standing  High Elf Crouching Troll ==&lt;br /&gt;
&lt;br /&gt;
I was going to the imperial city when i saw a troll satanding still with a high elf infront of it. And the high elf was standing staringt with his amrssideby side but when i lokked out them it said serch troll search??? does anybody know what that all about{{unsigned|Allgreto|03:03, 23 August 2009 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Can you be more clear? What exactly is your problem? --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:35, 27 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This sounds like the troll stayed upright when it died instead falling like it should have, perhaps it fell on something ?&lt;br /&gt;
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== I have a problem too. ==&lt;br /&gt;
&lt;br /&gt;
On my Cheydinhal Reccomendation Quest, i dropped the ring in the well because i did it before and learned that i didnt need it, but when i exited the well, went inside to talk to Deeston or whatever her name is, it didnt continue on with hte quest, then i returned to the well after doing other quests, and the body was gone, and i cant find the ring anywhere, and im a Nord so i cant stay under to look for it, i think it dissapeared with the body, any ideas?&lt;br /&gt;
&lt;br /&gt;
(And its the Game of the Year Edition for Xbox 360)&lt;br /&gt;
&lt;br /&gt;
~~helpz~~ {{unsigned|24.151.235.142}}&lt;br /&gt;
&lt;br /&gt;
:I'm afraid you're going to have to go back to an earlier save. You need to wait until you get the journal update saying you found the ring before you drop it. --[[User:Gaebrial|Gaebrial]] 06:53, 15 September 2009 (UTC)&lt;br /&gt;
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== Year by Lore ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if somewhere on the page for Oblivion and all the other games it gave the in-game year. I've come here looking for this information several times over the last year or two, ever once in awhile I just wander what the difference by year is between the games. With Oblivion it's easy to figure out because of the link to Uriel Septim's page in the first paragraph, but I didn't see anything useful on the other pages. And the date still isn't on this page. --[[User:Modred11|Modred11]] 05:50, 16 September 2009 (UTC)&lt;br /&gt;
:I believe you are looking for [[Lore:Third_Era|this]]. Good luck reading! :) –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 05:55, 16 September 2009 (UTC)&lt;br /&gt;
::Well, not really. I'm not really looking for a page so much as suggesting that the pages [[Oblivion:Oblivion|Oblivion]], [[Morrowind:Morrowind|Morrowind]], [[Daggerfall:Daggerfall|Daggerfall]], [[Arena:Arena|Arena]], etc, all have their in-game date added to their page. I mean, they already have the Setting stating in what places they take place, it makes sense to also have the date (without which information the location really doesn't mean much). I'd be happy to add it myself if there's no objections or anything. --[[User:Modred11|Modred11]] 02:09, 17 September 2009 (UTC)&lt;br /&gt;
:::Ah, I see. I have no objection, so feel free to add that to the tables. Something along the lines of Time Period or Year. –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 02:16, 17 September 2009 (UTC)&lt;br /&gt;
::::I just realized I can't edit the article, I can only view it's source. But what I'd like to add is Time Period: 3E 433 to the table just below the Setting information. --[[User:Modred11|Modred11]] 22:42, 17 September 2009 (UTC)&lt;br /&gt;
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== Aetheris, named after myth ==&lt;br /&gt;
&lt;br /&gt;
Aetheris, and everything with aether in its name was named after the greek god, Aether. God of the upper air. I think this is a pretty interesting fact that the clever oblivion designers added into the game. Comments?--[[User:Arch-Mage Matt|Arch-Mage Matt]] 01:10, 2 October 2009 (UTC)&lt;br /&gt;
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== Patch Problem ==&lt;br /&gt;
&lt;br /&gt;
I once tried to download an Oblivion-only patch for my PC, and when it was installing, it said &amp;lt;nowiki&amp;gt;&amp;quot;File Not Found&amp;quot;&amp;lt;/nowiki&amp;gt;.  I read that this occurs if you have Oblivion, and not the Shivering Isles, and you try to download the patch for SI ''and'' Oblivion.  But I didn't have the Shivering Isles installed.  Any help? [[User:Smart Kid|Smart Kid]] 21:25, 13 October 2009 (UTC)&lt;br /&gt;
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== Disappearing NPC Bodies ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to prevent this from happening? Ten days after I finished the Corrupt Imperial Guard quest, I was attacked while sleeping in my Arch-Mage quarters. I killed him, and it's very useful to have a dead body hanging around to resurrect with the Staff Of Worms for training purposes.--[[Special:Contributions/75.155.231.62|75.155.231.62]] 07:24, 25 October 2009 (UTC)&lt;br /&gt;
:Just walk in the Quarters before the cell resets (every three days) as each time you enter, the timer for the cell resetting restarts.[[User:Volthawk|Volthawk]] 09:19, 25 October 2009 (UTC)&lt;br /&gt;
::Thank you very much.--[[Special:Contributions/75.155.231.62|75.155.231.62]] 22:27, 25 October 2009 (UTC)&lt;br /&gt;
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== Game of the Year not working! ==&lt;br /&gt;
&lt;br /&gt;
I bought a brand new copy Oblivion: Game of the year edition and a new 360 elite. I installed the expansions, and beat the main quest from Oblivion, and all the faction quests. But I can't find the expansions anywhere in the game world. I never get the &amp;quot;Strange Door&amp;quot; update, the Prophet is never in Anvil. I tried re-installing the expansions, clearing my memory cache, re-setting the 360s clock, even buying a new Game of the Year edition, but they're never there! But, when I first come on the loading screen, where it says &amp;quot;press start&amp;quot; i get the &amp;quot;loading extra content&amp;quot; appear. WTF?!?!?! Does anyone know why? Even Xbox helpline and Bethesda doesn't know! {{unsigned|TheAlbinoOrc|19 November 2009}}&lt;br /&gt;
:If Bethesda doesn't know, I'd say your out of luck.--[[User:Kaito|Kaito]] 21:42, 21 November 2009 (UTC)&lt;br /&gt;
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== Problem whit Display cases ==&lt;br /&gt;
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Hi just woundering am I the only one having trubles whit display cases.&lt;br /&gt;
&lt;br /&gt;
briefing&lt;br /&gt;
The &amp;quot;normal&amp;quot; displays work just fine but the ones made by modding are not working at all (link for image below)&lt;br /&gt;
&lt;br /&gt;
http://www.tesnexus.com/downloads/images/18957-3-1217887557.JPG&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem.&lt;br /&gt;
The problem is that i cant get item's inside to the display. there is an&amp;quot;invisible wall&amp;quot; that stops items on the level the door were before i opened them.&lt;br /&gt;
I have used &amp;quot;remote manipulation&amp;quot; spell and tried to but the item in to the display but i just can't...&lt;br /&gt;
&lt;br /&gt;
So am I doing someting so wrong or is it a bug whit all other players?&lt;br /&gt;
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Please response soon.&lt;br /&gt;
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== A Litte Request by an anon ==&lt;br /&gt;
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Someone add http://www.uesp.net/wiki/Oblivion:Must_Have_Mods to the Mods section, much more appropriate than the per-member/user list of external links to lists of mods http://www.uesp.net/wiki/Oblivion:Recommended_Mods&lt;br /&gt;
&lt;br /&gt;
Recommended_Mods is a list of &amp;quot;according to me&amp;quot; mods, it would be fine if it wasn't such a MESS (such as it being a mostly meaningless list of names with external links, instead of being an actual [user:orientation] *mod\n *mod\n *mod\n *mod\n\n )&lt;br /&gt;
&lt;br /&gt;
by [[Special:Contributions/24.37.126.64|24.37.126.64]] (UTC)tase @ 21:03, 15 December 2009&lt;br /&gt;
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== A Litte Request by ArgoniainBoy ==&lt;br /&gt;
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hi guys just wondering is there a link to a website that tells you how to make lotr people Oblivion gotye thanks o and would like it if you got to this message asap[[User:ArgonianBoy|crai]] 16:02, 19 December 2009 (UTC)ArgonianBoy&lt;br /&gt;
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:This wiki doesn't really focus on creating characters from other franchises within the game.  I'd suggest using Google.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 03:06, 20 December 2009 (UTC)&lt;br /&gt;
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== Time period? ==&lt;br /&gt;
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Should it be added the game doesn't take place entirely in 3E 433? Even though that is the last year in the 3rd Era, the player can go farther, even into the 3E 340's. --[[User:Oblivion nerd|Oblivion nerd]] 21:13, 26 December 2009 (UTC)&lt;br /&gt;
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== '''Plug-ins not working on new xbox 360''' ==&lt;br /&gt;
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'''Plug-ins not working on new xbox 360'''&lt;br /&gt;
I recently got a new xbox for christmas, and I took my hard drive off my old xbox and put it on the new one. On the old xbox I downloaded several plug-ins, not including shivering isles and KoTN. The game loads the plug-ins and I can see them on my hard drive, but... I do not get the quest updates in the game. I also went to see where battlehorn castle is located and it was not there. what do I do?&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Oblivion&amp;diff=512480</id>
		<title>Oblivion talk:Oblivion</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Oblivion&amp;diff=512480"/>
		<updated>2009-12-28T23:29:03Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: /* Plug-ins not working on new xbox 360 */ new section&lt;/p&gt;
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&lt;div&gt;{|class=wikitable style=&amp;quot;float:right;margin-right:0&amp;quot;&lt;br /&gt;
!Page Archives&lt;br /&gt;
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*[[Oblivion Talk:Oblivion/Archive_1|Archive 1, July 2006 - March 2007]]&lt;br /&gt;
*[[Oblivion Talk:Oblivion/Archive_2|Archive 2, April 2007 - May 2008]]&lt;br /&gt;
*[[Oblivion Talk:Oblivion/Archive_3|Archive 3, March 2008 - November 2008]]&lt;br /&gt;
|}&lt;br /&gt;
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== travelling npcs ==&lt;br /&gt;
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Is there a list of NPCs who have periodic travel packages in their AI and move between towns?[[User:24.31.156.165|24.31.156.165]] 14:04, 30 November 2008 (EST)&lt;br /&gt;
:The countess of Leyawiin and Quill Weave are the two I know, I'm not sure where the Countess goes but I know Quill Weave will eventually go to every city. Quill Weave is easy to catch up with because she sneaks when travelling. {{unsigned|75.153.198.175|30 December 2008}}&lt;br /&gt;
::the black horse courrier person i see her all the time when traveling on the roads but never on my bandit runs =(     wood elf 360 :o bad name i know but there was nothing else but mybe bosmer [[User:Wood elf 360|Wood elf 360]] 15:47, 31 December 2008 (EST)&lt;br /&gt;
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::: This isn't the place to start listing these. The long-delayed [[UESPWiki:Oblivion NPC Redesign Project|Oblivion NPC Redesign Project]] will deal with this in due course. Please don't add any others. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 15:56, 31 December 2008 (EST)&lt;br /&gt;
::::Ahhh, glad I read this in time - I was about to add another. --[[User:Snow|Snow]] 17:17, 2 June 2009 (EDT)&lt;br /&gt;
I made a page for these questions specifically: [[Oblivion:Traveling People|Traveling People]] . Note that some of the times aren't correct yet, as most of them leave and begin the return at midnight for some reason. So we still have to check them, but it should be a good starting point for your question.[[User:Theviking|Theviking]] 18:39, 2 June 2009 (EDT)&lt;br /&gt;
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== Proposed Article: Swimming ==&lt;br /&gt;
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Information on swimming speed compared to running speed, the mechanics of drowning damage, and the forumla to determine how much &amp;quot;air&amp;quot; a character has should be of some interest. What determines which items float and which items sink? An arbitrary value, or a formula based on weight? —[[User:Dark Spark|Dark Spark]] 01:30, 26 December 2008 (EST)&lt;br /&gt;
: Swimming speed is covered [[Oblivion:Movement_Formulas#Swimming_(&amp;quot;Walking&amp;quot;)|here]]. The other items would be useful though. The sink/float doesn't seem to be based on weight. Light items like spoons (weight 0.1) sink but folded cloth (weight 1.5) floats. I'm not sure a Swimming article is quite the place, but I can't think where it should all go right now. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 04:28, 1 January 2009 (EST)&lt;br /&gt;
:: Perhaps an article based on Water and how it affects things? --[[User:24.118.124.166|24.118.124.166]] 19:48, 15 January 2009 (EST)&lt;br /&gt;
::: The thing that baffles me the most is my view that a new character cannot hold their breath for long, but a higher-level character has a much larger air supply. If I only knew just what determined this factor, then the info can be included in that particular article (if it's determined by Fatigue, for example, then a mention in [[Oblivion:Fatigue|Fatigue]] may be in order). as well as having a detailed explanation of Water Damage— the damage inflicted by drowning cannot be resisted, for example, and I know that damage from lava exhibits the same characteristics. —[[User:Dark Spark|Dark Spark]] 00:29, 17 January 2009 (EST)&lt;br /&gt;
:::: There's a very brief discussion about that [[Oblivion talk:Water Breathing#Water Breathing Duration|here]]. Anybody coming up with an answer will receive a cookie! –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:00, 17 January 2009 (EST)&lt;br /&gt;
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== Question about waiting ==&lt;br /&gt;
{{Good Question|Feb 2009}}Sorry to ask this here, but I don't know where else to ask it...does anyone know a specific distance which monsters have to be within to prevent you from waiting or fast travelling? I need this information to find a Detect Life spell which will tell me which monsters are stopping me from waiting. [[User:90.200.55.153|90.200.55.153]] 14:11, 13 February 2009 (EST)&lt;br /&gt;
:I was under the impression it's not so much monsters in a certain radius as whether they're currently in a &amp;quot;notice&amp;quot; state, pursuing you as a hostile target. I can't prove that, though. [[User:Ketsuban|Ketsuban]] 07:47, 21 February 2009 (EST)&lt;br /&gt;
:: It's definitely any creature or potentially hostile NPC. Even deer will stop you from waiting or using fast travel. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:57, 21 February 2009 (EST)&lt;br /&gt;
:::I don't think they have to notice you, Ketsuban. I've been prevented from waiting/fast traveling without being detected (I entered sneak mode). --[[User:Oblivion nerd|Oblivion nerd]] 21:58, 8 March 2009 (EDT)&lt;br /&gt;
::::Would the distance be the cell? I have never really encountered this problem. --[[User:Mr. Oblivion|Mr. Oblivion]] 00:09, 5 May 2009 (EDT)&lt;br /&gt;
:::::typically when you try to sleep and there are enemies nearby it is just a simple thing of moving in one direction to get awayfrom an amimal. it is easy with the vamp skill hunters sight(life detect and night-eye 60 sec on self) because is if you see sign of life just move away from the spot, or kill whatever a monster may be. you dont need to become  vampire as im sure there is other ways to get a similar spell. i believe that you can also still fast travel to any town or inn and rest there, if you can be back to where you need to be fast. Hope this helps[[Special:Contributions/165.234.130.6|165.234.130.6]] 13:48, 26 June 2009 (UTC)&lt;br /&gt;
:::::: I don't know the exact radius, but i'm pretty sure it's slightly less than 120 ft. While wearing the gray cowl of nocturnal, one can (faintly) detect all creatures within the 'enemies nearby' radius, and now and then some creatures outside it. At least, that is my experience.&lt;br /&gt;
::::::--[[Special:Contributions/78.69.109.203|78.69.109.203]] 15:39, 17 September 2009 (UTC)&lt;br /&gt;
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Not sure how far this is exactly (someone who can estimate distance better can hopefully figure it out) but the distance from the entrance of Fort Homestead (the part without stairs in it) to the far end of the fallen log pretty much in a straight line from there.[[User:TheAlbinoOrc|TheAlbinoOrc]] 13:21, 19 November 2009 (UTC) &lt;br /&gt;
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== Is there a 'oblivion PC-Joinable faction page? ==&lt;br /&gt;
So far I'm aware of: (Main Quest) Blades, (General/Guild Factions) -&amp;gt; Fighter, Mage, Arena,  (Infamous-Guilds) Thief, Dark Brotherhood, (Quest Factions) Knights of the White Stallion, Order of Virtuous Blood, Knights of the Thorn, (Expansion Factions) Knights of the Nine, Court of Madness. (=11?)&lt;br /&gt;
: Try [[Oblivion:Factions|this]] page. It lists all the factions you can join or are automatically enrolled in. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:05, 15 February 2009 (EST)&lt;br /&gt;
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== Format == &lt;br /&gt;
Why do the bullets (for mods and tech support) on the main index use 2 spaces and the rest of the bullets are 1 space? Seems odd.. [[User:Dragonalumni|Dragonalumni]] 02:27, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:They are listed under sub-sections; the others are not.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 02:51, 18 February 2009 (EST)&lt;br /&gt;
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== I have a problem..... ==&lt;br /&gt;
&lt;br /&gt;
I just purchased Oblivion Game the year edition and didnt know u needed a harddrive to play Shiv. Isl. and Knights of the nine. I had the regular version before so how could i have known. What i want to know is,Is it worth it to buy a harddrive to play those expantions or should i just play the regular game?&lt;br /&gt;
Thanks in advance.&lt;br /&gt;
[[User:Rjo7124|Rjo7124]] 15:28, 23 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is this on PC? And... I think it's worth having a hard drive for... Really anything at all. Yeah, I'd suggest buying one.&lt;br /&gt;
:[[User:Chunk of ham|Chunk of Ham]] 16:01, 23 March 2009 (EDT)&lt;br /&gt;
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No its for xbox 360, but ya there like 40 bucks on ebay {{unsigned|24.131.190.56}}&lt;br /&gt;
:It's definitely worth it, as that isn't the HD's only purpose. --[[User:Oblivion nerd|Oblivion nerd]] 18:55, 23 March 2009 (EDT)&lt;br /&gt;
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Music, more room, everything and Thanks mate {{unsigned|Rjo7124}}&lt;br /&gt;
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It's listed on the GOTY box that a HD is needed for the expansions.&lt;br /&gt;
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== wtf!? ==&lt;br /&gt;
&lt;br /&gt;
Nephele said this in one of her messages she sent to me, &amp;quot;It's up to you what race you want to play, and it's a decision that doesn't necessary have anything to do with what skills you enjoy using.&amp;quot;&lt;br /&gt;
and actually it does matter what skills u like because certian races are better at doing things like blade rather than blunt, and i was just wondering what race is best fit for having these skills,: blade, sneak, acrobatics,alchemy, light armor, illusion, destruction, security, destruction.&lt;br /&gt;
Any combination of the previous skills is fine i just want to know what race is best fit for those skills.&lt;br /&gt;
The New Republic!&lt;br /&gt;
[[User:Rjo7124|Rjo7124]] 16:29, 26 March 2009 (EDT)&lt;br /&gt;
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:Argonian would probably be best, but then again it doesn't really matter since they're only small skill bonuses. Attributes and powers are more important than stat boosts in my opinion.--[[User:81.156.107.197|81.156.107.197]] 16:33, 26 March 2009 (EDT)&lt;br /&gt;
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::Ya but what race would be best for the attributes and skill bonuses for a thief/mage type of person.(in your opinion)&lt;br /&gt;
::The New Republic! [[User:Rjo7124|Rjo7124]] 16:35, 26 March 2009 (EDT)&lt;br /&gt;
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:::I would suggest that you take a look at all of the Races pages and see which race has the best bonuses in the skills you want. Then you can draw up a table and find out which one to play with. --[[User:SerCenKing|SerCenKing]] 16:40, 26 March 2009 (EDT)&lt;br /&gt;
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Alright thanks SerCenKing&lt;br /&gt;
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The New Republic[[User:Rjo7124|Rjo7124]] 16:52, 26 March 2009 (EDT)&lt;br /&gt;
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:[[Oblivion:Races|Races]] would be a good place to start to see what perks each race has - specifically the table provided on that page for that purpose - and which would fit with your desired playing style.  No one can tell you what you'll enjoy.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 16:53, 26 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Redguard is a good race, quote &amp;quot;the most naturally talented warriors in all of tamerial&amp;quot; and also &amp;quot;seem to be born for battle&amp;quot;-Rasdella, lvl 18 (for now), Redguard&lt;br /&gt;
&lt;br /&gt;
The point of that comment though is that though some races have it easier in some areas, ANY race can be an effective warrior or mage or rogue if you play them properly. Brodras doesnt like people thinking otherwise. &amp;quot;Not all wood elves sneak around and fight with bows, im as tough as any orc&amp;quot; (paraphrased from memory) [[Oblivion:Kiutu|Kiutu]]&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
&lt;br /&gt;
My game seems to be the buggiest game in existence...yes,I have ANOTHER bug. This time,all the creatures and people of Cyrodiil have suddenly lost their ability to hurt me. Their attacks have no effect on me,just like if I had 100% Resist Normal Weapons,as silver and magical weapons still affect me.Everything else has no effect.My character has only 50% Resist Normal Weapons-effect(from a mod).Please help me,as this starts to get REALLY annoying :(. --[[User:Neekerisanni123|Neekerisanni123]] 09:11, 8 April 2009 (EDT)&lt;br /&gt;
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I think that you have stumbled across the Resist bug. have you been using iron or steel weapons? {{unsigned|124.190.136.187|29 May 2009}}&lt;br /&gt;
&lt;br /&gt;
Did you have anything that you were wearing and was automatically taken off? (Things that can do this are being sent to jail, Quest Items, etc.) {{unsigned|173.29.237.59|18 June 2009}}&lt;br /&gt;
&lt;br /&gt;
== STUCK ==&lt;br /&gt;
&lt;br /&gt;
hey i just did the part of the main quest where i got aid for bruma from evry source! and now when i talk to martin he is stil reading the book and jaufre hasnt got anything to say!&lt;br /&gt;
&lt;br /&gt;
what should i do? {{unsigned|Warnocksteven89|8 April 2009}}&lt;br /&gt;
&lt;br /&gt;
: The Allies for Bruma quest isn't a central part of the main quest - it's optional. You'll also have been given another quest - possibly [[Oblivion:Blood of the Divines|Blood of the Divines]]. Check [[Oblivion:Main Quest|this page]] and see which of the quests listed are still active in your journal. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 13:19, 8 April 2009 (EDT)&lt;br /&gt;
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== Timeline ==&lt;br /&gt;
&lt;br /&gt;
Is there a place where i can find the year of the Emporers death? because i can't seem to find i't on the site.[[User:Dark Waters|Dark Waters]] 01:06, 9 April 2009 (EDT)&lt;br /&gt;
: Try [[Lore:Third_Era#3E_433|this]]. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:18, 9 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
If you go to Bruma after beating the main quest, there's a statue of year that says that you closed the Great Gate in 430, the same year the emperor dies.&lt;br /&gt;
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== I cant look around with the right anolog stick ==&lt;br /&gt;
&lt;br /&gt;
I bought a phillips controller and I cant change look from the mouse to the right analog stick please help&lt;br /&gt;
:Hmm, there where a few tips here [http://blackhole.ipbfree.com/index.php?showtopic=138]. Not sure if these tips will work, but it's worth a try.--[[User:Willyhead|Willyhead]]&amp;lt;sup&amp;gt;[[User talk:Willyhead|/t]]&amp;lt;/sup&amp;gt; 15:39, 17 April 2009 (EDT)&lt;br /&gt;
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== attribute increase ==&lt;br /&gt;
&lt;br /&gt;
if i get the max felldew effect while my attributes arent 100 and then lvl til they r 100 will they be 115 after i complete the quest?&lt;br /&gt;
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i think they should be 100 for more leveling up i think&lt;br /&gt;
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== quick leveling up in skills ==&lt;br /&gt;
&lt;br /&gt;
does anyone know how to level up in the skills like destruction quickly&lt;br /&gt;
:Try [[Oblivion:Destruction]] or [[Oblivion:Increasing_Skills]].  Both of those pages contain plenty of information about skills and leveling.  If you have questions about leveling skills, one of those pages would probably be a more appropriate place to ask ;). –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 01:56, 25 June 2009 (UTC)&lt;br /&gt;
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== Alternative ending? ==&lt;br /&gt;
&lt;br /&gt;
When you rescue Martin and take him to Weynon Priory...its under attack and the Amulet is gone. But this all could has been resolved if Jauffre didnt take the amulet off me...which means they attacked me instead....defeating them, I then took Martin to the Temple of The One and lit the dragonfires. Any comments?  -[[User:Theman100|Theman100]] 07:13, 10 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I wouldn't call it an alternate ending. If everything went right from the start it wouldn't be much of a game/story. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:05, 10 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Because it would happen all over again with Martin. [[User:Mara&amp;amp;#39;s Incarnate|Mara&amp;amp;#39;s Incarnate]] 04:35, 19 October 2009 (UTC)&lt;br /&gt;
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== Investing in the shops.... ==&lt;br /&gt;
&lt;br /&gt;
So, I know that you can invest in the shops... but I have no idea how I go about doing that. Let me know please.... that would be awesome. Thanks. -Hilary A.[[Special:Contributions/70.8.30.76|70.8.30.76]] 20:20, 16 July 2009 (UTC)&lt;br /&gt;
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: You need a certain level of ability. See [[Oblivion:Mercantile#Mastery_Perks|this]]. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 20:45, 16 July 2009 (UTC)&lt;br /&gt;
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== Birthsign and race problem ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
I made a Breton and I chose the mage birthsign, each giving a bonus of 50 magika. Then, I maxed my intelligence (100)so I got the 200 magika out of my intelligence + 50 (Breton) + 50 (Mage) right? I had 300 magika in total. I played unttil I got level 29. Then I realized I only had 200 magika... It's like my birthsign and race bonus are gone... I looked in the section on the right in the spells tab (the current effects on the caracter) and my race bonus is not there and my birthsing bonus is not there. They are gone... Is there a way to get them back? I'm playing XBOX 360 so I can't use console commands. And no, I have no drain effects or diseases, I prayed at an altar and nothing did. Please help me!&lt;br /&gt;
&lt;br /&gt;
Thanks {{unsigned|24.226.229.134|22 July 2009}}&lt;br /&gt;
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**Edit : I also lost my 50% resist magika racial bonus {{unsigned|24.226.229.134|23 July 2009}}&lt;br /&gt;
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: I recently completed a quest for the Sanguine Shrine and every since my magicka has decreased by 100 points and is currently 200 were as it was 300 before, I haven't got no illnesses or spells on me, and attributes are perfectly normal, why has it just dropped by 100 points without reason? {{unsigned|86.155.129.100|24 July 2009}}&lt;br /&gt;
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:: I recently advanced to level 30 and my magicka reduced from 300 to 200 and I have no Attribute changes or illnesses what's happened? {{unsigned|86.155.129.100|24 July 2009}}&lt;br /&gt;
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::: I did this quest too... so somehow doing the sanguine quest remove the racial and birthsing bonus of the character... Does anyone know a way to fix this (without the console) If there was a glitch to permanently give 50% resist magic and 100 magika, I could use it... Thanks {{unsigned|24.226.229.134|24 July 2009}}&lt;br /&gt;
&lt;br /&gt;
:::: Stop pretending to be different people. If nobody replies, it means nobody knows the answer. Posting the same question several times isn't going to get a result. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 20:24, 24 July 2009 (UTC)&lt;br /&gt;
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::::: Huh? I only posted first and 4th comment... Two other people have the same problem... {{unsigned|24.226.229.134|25 July 2009}}&lt;br /&gt;
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:::::: I didn't just mean you. The fact that you saw two people where there was only one rather makes my point. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:05, 25 July 2009 (UTC)&lt;br /&gt;
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== Orc + Dark Elf ==&lt;br /&gt;
&lt;br /&gt;
Under character information, it says &amp;quot;What do you get if you cross an Orc with a Dark Elf?&amp;quot; I always thought this kinda sounded misleading, like it was possible to have a two different races in character creation. I actually did think it was possible when I first started using the site, and it was something I had missed out on. I'm not exactly sure what I'm getting at, but it just sounds as if it was possible, and it might be misleading to newer players/users of the site. I dunno, just a thought that's been bothering me when I look at the page.&lt;br /&gt;
[[User:PinballWizard|PinballWizard]] 23:01, 28 July 2009 (UTC)&lt;br /&gt;
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:True... it is misleading and im sure someone will probably change it soon --[[User:Tabloes|Tabloes]] 23:03, 28 July 2009 (UTC)&lt;br /&gt;
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:Agreed and changed. –[[User:Elliot|Elliot]] &amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 02:33, 29 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Leveling up ==&lt;br /&gt;
If i raise the difficulty of the game do i level up faster,and vise versa for lowering the difficulty.Im on the X box 360 version {{unsigned|NAGleader|2 August 2009}}&lt;br /&gt;
&lt;br /&gt;
: Yes... but not for the reason you probably expect. If you play on a higher difficulty, you are likely to get hit more (boosting armor skills), use your weapons more (boosting blade/blunt/H2H) and use more spells (boosting magic skills). That means you're likely to increase ten major skills more quickly than on easier levels and so reach the point where you can level more quickly.&lt;br /&gt;
: The difficulty level doesn't affect the number of skills you need to increase or the rate at which you gain skill experience though. See [[Oblivion:Leveling]] for more information. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:45, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== arrow of extrication ==&lt;br /&gt;
:''(moved to [[Oblivion talk:Arrow of Extrication#Arrow_of_Extrication]])&lt;br /&gt;
&lt;br /&gt;
== the main ingredient chest ==&lt;br /&gt;
&lt;br /&gt;
''Moved to [[Oblivion talk:The Main Ingredient#The Main Ingredient Chest|The Main Ingredient talk page]].''&lt;br /&gt;
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== Standing  High Elf Crouching Troll ==&lt;br /&gt;
&lt;br /&gt;
I was going to the imperial city when i saw a troll satanding still with a high elf infront of it. And the high elf was standing staringt with his amrssideby side but when i lokked out them it said serch troll search??? does anybody know what that all about{{unsigned|Allgreto|03:03, 23 August 2009 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Can you be more clear? What exactly is your problem? --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:35, 27 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This sounds like the troll stayed upright when it died instead falling like it should have, perhaps it fell on something ?&lt;br /&gt;
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== I have a problem too. ==&lt;br /&gt;
&lt;br /&gt;
On my Cheydinhal Reccomendation Quest, i dropped the ring in the well because i did it before and learned that i didnt need it, but when i exited the well, went inside to talk to Deeston or whatever her name is, it didnt continue on with hte quest, then i returned to the well after doing other quests, and the body was gone, and i cant find the ring anywhere, and im a Nord so i cant stay under to look for it, i think it dissapeared with the body, any ideas?&lt;br /&gt;
&lt;br /&gt;
(And its the Game of the Year Edition for Xbox 360)&lt;br /&gt;
&lt;br /&gt;
~~helpz~~ {{unsigned|24.151.235.142}}&lt;br /&gt;
&lt;br /&gt;
:I'm afraid you're going to have to go back to an earlier save. You need to wait until you get the journal update saying you found the ring before you drop it. --[[User:Gaebrial|Gaebrial]] 06:53, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Year by Lore ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if somewhere on the page for Oblivion and all the other games it gave the in-game year. I've come here looking for this information several times over the last year or two, ever once in awhile I just wander what the difference by year is between the games. With Oblivion it's easy to figure out because of the link to Uriel Septim's page in the first paragraph, but I didn't see anything useful on the other pages. And the date still isn't on this page. --[[User:Modred11|Modred11]] 05:50, 16 September 2009 (UTC)&lt;br /&gt;
:I believe you are looking for [[Lore:Third_Era|this]]. Good luck reading! :) –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 05:55, 16 September 2009 (UTC)&lt;br /&gt;
::Well, not really. I'm not really looking for a page so much as suggesting that the pages [[Oblivion:Oblivion|Oblivion]], [[Morrowind:Morrowind|Morrowind]], [[Daggerfall:Daggerfall|Daggerfall]], [[Arena:Arena|Arena]], etc, all have their in-game date added to their page. I mean, they already have the Setting stating in what places they take place, it makes sense to also have the date (without which information the location really doesn't mean much). I'd be happy to add it myself if there's no objections or anything. --[[User:Modred11|Modred11]] 02:09, 17 September 2009 (UTC)&lt;br /&gt;
:::Ah, I see. I have no objection, so feel free to add that to the tables. Something along the lines of Time Period or Year. –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 02:16, 17 September 2009 (UTC)&lt;br /&gt;
::::I just realized I can't edit the article, I can only view it's source. But what I'd like to add is Time Period: 3E 433 to the table just below the Setting information. --[[User:Modred11|Modred11]] 22:42, 17 September 2009 (UTC)&lt;br /&gt;
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== Aetheris, named after myth ==&lt;br /&gt;
&lt;br /&gt;
Aetheris, and everything with aether in its name was named after the greek god, Aether. God of the upper air. I think this is a pretty interesting fact that the clever oblivion designers added into the game. Comments?--[[User:Arch-Mage Matt|Arch-Mage Matt]] 01:10, 2 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Patch Problem ==&lt;br /&gt;
&lt;br /&gt;
I once tried to download an Oblivion-only patch for my PC, and when it was installing, it said &amp;lt;nowiki&amp;gt;&amp;quot;File Not Found&amp;quot;&amp;lt;/nowiki&amp;gt;.  I read that this occurs if you have Oblivion, and not the Shivering Isles, and you try to download the patch for SI ''and'' Oblivion.  But I didn't have the Shivering Isles installed.  Any help? [[User:Smart Kid|Smart Kid]] 21:25, 13 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Disappearing NPC Bodies ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to prevent this from happening? Ten days after I finished the Corrupt Imperial Guard quest, I was attacked while sleeping in my Arch-Mage quarters. I killed him, and it's very useful to have a dead body hanging around to resurrect with the Staff Of Worms for training purposes.--[[Special:Contributions/75.155.231.62|75.155.231.62]] 07:24, 25 October 2009 (UTC)&lt;br /&gt;
:Just walk in the Quarters before the cell resets (every three days) as each time you enter, the timer for the cell resetting restarts.[[User:Volthawk|Volthawk]] 09:19, 25 October 2009 (UTC)&lt;br /&gt;
::Thank you very much.--[[Special:Contributions/75.155.231.62|75.155.231.62]] 22:27, 25 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Game of the Year not working! ==&lt;br /&gt;
&lt;br /&gt;
I bought a brand new copy Oblivion: Game of the year edition and a new 360 elite. I installed the expansions, and beat the main quest from Oblivion, and all the faction quests. But I can't find the expansions anywhere in the game world. I never get the &amp;quot;Strange Door&amp;quot; update, the Prophet is never in Anvil. I tried re-installing the expansions, clearing my memory cache, re-setting the 360s clock, even buying a new Game of the Year edition, but they're never there! But, when I first come on the loading screen, where it says &amp;quot;press start&amp;quot; i get the &amp;quot;loading extra content&amp;quot; appear. WTF?!?!?! Does anyone know why? Even Xbox helpline and Bethesda doesn't know! {{unsigned|TheAlbinoOrc|19 November 2009}}&lt;br /&gt;
:If Bethesda doesn't know, I'd say your out of luck.--[[User:Kaito|Kaito]] 21:42, 21 November 2009 (UTC)&lt;br /&gt;
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== Problem whit Display cases ==&lt;br /&gt;
&lt;br /&gt;
Hi just woundering am I the only one having trubles whit display cases.&lt;br /&gt;
&lt;br /&gt;
briefing&lt;br /&gt;
The &amp;quot;normal&amp;quot; displays work just fine but the ones made by modding are not working at all (link for image below)&lt;br /&gt;
&lt;br /&gt;
http://www.tesnexus.com/downloads/images/18957-3-1217887557.JPG&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem.&lt;br /&gt;
The problem is that i cant get item's inside to the display. there is an&amp;quot;invisible wall&amp;quot; that stops items on the level the door were before i opened them.&lt;br /&gt;
I have used &amp;quot;remote manipulation&amp;quot; spell and tried to but the item in to the display but i just can't...&lt;br /&gt;
&lt;br /&gt;
So am I doing someting so wrong or is it a bug whit all other players?&lt;br /&gt;
&lt;br /&gt;
Please response soon.&lt;br /&gt;
&lt;br /&gt;
== A Litte Request by an anon ==&lt;br /&gt;
&lt;br /&gt;
Someone add http://www.uesp.net/wiki/Oblivion:Must_Have_Mods to the Mods section, much more appropriate than the per-member/user list of external links to lists of mods http://www.uesp.net/wiki/Oblivion:Recommended_Mods&lt;br /&gt;
&lt;br /&gt;
Recommended_Mods is a list of &amp;quot;according to me&amp;quot; mods, it would be fine if it wasn't such a MESS (such as it being a mostly meaningless list of names with external links, instead of being an actual [user:orientation] *mod\n *mod\n *mod\n *mod\n\n )&lt;br /&gt;
&lt;br /&gt;
by [[Special:Contributions/24.37.126.64|24.37.126.64]] (UTC)tase @ 21:03, 15 December 2009&lt;br /&gt;
&lt;br /&gt;
== A Litte Request by ArgoniainBoy ==&lt;br /&gt;
&lt;br /&gt;
hi guys just wondering is there a link to a website that tells you how to make lotr people Oblivion gotye thanks o and would like it if you got to this message asap[[User:ArgonianBoy|crai]] 16:02, 19 December 2009 (UTC)ArgonianBoy&lt;br /&gt;
&lt;br /&gt;
:This wiki doesn't really focus on creating characters from other franchises within the game.  I'd suggest using Google.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 03:06, 20 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Time period? ==&lt;br /&gt;
&lt;br /&gt;
Should it be added the game doesn't take place entirely in 3E 433? Even though that is the last year in the 3rd Era, the player can go farther, even into the 3E 340's. --[[User:Oblivion nerd|Oblivion nerd]] 21:13, 26 December 2009 (UTC)&lt;br /&gt;
'''Plug-ins not working on new xbox 360'''&lt;br /&gt;
I recently got a new xbox for christmas, and I took my hard drive off my old xbox and put it on the new one. On the old xbox I downloaded several plug-ins, not including shivering isles and KoTN. The game loads the plug-ins and I can see them on my hard drive, but... I do not get the quest updates in the game. I also went to see where battlehorn castle is located and it was not there. what do I do?&lt;br /&gt;
&lt;br /&gt;
== '''Plug-ins not working on new xbox 360''' ==&lt;br /&gt;
&lt;br /&gt;
'''Plug-ins not working on new xbox 360'''&lt;br /&gt;
I recently got a new xbox for christmas, and I took my hard drive off my old xbox and put it on the new one. On the old xbox I downloaded several plug-ins, not including shivering isles and KoTN. The game loads the plug-ins and I can see them on my hard drive, but... I do not get the quest updates in the game. I also went to see where battlehorn castle is located and it was not there. what do I do?&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Oblivion&amp;diff=512479</id>
		<title>Oblivion talk:Oblivion</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Oblivion&amp;diff=512479"/>
		<updated>2009-12-28T23:27:42Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=wikitable style=&amp;quot;float:right;margin-right:0&amp;quot;&lt;br /&gt;
!Page Archives&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Oblivion Talk:Oblivion/Archive_1|Archive 1, July 2006 - March 2007]]&lt;br /&gt;
*[[Oblivion Talk:Oblivion/Archive_2|Archive 2, April 2007 - May 2008]]&lt;br /&gt;
*[[Oblivion Talk:Oblivion/Archive_3|Archive 3, March 2008 - November 2008]]&lt;br /&gt;
|}&lt;br /&gt;
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== travelling npcs ==&lt;br /&gt;
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Is there a list of NPCs who have periodic travel packages in their AI and move between towns?[[User:24.31.156.165|24.31.156.165]] 14:04, 30 November 2008 (EST)&lt;br /&gt;
:The countess of Leyawiin and Quill Weave are the two I know, I'm not sure where the Countess goes but I know Quill Weave will eventually go to every city. Quill Weave is easy to catch up with because she sneaks when travelling. {{unsigned|75.153.198.175|30 December 2008}}&lt;br /&gt;
::the black horse courrier person i see her all the time when traveling on the roads but never on my bandit runs =(     wood elf 360 :o bad name i know but there was nothing else but mybe bosmer [[User:Wood elf 360|Wood elf 360]] 15:47, 31 December 2008 (EST)&lt;br /&gt;
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::: This isn't the place to start listing these. The long-delayed [[UESPWiki:Oblivion NPC Redesign Project|Oblivion NPC Redesign Project]] will deal with this in due course. Please don't add any others. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 15:56, 31 December 2008 (EST)&lt;br /&gt;
::::Ahhh, glad I read this in time - I was about to add another. --[[User:Snow|Snow]] 17:17, 2 June 2009 (EDT)&lt;br /&gt;
I made a page for these questions specifically: [[Oblivion:Traveling People|Traveling People]] . Note that some of the times aren't correct yet, as most of them leave and begin the return at midnight for some reason. So we still have to check them, but it should be a good starting point for your question.[[User:Theviking|Theviking]] 18:39, 2 June 2009 (EDT)&lt;br /&gt;
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== Proposed Article: Swimming ==&lt;br /&gt;
&lt;br /&gt;
Information on swimming speed compared to running speed, the mechanics of drowning damage, and the forumla to determine how much &amp;quot;air&amp;quot; a character has should be of some interest. What determines which items float and which items sink? An arbitrary value, or a formula based on weight? —[[User:Dark Spark|Dark Spark]] 01:30, 26 December 2008 (EST)&lt;br /&gt;
: Swimming speed is covered [[Oblivion:Movement_Formulas#Swimming_(&amp;quot;Walking&amp;quot;)|here]]. The other items would be useful though. The sink/float doesn't seem to be based on weight. Light items like spoons (weight 0.1) sink but folded cloth (weight 1.5) floats. I'm not sure a Swimming article is quite the place, but I can't think where it should all go right now. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 04:28, 1 January 2009 (EST)&lt;br /&gt;
:: Perhaps an article based on Water and how it affects things? --[[User:24.118.124.166|24.118.124.166]] 19:48, 15 January 2009 (EST)&lt;br /&gt;
::: The thing that baffles me the most is my view that a new character cannot hold their breath for long, but a higher-level character has a much larger air supply. If I only knew just what determined this factor, then the info can be included in that particular article (if it's determined by Fatigue, for example, then a mention in [[Oblivion:Fatigue|Fatigue]] may be in order). as well as having a detailed explanation of Water Damage— the damage inflicted by drowning cannot be resisted, for example, and I know that damage from lava exhibits the same characteristics. —[[User:Dark Spark|Dark Spark]] 00:29, 17 January 2009 (EST)&lt;br /&gt;
:::: There's a very brief discussion about that [[Oblivion talk:Water Breathing#Water Breathing Duration|here]]. Anybody coming up with an answer will receive a cookie! –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:00, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Question about waiting ==&lt;br /&gt;
{{Good Question|Feb 2009}}Sorry to ask this here, but I don't know where else to ask it...does anyone know a specific distance which monsters have to be within to prevent you from waiting or fast travelling? I need this information to find a Detect Life spell which will tell me which monsters are stopping me from waiting. [[User:90.200.55.153|90.200.55.153]] 14:11, 13 February 2009 (EST)&lt;br /&gt;
:I was under the impression it's not so much monsters in a certain radius as whether they're currently in a &amp;quot;notice&amp;quot; state, pursuing you as a hostile target. I can't prove that, though. [[User:Ketsuban|Ketsuban]] 07:47, 21 February 2009 (EST)&lt;br /&gt;
:: It's definitely any creature or potentially hostile NPC. Even deer will stop you from waiting or using fast travel. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:57, 21 February 2009 (EST)&lt;br /&gt;
:::I don't think they have to notice you, Ketsuban. I've been prevented from waiting/fast traveling without being detected (I entered sneak mode). --[[User:Oblivion nerd|Oblivion nerd]] 21:58, 8 March 2009 (EDT)&lt;br /&gt;
::::Would the distance be the cell? I have never really encountered this problem. --[[User:Mr. Oblivion|Mr. Oblivion]] 00:09, 5 May 2009 (EDT)&lt;br /&gt;
:::::typically when you try to sleep and there are enemies nearby it is just a simple thing of moving in one direction to get awayfrom an amimal. it is easy with the vamp skill hunters sight(life detect and night-eye 60 sec on self) because is if you see sign of life just move away from the spot, or kill whatever a monster may be. you dont need to become  vampire as im sure there is other ways to get a similar spell. i believe that you can also still fast travel to any town or inn and rest there, if you can be back to where you need to be fast. Hope this helps[[Special:Contributions/165.234.130.6|165.234.130.6]] 13:48, 26 June 2009 (UTC)&lt;br /&gt;
:::::: I don't know the exact radius, but i'm pretty sure it's slightly less than 120 ft. While wearing the gray cowl of nocturnal, one can (faintly) detect all creatures within the 'enemies nearby' radius, and now and then some creatures outside it. At least, that is my experience.&lt;br /&gt;
::::::--[[Special:Contributions/78.69.109.203|78.69.109.203]] 15:39, 17 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Not sure how far this is exactly (someone who can estimate distance better can hopefully figure it out) but the distance from the entrance of Fort Homestead (the part without stairs in it) to the far end of the fallen log pretty much in a straight line from there.[[User:TheAlbinoOrc|TheAlbinoOrc]] 13:21, 19 November 2009 (UTC) &lt;br /&gt;
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== Is there a 'oblivion PC-Joinable faction page? ==&lt;br /&gt;
So far I'm aware of: (Main Quest) Blades, (General/Guild Factions) -&amp;gt; Fighter, Mage, Arena,  (Infamous-Guilds) Thief, Dark Brotherhood, (Quest Factions) Knights of the White Stallion, Order of Virtuous Blood, Knights of the Thorn, (Expansion Factions) Knights of the Nine, Court of Madness. (=11?)&lt;br /&gt;
: Try [[Oblivion:Factions|this]] page. It lists all the factions you can join or are automatically enrolled in. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:05, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Format == &lt;br /&gt;
Why do the bullets (for mods and tech support) on the main index use 2 spaces and the rest of the bullets are 1 space? Seems odd.. [[User:Dragonalumni|Dragonalumni]] 02:27, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:They are listed under sub-sections; the others are not.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 02:51, 18 February 2009 (EST)&lt;br /&gt;
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== I have a problem..... ==&lt;br /&gt;
&lt;br /&gt;
I just purchased Oblivion Game the year edition and didnt know u needed a harddrive to play Shiv. Isl. and Knights of the nine. I had the regular version before so how could i have known. What i want to know is,Is it worth it to buy a harddrive to play those expantions or should i just play the regular game?&lt;br /&gt;
Thanks in advance.&lt;br /&gt;
[[User:Rjo7124|Rjo7124]] 15:28, 23 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is this on PC? And... I think it's worth having a hard drive for... Really anything at all. Yeah, I'd suggest buying one.&lt;br /&gt;
:[[User:Chunk of ham|Chunk of Ham]] 16:01, 23 March 2009 (EDT)&lt;br /&gt;
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No its for xbox 360, but ya there like 40 bucks on ebay {{unsigned|24.131.190.56}}&lt;br /&gt;
:It's definitely worth it, as that isn't the HD's only purpose. --[[User:Oblivion nerd|Oblivion nerd]] 18:55, 23 March 2009 (EDT)&lt;br /&gt;
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Music, more room, everything and Thanks mate {{unsigned|Rjo7124}}&lt;br /&gt;
&lt;br /&gt;
It's listed on the GOTY box that a HD is needed for the expansions.&lt;br /&gt;
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== wtf!? ==&lt;br /&gt;
&lt;br /&gt;
Nephele said this in one of her messages she sent to me, &amp;quot;It's up to you what race you want to play, and it's a decision that doesn't necessary have anything to do with what skills you enjoy using.&amp;quot;&lt;br /&gt;
and actually it does matter what skills u like because certian races are better at doing things like blade rather than blunt, and i was just wondering what race is best fit for having these skills,: blade, sneak, acrobatics,alchemy, light armor, illusion, destruction, security, destruction.&lt;br /&gt;
Any combination of the previous skills is fine i just want to know what race is best fit for those skills.&lt;br /&gt;
The New Republic!&lt;br /&gt;
[[User:Rjo7124|Rjo7124]] 16:29, 26 March 2009 (EDT)&lt;br /&gt;
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:Argonian would probably be best, but then again it doesn't really matter since they're only small skill bonuses. Attributes and powers are more important than stat boosts in my opinion.--[[User:81.156.107.197|81.156.107.197]] 16:33, 26 March 2009 (EDT)&lt;br /&gt;
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::Ya but what race would be best for the attributes and skill bonuses for a thief/mage type of person.(in your opinion)&lt;br /&gt;
::The New Republic! [[User:Rjo7124|Rjo7124]] 16:35, 26 March 2009 (EDT)&lt;br /&gt;
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:::I would suggest that you take a look at all of the Races pages and see which race has the best bonuses in the skills you want. Then you can draw up a table and find out which one to play with. --[[User:SerCenKing|SerCenKing]] 16:40, 26 March 2009 (EDT)&lt;br /&gt;
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Alright thanks SerCenKing&lt;br /&gt;
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The New Republic[[User:Rjo7124|Rjo7124]] 16:52, 26 March 2009 (EDT)&lt;br /&gt;
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:[[Oblivion:Races|Races]] would be a good place to start to see what perks each race has - specifically the table provided on that page for that purpose - and which would fit with your desired playing style.  No one can tell you what you'll enjoy.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 16:53, 26 March 2009 (EDT)&lt;br /&gt;
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Redguard is a good race, quote &amp;quot;the most naturally talented warriors in all of tamerial&amp;quot; and also &amp;quot;seem to be born for battle&amp;quot;-Rasdella, lvl 18 (for now), Redguard&lt;br /&gt;
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The point of that comment though is that though some races have it easier in some areas, ANY race can be an effective warrior or mage or rogue if you play them properly. Brodras doesnt like people thinking otherwise. &amp;quot;Not all wood elves sneak around and fight with bows, im as tough as any orc&amp;quot; (paraphrased from memory) [[Oblivion:Kiutu|Kiutu]]&lt;br /&gt;
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== Bug ==&lt;br /&gt;
&lt;br /&gt;
My game seems to be the buggiest game in existence...yes,I have ANOTHER bug. This time,all the creatures and people of Cyrodiil have suddenly lost their ability to hurt me. Their attacks have no effect on me,just like if I had 100% Resist Normal Weapons,as silver and magical weapons still affect me.Everything else has no effect.My character has only 50% Resist Normal Weapons-effect(from a mod).Please help me,as this starts to get REALLY annoying :(. --[[User:Neekerisanni123|Neekerisanni123]] 09:11, 8 April 2009 (EDT)&lt;br /&gt;
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I think that you have stumbled across the Resist bug. have you been using iron or steel weapons? {{unsigned|124.190.136.187|29 May 2009}}&lt;br /&gt;
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Did you have anything that you were wearing and was automatically taken off? (Things that can do this are being sent to jail, Quest Items, etc.) {{unsigned|173.29.237.59|18 June 2009}}&lt;br /&gt;
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== STUCK ==&lt;br /&gt;
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hey i just did the part of the main quest where i got aid for bruma from evry source! and now when i talk to martin he is stil reading the book and jaufre hasnt got anything to say!&lt;br /&gt;
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what should i do? {{unsigned|Warnocksteven89|8 April 2009}}&lt;br /&gt;
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: The Allies for Bruma quest isn't a central part of the main quest - it's optional. You'll also have been given another quest - possibly [[Oblivion:Blood of the Divines|Blood of the Divines]]. Check [[Oblivion:Main Quest|this page]] and see which of the quests listed are still active in your journal. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 13:19, 8 April 2009 (EDT)&lt;br /&gt;
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== Timeline ==&lt;br /&gt;
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Is there a place where i can find the year of the Emporers death? because i can't seem to find i't on the site.[[User:Dark Waters|Dark Waters]] 01:06, 9 April 2009 (EDT)&lt;br /&gt;
: Try [[Lore:Third_Era#3E_433|this]]. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:18, 9 April 2009 (EDT)&lt;br /&gt;
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If you go to Bruma after beating the main quest, there's a statue of year that says that you closed the Great Gate in 430, the same year the emperor dies.&lt;br /&gt;
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== I cant look around with the right anolog stick ==&lt;br /&gt;
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I bought a phillips controller and I cant change look from the mouse to the right analog stick please help&lt;br /&gt;
:Hmm, there where a few tips here [http://blackhole.ipbfree.com/index.php?showtopic=138]. Not sure if these tips will work, but it's worth a try.--[[User:Willyhead|Willyhead]]&amp;lt;sup&amp;gt;[[User talk:Willyhead|/t]]&amp;lt;/sup&amp;gt; 15:39, 17 April 2009 (EDT)&lt;br /&gt;
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== attribute increase ==&lt;br /&gt;
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if i get the max felldew effect while my attributes arent 100 and then lvl til they r 100 will they be 115 after i complete the quest?&lt;br /&gt;
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i think they should be 100 for more leveling up i think&lt;br /&gt;
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== quick leveling up in skills ==&lt;br /&gt;
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does anyone know how to level up in the skills like destruction quickly&lt;br /&gt;
:Try [[Oblivion:Destruction]] or [[Oblivion:Increasing_Skills]].  Both of those pages contain plenty of information about skills and leveling.  If you have questions about leveling skills, one of those pages would probably be a more appropriate place to ask ;). –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 01:56, 25 June 2009 (UTC)&lt;br /&gt;
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== Alternative ending? ==&lt;br /&gt;
&lt;br /&gt;
When you rescue Martin and take him to Weynon Priory...its under attack and the Amulet is gone. But this all could has been resolved if Jauffre didnt take the amulet off me...which means they attacked me instead....defeating them, I then took Martin to the Temple of The One and lit the dragonfires. Any comments?  -[[User:Theman100|Theman100]] 07:13, 10 July 2009 (UTC)&lt;br /&gt;
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:I wouldn't call it an alternate ending. If everything went right from the start it wouldn't be much of a game/story. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:05, 10 July 2009 (UTC)&lt;br /&gt;
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:Because it would happen all over again with Martin. [[User:Mara&amp;amp;#39;s Incarnate|Mara&amp;amp;#39;s Incarnate]] 04:35, 19 October 2009 (UTC)&lt;br /&gt;
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== Investing in the shops.... ==&lt;br /&gt;
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So, I know that you can invest in the shops... but I have no idea how I go about doing that. Let me know please.... that would be awesome. Thanks. -Hilary A.[[Special:Contributions/70.8.30.76|70.8.30.76]] 20:20, 16 July 2009 (UTC)&lt;br /&gt;
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: You need a certain level of ability. See [[Oblivion:Mercantile#Mastery_Perks|this]]. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 20:45, 16 July 2009 (UTC)&lt;br /&gt;
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== Birthsign and race problem ==&lt;br /&gt;
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Hi!&lt;br /&gt;
&lt;br /&gt;
I made a Breton and I chose the mage birthsign, each giving a bonus of 50 magika. Then, I maxed my intelligence (100)so I got the 200 magika out of my intelligence + 50 (Breton) + 50 (Mage) right? I had 300 magika in total. I played unttil I got level 29. Then I realized I only had 200 magika... It's like my birthsign and race bonus are gone... I looked in the section on the right in the spells tab (the current effects on the caracter) and my race bonus is not there and my birthsing bonus is not there. They are gone... Is there a way to get them back? I'm playing XBOX 360 so I can't use console commands. And no, I have no drain effects or diseases, I prayed at an altar and nothing did. Please help me!&lt;br /&gt;
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Thanks {{unsigned|24.226.229.134|22 July 2009}}&lt;br /&gt;
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**Edit : I also lost my 50% resist magika racial bonus {{unsigned|24.226.229.134|23 July 2009}}&lt;br /&gt;
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: I recently completed a quest for the Sanguine Shrine and every since my magicka has decreased by 100 points and is currently 200 were as it was 300 before, I haven't got no illnesses or spells on me, and attributes are perfectly normal, why has it just dropped by 100 points without reason? {{unsigned|86.155.129.100|24 July 2009}}&lt;br /&gt;
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:: I recently advanced to level 30 and my magicka reduced from 300 to 200 and I have no Attribute changes or illnesses what's happened? {{unsigned|86.155.129.100|24 July 2009}}&lt;br /&gt;
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::: I did this quest too... so somehow doing the sanguine quest remove the racial and birthsing bonus of the character... Does anyone know a way to fix this (without the console) If there was a glitch to permanently give 50% resist magic and 100 magika, I could use it... Thanks {{unsigned|24.226.229.134|24 July 2009}}&lt;br /&gt;
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:::: Stop pretending to be different people. If nobody replies, it means nobody knows the answer. Posting the same question several times isn't going to get a result. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 20:24, 24 July 2009 (UTC)&lt;br /&gt;
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::::: Huh? I only posted first and 4th comment... Two other people have the same problem... {{unsigned|24.226.229.134|25 July 2009}}&lt;br /&gt;
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:::::: I didn't just mean you. The fact that you saw two people where there was only one rather makes my point. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:05, 25 July 2009 (UTC)&lt;br /&gt;
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== Orc + Dark Elf ==&lt;br /&gt;
&lt;br /&gt;
Under character information, it says &amp;quot;What do you get if you cross an Orc with a Dark Elf?&amp;quot; I always thought this kinda sounded misleading, like it was possible to have a two different races in character creation. I actually did think it was possible when I first started using the site, and it was something I had missed out on. I'm not exactly sure what I'm getting at, but it just sounds as if it was possible, and it might be misleading to newer players/users of the site. I dunno, just a thought that's been bothering me when I look at the page.&lt;br /&gt;
[[User:PinballWizard|PinballWizard]] 23:01, 28 July 2009 (UTC)&lt;br /&gt;
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:True... it is misleading and im sure someone will probably change it soon --[[User:Tabloes|Tabloes]] 23:03, 28 July 2009 (UTC)&lt;br /&gt;
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:Agreed and changed. –[[User:Elliot|Elliot]] &amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 02:33, 29 July 2009 (UTC)&lt;br /&gt;
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== Leveling up ==&lt;br /&gt;
If i raise the difficulty of the game do i level up faster,and vise versa for lowering the difficulty.Im on the X box 360 version {{unsigned|NAGleader|2 August 2009}}&lt;br /&gt;
&lt;br /&gt;
: Yes... but not for the reason you probably expect. If you play on a higher difficulty, you are likely to get hit more (boosting armor skills), use your weapons more (boosting blade/blunt/H2H) and use more spells (boosting magic skills). That means you're likely to increase ten major skills more quickly than on easier levels and so reach the point where you can level more quickly.&lt;br /&gt;
: The difficulty level doesn't affect the number of skills you need to increase or the rate at which you gain skill experience though. See [[Oblivion:Leveling]] for more information. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:45, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== arrow of extrication ==&lt;br /&gt;
:''(moved to [[Oblivion talk:Arrow of Extrication#Arrow_of_Extrication]])&lt;br /&gt;
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== the main ingredient chest ==&lt;br /&gt;
&lt;br /&gt;
''Moved to [[Oblivion talk:The Main Ingredient#The Main Ingredient Chest|The Main Ingredient talk page]].''&lt;br /&gt;
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== Standing  High Elf Crouching Troll ==&lt;br /&gt;
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I was going to the imperial city when i saw a troll satanding still with a high elf infront of it. And the high elf was standing staringt with his amrssideby side but when i lokked out them it said serch troll search??? does anybody know what that all about{{unsigned|Allgreto|03:03, 23 August 2009 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Can you be more clear? What exactly is your problem? --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:35, 27 August 2009 (UTC)&lt;br /&gt;
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::This sounds like the troll stayed upright when it died instead falling like it should have, perhaps it fell on something ?&lt;br /&gt;
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== I have a problem too. ==&lt;br /&gt;
&lt;br /&gt;
On my Cheydinhal Reccomendation Quest, i dropped the ring in the well because i did it before and learned that i didnt need it, but when i exited the well, went inside to talk to Deeston or whatever her name is, it didnt continue on with hte quest, then i returned to the well after doing other quests, and the body was gone, and i cant find the ring anywhere, and im a Nord so i cant stay under to look for it, i think it dissapeared with the body, any ideas?&lt;br /&gt;
&lt;br /&gt;
(And its the Game of the Year Edition for Xbox 360)&lt;br /&gt;
&lt;br /&gt;
~~helpz~~ {{unsigned|24.151.235.142}}&lt;br /&gt;
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:I'm afraid you're going to have to go back to an earlier save. You need to wait until you get the journal update saying you found the ring before you drop it. --[[User:Gaebrial|Gaebrial]] 06:53, 15 September 2009 (UTC)&lt;br /&gt;
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== Year by Lore ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if somewhere on the page for Oblivion and all the other games it gave the in-game year. I've come here looking for this information several times over the last year or two, ever once in awhile I just wander what the difference by year is between the games. With Oblivion it's easy to figure out because of the link to Uriel Septim's page in the first paragraph, but I didn't see anything useful on the other pages. And the date still isn't on this page. --[[User:Modred11|Modred11]] 05:50, 16 September 2009 (UTC)&lt;br /&gt;
:I believe you are looking for [[Lore:Third_Era|this]]. Good luck reading! :) –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 05:55, 16 September 2009 (UTC)&lt;br /&gt;
::Well, not really. I'm not really looking for a page so much as suggesting that the pages [[Oblivion:Oblivion|Oblivion]], [[Morrowind:Morrowind|Morrowind]], [[Daggerfall:Daggerfall|Daggerfall]], [[Arena:Arena|Arena]], etc, all have their in-game date added to their page. I mean, they already have the Setting stating in what places they take place, it makes sense to also have the date (without which information the location really doesn't mean much). I'd be happy to add it myself if there's no objections or anything. --[[User:Modred11|Modred11]] 02:09, 17 September 2009 (UTC)&lt;br /&gt;
:::Ah, I see. I have no objection, so feel free to add that to the tables. Something along the lines of Time Period or Year. –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 02:16, 17 September 2009 (UTC)&lt;br /&gt;
::::I just realized I can't edit the article, I can only view it's source. But what I'd like to add is Time Period: 3E 433 to the table just below the Setting information. --[[User:Modred11|Modred11]] 22:42, 17 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aetheris, named after myth ==&lt;br /&gt;
&lt;br /&gt;
Aetheris, and everything with aether in its name was named after the greek god, Aether. God of the upper air. I think this is a pretty interesting fact that the clever oblivion designers added into the game. Comments?--[[User:Arch-Mage Matt|Arch-Mage Matt]] 01:10, 2 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Patch Problem ==&lt;br /&gt;
&lt;br /&gt;
I once tried to download an Oblivion-only patch for my PC, and when it was installing, it said &amp;lt;nowiki&amp;gt;&amp;quot;File Not Found&amp;quot;&amp;lt;/nowiki&amp;gt;.  I read that this occurs if you have Oblivion, and not the Shivering Isles, and you try to download the patch for SI ''and'' Oblivion.  But I didn't have the Shivering Isles installed.  Any help? [[User:Smart Kid|Smart Kid]] 21:25, 13 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Disappearing NPC Bodies ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to prevent this from happening? Ten days after I finished the Corrupt Imperial Guard quest, I was attacked while sleeping in my Arch-Mage quarters. I killed him, and it's very useful to have a dead body hanging around to resurrect with the Staff Of Worms for training purposes.--[[Special:Contributions/75.155.231.62|75.155.231.62]] 07:24, 25 October 2009 (UTC)&lt;br /&gt;
:Just walk in the Quarters before the cell resets (every three days) as each time you enter, the timer for the cell resetting restarts.[[User:Volthawk|Volthawk]] 09:19, 25 October 2009 (UTC)&lt;br /&gt;
::Thank you very much.--[[Special:Contributions/75.155.231.62|75.155.231.62]] 22:27, 25 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Game of the Year not working! ==&lt;br /&gt;
&lt;br /&gt;
I bought a brand new copy Oblivion: Game of the year edition and a new 360 elite. I installed the expansions, and beat the main quest from Oblivion, and all the faction quests. But I can't find the expansions anywhere in the game world. I never get the &amp;quot;Strange Door&amp;quot; update, the Prophet is never in Anvil. I tried re-installing the expansions, clearing my memory cache, re-setting the 360s clock, even buying a new Game of the Year edition, but they're never there! But, when I first come on the loading screen, where it says &amp;quot;press start&amp;quot; i get the &amp;quot;loading extra content&amp;quot; appear. WTF?!?!?! Does anyone know why? Even Xbox helpline and Bethesda doesn't know! {{unsigned|TheAlbinoOrc|19 November 2009}}&lt;br /&gt;
:If Bethesda doesn't know, I'd say your out of luck.--[[User:Kaito|Kaito]] 21:42, 21 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem whit Display cases ==&lt;br /&gt;
&lt;br /&gt;
Hi just woundering am I the only one having trubles whit display cases.&lt;br /&gt;
&lt;br /&gt;
briefing&lt;br /&gt;
The &amp;quot;normal&amp;quot; displays work just fine but the ones made by modding are not working at all (link for image below)&lt;br /&gt;
&lt;br /&gt;
http://www.tesnexus.com/downloads/images/18957-3-1217887557.JPG&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem.&lt;br /&gt;
The problem is that i cant get item's inside to the display. there is an&amp;quot;invisible wall&amp;quot; that stops items on the level the door were before i opened them.&lt;br /&gt;
I have used &amp;quot;remote manipulation&amp;quot; spell and tried to but the item in to the display but i just can't...&lt;br /&gt;
&lt;br /&gt;
So am I doing someting so wrong or is it a bug whit all other players?&lt;br /&gt;
&lt;br /&gt;
Please response soon.&lt;br /&gt;
&lt;br /&gt;
== A Litte Request by an anon ==&lt;br /&gt;
&lt;br /&gt;
Someone add http://www.uesp.net/wiki/Oblivion:Must_Have_Mods to the Mods section, much more appropriate than the per-member/user list of external links to lists of mods http://www.uesp.net/wiki/Oblivion:Recommended_Mods&lt;br /&gt;
&lt;br /&gt;
Recommended_Mods is a list of &amp;quot;according to me&amp;quot; mods, it would be fine if it wasn't such a MESS (such as it being a mostly meaningless list of names with external links, instead of being an actual [user:orientation] *mod\n *mod\n *mod\n *mod\n\n )&lt;br /&gt;
&lt;br /&gt;
by [[Special:Contributions/24.37.126.64|24.37.126.64]] (UTC)tase @ 21:03, 15 December 2009&lt;br /&gt;
&lt;br /&gt;
== A Litte Request by ArgoniainBoy ==&lt;br /&gt;
&lt;br /&gt;
hi guys just wondering is there a link to a website that tells you how to make lotr people Oblivion gotye thanks o and would like it if you got to this message asap[[User:ArgonianBoy|crai]] 16:02, 19 December 2009 (UTC)ArgonianBoy&lt;br /&gt;
&lt;br /&gt;
:This wiki doesn't really focus on creating characters from other franchises within the game.  I'd suggest using Google.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 03:06, 20 December 2009 (UTC)&lt;br /&gt;
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== Time period? ==&lt;br /&gt;
&lt;br /&gt;
Should it be added the game doesn't take place entirely in 3E 433? Even though that is the last year in the 3rd Era, the player can go farther, even into the 3E 340's. --[[User:Oblivion nerd|Oblivion nerd]] 21:13, 26 December 2009 (UTC)&lt;br /&gt;
'''Plug-ins not working on new xbox 360'''&lt;br /&gt;
I recently got a new xbox for christmas, and I took my hard drive off my old xbox and put it on the new one. On the old xbox I downloaded several plug-ins, not including shivering isles and KoTN. The game loads the plug-ins and I can see them on my hard drive, but... I do not get the quest updates in the game. I also went to see where battlehorn castle is located and it was not there. what do I do?&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=General_talk:Playing_DOS_Installments_under_DOSBox&amp;diff=475537</id>
		<title>General talk:Playing DOS Installments under DOSBox</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=General_talk:Playing_DOS_Installments_under_DOSBox&amp;diff=475537"/>
		<updated>2009-09-25T20:50:10Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: /* dosbox not recognizing the mouse */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Runing under Mac OS ten? ==&lt;br /&gt;
&lt;br /&gt;
when i try to run what i belive is the installer (the downloaded file) i get this &amp;quot;error&amp;quot; &amp;quot;this program must be run under win32&amp;quot; is there a way to make it work or not?&lt;br /&gt;
:You've evidently downloaded the Windows installer. The OS X one is buried deeper in the downloads page (last time I looked, anyway). CVS builds are usually Windows only. [[User:Garrett|Garrett]]&amp;lt;sup&amp;gt;[[User talk:Garrett|Talk]]&amp;lt;/sup&amp;gt; 02:42, 17 July 2006 (EDT)&lt;br /&gt;
*err I think i didn't exaplin right i get that error when i run the arena file in dos box (not the dos box instaler i got that runing)[[User:Deuxhero|Deuxhero]] 21:20, 29 July 2006 (EDT)&lt;br /&gt;
:Oh that's simple enough, you just need a RAR extractor that supports EXEs. [http://www.unrarx.com UnRarX] for example can probaly do it. [[User:Garrett|Garrett]]&amp;lt;sup&amp;gt;[[User talk:Garrett|Talk]]&amp;lt;/sup&amp;gt; 01:32, 30 July 2006 (EDT)&lt;br /&gt;
== Missing CD Error ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to run DF in DOSBox, it says &amp;quot;Missing CD.&amp;quot;  I checked the box &amp;quot;Install to run without CD&amp;quot; in the installer.  I do have my CD in the drive, though.  What do I do?  I'm using Vista 64-bit.—[[User:Sam324|Sam324]] 19:29, 26 March 2008 (EDT)&lt;br /&gt;
:Run the game with &amp;lt;code&amp;gt;fall z.cfg&amp;lt;/code&amp;gt; and it will work. [[User:JKing|JKing]] 23:43, 16 August 2008 (EDT)&lt;br /&gt;
::OK, thanks.  I'll try that.—[[User:97.95.42.33|97.95.42.33]] 09:35, 19 August 2008 (EDT)&lt;br /&gt;
I've got the same problem, but I can't find the &amp;lt;code&amp;gt;fall z.cfg&amp;lt;/code&amp;gt; file, where is it???&lt;br /&gt;
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== page has nothing to do with arena/dagger, and just dosbox. ==&lt;br /&gt;
&lt;br /&gt;
Theres nothing in this page specific to running either of these games under dosbox, its just a newbies guide to dosbox. Why is it when I try to install Daggerfall it says my hard drive is too small?&lt;br /&gt;
:This should now be fixed. :) [[User:JKing|JKing]] 23:43, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vista 32-Bit dosbox.conf problem ==&lt;br /&gt;
&lt;br /&gt;
I just wanted to print advice if anyone has he same problem I did while editing dosbox.conf file. When attempting to save the file, It would say &amp;quot;Cannot Create dosbox.conf file make sure file and path name are correct.&amp;quot; If you try to replace it it will say &amp;quot;Cannot relace dosbox.conf file make sure file and path name are correct.&amp;quot; To circumvent the problem, save it as a .txt file in your documents folder, as dosbox.conf, then click and drag the file to your DOSBOX folder in the side panel. Then choose the move &amp;amp; replace the file option in the screen that pops up. I added this here because I didn't think it was important enough to add to the page.-[[User:Puddle|Puddle]] &amp;lt;sup&amp;gt;[[User Talk:Puddle|Talk]]+[[Special:Contributions/Puddle|Contribs.]]&amp;lt;/sup&amp;gt; 13:50, 24 August 2008 (EDT)&lt;br /&gt;
:This is addressed [http://www.dosbox.com/wiki/DOSBox_and_Windows_Vista#Configuration_file in the DOSBox wiki], and issues like this are exactly why I referenced it.  There's probably a number of other niggling problems one can run into, but it would be extremely difficult to cover even the most common ones without cluttering up this article, unfortunately. [[User:JKing|JKing]] 16:43, 24 August 2008 (EDT)&lt;br /&gt;
::That's exactly why I placed it here, for those who wouldn't go to the wiki, and would look here for help.-[[User:Puddle|Puddle]] &amp;lt;sup&amp;gt;[[User Talk:Puddle|Talk]]+[[Special:Contributions/Puddle|Contribs.]]&amp;lt;/sup&amp;gt; 18:30, 25 August 2008 (EDT)&lt;br /&gt;
:::Fair enough. :) [[User:JKing|JKing]] 18:34, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Help with mac use==&lt;br /&gt;
&lt;br /&gt;
ok this may sound kinda noobish but how do i actually get daggerfall for my mac? i dont know where to buy it (or download it?)&lt;br /&gt;
:Unfortunately the game cannot be legally downloaded, to my knowledge.  However, there is ''one'' copy on eBay right now, but there's already sizable interest in it, it seems.  You should sign your comments, by the way, [[User:Road Virus|Road Virus]].  [[User:JKing|JKing]] 06:43, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Alright thanks-[[User:Road Virus|Road Virus]] 09:18, 27 August 2008&lt;br /&gt;
&lt;br /&gt;
==Plain black screen running Daggerfall under Vista?==&lt;br /&gt;
&lt;br /&gt;
Couldn't find info on this even on DOSBox's site... Help? {{unsigned|32.158.71.159|08:39, 9 November 2008 (EST)}}&lt;br /&gt;
:You'll have to be more specific, I'm afraid.  You may want to try and come by IRC, as this isn't the best place for in-depth troubleshooting. [[User:JKing|JKing]] 08:39, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Install on DOS Help ==&lt;br /&gt;
&lt;br /&gt;
I moved my ARENA File into the DOS File. I opened DOS, and typed 'MOUNT C ARENA'&lt;br /&gt;
&lt;br /&gt;
Now I don't know what to do. Anyone mind helping me out?&lt;br /&gt;
&lt;br /&gt;
:Acually, I'm quite sure I've done everything wrong. I don't have any arena106 file, it just says ARENA. As for configuring DOS, I tried to open the file, but it said it couldn't. I don't know what Notepad is. Could anyone help, please? [[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 00:18, 11 January 2009 (EST)&lt;br /&gt;
::There is no such thing as 'mount c arena'. The 'mount' command is used to indicate where your dos programs are (as in, 'mount c c:\dos'). Once the folder is mounted, you have to open the arena folder, by typing 'cd arena' (this is probably what you were thinking of by 'mount c arena'). Then you type 'arena' to actually play the game. That's how I do it, at least, and I got the 10th anniversary edition, too.[[User:Bob bobato|Bob bobato]] 10:18, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to change the drive letter? ==&lt;br /&gt;
&lt;br /&gt;
Ive managed to mount my files, but when i type in dagger.exe after C:\DAGGER&amp;gt; (my file name) it gives me this message.&lt;br /&gt;
&lt;br /&gt;
Unable to locate the Daggerfall CD. Make sure the CD is in the drive before starting the game. If the CD is in the drive, make sure that the drive letter assignment (D:,E:,etc.) is the same as when Daggerfall was installed.&lt;br /&gt;
&lt;br /&gt;
Of course i have the CD in drive E: but the DOSBox wont recognize it. Please any words of suggestion on how to change that? {{unsigned|69.156.104.81|28 March 2009}}&lt;br /&gt;
&lt;br /&gt;
: Look at the suggested configuration file and you'll see:&lt;br /&gt;
 mount d D:\ -t cdrom -ioctl&lt;br /&gt;
: Change that to E:\ –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:25, 28 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help i have an error! ==&lt;br /&gt;
&lt;br /&gt;
When i run daggerfall on dosbox it works like a charm, but when i start to do daedric quests i get a black screen as soon as i contact any of the daedra prince. The error is usually ERROR 116. Can anyone please identify the problem to this?&lt;br /&gt;
[[User:Umbacano|Umbacano]] 8:22, 23 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Need for instructions to install downloaded Daggerfall ==&lt;br /&gt;
&lt;br /&gt;
Since Daggerfall is now released on Bethesda's site, I think it's necessary that instructions be added on how to properly install and play it, as has been done for Arena. Can't get Arena to work yet myself, learning about drive mounting on DOSBOX, but I'll keep trying, I only attempted for 5 minutes last night.&lt;br /&gt;
&lt;br /&gt;
On a side note, a link to the Daggerfall patch is not supplied. {{unsigned|212.187.194.74|16:58, 10 July 2009 (UTC)}}&lt;br /&gt;
:The patch is supplied. It is the DAG213 file. Instructions are provided in the pdf which you can find the link to on the main page. I am in the works for creating directions for Mac users. –[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 16:58, 10 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I suspect s/he may have made the same mistake as me which is to use a different games directory to the one mentioned in the installation PDF: it gave the impression the name was optional (at least to careless readers like me!) but if you use a different path, the DAG213 file is &amp;quot;missing&amp;quot;.  Easily fixed by manually copying it across to one's custom folder from the DAGGER directory in the downloaded zip file. --[[User:Cbh|Cbh]] 18:03, 10 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Daggerfall Help ==&lt;br /&gt;
&lt;br /&gt;
Alright, this is beyond confuseing. If someone could do a better step-by-step thing for me into installing Daggerfall for DOSbox, please do.&lt;br /&gt;
&lt;br /&gt;
Do note, you're speaking to someone with 0% experience in useing DOSbox.&lt;br /&gt;
&lt;br /&gt;
Alright. I have DOSbox installed. Now I downloaded the daggerfall zip file. Where do I extract it to? --[[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 08:17, 11 July 2009 (UTC)&lt;br /&gt;
:Did you read the guide provided by Bethesda themselves? Extract to &amp;lt;code&amp;gt;c:\&amp;lt;/code&amp;gt;. –[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 09:05, 11 July 2009 (UTC)&lt;br /&gt;
::I tried, but it's a .rar file, And I couldn't extract it. Anyway, I extracted the file to C:\. Now what should I do? --[[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 09:19, 11 July 2009 (UTC)&lt;br /&gt;
:::Are you running on a PC or Mac OS X? I never had a .rar in the process of downloading or installing it. And like I said, read the guide Bethesda provided. –[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 09:22, 11 July 2009 (UTC)&lt;br /&gt;
:::: PC. And I mean the guide was a .rar when I downloaded it. --[[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 09:26, 11 July 2009 (UTC)&lt;br /&gt;
:::::Use the link on the main page of the UESP. It is a pdf. –[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 09:34, 11 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Daggerfall downloads slowly ==&lt;br /&gt;
&lt;br /&gt;
When downloading the freeware Daggerfall off Bethesda's site, my download speed drops from 60kbps to 3 and even 1. Seriously. It also said 'complete' after downloading less than 1 megabyte. This doesn't happen with any other thing I download, just bethesda's one. This happened yesterday too. I downloaded the version of Gamershell, but I can't seem to install that one correctly. {{unsigned|212.187.194.74|21:00, 11 July 2009 (UTC)}}&lt;br /&gt;
:Use the one on [http://www.filefront.com/14005983/The-Elder-Scrolls-Daggerfall-Full-Free-Game/ FileFront]. It is most likely the best download for you. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 21:00, 11 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Anyone have a microsoft word document version of Bethesda's Daggerfall PDF instructions? ==&lt;br /&gt;
&lt;br /&gt;
Adobe Reader 5 is not compatible with my OS, Windows Vista and as such I can't open the PDF. {{unsigned|212.187.194.74|10:16, 13 July 2009 (UTC)}}&lt;br /&gt;
:See if [http://www.4shared.com/file/117745461/339cd3c5/Bethesda_Install_Instructions_Daggerfall_TEXT.html this] download I created works. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 10:16, 13 July 2009 (UTC)&lt;br /&gt;
: [http://www.foxitsoftware.com/pdf/reader/ Foxit Reader] works for me.  There are probably other options, too, though I haven't looked very hard.  [[User:JKing|JKing]] 12:33, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edit dosbox.conf ==&lt;br /&gt;
&lt;br /&gt;
What does it mean? Since when where there a dosbox.conf? Am i supposed to create it and put it in my dosbox folder for games? There's no dosbox.conf in the dosbox install dir {{unsigned|90.224.220.68|11:31, 13 July 2009 (UTC)}}&lt;br /&gt;
:Are you running on a PC? If so, it should be &amp;lt;code&amp;gt;Start&amp;gt;All Programs&amp;gt;DosBox-0.73&amp;gt;Configuration&amp;gt;Edit Configuration&amp;lt;/code&amp;gt;. If you are running on a Mac, I do not believe there is a way to edit it, as I have been unable to find it. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 11:31, 13 July 2009 (UTC)&lt;br /&gt;
::Actually, I just found how to do it for Macs. Open DosBox and type in &amp;lt;code&amp;gt;CONFIG -writeconf dosbox.conf&amp;lt;/code&amp;gt;. It should be written to wherever the DosBox application is located. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 11:39, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Free Daggerfall won't extract ==&lt;br /&gt;
&lt;br /&gt;
*When I try to extract the free version of Daggerfall using [http://www.jzip.com/ jZip], it tells me that it &amp;quot;couldn't create&amp;quot; File whatever and when you click ok it does that over and over again until you use task manager to end the program. I tried it on another zip program, and it looked like it extracted properly, but there was nothing in the file once it was done. I even redownloaded it and it didn't work. What's going on? [[User:Jedibob5|Jedibob5]] 13:41, 31 July 2009 (UTC)&lt;br /&gt;
**Please Help! [[User:Jedibob5|Jedibob5]] 12:30, 10 August 2009 (UTC)&lt;br /&gt;
::: If nobody replies, it's not because we're ignoring you, it's because nobody knows. With something like this you might be better off asking on the [http://www.bethsoft.com/bgsforums/ Official Forums]. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 12:36, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Daggerfall under windows ==&lt;br /&gt;
&lt;br /&gt;
Daggerfall actually runs ''best'' under windows: Windows 95, that is. It runs much worse under MS DOS. Legacy sound emulation for DOS programs running under XP is terrible; I'm not sure what causes the graphical/gameplay glitches under XP that I've noticed, but I think it has something to do with a messed up internal clock. [[Special:Contributions/90.201.209.84|90.201.209.84]] 03:36, 2 August 2009 (UTC)&lt;br /&gt;
:It runs rather wonderfully under Mac OS X. –[[User:Elliot|Elliot]]&amp;amp;#32;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 04:05, 2 August 2009 (UTC)&lt;br /&gt;
::Elliot, I think the commentor means ''natively'' in Windows 95; if that's the case, though, I don't see the logic behind the claim.  The gameplay and graphic glitches mentioned are probably due to the processor running too fast.  In DOSBox one should limit cycles to 60,00 at most (&amp;lt;code&amp;gt;cycles auto limit 60000&amp;lt;/code&amp;gt;) to avoid them.  I may eventually edit the article to reflect this, though I'm not sure how to do so for best clarity. [[User:JKing|JKing]] 14:41, 2 August 2009 (UTC)&lt;br /&gt;
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== Daggerfall Install Size ==&lt;br /&gt;
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Can the install size of the downloaded version of daggerfall be less than huge because it says I don't have enough space to install it even though I have 32 gigs left on my C: drive?--[[Special:Contributions/174.43.202.237|174.43.202.237]] 21:17, 5 August 2009 (UTC)&lt;br /&gt;
::You may choose any size, certainly; the recommendation of huge is actually an error, for freeware Daggerfall.  For the freeware version in particular any size is acceptable since all access is from hard disk.  Thus you don't incur the high latency of optical disc spin-up, nor the relatively lower access times as compared to a modern hard disk.  As for the problem you experienced, be sure to mount the virtual hard disk with &amp;lt;code&amp;gt;-freesize 512&amp;lt;/code&amp;gt; (or higher if you wish, though even that much is overshooting Daggerfall's requirements) if you wish to avoid it. [[User:JKing|JKing]] 23:25, 5 August 2009 (UTC)&lt;br /&gt;
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== dosbox not recognizing the mouse ==&lt;br /&gt;
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my mouse worked on daggerfall last night but it wont recognize it today. what do i do?&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=419243</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=419243"/>
		<updated>2009-03-31T20:14:38Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
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&lt;div&gt;'''All About My Oblivion'''{{User Oblivion}}{{User XBox}}&lt;br /&gt;
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'''Favorite Stuff'''&lt;br /&gt;
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weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
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race: Orc because they are the best tanks in the world&lt;br /&gt;
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city: chorrol&lt;br /&gt;
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add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
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quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
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== '''My Oblivion Characters''' ==&lt;br /&gt;
Matthias Draken- a warrior who hasnt really become a hard fighter yet, but is slowly easing into it. hes thinking about joining up with a guild but doesnt know yet. He works part time at the arena as a &amp;quot;filthy pit dog&amp;quot; but will be better soon. hes kind of straped for cash right now though&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Roleplaying/Jobs&amp;diff=419242</id>
		<title>Oblivion talk:Roleplaying/Jobs</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Roleplaying/Jobs&amp;diff=419242"/>
		<updated>2009-03-31T20:10:47Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: New page: whats a good way to make money, thats roleplaying, and doesnt involve stealing or rampaging throught a town?~~~~&lt;/p&gt;
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&lt;div&gt;whats a good way to make money, thats roleplaying, and doesnt involve stealing or rampaging throught a town?[[User:Humansaw93|Humansaw93]] 16:10, 31 March 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Roleplaying/Jobs&amp;diff=399155</id>
		<title>Oblivion:Roleplaying/Jobs</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Roleplaying/Jobs&amp;diff=399155"/>
		<updated>2009-01-31T16:41:51Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: /* Jobs by Town */&lt;/p&gt;
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&lt;div&gt;{{Roleplaying Header}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
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The jobs available in Cyrodiil are widely varied.  This page offers some suggestions for roleplaying in one of these occupations.&lt;br /&gt;
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==Possible Activities==&lt;br /&gt;
*Be a courier for the Black Horse Courier. Gather the newspapers at the headquarters in the Market District and deliver the news to the people. Travel to all the towns without fast traveling and protect the newspapers from bandits and the creatures of the wild. Remember: the more deeds you do in the world, the more newspapers the Black Horse Courier releases.&lt;br /&gt;
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*Provide food for a tavern. Become a hunter, using a bow and arrow to kill animals outside that town, hit the corpse with a dagger to &amp;quot;clean&amp;quot; it and take the ingredients, and then sell them to the local tavern. &lt;br /&gt;
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*Be a slop boy. Pick a castle dungeon to be a slop boy for and buy a crappy house. Every day, buy bread and get a crappy plate for every prisoner that needs food. Ask the jailer to &amp;quot;Visit a prisoner&amp;quot; and put the food in front of the bars.&lt;br /&gt;
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*Be an arrow boy. In various towns, there are fighters guilds with archery targets out back. Sometimes there will be someone shooting arrows. Collect the arrows as they are shot, take them in the guild building, and collect your pay.&lt;br /&gt;
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* If you aren't interested in a full-time job and are quite wealthy then you may want to 'buy' out a town or work towards your own corporate empire, e.g. the 'Blacksmith' empire, that is, go to each town and 'buy' each store (give money through persuasion), say about 50,000 gold per store.&lt;br /&gt;
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* If you don't want to 'make up' a job, you can follow the Fighters Guild quests. If you wish, buy a house, but whenever in a town doing the quests in question, stay in the inn. Seeing as you occasionally have to go on longer periods of time in the wilderness on quests, try sleeping when needed or you normally would and eating: this means before you leave on a longer quest you'll need to buy some food. Realism enthusiasts who can make their own spells can further simulate realism by crafting drain attribute spells on self to cast when entering combat. If you haven't slept, use a drain endurance spell. If you haven't eaten, use a drain strength spell. That works with The Dark Brotherhood too.&lt;br /&gt;
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==Specific Variations==&lt;br /&gt;
===Apprentice===&lt;br /&gt;
Find someone who is skilled at something that you wish to learn more about and become their apprentice.  The [[Oblivion:Fighters Guild|Fighters]] and [[Oblivion:Mages Guild|Mages Guild]] both have apprentice ranks which may appeal to you.  Perform daily chores for them, for example: delivering five healing potions to the refugee camp in Kvatch, or: get an item from the local store.&lt;br /&gt;
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Have an occasional problem, for example, you were ambushed by bandits on your way to Kvatch and now you have to get more potions.  Take tests to become a full worker, for example making 6 potions of healing or slaying a bear.&lt;br /&gt;
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{{NewLine}}&lt;br /&gt;
===Chef===&lt;br /&gt;
Combine different food ingredients to make new, exciting dishes (a liquid diet, perhaps).  Be charitable and deliver meals to the beggars. Either deliver &amp;quot;pre-made meals&amp;quot; (potions from food), or be nice and set a plate with food on it for them, maybe with a beer. Place some food in their food bags, next to their bedrolls.&lt;br /&gt;
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Deliver your famous food to the local inns and pubs, or hotels. Sell it to the proprietors.  Dress in lower-middle-income clothes, like most food providers do in Cyrodiil or use the [[Oblivion:Apron of Adroitness|Apron Of Adroitness]].  Cook for the counts and countesses.  Use the castle kitchen and prepare your meals all day in the fireplace, and chop veggies on the tables.  When it’s close to dinner time bring the food to the dining hall and place it on the plates, then grab a few bottles of wine from the wine cellar and place them on the table.  You can use the castle chef as your assistant.  If it is lunch time bring up a plate to their throne and place it next to them or on a nearby table.&lt;br /&gt;
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Do you use store bought ingredients, or do you buy it directly from the farmers? Do you hunt your own free-range meat? Decide this by where you are operating: for example, if you are at a roadside inn, you can pick food from local farms. If you are running a bar in the Imperial City, it's better just to buy from local food providers.&lt;br /&gt;
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Set up your own pub or bar! You could even have the Adoring Fan as the bartender, and the guild members that you can control could be the patrons and customers.  Make a meal instead of potions.  If your new inn/pub has a fireplace, drop meat along with some vegetables in a bowl, then place it in the fireplace for a few hours to create a pot roast.  If you are using a bonfire, put food items in the bucket.  After everything is set, wait for the right number of hours, and then remove the &amp;quot;cooked&amp;quot; items.  Remember, different types of foods cook for different lengths of time.  If you make gourmet dishes, try to garnish them with something luxurious like dragon's tongue, ginkgo leaf, or primrose leaves.&lt;br /&gt;
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*{{pc22}}The console can be used to own a shop and rename it whatever you want to, along with redesigning it to fill it with chairs, food, plates, etc. Take the private room upstairs and use it as your room: place your things in there and sleep there during the night.&lt;br /&gt;
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===Geisha===&lt;br /&gt;
The Geisha are traditional, female Japanese entertainers, whose skills include performing various Japanese arts, such as classical music and dance. Contrary to popular belief, geisha are not prostitutes.&lt;br /&gt;
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Create a Geisha with one of the following races: [[Oblivion:Imperial|Imperial]], [[Oblivion:Redguard|Redguard]], [[Oblivion:Nord|Nord]], [[Oblivion:Breton|Breton]], [[Oblivion:Altmer|Altmer]], [[Oblivion:Dunmer|Dunmer]]  Make a Geisha custom [[Oblivion:Classes|class]] with the following major skills:, [[Oblivion:Acrobatics|Acrobatics]], [[Oblivion:Athletics|Athletics]], [[Oblivion:Alchemy|Alchemy]], [[Oblivion:Blade|Blade]], [[Oblivion:Marksman|Marksman]], [[Oblivion:Restoration|Restoration]], and [[Oblivion:Light Armor|Light Armor]]&lt;br /&gt;
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The life of a Geisha can be difficult. For example, what [[Oblivion:Weapons|weapons]] they use. A Geisha can use a set of three weapons, a dagger, shortsword and a katana. A set of bow and arrows can also be used as a part of a Geisha's arsenal of weapons. Another example will be the way they dress. Geisha are upper class people that wear only upper class clothing. (Examples: Black &amp;amp; Burgundy Outfit with Gold Trimmed Shoes and Blue Silk Shirt, Blue Silks and White Mage's Shoes).&lt;br /&gt;
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A Geisha can join a guild to increase their [[Oblivion:Fame|fame]] (good deeds) or [[Oblivion:Infamy|infamy]] (bad deeds). Guilds to join for a Geisha include the [[Oblivion:Fighters Guild|Fighters Guild]] (for money and personal reasons), the [[Oblivion:Mages Guild|Mages Guild]] (if a Geisha wants to learn more about the way of magic), the [[Oblivion:Thieves Guild|Thieves Guild]] (for money or your character's personal reasons), and the [[Oblivion:Dark Brotherhood|Dark Brotherhood]] (if you want to play as an evil Geisha).  A Geisha has a set of followers to accompany her on a quest. Examples include the [[Oblivion:Adoring Fan|Adoring Fan]], the [[Oblivion:Mage Apprentice|Mages Guild Apprentice]] and the [[Oblivion:Dark Brotherhood Murderer|Dark Brotherhood Murderer]].&lt;br /&gt;
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The Geisha are good at riding [[Oblivion:Horses|horses]]. For a famous Geisha, she will ride a White Horse. For an infamous Geisha, she will ride a Black Horse.&lt;br /&gt;
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{{NewLine}}&lt;br /&gt;
===Inn Helper===&lt;br /&gt;
[[Image:OB-Imperial Bridge Inn.jpg|right|thumb|The Imperial Bridge Inn. Fancy a job here?|150px]]&lt;br /&gt;
Out in the Nibenay Basin, lies an Inn named the Imperial Bridge Inn. This Inn is fairly secluded, and is surrounded by many caves, ruins, etc.  You can be hired help, or a relative of the Inn-keeper.  Live at the Inn. Talk to the people there. Befriend them. After all, you're working there.&lt;br /&gt;
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Keep a broom handy, and schedule a day to sweep. On your sweeping days, sweep through the entire Inn by moving the broom with the drag key (z on PC, Left Bumper for Xbox 360, L2 on PS3) in a motion that simulates sweeping. Sweep outside of the Inn as well!  Remember to wash the dishes either in the morning or the evening, by taking them outside and using the drag key to move them through the water to simulate washing. Once done, leave them to dry for a few seconds (minutes in Tamriel time). Note: When no one is watching, you may want to switch out the plates and forks, knives, cups and such, with your own. If you don't do this, you may be caught stealing.  Remember to go out on the harbor each morning, dump your clothes on it, and jump in the water for a quick bath. You have to be clean for the job!  Try to cover the breaks in between boards on the top floor with paintbrushes. That way, no one will fall through!  Outside of the Inn is a wall, but it's broken down! Duplicate bricks and rebuild the wall.  &lt;br /&gt;
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The Inn-keeper could be whining about how the Ayleid Ruins are scaring off customers, or the necromancers are killing them.  Go to the Ruins and wipe them out. Remember, the nearby Cadlew Chapel has some necromancers as well!  Take a trip to town every once in a while. Maybe the Innkeeper needs some fine wines or more beer. When in towns, maybe steal some pay. Even go on short mundane quests when in town. But not too long! The Innkeeper just might suspend your pay!  Set a day every month to be a 'shopping day', when you go into either Bravil or Leyawiin to go shopping for items for the inn.&lt;br /&gt;
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Decorate the interior of the Inn. The Inn has clay plates and cups. Is that going to appeal to fancy customers? No! Go out and get new silverware, maybe put collectibles where you deem fit. Maybe place bouquets and books near beds, store some beer or fancy wine across that thing on the stairwell wall. You could have Daedric artifacts lining the walls and shields shining from the glare of the fireplace. The possibilities are endless when decorating.  Make a small library. Have books that will entertain all guests, not just the naughty ones who appreciate a good read of the Lusty Argonian Maid. Try to have an extensive collection.  Go to cities to get the newest edition of the Black Horse Courier, and put them on beds, on desks, tables, and the bar.&lt;br /&gt;
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Go out and hunt for some meat! Deer and rats run rampant in these parts, so stock up on your arrows. Once you've brought the meat to the Inn, remember to cook it. Wait for at least an hour before setting it out.&lt;br /&gt;
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Help out the researcher at the Inn. Befriend him, if you're a mage, or an Ayleid Enthusiast. Maybe bring him books on the Ayleids, or some Welkynd stones for research. &lt;br /&gt;
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Consider the desk on the second floor yours. If you're an alchemist, decorate your desk with alchemical tools. If you're a bookworm, you can place books on your desk. For added realism, place a quill and something with a lot of writing on it.&lt;br /&gt;
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Have a night where everyone parties and drinks endlessly! This would probably fit better in the weekend days.  Take the weekend off for enjoying the wilderness, storming ruins, stealing stuff, whatever your character wants to do in their free time.  If you have a religious character, take every Sundas off to go to a chapel to honor the Nine.&lt;br /&gt;
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Conjure a creature to fight off before it kills customers.  Get followers from quests to come and be visitors to the Inn.   Get a few Goblin totem staffs. Maybe one night when everyone's in bed they attack the inn. Do your best to defend it.  Try and bring as many killable NPC's to the inn to add realism. The Dark Brotherhood assassin is good and so is the mage apprentice. They respawn.  Bring any horses that you own, and place them right outside of the Inn.&lt;br /&gt;
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Do the Mazoga the Orc quest, and use this as your vacation house. Stay here for your vacation months. If you want, just use these months to do what you want. Chat it up with Mazoga, mess with the boat, swim, and even bring your little helper.&lt;br /&gt;
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Buy the truncheon of submission or enchant something with a similar effect and make a frenzy spell so that if you get bored you can frenzy a customer to simulate them getting drunk; you had to knock them out.&lt;br /&gt;
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{{NewLine}}&lt;br /&gt;
===Miner===&lt;br /&gt;
Even though a miner should be strong, hardy, agile and fast, he miner doesn't need to have a lot of knowledge, doesn't needs to be smart or rich; They know the basic uses of [[Oblivion:Weapons|weapons]], one or two [[Oblivion:Spells|spells]], etc... So your class should be based on [[Oblivion:Acrobatics|Acrobatics]], [[Oblivion:Athletics|Athletics]], [[Oblivion:Alchemy|Alchemy]], [[Oblivion:Blade|Blade]], [[Oblivion:Marksman|Marksman]], [[Oblivion:Light Armor|Light Armor]], [[Oblivion:Mercantile|Mercantile]] and [[Oblivion:Sneak|Sneak]]. &lt;br /&gt;
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You should live at a camp, a house in the woods, or a house in a city. Your house has to be near to the Mine.  When you buy your house, find the nearest cave with Gold or Silver in it.&lt;br /&gt;
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Wear dirty clothes all the time. You're a dirty miner, and proud of it!  Always have your &amp;quot;tools&amp;quot; (pickaxe, shovel) with you; don't leave them in the &amp;quot;mine&amp;quot; or at home. You don't want someone to steal them from the mine, and you don't want to get fired for coming to work unprepared. &lt;br /&gt;
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Every now and then, if you're lucky, you'll strike the motherlode (duplicate some nuggets)! Sell what you've found and get yourself something nice, like a brand new axe or sword to fight off the things living in the mine; your boss is too cheap to hire some guards (Has the idiot never heard of the [[Oblivion:Fighters Guild|Fighters Guild]] or [[Oblivion:Mages Guild|Mages Guild?!]]). Or, you could use all your profits to get roaring drunk and wake up the next morning in prison, with a really bad hangover and no memory of starting fights, breaking tables with little [[Oblivion:Bosmer|Bosmer]] men that looked at you funny, or that cute girl (or guy) from the bar (and maybe a room at the local inn...) that turned out to be the bartender's kid. It's your call...&lt;br /&gt;
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*{{pc22}}Download a Beards mod. Use long hair ( &amp;quot;Loose&amp;quot; hairstyle recommended ) and long beards, with low-class clothes at work, medium-class outside work.&lt;br /&gt;
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*{{pc22}}Download the [http://www.oblivionmodwiki.com/index.php/Deadly_Clutter Deadly Clutter] mod and arm yourself with the pickaxe, hitting rocks with it to simulate mining.&lt;br /&gt;
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{{NewLine}&lt;br /&gt;
===Sailor===&lt;br /&gt;
A noble sailor who loots and prosecutes pirates!!&lt;br /&gt;
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Commandeer the Sea Tub Clarabella at [[Oblivion:Anvil|Anvil]] Harbor and kill the evil pirates there!  Kill the pirates at the [[Oblivion:Imperial City|Imperial City]] ship - all of them!  Visit the harbor outside the white stallion lodge a few times and drop various items there that you have plundered from the pirates there.  Wipe out any members of piracy you may meet.&lt;br /&gt;
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Go to the Fo'c's'le inn frequently for a drink and start fights with other sailors you will meet at Anvil harbor.  Keep a chest full of ye buried treasure ye may find for example- Pearls, gems and precious armor such as the Fin Gleam helm you find in the Abecean Sea. Good places to store your treasure would be in your commandeered ships.  Find the shipwreck on the northwest coast of Anvil and use the chest outside it to keep your plunder (see above), or bury your treasure on a secret island. Stash your loot in some bushes!&lt;br /&gt;
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Get some followers to be your crew and pretend you are steering a ship while you are on a ship/shipwreck!  You could be stationed at Anvil to work the lighthouse because the former keeper died, or got sick. (Poison apples or drain fatigue enchantments)&lt;br /&gt;
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{{NewLine}}&lt;br /&gt;
===Servant===&lt;br /&gt;
Become a servant to a chosen count/countess.  Spend your day going around the castle, tidying up, preparing meals, making sure everything is in order, and keep an eye out for thieves.  To get paid, you could use the console to hand you some cash, pickpocket your master, or dupe some objects that you can sell for 10-100 drakes, depending on your salary.  Sometimes (whenever the castle is out of something), go down to a store in the town, buy what you need and then return and place the needed around the castle.  Be careful not to get caught around the house while tidying up, 100% chameleon will work for this. &lt;br /&gt;
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Perhaps the noble will give you a few hundred septims if you go and check on his horse in the stables? Maybe he has a garden out the back that needs watering?  You could get a raise by doing a rather difficult task for your master, such as delivering something from across Cyrodiil, or clearing out a dungeon that is too close for comfort. (Dupe some scrolls and pretend he gave them too you.) &lt;br /&gt;
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You can create crises for you masters! Perhaps they are running late and you have to find their shoes before 10 a.m. or you get cut from the payroll. &lt;br /&gt;
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You could be Sheogorath's loyal servant! You know that you must do what he says, no matter how crazy or its to execution point with you! Maybe he pays you in cabbage. (Dupe some cabbage and put it somewhere.) Perhaps he asks you to go give yarn to everyone in Split, to cheer them up, or perhaps while delivering bones to Passwall, you spot the Gate to Cyrodiil, a chance for escape, if you don't like you job! The possibilities really are endless.&lt;br /&gt;
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You could choose to have an off day every weekend, and visit relatives or friends in a close by town.&lt;br /&gt;
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Perhaps you decide you no longer want to work for the count. Go on strike or, if you're playing an evil character, kill the count/countess and take their place (If you're on the PC, use the console to turn off their essential tag; if you're not try making a command humanoid spell and take them miles away). Or if the townspeople suspect something, become an exile.  Somebody could be hiring you to spy on a certain noble. Maybe they want you to kill the noble in his sleep?&lt;br /&gt;
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{{NewLine}}&lt;br /&gt;
===Slave===&lt;br /&gt;
Slaves are people who work for their boss. The boss buys a slave from a slave trader.  [[Oblivion:Argonian|Argonians]] &amp;amp; [[Oblivion:Khajiit|Khajiits]] work best for this roleplay, since they are often used as slaves all over Tamriel.&lt;br /&gt;
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Wear old pants (like sack cloth) but not a shirt or shoes.  Seek a boss, this can be a Count or just a wealthy person.  You could be Lord Drad's Servant. Prepare his meals, guard the Ogre pens, and hit an ogre with your fists to make it work harder are a few examples. Maybe when hunting for some meat near the estate, you come across a troll and kill it, gaining troll fat to cook or sell for yourself, but during further wandering, you arrive at Malacath's shrine, and upon offering the hard-earned troll fat, you learn that Drad is an evil man. You can then do the quest, or infiltrate him and assassinate him. make sure to free the ogres!&lt;br /&gt;
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You don't have to serve nobility and rich people. You could help out Owyn down in the bloodworks by buying meals, making sure the weapons down there are in tip top shape, Fluff up the bedrolls, and at night make sure the arena winnings and finances are in check. (Break into the chest by the Elf that lets you bet on matches, and make sure there is 500 septims worth of stuff in there.)&lt;br /&gt;
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Help out a shop owner! Perhaps Paloniyra need more clothes to stock her inventory with. Once a week at night, break into the store and take all of the clothes, then  go to the pond near the gate to Green Emporer Way, and wash each garment. Make sure you are not caught and are back by daylight, 100% chameleon will help.&lt;br /&gt;
&lt;br /&gt;
Work in the garden for your boss, harvesting fruits and vegetables.  Maybe your boss owns a mine, go collecting gems and nuggets, maybe you can keep a gem and sell it for some booze.   When your boss gets in a fight, protect him.&lt;br /&gt;
&lt;br /&gt;
Sometimes your boss gets angry with you, prepare for punishments like getting whipped.  Maybe you don't like being a slave.  Plan your escape.  If your boss orders you outside, making you do something that should take a long time, sneak away, and find a weapon. Once you do, hurry back, or the guards your master has hired will be searching to kill you. You probably won't finish the task given. Stash the weapon in a barrel or something and go inside. Take your punishment with a smile, knowing that a small scale revolution will go down tonight, when all the guards are at home, save for one, dozing off when he is supposed to be on nightwatch.  If you escape, you should get as far away from the town as possible. Get decent clothes etc. (You might even want to escape into the Shivering Isles...)  Always wear [[Oblivion:Wrist Irons|Wrist Irons]]; after escaping perhaps you search out a blacksmith to remove them.&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
===Teacher===&lt;br /&gt;
To be a teacher you need students, so you will need to gather some followers and find a good place to act as a school. You could use a church or priory to pretend that you teach your followers how to follow the Nine Divines or be a monk. You could even use the Arcane University if you want to teach magic since it has a huge library and students sit on benches and listen to a mage standing infront of them.  You will need books to so find or buy some books and hand them all out to your class.&lt;br /&gt;
&lt;br /&gt;
You could set up a school at The Feedbag. Bring in a few followers, scatter books all around, and teach! Pretend at lunchtime your school become a cafeteria open to the public, as a source of income for the school, but students are free to stay for lunch. Have different classes! Maybe Martin, Jauffre and the Mage Apprentice come in for a magic lecture, and The Jeymane Brothers, DB Murderer, and maybe Amusei come in for Lockpicking and Sneak studies.  You can try garden of Arcane University too.There is some benches and a stand.  This is real class of (high ranked members uses here).  Then you will need to teach your class something.&lt;br /&gt;
&lt;br /&gt;
Roleplay that some of your students get into a fight and you have to expel them&lt;br /&gt;
&lt;br /&gt;
Go on a school trip with your students, perhaps to an Ayleid ruin.&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
===Vintner===&lt;br /&gt;
&lt;br /&gt;
First of all, set up a job interview with the [[Oblivion:Davide Surilie|Surilie Brothers]] or [[Oblivion:Tamika|Tamika]] to work at their vineyards.  You should sleep at [[Oblivion:West Weald Inn|The West Weald Inn]] and wake up at 6 o'clock in the morning to go to church and pray every morning then go get your breakfast (something simple not fancy; you're poor remember) then at 8 you should head out to the vineyards to start your work.  You could use tools such as the shovel and Scythe to roleplay that you are picking the grapes etc.&lt;br /&gt;
&lt;br /&gt;
You should take food with you for your lunch e.g. [[Oblivion:Bread Loaf|Bread Loaf]] and some [[Oblivion:Apple|apple]] maybe even a wine.  Carry lots of baskets, while you collect grapes - put them into the baskets.&lt;br /&gt;
&lt;br /&gt;
Once every week take the grapes and sell them to the local food taverns for a bit of extra income, or if you're dirt poor, your ''only'' income.  Also with the spare grapes make some wine and name it after yourself.&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
===Jobs by Town===&lt;br /&gt;
In a roleplaying aspect, nearly all the towns in [[Oblivion:Cyrodiil|Cyrodiil]] have jobs available. Here are just a few.&lt;br /&gt;
* [[Oblivion:Anvil|Anvil]] - Be a sailor; be the lighthouse keeper, turning the lighthouse-lamp on and off every morning/night.&lt;br /&gt;
::The sailor job would be hard to roleplay since you never actually sail anywhere (there are mods that let you sail a ship).  But you could roleplay as a sailor who was ordered to stay ashore and bring news to your fellow seamen.  You could get &amp;quot;jobs&amp;quot; from your captain to scout out the land, gather information of treasure from the locals.  You could &amp;quot;receive your pay&amp;quot; from the captain by duplicating some treasure.&lt;br /&gt;
* [[Oblivion:Kvatch|Kvatch]] - Be a support-worker and hand out food to all the refugees, placing food in their tents etc. Supply them with defensive weapons in case some wayward traveler drags a mountain lion into the refugee camp. You can also be a defender of Kvatch, standing outside the gate holding the enemy back.&lt;br /&gt;
* [[Oblivion:Skingrad|Skingrad]] - Work at either Tamika or Surilie vineyards.  Your duties could include picking grapes and delivering your wine across Cyrodiil.  For realism, try to fill every bucket in the vineyards with grapes.  You can also pretend to stomp the grapes in the massive barrels into wine. If you want to brew the wine after stomping, make a potion named the name of your wine &amp;quot;Tamika Wine&amp;quot; or what name you might pick. Make sure it has grape ingredient, and maybe something else too to add flavor or make it become wine faster.&lt;br /&gt;
* [[Oblivion:Chorrol|Chorrol]] - Work at the farm just outside of Chorrol, harvesting the vegetables. Or you could work at Weynon Priory. Dress in the monk's robe, and take orders from Jauffre.&lt;br /&gt;
* [[Oblivion:Bruma|Bruma]] - Try your luck with hunting and selling the skins/meat. Or find a mine to work in. Or be a mountaineer.&lt;br /&gt;
* [[Oblivion:Cheydinhal|Cheydinhal]] - Work as a slightly corrupt guard, fining everyone or taking possession of their items as tax (stealth obviously would be a major part of this). Also, investigate any crimes, such as the corrupt guard or the Skooma ring. Bring justice to this town!&lt;br /&gt;
* [[Oblivion:Imperial City|Imperial City]] - Live in the waterfront as a poorly-paid peasant and search all the ships' storage areas for smuggled items. Work at the arena.You could also be an alcohol smuggler. Put some beer, rum or any other alcohol that you find illegal. Make sure no guards are watching! Then come back later to collect your pay at the drop-off point.&lt;br /&gt;
* [[Oblivion:Bravil|Bravil]] - Join in the [[Oblivion:Skooma|Skooma]] trade to buy/sell and deliver it. If you're law abiding, try taking all the Skooma and handing it into the guards. Or, if you are a guard yourself, investigate the Skooma Den, report to your commander for orders, then act on them-Killing all the addicts or sneaking in, steal the Skooma and throw it all in a lake.&lt;br /&gt;
* [[Oblivion:Leyawiin|Leyawiin]] - Assist with the Countess' monthly travels to Chorrol as her bodyguard. Or rob/kill her if you are more inclined towards evil. Work as an Imperial activist for Leyawiin expansion, or as a representative from Black Marsh or Elsweyr on the land grab. Be a Knight of the White Stallion, and go on a merciless, all out war on the Black Bow Bandits and bring there bows back to the count to make a lot of profit.&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Dagail&amp;diff=397494</id>
		<title>Oblivion talk:Dagail</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Dagail&amp;diff=397494"/>
		<updated>2009-01-28T17:27:22Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: rumors about dagail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unique talk option:&lt;br /&gt;
shoudnt their be a unique dialouge section as she gives a prediction for you when you ask about the citie she is in?&lt;br /&gt;
&lt;br /&gt;
==Eronor Relation==&lt;br /&gt;
When  asked someone in Leyawiin about 'rumors' they told me that Dagail knows a lot about Mysticism (understandable as she is the master trainer) and sheep, could this be related to the fact her 'brother' Eronor, is a shepherd? I'm not sure that this really belongs on the page, so I just put it here.&lt;br /&gt;
[[User:The-manta|The-manta]] 19:57, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== rumors about dagail ==&lt;br /&gt;
&lt;br /&gt;
when you ask people about rumors in leyawiin they say that dagail knows a lot about mysticism and sheep, but it also refers to her as he&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Lore:Tiber_Septim&amp;diff=396681</id>
		<title>Lore:Tiber Septim</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Lore:Tiber_Septim&amp;diff=396681"/>
		<updated>2009-01-25T16:24:01Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Lore People Trail}}&lt;br /&gt;
[[Image:OB-Statues-Tiber_Septim.jpg|thumb|Statue of '''Tiber Septim''' in [[Lore:Bruma|Bruma]]]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
A general of Nordic descent, Emperor [[Lore:Tiber Septim|Tiber Septim]] is regarded as one of the most famed figures in Tamriellian history, reigning from 2E 854-3E 38. In eighty years of battles and wars known as the ''[[Lore:Wars#The Four-Score War|The Four-Score War]]''  that finally culminated in 2E 896, Tiber united all the previously chaotic provinces to form a single empire. He is also responsible for naming the [[Lore:Third_Era|Third Era]] in [[Lore:Second_Era#2E 897|2E 897]].&amp;lt;noinclude&amp;gt;&amp;lt;ref&amp;gt;''[[{{NAMESPACE}}:2920, Evening Star (v12)|2920, Evening Star]]'', Carlovac Townway&amp;lt;/ref&amp;gt;&amp;lt;/noinclude&amp;gt; He ruled for 38 glorious years and is considered by most the best emperor throughout history. Tiber Septim gave his name to the lineage of Cyrodiil Emperors, the [[Lore:Septim Dynasty|Septims]]. Tiber is now revered as one of the [[Lore:Nine Divines|Nine Divines]].&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more information, see the full article on [[Lore:Tiber Septim|Tiber Septim]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(There are conflicting accounts of Tiber Septim's birthplace, ancestry, and original name. Below are both the officially sanctioned history and the version outlined in the Arcturian Heresy)''&lt;br /&gt;
&lt;br /&gt;
==Orthodoxy==&lt;br /&gt;
Born in [[Lore:Atmora|Atmora]] under the name [[Lore:Talos|Talos]], meaning Stormcrown in the old Ehlnofey. He spent his youth in [[Lore:Skyrim|Skyrim]], there learning the ancient art of the Tongues as well as the strategies of war from the chieftains there. At the age of 20 he led the invasion of Old Hrol'dan, taking it back from the Witchmen of [[Lore:High Rock|High Rock]]. Soon after this it became known from the arriving storms that the [[Lore:Greybeards|Greybeards]] were about to speak. As the nearby villages were being evacuated, Talos, instead, made his way to the mountains where the Greybeards lived. When he arrived, the gags of the Greybeards were removed and when they spoke his name the World shook. The Greybeards told Talos that he would come to rule Tamriel and that he must go south to do so.&lt;br /&gt;
&lt;br /&gt;
Talos became General of the [[Lore:Colovian Estates|Colovian Estates]] under King, and later Emperor, [[Lore:Cuhlecain|Cuhlecain]]. General Talos met the combined army of Skyrim and High Rock on the field of Sancre Tor. The Skyrim army joined his when they saw him use the [[Lore:Thu'um|thu'um]] and knew him to be the son of Skyrim and heir to the Empires of Men. He was almost killed, along with Emperor Cuhlecain, in 2E 854 by a High Rock nightblade who slit his throat. Although he could no longer use the [[Lore:Way_of_the_Voice|Voice]], he went on to command Tamriel with a whisper. He took the Cyrodilic name Tiber Septim as well as a Nordic name, [[Lore:Ysmir|Ysmir]], the Dragon of the North. Tiber Septim died in [[Lore:Third_Era#3E 38|3E 38]].&lt;br /&gt;
&lt;br /&gt;
==Heresy==&lt;br /&gt;
&lt;br /&gt;
'' (This alternate story shares many of the details and events of the official version, but differs in key aspects.) ''&lt;br /&gt;
Hjalti Early Beard was born on the island of Alcaire, in High Rock. Amidst rumors of a warlord destined to rule Tamriel, he rose to prominence in the service of King Cuhlecain and fought to unify Cyrodiil. Few new of the existence of his secret ally, a long-dead Nordic king by the name of Wulfharth. Wulfharth masqueraded as the young general at crucial moments, winning battles and toppling fortresses with his legendary Thu'um. After the province was conquered, Hjalti murdered Cuhlecain and his contingent in the Imperial City and blamed the deaths and ensuing blaze on assassins from High Rock. Wulfharth continued to aid in his conquests, and Hjalti took the name Talos, ascending to the Ruby Throne.&lt;br /&gt;
&lt;br /&gt;
==Personal Life==&lt;br /&gt;
Tiber Septim had one child with an unknown woman - [[Lore:Pelagius_Septim#Pelagius_Septim|Pelagius]]. (for more see ''[[Lore:Septim_Dynasty|Septim Dynasty]]'')&lt;br /&gt;
&lt;br /&gt;
Late in life, according to sources, he had an affair with the Dunmeri Queen-to-be, [[Lore:Barenziah|Barenziah]], and had her unborn child aborted. &amp;lt;ref&amp;gt;''[[Lore:The Real Barenziah|The Real Barenziah]]'', Plitinius Mero&amp;lt;/ref&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
==In-game artifacts==&lt;br /&gt;
There are various artifacts worn and used by Tiber Septim that could be found in games:&lt;br /&gt;
*[[Daggerfall:Who_Gets_the_Totem|Totem of Tiber Septim]] - Totem of Tiber Septim&lt;br /&gt;
*[[Morrowind:Boots_of_the_Apostle_(artifact)|Boots of the Apostle]] - Levitating Boots of Tiber Septim&lt;br /&gt;
*[[Oblivion:Armor_of_Tiber_Septim|Armor of Tiber Septim]] - Armor of Tiber Septim&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{Aedra and Daedra}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Shadowkey:Raider%27s_Nest&amp;diff=395140</id>
		<title>Shadowkey:Raider's Nest</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Shadowkey:Raider%27s_Nest&amp;diff=395140"/>
		<updated>2009-01-18T00:27:56Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Shadowkey Places Trail}}&lt;br /&gt;
{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|[[Image:SK-place-Raider's Nest Entrance.jpg|thumb|right|The entrance to Raider's Nest]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:SK-place-Dark Chest.jpg|thumb|right|The mysterious Dark Chest]]&lt;br /&gt;
|}&lt;br /&gt;
'''Raider's Nest''' is a network of tunnels and rooms filled with raiders. It can only be accessed from [[Shadowkey:Dragonfields|Dragonfields]].&lt;br /&gt;
&lt;br /&gt;
It is divided into red, blue and gold sections each of which have their own leader, and each of whom nurses a grudge against one of the others. The red section lies in the northeast; blue in the northwest and gold in the southwest. Each section is protected by a gate that is opened by a unique amulet corresponding to the section's color. In addition to opening its respective section, the amulet prevents the holder from being attacked by the section's patrol creatures, although they can be attacked if desired.&lt;br /&gt;
&lt;br /&gt;
The yellow section also harbors an NPC named Eglar, who holds one of the eleven [[Shadowkey:Eglar's Shadowkey|Shadowkeys]]. The key opens two [[Shadowkey:Shadowgate|Shadowgates]] in the level. One guards most of the southeast of the level whilst the other unlocks a room containing a single chest. Opening the chest grants a choice of artifacts: the [[Shadowkey:Magicka Edge Axe|Magicka Edge Axe]] or the [[Shadowkey:Spell Jewel|Spell Jewel]].&lt;br /&gt;
&lt;br /&gt;
==Related Quests==&lt;br /&gt;
* {{Quest Link|Blue Raider Mission}}&lt;br /&gt;
* {{Quest Link|Gold Raider Mission}}&lt;br /&gt;
* {{Quest Link|Red Raider Mission}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The area was originally the target of a quest from [[Shadowkey:Teresa Clothgen|Teresa Clothgen]] called ''Dragonstar Gate Clear Raider's Nest'', presumably requiring the player to kill all the raiders in the level. The scripting required for her to give the quest is not present, however.&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
{| cellpadding=10&lt;br /&gt;
|[[Image:SK-map-Raider's Nest.png|frame|Map of Raider's Nest]]&lt;br /&gt;
|&lt;br /&gt;
# Passage to [[Shadowkey:Dragonfields|Dragonfields]]&lt;br /&gt;
# Wulfbris&lt;br /&gt;
# Devron&lt;br /&gt;
# Yelnicin&lt;br /&gt;
# Eglar - holder of the level's [[Shadowkey:Eglar's Shadowkey|Shadowkey]]&lt;br /&gt;
# [[Shadowkey:Shadowgate|Shadowgate]]&lt;br /&gt;
# Dark Chest&lt;br /&gt;
# Shadowgate&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395139</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395139"/>
		<updated>2009-01-18T00:12:13Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''All About My Oblivion'''{{User Oblivion}}{{User XBox}}&lt;br /&gt;
                           {{User Male}}  &lt;br /&gt;
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'''Favorite Stuff'''&lt;br /&gt;
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weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
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race: Orc because they are the best tanks in the world&lt;br /&gt;
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city: chorrol&lt;br /&gt;
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add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
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quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
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== '''My Oblivion Characters''' ==&lt;br /&gt;
John-Luke a breton with all kinds of defensive and restoritive spells to keep him on top of all his enemies. he has no qualms about stepping on small people to life him self up&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395138</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395138"/>
		<updated>2009-01-18T00:09:30Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''All About My Oblivion'''{{User Oblivion}}{{User XBox}}&lt;br /&gt;
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'''Favorite Stuff'''&lt;br /&gt;
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&lt;br /&gt;
weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
&lt;br /&gt;
race: Orc because they are the best tanks in the world&lt;br /&gt;
&lt;br /&gt;
city: chorrol&lt;br /&gt;
&lt;br /&gt;
add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
&lt;br /&gt;
quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
&lt;br /&gt;
== '''My Oblivion Characters''' ==&lt;br /&gt;
John-Luke a breton with all kinds of defensive and restoritive spells to keep him on top of all his enemies. he has no qualms about stepping on small people to life him self up&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395137</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395137"/>
		<updated>2009-01-18T00:08:43Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
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&lt;div&gt;'''All About My Oblivion'''{{User Oblivion}}{{User XBox}}&lt;br /&gt;
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'''Favorite Stuff'''&lt;br /&gt;
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weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
&lt;br /&gt;
race: Orc because they are the best tanks in the world&lt;br /&gt;
&lt;br /&gt;
city: chorrol&lt;br /&gt;
&lt;br /&gt;
add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
&lt;br /&gt;
quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
&lt;br /&gt;
== '''My Oblivion Characters''' ==&lt;br /&gt;
John-Luke a breton with all kinds of defensive and restoritive spells to keep him on top of all his enemies. he has no qualms about stepping on small people to life him self up&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395136</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395136"/>
		<updated>2009-01-18T00:07:58Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''All About My Oblivion'''&lt;br /&gt;
&lt;br /&gt;
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'''Favorite Stuff'''&lt;br /&gt;
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                                                                                                     {{User Oblivion}}{{User XBox}}&lt;br /&gt;
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weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
&lt;br /&gt;
race: Orc because they are the best tanks in the world&lt;br /&gt;
&lt;br /&gt;
city: chorrol&lt;br /&gt;
&lt;br /&gt;
add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
&lt;br /&gt;
quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
&lt;br /&gt;
== '''My Oblivion Characters''' ==&lt;br /&gt;
John-Luke a breton with all kinds of defensive and restoritive spells to keep him on top of all his enemies. he has no qualms about stepping on small people to life him self up&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395135</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395135"/>
		<updated>2009-01-18T00:06:03Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''All About My Oblivion'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Favorite Stuff'''&lt;br /&gt;
&lt;br /&gt;
                                                                                                     {{User Oblivion}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
&lt;br /&gt;
race: Orc because they are the best tanks in the world&lt;br /&gt;
&lt;br /&gt;
city: chorrol&lt;br /&gt;
&lt;br /&gt;
add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
&lt;br /&gt;
quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
&lt;br /&gt;
== '''My Oblivion Characters''' ==&lt;br /&gt;
John-Luke a breton with all kinds of defensive and restoritive spells to keep him on top of all his enemies. he has no qualms about stepping on small people to life him self up&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395134</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395134"/>
		<updated>2009-01-18T00:05:30Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''All About My Oblivion'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Favorite Stuff'''&lt;br /&gt;
&lt;br /&gt;
                                                                                                     {{User Oblivion}}&lt;br /&gt;
&lt;br /&gt;
weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
&lt;br /&gt;
race: Orc because they are the best tanks in the world&lt;br /&gt;
&lt;br /&gt;
city: chorrol&lt;br /&gt;
&lt;br /&gt;
add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
&lt;br /&gt;
quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
&lt;br /&gt;
== '''My Oblivion Characters''' ==&lt;br /&gt;
John-Luke a breton with all kinds of defensive and restoritive spells to keep him on top of all his enemies. he has no qualms about stepping on small people to life him self up&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395133</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=395133"/>
		<updated>2009-01-18T00:04:54Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''All About My Oblivion'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Favorite Stuff'''&lt;br /&gt;
&lt;br /&gt;
{{User Oblivion}}&lt;br /&gt;
&lt;br /&gt;
weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
&lt;br /&gt;
race: Orc because they are the best tanks in the world&lt;br /&gt;
&lt;br /&gt;
city: chorrol&lt;br /&gt;
&lt;br /&gt;
add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
&lt;br /&gt;
quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
&lt;br /&gt;
== '''My Oblivion Characters''' ==&lt;br /&gt;
John-Luke a breton with all kinds of defensive and restoritive spells to keep him on top of all his enemies. he has no qualms about stepping on small people to life him self up&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=394936</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=394936"/>
		<updated>2009-01-17T04:13:35Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''All About My Oblivion'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Favorite Stuff'''&lt;br /&gt;
&lt;br /&gt;
weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
&lt;br /&gt;
race: Orc because they are the best tanks in the world&lt;br /&gt;
&lt;br /&gt;
city: chorrol&lt;br /&gt;
&lt;br /&gt;
add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
&lt;br /&gt;
quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
&lt;br /&gt;
== '''My Oblivion Characters''' ==&lt;br /&gt;
John-Luke a breton with all kinds of defensive and restoritive spells to keep him on top of all his enemies. he has no qualms about stepping on small people to life him self up&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Roleplaying&amp;diff=394802</id>
		<title>Oblivion talk:Roleplaying</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Roleplaying&amp;diff=394802"/>
		<updated>2009-01-16T14:09:30Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
! Talk Page Archives&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Oblivion Talk:Roleplaying/Archive 1|Archive 1]]: February 2007 - June 2008.&lt;br /&gt;
|}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Better guidelines ==&lt;br /&gt;
&lt;br /&gt;
In the interest of curbing some of the ridiculous stuff that keeps getting added here faster than we can keep up with the deletions, I propose a new set of guidelines for creating roleplaying articles.  (Not that anyone will pay attention to them, but at least when people complain that their articles are being removed, we can point to an established policy and say &amp;quot;here's why&amp;quot;.  So, my proposal would be something like this: (feel free to add to it, comment, etc.)&lt;br /&gt;
*All roleplaying ideas must be ''possible'' to do in the game, without mods or console.  There's no point in telling people things like &amp;quot;Get married and have a family&amp;quot; when there simply isn't any way to do that in the game as it is designed.  (Yes, I'm sure there are probably mods that let you do things like that, but this isn't about mods, and 3rd-party mods are not generally discussed on this site.)  The vast majority of roleplaying submissions fail on this account.&lt;br /&gt;
*Standing around in one place isn't roleplaying.  Thus, an idea like &amp;quot;Be a castle guard&amp;quot; which basically involves just standing around outside the gate for 18 hours a day and then sleeping in the guards quarters isn't really much of an idea.  In order to consider it roleplaying, you must actually be ''doing'' something.  If you're so bored with this game that you actually resort to such mundane, mindless tasks, it's probably time to put it away and find a new game.&lt;br /&gt;
*Collecting items isn't roleplaying.  Filling your house with whatever random object you think you want to have a lot of for some reason just doesn't cut it.&lt;br /&gt;
*Mass slaughter isn't roleplaying.  And it's already been discussed in various places anyhow.  A roleplay article which basically amounts to &amp;quot;go everywhere and kill anything that moves&amp;quot; is just pointless.&lt;br /&gt;
*Roleplays must be Elder-Scrolls specific.  Simply put, there are no Jedis in Tamriel.  'Nuff said.&lt;br /&gt;
*If your roleplaying idea basically just amounts to pretending to be your favorite Anime character, it really just doesn't belong here.  Besides being impossible to do within the game (see above), if we start allowing articles like this, there's no end to the number of characters people could add.  Nobody cares how much you love Pokemon and Dragonball-Z.  Keep that stuff on your User page.  (This doesn't just apply to Anime, of course.  But that seems to be the most common source for named-character roleplays.  You also shouldn't add articles suggesting that people play as Batman or the Terminator or Snake from Metal Gear, etc.)&lt;br /&gt;
I think if we applied these rules, and enforced them, we could weed out 90% of the horribleness on these pages.  Any thoughts?  Additions?  Angry rants?  --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 12:10, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well thought out, Lurlock, these guidelines might just improve the quality of these articles. Many of your suggestions are brought up in earlier discussions, see [[#Cleaning up these articles]]. True roleplaying is perhaps at the core of the TES series, many roleplaying articles here though are a travesty to that idea. --[[User:Benould|Benould]]&amp;lt;sup&amp;gt;•[[User_Talk:Benould|T]]•[[Special:Contributions/Benould|C]]&amp;lt;/sup&amp;gt; 13:34, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::An addition:&lt;br /&gt;
::*Ideas should be something ''fun''.  Admittedly, that's hard to quantify, but the best way is to simply ask yourself when submitting an idea: &amp;quot;Would I actually ''do'' this?&amp;quot;  If the answer is &amp;quot;no&amp;quot;, then the odds are that nobody else would either.  A roleplay that basically amounts to sitting around and doing the same tedious thing over and over again every day is not likely to be something that anyone will be interested in actually doing.&lt;br /&gt;
::--[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 14:52, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::These seem like good quidelines. I'm not sure they'll help improve anything but, as you say, it will allow easier deletions when the time comes. {{unsigned|Rpeh|14 July 2008}}&lt;br /&gt;
&lt;br /&gt;
While I agree we need to find a way to improve this page, I have a couple of overall problems with the specifics of these proposed guidelines.&lt;br /&gt;
&lt;br /&gt;
First, these guidelines seem judgmental and at times arbitrary.  Although most of the ideas on the page are not ones I'd be interested in playing, the fact is that at least one reader has thought that each idea would be interesting.  Simply declaring all of those ideas invalid will make the article significantly useful for those who read the article; it will also alienate a significant number of readers.  I think there are ways to limit the scope of the article that may ultimately have a similar effect, but will better incorporate the preferences of readers who use the article.&lt;br /&gt;
&lt;br /&gt;
Second, these guidelines don't help in any way to define what we ''do'' want on the page.  To make significant, lasting progress towards improving this article will require positive improvements to the article and its structure.  We need to have examples of what should be on the page, so that other editors can build on those good examples.  We need to find a way to structure the article that limits the overall scope of the article and eliminates redundancy, while also providing a better way for contributors to channel/organize ideas.  One key reason why this probably hasn't happened to date is that this type of article revamp requires an experienced editor who is willing to seriously look at the article's contents and understand why readers find the article useful.  I don't think that you can help to make the article better if your primary objective is just to delete as much content as possible.&lt;br /&gt;
&lt;br /&gt;
Some more specific nitpicks with these guidelines:&lt;br /&gt;
* I don't think there's anything wrong with roleplaying that focuses on collecting items.  Several previous articles were specifically related to collecting items, and several more contained elements of collecting.  Many players do spend a lot of time collecting items.  You can play the game while collecting -- there are even many quests that are just collection missions.  I don't see why the whole concept should just be declared invalid.&lt;br /&gt;
* Similarly, what exactly is the rationale behind saying that mass slaughter isn't valid roleplaying?  Is it a moral argument or is it based upon whether or not the articles contain ideas that readers find useful?  A moral argument doesn't seem to hold much water in a game that requires you to assassinate NPCs; I think we have to allow articles on roleplaying evil characters.  As for usefulness, my first impression is that several readers have found these&lt;br /&gt;
types of articles useful, given that the idea has been proposed several times, in various forms.  I would agree that more than one such article would be redundant, but that's true for any given topic.&lt;br /&gt;
&lt;br /&gt;
So, what do I propose instead?  I've spent the last couple of days examining these articles pretty closely (and doing a lot of work trying to implement some of my ideas, too).  The biggest problems that I see in the Roleplaying articles are:&lt;br /&gt;
* Redundancy, redundancy, and more redundancy.  Ten articles all of which describe being an assassin in one way or another.  General roleplaying ideas that are brought up more than once in the [[Oblivion:Roleplaying#Increased Realism|Increased Realism]] section and then repeated in dozens of subarticles (e.g., how to eat realistically, how to avoid fast travel).  No crosslinks to other related roleplaying ideas.&lt;br /&gt;
* Poor quality introduction and guidelines on the page (now revised).  The previous guidelines repeatedly asked editors to contribute any and all ideas and generally promoted the idea that the article is meant to provide a comprehensive list of roleplaying ideas, which is basically impossible.&lt;br /&gt;
* Low editorial standards.  This problem is the one that's least likely to be improved in the near future, but I might as well still mention it.  Articles and ideas are generally padded with too much emphasis or too many irrelevant details. &lt;br /&gt;
&lt;br /&gt;
To tackle what I see as the real problems I have a few suggestions.  Several of these I've already implemented, at least in a preliminary way, to demonstrate what I think is possible.  One reason I proceeded to implement some of these ideas is that they can be done without fundamentally eliminating any information from the article and therefore should not be controversial.&lt;br /&gt;
* Emphasize in the character roleplaying section that the possibilities are infinite but we are trying to just provide a limited selection of good examples.  We can establish some criteria that are used to limit our examples, but those criteria don't mean that other types of roleplaying are less valid.&lt;br /&gt;
* Add a [[Oblivion:Roleplaying#General Character Creation|General Character Creation]] section that summarizes the basic outline of dozens of roleplaying articles.  This might perhaps encourage readers to follow the checklist to create their own new character (Time Lord, Sith, whatever) without creating a new article just to fill in the checklist.  Furthermore, we could start to eliminate articles that consist of nothing but a list of such character creation ideas (e.g., no articles that just provide a list of name/race/skills/equipment).&lt;br /&gt;
* Make the individual roleplaying articles be more comprehensive, by merging any related ideas into a single article.  I've done this so far for the [[Oblivion:Roleplaying/Assassin|Roleplaying/Assassin]], [[Oblivion:Roleplaying/Collector|Roleplaying/Collector]], [[Oblivion:Roleplaying/Scientist|Roleplaying/Scientist]], and [[Oblivion:Roleplaying/Wilderness Dweller|Roleplaying/Wilderness Dweller]] articles, in the process reducing some 30 articles into just 4.   A given idea (e.g., how to live in the wilderness) should be described only once; similar ideas should be grouped together instead of repeating the same basic ideas.  I think for the article to be useful, we need to end up with a list of sub-articles that is short enough to be quickly scanned and digested, so that it's obvious for readers and editors where a given idea is described.&lt;br /&gt;
* Aggressively eliminate redundancy.  Unfortunately, this is likely to require some familiarity with what exists where.  However, if we can improve the article's organization, it should become easier to identify where particular information belongs. &lt;br /&gt;
&lt;br /&gt;
As for limiting type of content actually belongs on the article, I would propose:&lt;br /&gt;
* Any roleplaying sub-articles should be '''Elder Scrolls relevant.'''  In other words, sub-articles with non-ES names should not exist.&lt;br /&gt;
** However, I think there is room to mention non-ES ideas within sub-articles, as specific examples of a type of roleplay.  For example, the [[Oblivion:Roleplaying/Assassin#Ninja|Ninja]] section of the [[Oblivion:Roleplaying/Assassin|Assassin]] article.  The number of such suggestions won't be infinite, because the other criteria will effectively limit the number of relevant non-ES concepts.&lt;br /&gt;
* The overall concept described in a sub-article should be '''possible without console or mods.'''&lt;br /&gt;
** Again, this doesn't mean that console/mods can never be mentioned.  If there are console/mod tips that augment the core idea (instead of creating the idea), then I think readers will find the tip useful.  For example, mentioning an archaeologist mod on the [[Oblivion:Roleplaying/Scientist#Archaeologist|Archaeologist]] section is relevant and useful--but not absolutely necessary to be an archaeologist.&lt;br /&gt;
* The rolemust be one that can be '''used to play the game.'''&lt;br /&gt;
** This is my attempt at something more objective and well-defined than &amp;quot;must be fun.&amp;quot;  I'd say if we're going to recommend an idea, it should be something that ties into Oblivion, rather than being something that could be done in almost any roleplaying-type game.&lt;br /&gt;
** In other words, the role is one that involves doing quests, exploring dungeons, or otherwise doing activities that give your character money, rewards, and skill-building experience.  These basics must be possible without console/mods.&lt;br /&gt;
* Any sub-articles have to contain '''substantial, new content.'''  In other words, there has to be more than just a list of skills and equipment.  There should be recommended activities that are not already covered in the general [[Oblivion:Roleplaying#Increased Realism|Increased Realism]] section and are not already covered in other roleplaying sub-articles.&lt;br /&gt;
&lt;br /&gt;
While this discussion is underway, I've added requests to the roleplaying article that no new sub-articles be created.  I think this is a reasonable request until we've established what we want for content.  Once we reach a consensus in this discussion, the [[Oblivion:Roleplaying#Guidelines for Contributions|Guidelines for Contributions]] can be updated to provide the new criteria and allow new sub-articles to be created... as long as they meet the criteria.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 23:54, 14 July 2008 (EDT)&lt;br /&gt;
:Nephele, I think that your proposed guidelines are a great improvement on Lurlocks set. They are very clearly defined and spelled out, and don't seem judgemental or subjective. I've also read the revamped version of the article and find it much more helpful, being much less cluttered, and generally better written overall. Kudos to you. [[User:Darkle|Darkle]] 00:10, 15 July 2008 (EDT)0&lt;br /&gt;
&lt;br /&gt;
They are good ideas and 5 or 6 pages with these would be very good. Because i don't want to look about 40 pages to get the idea which i want...{{unsigned|78.184.150.144}}&lt;br /&gt;
&lt;br /&gt;
:New Categories? I have just checked the 'Scientist' category, and the Archaeologist section has been extremely shortened. I feel this lowers the quality of the individual section. Will this happen to other characters who are categorized in this way? Also, many characters are not relevant to the categories, such as the Dark Lord.{{unsigned|89.242.210.48}}&lt;br /&gt;
&lt;br /&gt;
::The four new subarticles are just the first four examples of new, more comprehensive subarticles.  There clearly need to be more than just four eventually, once someone is willing to tackle all the required work to create, merge, and rewrite the subarticles.  To answer your question, yes, I think that all of the roleplaying articles should be converted over to broader subarticles that combine related ideas into one place.&lt;br /&gt;
::Do you have any concrete complaints about the Archaelogist section of the Scientist sub-article?  Yes, that one section is shorter than the standalone Archaeologist subarticle.  However, in my opinion it's because the quality has increased, not decreased.  It's higher quality because:&lt;br /&gt;
::* The information that is shared with other Scientist ideas is now listed at the top of the article, or is listed on the cross-referenced Collector article.  The result is that the information is provided just once instead of being repeated over and over again; readers no longer have to wade through repeated information to dig out what's new.  The number of ideas has been increased, because now related ideas that were hidden on other articles are also available to people interested in being an archaeologist.&lt;br /&gt;
::* The combined article makes it easier for readers interested in the general concept to browse for other, related ideas.  The chances are that someone who is interested in roleplaying as an archaelogist would find some of the other ideas on the scientist and collector pages interesting.  Now those other ideas are easy to find, instead of having to search through the 100+ other articles.&lt;br /&gt;
::* Ideas that aren't specific to being an Archaeologist have been removed.  For example, &amp;quot;Make sure to keep a trusty weapon (enchanted or silver shortsword preferably) next to you, just in case you meet an angry skeleton or ghost!&amp;quot;  This contributes nothing to being an archaelogist and therefore does little other than waste space.&lt;br /&gt;
::* Ideas that seemed to be basically pointless have been deleted.  Who is seriously going to want to install a mod adding physics to paintbrushes just so you can drag the paintbrush across artifacts and pretend to dust them off?  Even if you're sufficiently bored to want to try it once, it's not something you are going to want to do regularly as part of roleplaying.  And it's not something that in any way contributes to how you play the game.  Personally, I think winnowing out some of the more ridiculous suggestions on the article will only help the article.  Readers do not want to be forced to read through dozens of uninteresting ideas -- I believe readers would rather have shorter articles that focus more specifically on information that is interesting to more than one person.&lt;br /&gt;
::If you feel that there are valuable ideas on the Archaeologist article that need to be moved to the new article, you are free to move the information.  I'd also recommend providing some justification on the talk page, however, because making an article longer does not automatically increase its quality.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:50, 24 July 2008 (EDT)&lt;br /&gt;
Can I suggest putting this page on hiatus (i.e. protecting it and adding a nrelevant notice at the top) until this issue is resolved? Personally i feel the roleplaying section has caused more problems than its worth and all it does is take up time that could be better spent on the actual wiki. --[[User:Volanaro|Volanaro]] &amp;lt;sup&amp;gt;[[User Talk:Volanaro|T]] • [[Special:Contributions/Volanaro|C]] • [[Special:Emailuser/Volanaro|E]]&amp;lt;/sup&amp;gt; 08:37, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nephele's four basic guidelines seem effective. A suggestion concerning the rhetoric of the &amp;quot;used to play the game&amp;quot; guideline: Any role-playing proposal should describe, in some detail, a '''role''' and a '''style of play''' that follows from that role. A good example is the entry for &amp;quot;vampire hunter,&amp;quot; for which there is a clear pattern of gameplay (such as: hunt down vampires, use fire-based attacks to kill them, then turn the vampire dust over to the Order of the Virtuous Blood for cash). Many, perhaps most, of the awful suggestions on the page consist of a role with no actual gameplay that follows from it. -- [[User:Oban|Oban]] 02:29, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I agree. &lt;br /&gt;
&lt;br /&gt;
As Nephele has demonstrated with the four revised articles, I would like to point out that most of the ideas in each article should be in note form. I was reading the [[Oblivion:Roleplaying/Guerrilla Rebel|Guerrilla Rebel]] once, and I found that it was very hard to take it all in because of the 'clumps' of text. It could easily be shortened.&lt;br /&gt;
&lt;br /&gt;
Also, you can include many different ideas by Categorizing them. For example: Articles like Jedi, Terminator ect. could go into a category called Movies or something.&lt;br /&gt;
&lt;br /&gt;
Anything I would have said has already been said by Lurlock and Nephele. If anything, I support this idea no doubt about it. --[[User:Matthewest|Matthewest]] &amp;lt;sup&amp;gt;•[[User_Talk:Matthewest|T]]•[[Special:Contributions/Matthewest|C]]•[[Special:Emailuser/Matthewest|E]]•&amp;lt;/sup&amp;gt; 07:16, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pacifist ==&lt;br /&gt;
&lt;br /&gt;
I'm going to be a member but I can't create pages for sometime(wiki policy) and I suggest you to create this page and name as pacifist.&lt;br /&gt;
Here are the ideas:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Because pacifists can't stand to see harm(human to creature, human to human etc.)(even if the one who's harmed is guilty), i thought it would be a good experience.&lt;br /&gt;
Be an orc or nord(for fun :D). Other races will work well (exceptions are imperials and redguards).&lt;br /&gt;
Create your custom class (or be an monk(replace hand to hand). Do not bear any aggresive skills.&lt;br /&gt;
Select sneak&amp;amp;security if you are the explorer type.&lt;br /&gt;
Speechcraft is optional, block is a must-be (To stay out of the harm's way)&lt;br /&gt;
Do NOT bear any aggresive spells, or do NOT carry any weapons.&lt;br /&gt;
Only attack if someone has mocked you when you have paying homage to your fallen comrades. Feel regret for your attack and redo the pilgrimage.&lt;br /&gt;
Stop any fights, or look at a different way.&lt;br /&gt;
&lt;br /&gt;
Add your own ideas or so... idea just came up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Interesting idea.&lt;br /&gt;
Honestly that sounds like a decent idea...  But it can easily be moved into an existing category.  Or perhaps get a subarticle created.  Priest/religious/whatever you know? It would be a bit of work trying to combine all the priest, monk, etc. from the list into that category, but it certainly would help in the cause.&lt;br /&gt;
&lt;br /&gt;
== Page Usage ==&lt;br /&gt;
&lt;br /&gt;
Can i ask, how many people actually '''use''' the roleplaying pages? There are numerous articles here but do people actually read these and put the suggestions into practice in TES?--[[User:Volanaro|Volanaro]] 08:15, 25 July 2008 (EDT)&lt;br /&gt;
:I'm going to guess that only around 50% of registered editors use the ideas. I've only glanced at the pages a few times, but half of the things I couldn't even do (I'm on 360) &amp;amp; that was like about 4-5 months ago. (Thus the recent cleanup.) I think these pages might be used more after the new rules and guidelines.-[[User:Puddle|Puddle]] &amp;lt;sup&amp;gt;[[User Talk:Puddle|Talk]]&amp;lt;font color=Blue&amp;gt;•&amp;lt;/font&amp;gt;[[Special:Contributions/Puddle|Contribs.]]&amp;lt;/sup&amp;gt; 13:13, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Protection? ==&lt;br /&gt;
&lt;br /&gt;
After the recent spate of vandalism, I'm starting to wonder if we shouldn't semi-protect this page, at least until we've finished the cleanup process.  Looking back through the history, It seems like every single edit for the past couple weeks has either been vandalism, redundant additions by people who didn't read the &amp;quot;please don't add anything right now&amp;quot; notice, or reverts of the previous.  Of course, if we do this, we should make sure that the cleanup happens as quickly as possible, so it doesn't need to stay protected for long, but we need some way of making people understand that this page is being redone, and a notice telling them to stop adding to it obviously isn't working - if anything there have been more edits since the notice was put up than there were before.  Semi-protection would at least stop the IP editors from constantly adding redundancy and vandalism to this page until we've finished the restructuring process.  --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 19:16, 28 July 2008 (EDT)&lt;br /&gt;
'''Agree''' - I agree. No-one seems to like to read that notice, so maybe semi-protection is a good option. [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 19:48, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
As a user of this site, I do indeed use this, and did click the link, because I had a submission I wanted to make but wanted to read what was going on first. I would like to vouch that people are indeed doing that, and that people don't completely ignore the guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New payment ==&lt;br /&gt;
&lt;br /&gt;
I read through this page alot, and whenever I see the 'You can get paid by using the console, or through stealing'&lt;br /&gt;
I realize there is another way. You can duplicate items worth around 100 gold near the person who pays you, and whenever they do pay you, take one. A suggestion for such an item are soul gems. [[User:Ninja Hinder|Ninja Hinder]] 23:54, 29 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Lol!  I've been wondering how I could get payment for self-made quests(and i make those alot...and i tell you stealing doesn't work cause my quests are usually warrior quests, and i have the 360, so yeah...), and after i read that, you made me think of perhaps good ideas!  If you get paid by warrior/soldier, dupe some furs or other monsters' drops and just make that the payment.  Mage same thing, just make the duped item soul gems, welkynd stones, varla stones, etc.  I know, you might argue the fact that: &amp;quot;obviously you had them already, why would you need them?&amp;quot; but then again, it could actually add more to the roleplaying experience.  Let's say you want to raid a dungeon for the count of some city, then he can pay gems, a ring, and/or an amulet.  Maybe you're in need of something specific so you may do weekly assignments for a council mage, then you can get some more much-needed welkynd stones(sorry if i mis-spell that word, but you got to admit it's a crazy word...)  If it works for you then i have suceeded.  If not, oh well.  Yours was a great idea and my thanks to you Ninja Hinder. --[[User:Hollywoodb1|Hollywoodb1]] 22:30, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Better guidelines followup ==&lt;br /&gt;
The discussion about possible guidelines has remained silent for nearly a month; has a consensus been made elsewhere? In the meantime, the articles are still there, waiting to be cleaned up, but the guidelines are still &amp;quot;on the drawing board&amp;quot;. The note on the bottom of the page has been ignored or remained unseen by some; new articles are being created, which don't folow any guidelines, but are essentially just an extension of existing pages or types of roleplay. (Which is exactly what we/you are trying to prevent.)&lt;br /&gt;
&lt;br /&gt;
In short: how far are we/you with those guidelines? --[[User:LordDagon|LordDagon]]&amp;lt;sup&amp;gt;[[User_talk:LordDagon|T]]&amp;amp;#124;[[Special:Contributions/LordDagon|C]]&amp;lt;/sup&amp;gt; 11:03, 25 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can help with whatever you need help with.  I'm pretty new to this website, but i have no problem cleaning up the Roleplaying section.  Just ask and i'll see what i can do.--[[User:Hollywoodb1|Hollywoodb1]] 17:11, 25 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Why does this section exist in the first place? ==&lt;br /&gt;
&lt;br /&gt;
:I can understand wanting to play characters to certain guidelines. I do it myself (my last character was effectively a ghost)... but most of the suggestions given here are ludicrous. &lt;br /&gt;
:Teleport amulet delusions, leaving money around to pretend to be paid later, annotating NPCs' words for them, getting lost in the woods and huddling under rocky overhangs to avoid the rain? Adventurers in pajamas, food poisoning,  inviting Arena fans into your house, pretending to shag the maid, walking through the wilderness with a set of armour for every occasion (total weight = several hundred)? ... And I thought my brief spate of having partial Chameleon, immunity to Normal Weapons (and frost), an Invisible horse, only coming out at night and going around casting Demoralise on NPCs was crazy! &lt;br /&gt;
:&lt;br /&gt;
: Most important though... surely anyone who has the inclination to roleplay will figure out the means for themselves... right? If they don't want to use a certain game feature because it seems unrealistic, then they won't use it. The point is that roleplaying is supposed to be creative... not just following a set of someone else's guidelines and suggestions. ~ [[User:SotiCoto|SotiCoto]] 18:40, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Personally, I agree with you, and I think this part of the site has been a thorn in my side for quite some time, but it does seem to be fairly popular, so some people must like it.  I've advocated getting rid of it on several occasions, but I doubt it's going to happen, because wikis are run by the community, and a large enough portion of the community seems to want these pages to stay that it's unlikely to change any time soon.  The best we can do is try and keep them under control, so that it doesn't just blow up out of proportion and bring the rest of the site down with it.  We've been trying to do that by combining the subpage articles into larger, more general articles, and removing the more ridiculous ideas that either aren't technically feasable, or not likely to be appealing to any sane person. (e.g. &amp;quot;Be a castle guard!  Stand around outside the gate for 18 hours and then go rest in the barracks!&amp;quot;)  But it's a slow process, mainly because the people who have the skills to effectively do this polishing and culling of the worst parts of this section mostly don't care enough about these pages to put in the effort.  I've adopted a policy of grudging tolerance, and try to do my best to ignore what goes on here for the most part, stepping in only when there's clear need to do so.  (Some of the ideas posted have been rather controversial, offensive, or - let's just say inappropriate for younger audiences.  These usually get taken down pretty quickly.)  If you'd like to help with this process, your assistance would be appreciated.  Otherwise, I'd just say let it go and don't worry too much about it. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:24, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Allow me to represent the ones who enjoy this page and say there would be a firestorm if it was removed. [[User:Ninja Hinder|Ninja Hinder]] 22:46, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I must say that I remember back the days where it was a small little section of &amp;quot;Things to do when you are bored&amp;quot;, and it opened my eyes to alot of cool ways to RP in the game. I use these advice alot, they usually give me some good ideas. Im not talking about making a char thats some weirdo standing and waiting all day long.&lt;br /&gt;
Im talking about Roleplaying the character you have, then maybe having a RP sidejob too. Like currently im a crusader, back the days of KOTN i created the crusader part of the RP section. Its grown alot since then and I use that information too. - Fireresistance vs Flaming (elderscrolls forum)&lt;br /&gt;
&lt;br /&gt;
To be honest, I think if you dont like the Roleplaying section, just dont bother with it, ignore it, UESP has the entire internet to expand, so you people that don't like it just leave it be, people such as myself find the ideas entertaining to read and perform, no offense anyone but I mean come on, its just a roleplay section for the few of us who like to really get into our characters after we've beaten the game (Complete Main Quest/Factions) X amount of times, so we like new ideas other than make a new character and do it all over again for the 5th or 6th time  [[User:Zalphon|Zalphon]] 20:16, 6 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Character roleplay idea  ==&lt;br /&gt;
&lt;br /&gt;
I think that a nice addition to the sperfic charcater creation section would be criminal for bandits and the like.[[User:121.218.222.125|121.218.222.125]] 02:53, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Revamp proposal discussion ==&lt;br /&gt;
&lt;br /&gt;
I've posted a proposal for a revamp of the Roleplaying pages [[User talk:GuildKnight/Sandbox/1|here]].  Please chime in.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 06:59, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magical Storing ==&lt;br /&gt;
&lt;br /&gt;
what if you enchanted an amulet or something like &amp;quot;amulet of magical storage&amp;quot; and then you can justify carrying more than usual. like pretend like all the items are magically stored and then removed when wanted. [[User:Humansaw93|Humansaw93]] 22:01, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Wouldn't that sort of eliminate the point? --[[User:Debatra|Debatra]] 23:59, 15 January 2009 (EST)&lt;br /&gt;
not necessarily because you could be a mage and probably get away with it.[[User:Humansaw93|Humansaw93]] 09:09, 16 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=394741</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=394741"/>
		<updated>2009-01-16T03:09:59Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''All About My Oblivion'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Favorite Stuff'''&lt;br /&gt;
&lt;br /&gt;
weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
&lt;br /&gt;
race: Orc because they are the best tanks in the world&lt;br /&gt;
&lt;br /&gt;
city: chorrol&lt;br /&gt;
&lt;br /&gt;
add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
&lt;br /&gt;
quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
&lt;br /&gt;
== '''My Oblivion Characters''' ==&lt;br /&gt;
Calin- a thief/assassin who lives in dunbarrow cove and rules like a crime lord should... i am also just now starting to get deepscorn hollow filled out&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=394740</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=394740"/>
		<updated>2009-01-16T03:09:21Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''All About My Oblivion'''&lt;br /&gt;
Some Spells&lt;br /&gt;
----&lt;br /&gt;
some spells I would like to make for my Dark Elf are: &lt;br /&gt;
&lt;br /&gt;
Brisingr: fire damage 20 pts on contact or target (based on the eragon books)&lt;br /&gt;
&lt;br /&gt;
deaths cold embrace: frost damage on contact&lt;br /&gt;
&lt;br /&gt;
Ha! you died!: max fire damage with max area&lt;br /&gt;
&lt;br /&gt;
'''Favorite Stuff'''&lt;br /&gt;
&lt;br /&gt;
weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
&lt;br /&gt;
race: Orc because they are the best tanks in the world&lt;br /&gt;
&lt;br /&gt;
city: chorrol&lt;br /&gt;
&lt;br /&gt;
add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
&lt;br /&gt;
quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
&lt;br /&gt;
== '''My Oblivion Characters''' ==&lt;br /&gt;
Calin- a thief/assassin who lives in dunbarrow cove and rules like a crime lord should... i am also just now starting to get deepscorn hollow filled out&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Roleplaying&amp;diff=394738</id>
		<title>Oblivion talk:Roleplaying</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Roleplaying&amp;diff=394738"/>
		<updated>2009-01-16T03:01:38Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: Magical Storing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
! Talk Page Archives&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Oblivion Talk:Roleplaying/Archive 1|Archive 1]]: February 2007 - June 2008.&lt;br /&gt;
|}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Better guidelines ==&lt;br /&gt;
&lt;br /&gt;
In the interest of curbing some of the ridiculous stuff that keeps getting added here faster than we can keep up with the deletions, I propose a new set of guidelines for creating roleplaying articles.  (Not that anyone will pay attention to them, but at least when people complain that their articles are being removed, we can point to an established policy and say &amp;quot;here's why&amp;quot;.  So, my proposal would be something like this: (feel free to add to it, comment, etc.)&lt;br /&gt;
*All roleplaying ideas must be ''possible'' to do in the game, without mods or console.  There's no point in telling people things like &amp;quot;Get married and have a family&amp;quot; when there simply isn't any way to do that in the game as it is designed.  (Yes, I'm sure there are probably mods that let you do things like that, but this isn't about mods, and 3rd-party mods are not generally discussed on this site.)  The vast majority of roleplaying submissions fail on this account.&lt;br /&gt;
*Standing around in one place isn't roleplaying.  Thus, an idea like &amp;quot;Be a castle guard&amp;quot; which basically involves just standing around outside the gate for 18 hours a day and then sleeping in the guards quarters isn't really much of an idea.  In order to consider it roleplaying, you must actually be ''doing'' something.  If you're so bored with this game that you actually resort to such mundane, mindless tasks, it's probably time to put it away and find a new game.&lt;br /&gt;
*Collecting items isn't roleplaying.  Filling your house with whatever random object you think you want to have a lot of for some reason just doesn't cut it.&lt;br /&gt;
*Mass slaughter isn't roleplaying.  And it's already been discussed in various places anyhow.  A roleplay article which basically amounts to &amp;quot;go everywhere and kill anything that moves&amp;quot; is just pointless.&lt;br /&gt;
*Roleplays must be Elder-Scrolls specific.  Simply put, there are no Jedis in Tamriel.  'Nuff said.&lt;br /&gt;
*If your roleplaying idea basically just amounts to pretending to be your favorite Anime character, it really just doesn't belong here.  Besides being impossible to do within the game (see above), if we start allowing articles like this, there's no end to the number of characters people could add.  Nobody cares how much you love Pokemon and Dragonball-Z.  Keep that stuff on your User page.  (This doesn't just apply to Anime, of course.  But that seems to be the most common source for named-character roleplays.  You also shouldn't add articles suggesting that people play as Batman or the Terminator or Snake from Metal Gear, etc.)&lt;br /&gt;
I think if we applied these rules, and enforced them, we could weed out 90% of the horribleness on these pages.  Any thoughts?  Additions?  Angry rants?  --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 12:10, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well thought out, Lurlock, these guidelines might just improve the quality of these articles. Many of your suggestions are brought up in earlier discussions, see [[#Cleaning up these articles]]. True roleplaying is perhaps at the core of the TES series, many roleplaying articles here though are a travesty to that idea. --[[User:Benould|Benould]]&amp;lt;sup&amp;gt;•[[User_Talk:Benould|T]]•[[Special:Contributions/Benould|C]]&amp;lt;/sup&amp;gt; 13:34, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::An addition:&lt;br /&gt;
::*Ideas should be something ''fun''.  Admittedly, that's hard to quantify, but the best way is to simply ask yourself when submitting an idea: &amp;quot;Would I actually ''do'' this?&amp;quot;  If the answer is &amp;quot;no&amp;quot;, then the odds are that nobody else would either.  A roleplay that basically amounts to sitting around and doing the same tedious thing over and over again every day is not likely to be something that anyone will be interested in actually doing.&lt;br /&gt;
::--[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 14:52, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::These seem like good quidelines. I'm not sure they'll help improve anything but, as you say, it will allow easier deletions when the time comes. {{unsigned|Rpeh|14 July 2008}}&lt;br /&gt;
&lt;br /&gt;
While I agree we need to find a way to improve this page, I have a couple of overall problems with the specifics of these proposed guidelines.&lt;br /&gt;
&lt;br /&gt;
First, these guidelines seem judgmental and at times arbitrary.  Although most of the ideas on the page are not ones I'd be interested in playing, the fact is that at least one reader has thought that each idea would be interesting.  Simply declaring all of those ideas invalid will make the article significantly useful for those who read the article; it will also alienate a significant number of readers.  I think there are ways to limit the scope of the article that may ultimately have a similar effect, but will better incorporate the preferences of readers who use the article.&lt;br /&gt;
&lt;br /&gt;
Second, these guidelines don't help in any way to define what we ''do'' want on the page.  To make significant, lasting progress towards improving this article will require positive improvements to the article and its structure.  We need to have examples of what should be on the page, so that other editors can build on those good examples.  We need to find a way to structure the article that limits the overall scope of the article and eliminates redundancy, while also providing a better way for contributors to channel/organize ideas.  One key reason why this probably hasn't happened to date is that this type of article revamp requires an experienced editor who is willing to seriously look at the article's contents and understand why readers find the article useful.  I don't think that you can help to make the article better if your primary objective is just to delete as much content as possible.&lt;br /&gt;
&lt;br /&gt;
Some more specific nitpicks with these guidelines:&lt;br /&gt;
* I don't think there's anything wrong with roleplaying that focuses on collecting items.  Several previous articles were specifically related to collecting items, and several more contained elements of collecting.  Many players do spend a lot of time collecting items.  You can play the game while collecting -- there are even many quests that are just collection missions.  I don't see why the whole concept should just be declared invalid.&lt;br /&gt;
* Similarly, what exactly is the rationale behind saying that mass slaughter isn't valid roleplaying?  Is it a moral argument or is it based upon whether or not the articles contain ideas that readers find useful?  A moral argument doesn't seem to hold much water in a game that requires you to assassinate NPCs; I think we have to allow articles on roleplaying evil characters.  As for usefulness, my first impression is that several readers have found these&lt;br /&gt;
types of articles useful, given that the idea has been proposed several times, in various forms.  I would agree that more than one such article would be redundant, but that's true for any given topic.&lt;br /&gt;
&lt;br /&gt;
So, what do I propose instead?  I've spent the last couple of days examining these articles pretty closely (and doing a lot of work trying to implement some of my ideas, too).  The biggest problems that I see in the Roleplaying articles are:&lt;br /&gt;
* Redundancy, redundancy, and more redundancy.  Ten articles all of which describe being an assassin in one way or another.  General roleplaying ideas that are brought up more than once in the [[Oblivion:Roleplaying#Increased Realism|Increased Realism]] section and then repeated in dozens of subarticles (e.g., how to eat realistically, how to avoid fast travel).  No crosslinks to other related roleplaying ideas.&lt;br /&gt;
* Poor quality introduction and guidelines on the page (now revised).  The previous guidelines repeatedly asked editors to contribute any and all ideas and generally promoted the idea that the article is meant to provide a comprehensive list of roleplaying ideas, which is basically impossible.&lt;br /&gt;
* Low editorial standards.  This problem is the one that's least likely to be improved in the near future, but I might as well still mention it.  Articles and ideas are generally padded with too much emphasis or too many irrelevant details. &lt;br /&gt;
&lt;br /&gt;
To tackle what I see as the real problems I have a few suggestions.  Several of these I've already implemented, at least in a preliminary way, to demonstrate what I think is possible.  One reason I proceeded to implement some of these ideas is that they can be done without fundamentally eliminating any information from the article and therefore should not be controversial.&lt;br /&gt;
* Emphasize in the character roleplaying section that the possibilities are infinite but we are trying to just provide a limited selection of good examples.  We can establish some criteria that are used to limit our examples, but those criteria don't mean that other types of roleplaying are less valid.&lt;br /&gt;
* Add a [[Oblivion:Roleplaying#General Character Creation|General Character Creation]] section that summarizes the basic outline of dozens of roleplaying articles.  This might perhaps encourage readers to follow the checklist to create their own new character (Time Lord, Sith, whatever) without creating a new article just to fill in the checklist.  Furthermore, we could start to eliminate articles that consist of nothing but a list of such character creation ideas (e.g., no articles that just provide a list of name/race/skills/equipment).&lt;br /&gt;
* Make the individual roleplaying articles be more comprehensive, by merging any related ideas into a single article.  I've done this so far for the [[Oblivion:Roleplaying/Assassin|Roleplaying/Assassin]], [[Oblivion:Roleplaying/Collector|Roleplaying/Collector]], [[Oblivion:Roleplaying/Scientist|Roleplaying/Scientist]], and [[Oblivion:Roleplaying/Wilderness Dweller|Roleplaying/Wilderness Dweller]] articles, in the process reducing some 30 articles into just 4.   A given idea (e.g., how to live in the wilderness) should be described only once; similar ideas should be grouped together instead of repeating the same basic ideas.  I think for the article to be useful, we need to end up with a list of sub-articles that is short enough to be quickly scanned and digested, so that it's obvious for readers and editors where a given idea is described.&lt;br /&gt;
* Aggressively eliminate redundancy.  Unfortunately, this is likely to require some familiarity with what exists where.  However, if we can improve the article's organization, it should become easier to identify where particular information belongs. &lt;br /&gt;
&lt;br /&gt;
As for limiting type of content actually belongs on the article, I would propose:&lt;br /&gt;
* Any roleplaying sub-articles should be '''Elder Scrolls relevant.'''  In other words, sub-articles with non-ES names should not exist.&lt;br /&gt;
** However, I think there is room to mention non-ES ideas within sub-articles, as specific examples of a type of roleplay.  For example, the [[Oblivion:Roleplaying/Assassin#Ninja|Ninja]] section of the [[Oblivion:Roleplaying/Assassin|Assassin]] article.  The number of such suggestions won't be infinite, because the other criteria will effectively limit the number of relevant non-ES concepts.&lt;br /&gt;
* The overall concept described in a sub-article should be '''possible without console or mods.'''&lt;br /&gt;
** Again, this doesn't mean that console/mods can never be mentioned.  If there are console/mod tips that augment the core idea (instead of creating the idea), then I think readers will find the tip useful.  For example, mentioning an archaeologist mod on the [[Oblivion:Roleplaying/Scientist#Archaeologist|Archaeologist]] section is relevant and useful--but not absolutely necessary to be an archaeologist.&lt;br /&gt;
* The rolemust be one that can be '''used to play the game.'''&lt;br /&gt;
** This is my attempt at something more objective and well-defined than &amp;quot;must be fun.&amp;quot;  I'd say if we're going to recommend an idea, it should be something that ties into Oblivion, rather than being something that could be done in almost any roleplaying-type game.&lt;br /&gt;
** In other words, the role is one that involves doing quests, exploring dungeons, or otherwise doing activities that give your character money, rewards, and skill-building experience.  These basics must be possible without console/mods.&lt;br /&gt;
* Any sub-articles have to contain '''substantial, new content.'''  In other words, there has to be more than just a list of skills and equipment.  There should be recommended activities that are not already covered in the general [[Oblivion:Roleplaying#Increased Realism|Increased Realism]] section and are not already covered in other roleplaying sub-articles.&lt;br /&gt;
&lt;br /&gt;
While this discussion is underway, I've added requests to the roleplaying article that no new sub-articles be created.  I think this is a reasonable request until we've established what we want for content.  Once we reach a consensus in this discussion, the [[Oblivion:Roleplaying#Guidelines for Contributions|Guidelines for Contributions]] can be updated to provide the new criteria and allow new sub-articles to be created... as long as they meet the criteria.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 23:54, 14 July 2008 (EDT)&lt;br /&gt;
:Nephele, I think that your proposed guidelines are a great improvement on Lurlocks set. They are very clearly defined and spelled out, and don't seem judgemental or subjective. I've also read the revamped version of the article and find it much more helpful, being much less cluttered, and generally better written overall. Kudos to you. [[User:Darkle|Darkle]] 00:10, 15 July 2008 (EDT)0&lt;br /&gt;
&lt;br /&gt;
They are good ideas and 5 or 6 pages with these would be very good. Because i don't want to look about 40 pages to get the idea which i want...{{unsigned|78.184.150.144}}&lt;br /&gt;
&lt;br /&gt;
:New Categories? I have just checked the 'Scientist' category, and the Archaeologist section has been extremely shortened. I feel this lowers the quality of the individual section. Will this happen to other characters who are categorized in this way? Also, many characters are not relevant to the categories, such as the Dark Lord.{{unsigned|89.242.210.48}}&lt;br /&gt;
&lt;br /&gt;
::The four new subarticles are just the first four examples of new, more comprehensive subarticles.  There clearly need to be more than just four eventually, once someone is willing to tackle all the required work to create, merge, and rewrite the subarticles.  To answer your question, yes, I think that all of the roleplaying articles should be converted over to broader subarticles that combine related ideas into one place.&lt;br /&gt;
::Do you have any concrete complaints about the Archaelogist section of the Scientist sub-article?  Yes, that one section is shorter than the standalone Archaeologist subarticle.  However, in my opinion it's because the quality has increased, not decreased.  It's higher quality because:&lt;br /&gt;
::* The information that is shared with other Scientist ideas is now listed at the top of the article, or is listed on the cross-referenced Collector article.  The result is that the information is provided just once instead of being repeated over and over again; readers no longer have to wade through repeated information to dig out what's new.  The number of ideas has been increased, because now related ideas that were hidden on other articles are also available to people interested in being an archaeologist.&lt;br /&gt;
::* The combined article makes it easier for readers interested in the general concept to browse for other, related ideas.  The chances are that someone who is interested in roleplaying as an archaelogist would find some of the other ideas on the scientist and collector pages interesting.  Now those other ideas are easy to find, instead of having to search through the 100+ other articles.&lt;br /&gt;
::* Ideas that aren't specific to being an Archaeologist have been removed.  For example, &amp;quot;Make sure to keep a trusty weapon (enchanted or silver shortsword preferably) next to you, just in case you meet an angry skeleton or ghost!&amp;quot;  This contributes nothing to being an archaelogist and therefore does little other than waste space.&lt;br /&gt;
::* Ideas that seemed to be basically pointless have been deleted.  Who is seriously going to want to install a mod adding physics to paintbrushes just so you can drag the paintbrush across artifacts and pretend to dust them off?  Even if you're sufficiently bored to want to try it once, it's not something you are going to want to do regularly as part of roleplaying.  And it's not something that in any way contributes to how you play the game.  Personally, I think winnowing out some of the more ridiculous suggestions on the article will only help the article.  Readers do not want to be forced to read through dozens of uninteresting ideas -- I believe readers would rather have shorter articles that focus more specifically on information that is interesting to more than one person.&lt;br /&gt;
::If you feel that there are valuable ideas on the Archaeologist article that need to be moved to the new article, you are free to move the information.  I'd also recommend providing some justification on the talk page, however, because making an article longer does not automatically increase its quality.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:50, 24 July 2008 (EDT)&lt;br /&gt;
Can I suggest putting this page on hiatus (i.e. protecting it and adding a nrelevant notice at the top) until this issue is resolved? Personally i feel the roleplaying section has caused more problems than its worth and all it does is take up time that could be better spent on the actual wiki. --[[User:Volanaro|Volanaro]] &amp;lt;sup&amp;gt;[[User Talk:Volanaro|T]] • [[Special:Contributions/Volanaro|C]] • [[Special:Emailuser/Volanaro|E]]&amp;lt;/sup&amp;gt; 08:37, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nephele's four basic guidelines seem effective. A suggestion concerning the rhetoric of the &amp;quot;used to play the game&amp;quot; guideline: Any role-playing proposal should describe, in some detail, a '''role''' and a '''style of play''' that follows from that role. A good example is the entry for &amp;quot;vampire hunter,&amp;quot; for which there is a clear pattern of gameplay (such as: hunt down vampires, use fire-based attacks to kill them, then turn the vampire dust over to the Order of the Virtuous Blood for cash). Many, perhaps most, of the awful suggestions on the page consist of a role with no actual gameplay that follows from it. -- [[User:Oban|Oban]] 02:29, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I agree. &lt;br /&gt;
&lt;br /&gt;
As Nephele has demonstrated with the four revised articles, I would like to point out that most of the ideas in each article should be in note form. I was reading the [[Oblivion:Roleplaying/Guerrilla Rebel|Guerrilla Rebel]] once, and I found that it was very hard to take it all in because of the 'clumps' of text. It could easily be shortened.&lt;br /&gt;
&lt;br /&gt;
Also, you can include many different ideas by Categorizing them. For example: Articles like Jedi, Terminator ect. could go into a category called Movies or something.&lt;br /&gt;
&lt;br /&gt;
Anything I would have said has already been said by Lurlock and Nephele. If anything, I support this idea no doubt about it. --[[User:Matthewest|Matthewest]] &amp;lt;sup&amp;gt;•[[User_Talk:Matthewest|T]]•[[Special:Contributions/Matthewest|C]]•[[Special:Emailuser/Matthewest|E]]•&amp;lt;/sup&amp;gt; 07:16, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pacifist ==&lt;br /&gt;
&lt;br /&gt;
I'm going to be a member but I can't create pages for sometime(wiki policy) and I suggest you to create this page and name as pacifist.&lt;br /&gt;
Here are the ideas:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Because pacifists can't stand to see harm(human to creature, human to human etc.)(even if the one who's harmed is guilty), i thought it would be a good experience.&lt;br /&gt;
Be an orc or nord(for fun :D). Other races will work well (exceptions are imperials and redguards).&lt;br /&gt;
Create your custom class (or be an monk(replace hand to hand). Do not bear any aggresive skills.&lt;br /&gt;
Select sneak&amp;amp;security if you are the explorer type.&lt;br /&gt;
Speechcraft is optional, block is a must-be (To stay out of the harm's way)&lt;br /&gt;
Do NOT bear any aggresive spells, or do NOT carry any weapons.&lt;br /&gt;
Only attack if someone has mocked you when you have paying homage to your fallen comrades. Feel regret for your attack and redo the pilgrimage.&lt;br /&gt;
Stop any fights, or look at a different way.&lt;br /&gt;
&lt;br /&gt;
Add your own ideas or so... idea just came up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Interesting idea.&lt;br /&gt;
Honestly that sounds like a decent idea...  But it can easily be moved into an existing category.  Or perhaps get a subarticle created.  Priest/religious/whatever you know? It would be a bit of work trying to combine all the priest, monk, etc. from the list into that category, but it certainly would help in the cause.&lt;br /&gt;
&lt;br /&gt;
== Page Usage ==&lt;br /&gt;
&lt;br /&gt;
Can i ask, how many people actually '''use''' the roleplaying pages? There are numerous articles here but do people actually read these and put the suggestions into practice in TES?--[[User:Volanaro|Volanaro]] 08:15, 25 July 2008 (EDT)&lt;br /&gt;
:I'm going to guess that only around 50% of registered editors use the ideas. I've only glanced at the pages a few times, but half of the things I couldn't even do (I'm on 360) &amp;amp; that was like about 4-5 months ago. (Thus the recent cleanup.) I think these pages might be used more after the new rules and guidelines.-[[User:Puddle|Puddle]] &amp;lt;sup&amp;gt;[[User Talk:Puddle|Talk]]&amp;lt;font color=Blue&amp;gt;•&amp;lt;/font&amp;gt;[[Special:Contributions/Puddle|Contribs.]]&amp;lt;/sup&amp;gt; 13:13, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Protection? ==&lt;br /&gt;
&lt;br /&gt;
After the recent spate of vandalism, I'm starting to wonder if we shouldn't semi-protect this page, at least until we've finished the cleanup process.  Looking back through the history, It seems like every single edit for the past couple weeks has either been vandalism, redundant additions by people who didn't read the &amp;quot;please don't add anything right now&amp;quot; notice, or reverts of the previous.  Of course, if we do this, we should make sure that the cleanup happens as quickly as possible, so it doesn't need to stay protected for long, but we need some way of making people understand that this page is being redone, and a notice telling them to stop adding to it obviously isn't working - if anything there have been more edits since the notice was put up than there were before.  Semi-protection would at least stop the IP editors from constantly adding redundancy and vandalism to this page until we've finished the restructuring process.  --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 19:16, 28 July 2008 (EDT)&lt;br /&gt;
'''Agree''' - I agree. No-one seems to like to read that notice, so maybe semi-protection is a good option. [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 19:48, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
As a user of this site, I do indeed use this, and did click the link, because I had a submission I wanted to make but wanted to read what was going on first. I would like to vouch that people are indeed doing that, and that people don't completely ignore the guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New payment ==&lt;br /&gt;
&lt;br /&gt;
I read through this page alot, and whenever I see the 'You can get paid by using the console, or through stealing'&lt;br /&gt;
I realize there is another way. You can duplicate items worth around 100 gold near the person who pays you, and whenever they do pay you, take one. A suggestion for such an item are soul gems. [[User:Ninja Hinder|Ninja Hinder]] 23:54, 29 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Lol!  I've been wondering how I could get payment for self-made quests(and i make those alot...and i tell you stealing doesn't work cause my quests are usually warrior quests, and i have the 360, so yeah...), and after i read that, you made me think of perhaps good ideas!  If you get paid by warrior/soldier, dupe some furs or other monsters' drops and just make that the payment.  Mage same thing, just make the duped item soul gems, welkynd stones, varla stones, etc.  I know, you might argue the fact that: &amp;quot;obviously you had them already, why would you need them?&amp;quot; but then again, it could actually add more to the roleplaying experience.  Let's say you want to raid a dungeon for the count of some city, then he can pay gems, a ring, and/or an amulet.  Maybe you're in need of something specific so you may do weekly assignments for a council mage, then you can get some more much-needed welkynd stones(sorry if i mis-spell that word, but you got to admit it's a crazy word...)  If it works for you then i have suceeded.  If not, oh well.  Yours was a great idea and my thanks to you Ninja Hinder. --[[User:Hollywoodb1|Hollywoodb1]] 22:30, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Better guidelines followup ==&lt;br /&gt;
The discussion about possible guidelines has remained silent for nearly a month; has a consensus been made elsewhere? In the meantime, the articles are still there, waiting to be cleaned up, but the guidelines are still &amp;quot;on the drawing board&amp;quot;. The note on the bottom of the page has been ignored or remained unseen by some; new articles are being created, which don't folow any guidelines, but are essentially just an extension of existing pages or types of roleplay. (Which is exactly what we/you are trying to prevent.)&lt;br /&gt;
&lt;br /&gt;
In short: how far are we/you with those guidelines? --[[User:LordDagon|LordDagon]]&amp;lt;sup&amp;gt;[[User_talk:LordDagon|T]]&amp;amp;#124;[[Special:Contributions/LordDagon|C]]&amp;lt;/sup&amp;gt; 11:03, 25 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can help with whatever you need help with.  I'm pretty new to this website, but i have no problem cleaning up the Roleplaying section.  Just ask and i'll see what i can do.--[[User:Hollywoodb1|Hollywoodb1]] 17:11, 25 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Why does this section exist in the first place? ==&lt;br /&gt;
&lt;br /&gt;
:I can understand wanting to play characters to certain guidelines. I do it myself (my last character was effectively a ghost)... but most of the suggestions given here are ludicrous. &lt;br /&gt;
:Teleport amulet delusions, leaving money around to pretend to be paid later, annotating NPCs' words for them, getting lost in the woods and huddling under rocky overhangs to avoid the rain? Adventurers in pajamas, food poisoning,  inviting Arena fans into your house, pretending to shag the maid, walking through the wilderness with a set of armour for every occasion (total weight = several hundred)? ... And I thought my brief spate of having partial Chameleon, immunity to Normal Weapons (and frost), an Invisible horse, only coming out at night and going around casting Demoralise on NPCs was crazy! &lt;br /&gt;
:&lt;br /&gt;
: Most important though... surely anyone who has the inclination to roleplay will figure out the means for themselves... right? If they don't want to use a certain game feature because it seems unrealistic, then they won't use it. The point is that roleplaying is supposed to be creative... not just following a set of someone else's guidelines and suggestions. ~ [[User:SotiCoto|SotiCoto]] 18:40, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Personally, I agree with you, and I think this part of the site has been a thorn in my side for quite some time, but it does seem to be fairly popular, so some people must like it.  I've advocated getting rid of it on several occasions, but I doubt it's going to happen, because wikis are run by the community, and a large enough portion of the community seems to want these pages to stay that it's unlikely to change any time soon.  The best we can do is try and keep them under control, so that it doesn't just blow up out of proportion and bring the rest of the site down with it.  We've been trying to do that by combining the subpage articles into larger, more general articles, and removing the more ridiculous ideas that either aren't technically feasable, or not likely to be appealing to any sane person. (e.g. &amp;quot;Be a castle guard!  Stand around outside the gate for 18 hours and then go rest in the barracks!&amp;quot;)  But it's a slow process, mainly because the people who have the skills to effectively do this polishing and culling of the worst parts of this section mostly don't care enough about these pages to put in the effort.  I've adopted a policy of grudging tolerance, and try to do my best to ignore what goes on here for the most part, stepping in only when there's clear need to do so.  (Some of the ideas posted have been rather controversial, offensive, or - let's just say inappropriate for younger audiences.  These usually get taken down pretty quickly.)  If you'd like to help with this process, your assistance would be appreciated.  Otherwise, I'd just say let it go and don't worry too much about it. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:24, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Allow me to represent the ones who enjoy this page and say there would be a firestorm if it was removed. [[User:Ninja Hinder|Ninja Hinder]] 22:46, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I must say that I remember back the days where it was a small little section of &amp;quot;Things to do when you are bored&amp;quot;, and it opened my eyes to alot of cool ways to RP in the game. I use these advice alot, they usually give me some good ideas. Im not talking about making a char thats some weirdo standing and waiting all day long.&lt;br /&gt;
Im talking about Roleplaying the character you have, then maybe having a RP sidejob too. Like currently im a crusader, back the days of KOTN i created the crusader part of the RP section. Its grown alot since then and I use that information too. - Fireresistance vs Flaming (elderscrolls forum)&lt;br /&gt;
&lt;br /&gt;
To be honest, I think if you dont like the Roleplaying section, just dont bother with it, ignore it, UESP has the entire internet to expand, so you people that don't like it just leave it be, people such as myself find the ideas entertaining to read and perform, no offense anyone but I mean come on, its just a roleplay section for the few of us who like to really get into our characters after we've beaten the game (Complete Main Quest/Factions) X amount of times, so we like new ideas other than make a new character and do it all over again for the 5th or 6th time  [[User:Zalphon|Zalphon]] 20:16, 6 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Character roleplay idea  ==&lt;br /&gt;
&lt;br /&gt;
I think that a nice addition to the sperfic charcater creation section would be criminal for bandits and the like.[[User:121.218.222.125|121.218.222.125]] 02:53, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Revamp proposal discussion ==&lt;br /&gt;
&lt;br /&gt;
I've posted a proposal for a revamp of the Roleplaying pages [[User talk:GuildKnight/Sandbox/1|here]].  Please chime in.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 06:59, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magical Storing ==&lt;br /&gt;
&lt;br /&gt;
what if you enchanted an amulet or something like &amp;quot;amulet of magical storage&amp;quot; and then you can justify carrying more than usual. like pretend like all the items are magically stored and then removed when wanted. [[User:Humansaw93|Humansaw93]] 22:01, 15 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=383838</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=383838"/>
		<updated>2008-12-08T18:53:53Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''All About My Oblivion'''&lt;br /&gt;
Some Spells&lt;br /&gt;
----&lt;br /&gt;
some spells I would like to make for my Dark Elf are: &lt;br /&gt;
&lt;br /&gt;
Brisingr: fire damage 20 pts on contact or target (based on the eragon books)&lt;br /&gt;
&lt;br /&gt;
deaths cold embrace: frost damage on contact&lt;br /&gt;
&lt;br /&gt;
Ha! you died!: max fire damage with max area&lt;br /&gt;
&lt;br /&gt;
'''Favorite Stuff'''&lt;br /&gt;
&lt;br /&gt;
weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
&lt;br /&gt;
race: Orc because they are the best tanks in the world&lt;br /&gt;
&lt;br /&gt;
city: chorrol&lt;br /&gt;
&lt;br /&gt;
add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
&lt;br /&gt;
quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the &lt;br /&gt;
Nine commander&lt;br /&gt;
&lt;br /&gt;
== '''My Oblivion Characters''' ==&lt;br /&gt;
Ree-Jigga- a kajiit thief who is only in the theives guild to make some cash and to do a few quest here and there to improve his reputation amoung the thieves. Sometimes he likes do things for good people because he only steals because he is covenced it is his only way out.&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Oblivion_nerd&amp;diff=381133</id>
		<title>User talk:Oblivion nerd</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Oblivion_nerd&amp;diff=381133"/>
		<updated>2008-11-26T22:37:57Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hi! ==&lt;br /&gt;
&lt;br /&gt;
Hello, Oblivion nerd, and welcome to UESPWiki!  I hope you enjoy using the site and find the information on it useful.  If you decide you want to help improve any of our pages, we're always welcoming to new editors so feel free.  You might want to look at our [[UESPWiki:Getting Started|Getting Started]] page for some tips on how to begin, then play in our [[UESPWiki:Sandbox|Sandbox]] for a while to practice.  If you need any help or advice, please ask one of our [[UESPWiki:Mentors|mentors]].  Happy editing!  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 22:30, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preview ==&lt;br /&gt;
Could you use the preview button instead of posting it first, as it is spamming the recent changes page. With the preview you can see what it looks like, and still add information. &lt;br /&gt;
--[[User:Tm|Tm]] 23:41, 25 November 2008 (EST)&lt;br /&gt;
:Sorry, it's my first day. I'll try to remember next time. --[[User:Oblivion nerd|Oblivion nerd]] 23:43, 25 November 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
== My Fanfics ==&lt;br /&gt;
Hey I noticed you liked my fanfiction stories so I was wondering if you had any requests for my next story? From a character you want in it, to the whole main story itself! [[User:Ninja Hinder|Ninja Hinder]] 13:12, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I'm into undercover stories. I like to read Alex Rider by Anthony Horowitz and the Cherub series by Robert Muchamore. As for coming up with ideas, I'm a little short. You could do a Shivering Isles theme or Knights of The Nine, or a sequel to your Infiltration story. --[[User:Oblivion nerd|Oblivion nerd]] 14:01, 26 November 2008 (EST)&lt;br /&gt;
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I have it for the xbox 360 and i have the si expansion, its ok but you have to devote stuff to it to play it, but i almost got in beaten, i should make a beastfolk race for it [[User:Humansaw93|Humansaw93]] 17:37, 26 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Oblivion_nerd&amp;diff=381132</id>
		<title>User talk:Oblivion nerd</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Oblivion_nerd&amp;diff=381132"/>
		<updated>2008-11-26T22:37:32Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hi! ==&lt;br /&gt;
&lt;br /&gt;
Hello, Oblivion nerd, and welcome to UESPWiki!  I hope you enjoy using the site and find the information on it useful.  If you decide you want to help improve any of our pages, we're always welcoming to new editors so feel free.  You might want to look at our [[UESPWiki:Getting Started|Getting Started]] page for some tips on how to begin, then play in our [[UESPWiki:Sandbox|Sandbox]] for a while to practice.  If you need any help or advice, please ask one of our [[UESPWiki:Mentors|mentors]].  Happy editing!  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 22:30, 25 November 2008 (EST)&lt;br /&gt;
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== Preview ==&lt;br /&gt;
Could you use the preview button instead of posting it first, as it is spamming the recent changes page. With the preview you can see what it looks like, and still add information. &lt;br /&gt;
--[[User:Tm|Tm]] 23:41, 25 November 2008 (EST)&lt;br /&gt;
:Sorry, it's my first day. I'll try to remember next time. --[[User:Oblivion nerd|Oblivion nerd]] 23:43, 25 November 2008 (EST)&lt;br /&gt;
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== My Fanfics ==&lt;br /&gt;
Hey I noticed you liked my fanfiction stories so I was wondering if you had any requests for my next story? From a character you want in it, to the whole main story itself! [[User:Ninja Hinder|Ninja Hinder]] 13:12, 26 November 2008 (EST)&lt;br /&gt;
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:Yeah, I'm into undercover stories. I like to read Alex Rider by Anthony Horowitz and the Cherub series by Robert Muchamore. As for coming up with ideas, I'm a little short. You could do a Shivering Isles theme or Knights of The Nine, or a sequel to your Infiltration story. --[[User:Oblivion nerd|Oblivion nerd]] 14:01, 26 November 2008 (EST)&lt;br /&gt;
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I have it for the xbox 360 and i have the si expansion, its ok but you have to devote stuff to it to play it, but i almost got in beaten, i should make a beastfolk race for it&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=380703</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=380703"/>
		<updated>2008-11-24T20:35:04Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: &lt;/p&gt;
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&lt;div&gt;'''All About My Oblivion'''&lt;br /&gt;
Some Spells&lt;br /&gt;
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some spells I would like to make for my Dark Elf are: &lt;br /&gt;
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Brisingr: fire damage 20 pts on contact or target (based on the eragon books)&lt;br /&gt;
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deaths cold embrace: frost damage on contact&lt;br /&gt;
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Ha! you died!: max fire damage with max area&lt;br /&gt;
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'''Favorite Stuff'''&lt;br /&gt;
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weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
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race: Orc because they are the best tanks in the world&lt;br /&gt;
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city: chorrol&lt;br /&gt;
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add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
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quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the Nine commander&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Nephele&amp;diff=380590</id>
		<title>User talk:Nephele</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Nephele&amp;diff=380590"/>
		<updated>2008-11-24T02:28:43Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: The Class For Your Orc&lt;/p&gt;
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&lt;div&gt;{{notice|'''Welcome to my talk page!''' [[User:Nephele#My Current Status|At the current time]], I am unlikely to respond quickly to any questions posted on my talk page. If you have any admin-related questions, please post those on the [[UESPWiki:Administrator Noticeboard|Administrator Noticeboard]]; for other questions, please ask one of the site's [[UESPWiki:Mentors|Mentors]]. |bgcolor=#FFFFCC}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Archives''':&lt;br /&gt;
* '''2006''': [[User talk:Nephele/Archive-2006-07|July and earlier]], [[User talk:Nephele/Archive-2006-10|August-October]], [[User talk:Nephele/Archive-2006-12|November-December]]&lt;br /&gt;
* '''2007''': [[User talk:Nephele/Archive-2007-01|January]], [[User talk:Nephele/Archive-2007-02|February]], [[User talk:Nephele/Archive-2007-03|March]], [[User talk:Nephele/Archive-2007-04|April]], [[User talk:Nephele/Archive-2007-05|May]], [[User talk:Nephele/Archive-2007-06|June]], [[User talk:Nephele/Archive-2007-07|July]], [[User talk:Nephele/Archive-2007-08|August]], [[User talk:Nephele/Archive-2007-09|September]], [[User talk:Nephele/Archive-2007-10|October]], [[User talk:Nephele/Archive-2007-11|November]], [[User talk:Nephele/Archive-2007-12|December]]&lt;br /&gt;
* '''2008''': [[User talk:Nephele/Archive-2008-01|January]], [[User talk:Nephele/Archive-2008-02|February]], [[User talk:Nephele/Archive-2008-03|March]], [[/Archive-2008-04|April]], [[/Archive-2008-05|May]], [[/Archive-2008-06|June]], [[/Archive-2008-07|July]], [[/Archive-2008-08|August]], [[/Archive-2008-09|September]]&lt;br /&gt;
'''Cookies''': [[User:Nephele/Cookie Jar|My cookie jar]]&lt;br /&gt;
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== update to the alchemy page ==&lt;br /&gt;
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i love this whole wiki oblivion thing, im on it alot because i love the game and this helps when i need it. i noticed (or just may have missed it) on the alchemy page theres no listing of a great potion i constantly use. i have a master alembic, master calcinator, expert mortar and pestle, and a journeyman retort. my alchemy level is 59. ive found that adding venison and sacred lotus seeds makes a fantastic feather potion. the venison (from innocent deer in the wild) is always fun to hunt with my high marksman level, and sacred lotus seeds are readily accessible in the imperial city arena by the gates, in the water. mine gives me 200 feather points for 560 seconds, and has a feeble damage health 1 point for 1 sec side effect. my standard weight capacity is the mid 500s, and by taking just 2 of these it goes up to 977 or so. please list this on the alchemy page if not already listed. it works wonders for treasure hunting and hauling back plenty of armor and weapons!! hello free money!   and major thx to the ppl who run this whole thing. the detail is amazing.&lt;br /&gt;
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-mike&lt;br /&gt;
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:The magnitude and duration of a potion have nothing to do with which ingredients you use; they're controlled by your skill level and your equipment quality.  So there's no reason to recommend specifically [[Oblivion:Venison|venison]] and [[Oblivion:Sacred Lotus Seeds|sacred lotus seeds]] for making [[Oblivion:Feather|Feather]] potions.  In fact, many players would recommend against those specific ingredients.  Many other combinations will have no negative side effects.  Furthermore,  venison is one of the heaviest possible ingredients, so the resulting potions will be unusually heavy.  And sacred lotus seeds can only be used once you reach Journeyman level in alchemy.  So I don't see any reason to add that potion to the [[Oblivion:Useful Potions|Useful Potions]] page -- either under [[Oblivion:Useful Potions#Feather Potions|Feather Potions]] or [[Oblivion:Useful Potions#Apprentice Recipes|Apprentice Recipes]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:37, 6 October 2008 (EDT)&lt;br /&gt;
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== Hello ==&lt;br /&gt;
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Hia, I've been looking around the wiki, and, after seeing your userpage, I read that you live in Santa Cruz. I live in Watsonville, y'know, that city next to Santa Cruz?  A pleasure to meet (Hrm, I suppose meet would be the right word) you.--[[User:Jakis|Jakis]] 18:33, 5 October 2008 (EDT)&lt;br /&gt;
:Hi, neighbour.  Welcome to the site :) --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:22, 6 October 2008 (EDT)&lt;br /&gt;
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== Archiving ==&lt;br /&gt;
I'm getting into archiving discussions on pages outside of the AN and CP (after blatantly realizing that the big (huge) '''namespace reorganization''' topic wasn't listed in the archives cause it took place on [[UESPWiki_talk:Namespaces]] page). But, what should the prefix for those pages be? Or no prefix at all? Or simply a TALK prefix to show that it was on some talk page? If using the latter, the exact page name would still appear in the archive header. [[User:Vesna|Vesna]] 22:18, 5 October 2008 (EDT)&lt;br /&gt;
:What I suggested at [[UESPWiki:Archive|Archive]] is &amp;quot;Other&amp;quot;.  I'm not particularly attached to that prefix, but it's what's been used already in a few cases, and nobody has said that it needs to be changed. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:21, 6 October 2008 (EDT)&lt;br /&gt;
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== Mucianus Allias is a Creature? ==&lt;br /&gt;
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Mucianus Allias from the Mages Guild quest... &lt;br /&gt;
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Command Creature + Humanoid up to lvl. 25 works on him. Why? I don't get it. He looks quite undead...&lt;br /&gt;
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Traven does say &amp;quot;And there was nothing you could do for him?&amp;quot; I've always doubted that he was simply ignorant.&lt;br /&gt;
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I did read the discussion page. And someone else was asking you the same question but no mentioning of commanding it. 100% spell effectiveness wouldn't matter when it comes to commanding Undead... But I'm commanding it. It has my character's name on it, and he is following me.&lt;br /&gt;
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A &amp;quot;Worm Thrall&amp;quot; I've read every detail on that as well. But what I want to know is, since I have Command Creaure and Humanoid combined in a single spell; which is working on hum? Anything in the construction set? &lt;br /&gt;
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No NPC version of Mucianus Allias exist right? But he will not attack any NPC. (Summoned Dremora that turned hostile, Reanimated NPC, or its corrupted clone etc.) A friendly NPC will not attack him either. I wabbajaked him, turned him into a troll so he can follow me out the ruin. (he can't be a NPC if I can use the Wabbjak) The Scull of Corruption will not work on him, and even if I kill him/it, I cannot reanimate him with Risen Flesh so he is definetly not a NPC.  &lt;br /&gt;
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Casting Turn Undead on him just makes him turn hostile. Command Humanoid (I only have up to lvl 9) and Creature (up to lvl 12) neither will work. Frenzy (the custom spell I described that works on a guard and Saints/Seducers) also works on Mucianus. I don't get it.&lt;br /&gt;
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His soul will fill up the Azura's Star first, if I drop it, then an empty Grand Soul Gem, if I not then the Black Soul Gem. (Basically in reverse order)&lt;br /&gt;
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Sorry to be so freaken technical and detailed but is he a creature? because he is not a NPC or Undead. Is this a bug or an easter egg of some sort? --[[User:Webdemon00|Webdemon00]] 20:56, 12 October 2008 (EDT)&lt;br /&gt;
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:Yes, he's a creature.  Which is why [[Oblivion:Mucianus Allias|his page]] is a creature page, with a creature infobox, and is listed in all of the various creature categories such as [[:Category:Oblivion-Creatures-All|Oblivion-Creatures-All]].  Specifically,  he's a creature of the [[Oblivion:Undead|undead]] variety which, again, is why his infobox says he's undead and why his page is listed in the [[:Category:Oblivion-Creatures-Undead|appropriate category]].  It's not &amp;quot;is he undead or is he a creature?&amp;quot;  He's both, just like every other creature listed on the [[Oblivion:Undead|Undead]] page.&lt;br /&gt;
:I don't see why there's any confusion over his status, and in particular I don't see why any of your gameplay experience suggests otherwise.  Everything you say is completely consistent with him being an undead creature.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:31, 12 October 2008 (EDT)&lt;br /&gt;
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::Thanks, this was the answer I was looking for. Except it still doesn't explain why Turn Undead will not force him to flee rather than become even more aggressive. But your comment on the Frenzy discussion, First of all; I wasn't asking a question. But you made a pointless comment that from my perspective and in my opinion; made you seem like you don't know what you are talking about. Yet here, you obviously have proven to me that you are in fact very knowledgable and are helpful. Which suggests either I'm a bad writer and you didn't really understand what I wrote there (I am a horrible writer that is a fact but) OR since your comment on Frenzy discussion page was not only unnecessary and irrelevant however was a false claim; your intent was to discredit my findings. I have yet to come to this conclusion but I will wait and see. (&amp;quot;Intent&amp;quot; is a legal term. Just so you understand.) --[[User:Webdemon00|Webdemon00]] 08:15, 13 October 2008 (EDT)&lt;br /&gt;
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::I've read your comment on my talk page, please see my response as I do not wish to discuss it here. You can email me at &amp;quot;nomedbewATaolDOTcom&amp;quot;--[[User:Webdemon00|Webdemon00]] 11:23, 13 October 2008 (EDT)&lt;br /&gt;
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:::I haven't made any comments in the [[Oblivion talk:Frenzy#Conclusion on Frenzy|Frenzy]] discussion, and I haven't made any comments on [[User talk:Webdemon00|your talk page]].  Making completely baseless accusations isn't a good way to thank someone for taking the time to answer your questions.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:30, 13 October 2008 (EDT)&lt;br /&gt;
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::::''Edits like this and this aren't acceptable. Telling people their edits are pointless or that they should do their &amp;quot;job&amp;quot; (if somebody wants to pay me for this, I'd be glad to accept) is just going to annoy.&lt;br /&gt;
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::::''The responsibility of any site user is to post accurate, verified content, and various people have been trying to point out problems in what you have posted. Your efforts to improve the site are appreciated, but please learn to do it in a less confrontational way. –Rpeh•T•C•E• 09:27, 13 October 2008 (EDT)''''  '''You didn't write this? And why would you call it an accusation?''' {{unsigned|Webdemon00|13 October 2008}}&lt;br /&gt;
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:::::Notice that the quote you just copied is signed by [[User:Rpeh|Rpeh]], whereas I am [[User:Nephele|Nephele]], which is why this talk page is [[User talk:Nephele]] not [[User talk:Rpeh]].  And that's also why my posts are signed with my name rather than rpeh's name.  All of which are pretty significant clues that two different people are making posts.  So, yes, I think it's fair to call it a false accusation when you state that I'm making &amp;quot;unnecessary&amp;quot; and &amp;quot;irrelevant&amp;quot; comments or that my statement was a &amp;quot;false claim&amp;quot; or that my &amp;quot;intent was to discredit [your] findings.&amp;quot;  Making such statements about any editor would be unnecessary and inflammatory accusations, which would do nothing to help reach a mutually acceptable consensus about what edits need to be made to a wiki article.  They're even more inappropriate when you carry your biases from one discussion into another, completely unrelated discussion with a different person. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 20:15, 13 October 2008 (EDT)&lt;br /&gt;
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::::::OHH man, I am VERY sorry.  Please do delete whatever I wrote; I'm very sorry man.  I sincerely had no idea... And you are 100% right... You are right in every way, seriously, sorry I'm laughing at my own foolish mistake here. I'm leaving so it will never happen again. I'm sorry Nephele. Btw. do you have any idea why this kid's waiting for the very next thing I write? When all this time, I was complaining to you about what he did, and he had no idea but he kept on with his harrassment why did he care so much about what I had to say? He could just deleted what I wrote, and I've even made it clear that, that's what I wanted...  Again, I'm very sorry. This had nothing to do with you.  My bad, seriously.  Sorry buddy; honest mistake.  And good bye, as well as good luck. Take care--[[User:Webdemon00|Webdemon00]] 20:25, 13 October 2008 (EDT)&lt;br /&gt;
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::::::: Umm... Why does Turn Undead make him angry? The only possible reason I could think of would be that the spell was a too low level. [[User:173.32.11.67|173.32.11.67]] 21:24, 27 October 2008 (EDT) (Helper Unknown)&lt;br /&gt;
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==IRC java client==&lt;br /&gt;
Hey. I'm just wondering if that web client is costing you anything or if you have to maintain it. I think I know a way to get a better one, I just need to ask my friend the details. --[[User:Timmeh|Timmeh]] &amp;lt;sup&amp;gt; [[User_Talk:Timmeh|Talk]] &amp;lt;/sup&amp;gt; 09:18, 17 October 2008 (EDT)&lt;br /&gt;
:No, it doesn't cost me anything.  There are a lot of improvements that could be made to the existing client, without any need to move it to a new host.  And if it were to be moved, I'd say it really should be moved to UESP's server (for example, that should allow possibilities such as setting the default login name to match the user's wiki name).  But if there are other features that require a different java client, those could be explored, too. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 20:40, 22 October 2008 (EDT)&lt;br /&gt;
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== Are we cool now? ==&lt;br /&gt;
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Hi Nephele,&lt;br /&gt;
As you may be aware ive been semi-active for some time on here and trying to get a few real life problems sorted out. But while im at it there is something that i would like to sort out here. I am aware that i may have said some things in the past that have caused you aggravation, if any of this has not been resolved could you please let me know what needs doing to sort it out and i will do my best to get it done. Obviously i do apologise for any times ive just been a nuisance to you (my condition does not exactly help matters and as i have said, polite conversation has never been my strongpoint) i just hope we can get along from now on and i hope i have not taken up too much of your time. Thanks for everything --[[User:Volanaro|Volanaro]] &amp;lt;sup&amp;gt;[[User Talk:Volanaro|T]]•[[Special:Contributions/Volanaro|C]]•[[Special:Emailuser/Volanaro|E]]&amp;lt;/sup&amp;gt; 11:08, 18 October 2008 (EDT)&lt;br /&gt;
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:I wasn't aware that there was anything that needing resolving and I apologize if I gave you the impression that there were problems that needed to be sorted out.  There may have been a couple of specific issues that I brought up on your talk page, but that doesn't mean that there were any more general issues, and definitely doesn't have any implications for my opinion of you as a person.  I made the comments so that you could learn from your experience, and from everything I've seen you have taken any suggestions to heart and learned to make better wiki contributions.  That's all I could ask for :) --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 20:40, 22 October 2008 (EDT)&lt;br /&gt;
::Glad to hear it, the only reason i was worrying really was because of incidents like [http://www.uesp.net/w/index.php?title=User_talk:Nephele&amp;amp;diff=280976&amp;amp;oldid=280973 this] (as far as i am awarer this particular issue was resolved but i was wondering if there had been any similar incidents) still, if alls well between us then thats certainly a relief :) --[[User:Volanaro|Volanaro]] &amp;lt;sup&amp;gt;[[User Talk:Volanaro|T]]•[[Special:Contributions/Volanaro|C]]•[[Special:Emailuser/Volanaro|E]]&amp;lt;/sup&amp;gt; 08:14, 25 October 2008 (EDT)&lt;br /&gt;
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== PGE ==&lt;br /&gt;
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Hey, Neph!  Thanks for those fixes on the PGEs.  I'm checking the books that are in the OB CS, but I don't have the PGE, and can't check any of the other games' texts.  Let me know if you notice anything else, so I can re-check to see if they need links, if you don't mind.  See ya around!  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 21:45, 23 October 2008 (EDT)&lt;br /&gt;
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== Speculating TESV  ==&lt;br /&gt;
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I've heard rumors of TES: Empire. There's an alleged trailer of it on youtube.com (it's not a Rick Roll lol) and I thought you might want to look into it. I'm not sure why I'm telling you this... oh well :D &lt;br /&gt;
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Glass&lt;br /&gt;
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:This has been mentioned at [[UESPWiki:News]], dont have any more info than what it sais there currently but with any luck there will be soon. --[[User:Volanaro|Volanaro]] &amp;lt;sup&amp;gt;[[User Talk:Volanaro|T]]•[[Special:Contributions/Volanaro|C]]•[[Special:Emailuser/Volanaro|E]]&amp;lt;/sup&amp;gt; 08:48, 2 November 2008 (EST)&lt;br /&gt;
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== Lost files due to wiki software change ==&lt;br /&gt;
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I've been meaning to bring this up for a while, but a problem occurred a while back the last time we updated the wiki software.  Evidently, the new software no longer allows the % character in the filenames for images.  Since I used this to distinguish the unknown characters in the [[Lore:Dwemer Alphabet|Dwemer Alphabet]], these images will no longer display, and you can't access them by clicking the links either.  I'd re-upload them with different names, but unfortunately, I've lost the original files.  (I created them on my work computer, and I don't work there anymore.)  I wonder if you could check, since you've got server access, to see if these files can be accessed directly?  Or if maybe you can see if there's a way to make the % character work again - it used to work before the upgrade, so I don't see why it shouldn't be able to work now.  Ultimately, it might be wise to recreate them all from scratch - complete with alpha so that the site's tan background shows through.  But that's a bit of work, so if there's some quick-and-easy way to fix it in the meantime, it's worth trying.  --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 11:09, 4 November 2008 (EST)&lt;br /&gt;
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:The short version is that I was able to get the files from the server and I re-uploaded them under new names ([[:Image:DWEMER_UNK1.GIF]], etc.)&lt;br /&gt;
:The long version is that as far as I can tell, the problem isn't with the wiki software but with the apache web server.  If the problem were just with the wiki software, then the file would still be accessible using a direct link to the file, e.g., [http://www.uesp.net/w/images/DWEMER_%25.GIF] or [http://www.uesp.net/w/images/DWEMER_%.GIF].  But those links return apache error messages (&amp;quot;Bad Request.  Your browser sent a request that this server could not understand.&amp;quot;), even if you bypass the squid server (e.g., [http://content1.uesp.net/w/images/DWEMER_%25.GIF]).  Part of the problem is that the % character is a special character in URLs (arguably even unique in URLs, since it's the escape character used to create special characters).  So it's really not a good choice for an image name, especially for an arbitrary image name that has no real reason to try to use such a difficult character.  Also, the original naming system was pretty awkward (for example, trying to distinguish between filenames DWEMER_%%%%%%%%.GIF and DWEMER_%%%%%%%%%.GIF is nearly impossible).  Finally, these were the only images on the entire site that used the % character in their filenames.  Based on all of that, it seemed far easier (not to mention possible immediately, without requesting a server configuration change and restart from Daveh) to just rename the files and get rid of the problem names. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 13:29, 5 November 2008 (EST)&lt;br /&gt;
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::I figured as much.  The reasoning I had at the time was I needed to find a symbol which was not a letter (and thus wouldn't be recursively replaced by the old Dwemer templates), and yet could be used to create multiple distinct filenames.  At the time, the % worked, so I didn't change anything.  Of course, since those Dwemer templates are now only being used as subst's, it doesn't matter quite as much as it did at the time.  Anyhow, thanks for the fix.  I would've done basically what you did myself if I still had the files handy, but as it was, the only versions that still existed were on the server, and hidden in such a way that only you or Daveh could've accessed them, as you saw. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 14:11, 5 November 2008 (EST)&lt;br /&gt;
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== Thanks ==&lt;br /&gt;
&lt;br /&gt;
thanks for correcting some of my mistakes on some pages theres always room for improvement =D-[[User:LuciusZelgius|LuciusZelgius]]&lt;br /&gt;
&lt;br /&gt;
== Thanks for Mankar Camoran info ==&lt;br /&gt;
&lt;br /&gt;
Sorry to trouble you.  But thanks for the info.  I'll try to delete my item on the discussion page.  Again thanks, I really appreciate all that you do here. [[User:Kalevala|Kalevala]] 11:27, 21 November 2008 (EST) Kalevala&lt;br /&gt;
&lt;br /&gt;
== The Class For Your Orc ==&lt;br /&gt;
&lt;br /&gt;
hi im humansaw93 and i was just wandering what your custom class for your orc was because i love orcs and i wanted to know what the skills and stuff where [[User:Humansaw93|Humansaw93]] 21:28, 23 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=380585</id>
		<title>Oblivion talk:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=380585"/>
		<updated>2008-11-24T02:11:31Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: /* Can objects behave like traps? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation on data =&lt;br /&gt;
As plenty of data on traps can't be read literally from the Construction Set, here is an overview of the data I worked with.&lt;br /&gt;
== Physical Damage calculation ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
* Using the console command &amp;quot;setlevel&amp;quot; to test different levels.&lt;br /&gt;
* Test trap are the Swinging Blades close to the entrance/exit of [[Oblivion:Lindai|Lindai01]].&lt;br /&gt;
* Using the console command &amp;quot;tdt&amp;quot; to measure the exact health values.&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
* Damage is calculated the moment you're hit, and is based on your character's level at '''that''' moment.&lt;br /&gt;
* Damage is calculated for each actor. The skeletons who were so nice to get hit received damage dependent on '''their''' level.&lt;br /&gt;
* Damage = fTrapDamage + fLevelledDamage * Level.&lt;br /&gt;
&amp;quot;fTrapDamage&amp;quot; and &amp;quot;fLevelledDamage&amp;quot; are both variables set in the trap object's scrip.&lt;br /&gt;
=== Test data ===&lt;br /&gt;
According to ARTrapSwingBladeFAST01SCRIPT:&amp;lt;br&amp;gt;&lt;br /&gt;
fTrapDamage = 20&amp;lt;br&amp;gt;&lt;br /&gt;
fLevelledDamage = 1.5&lt;br /&gt;
{|class=&amp;quot;wikitable compress&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 21.50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 24.50&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 27.50&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 42.50&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 57.50&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 95.00 &lt;br /&gt;
|-&lt;br /&gt;
| 75 || 133.50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 170.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editor ID's ==&lt;br /&gt;
For reference:&lt;br /&gt;
{|class=&amp;quot;wikitable compress&amp;quot;&lt;br /&gt;
!Trap/Trigger name !! Editor ID&lt;br /&gt;
|-&lt;br /&gt;
| Claw Lever || OBClawSwitchTall&lt;br /&gt;
|-&lt;br /&gt;
| Pressure Plate || CTrigPressurePlate01&lt;br /&gt;
|-&lt;br /&gt;
| Tripwire || CTrigTripwire01&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche || OblivionAvalanche01&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Ruin Spike Pit || ARTrapSpikePit01&lt;br /&gt;
|-&lt;br /&gt;
| Cave In || CTrapCaveIn01&lt;br /&gt;
|-&lt;br /&gt;
| Ceiling Spikes || ARFloorSMASHER01 (the raising floor)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapLongSpikes01 (the spikes in the ceiling)&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Guillotine Blade || HallwayTrackBladeTrap01&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Trident Blade || HallwayTrackBladeTrap02B&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Spikes || CitadelHall3waySpikeTrap01 (for a single wall)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHall90cornerSpikeTrap01 (for corners)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHallSpikeTrap01 (for two opposing walls)&lt;br /&gt;
|-&lt;br /&gt;
| Claw Trap || ClawGateLeft01&amp;lt;br&amp;gt;&lt;br /&gt;
ClawGateRight01&lt;br /&gt;
|-&lt;br /&gt;
| Crumbling Bridge || ARTrapBridgeCrumble (Ayleid Ruins)&amp;lt;br&amp;gt;&lt;br /&gt;
RFPitBridgeTrap (Forts)&lt;br /&gt;
|-&lt;br /&gt;
| Darts || RFTrapDarts01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Blades || ARTrapBridgeBlade01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Logs || CTrapLogs01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Trap || ARTrapGasCloud (gas cloud)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitter01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitterRANDOM01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Room || ARTrapWallCorner01&lt;br /&gt;
|-&lt;br /&gt;
| Spike Pit || RFTrapSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Barrier || ARTrapChannelSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Blades || ARTrapSwingBladeFAST01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeRANDOM01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeSLOW01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Log || CTrapSwingLogLong01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Mace || CTrapSwingMaceLong01 (cylinder shaped mace)&lt;br /&gt;
CTrapSwingMaceShort01 (sphere shaped mace)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Welkynd Stone || ARTrapEvilStone01 (casts Frost Damage)&lt;br /&gt;
ARTrapEvilStone02 (casts Shock Damage)&lt;br /&gt;
|-&lt;br /&gt;
| Fire Turret || OBTurretBig01&lt;br /&gt;
|-&lt;br /&gt;
| Land Mine || OBMineTrap01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Timenn|Timenn]] 14:42, 9 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Talk =&lt;br /&gt;
== Page Rewrite ==&lt;br /&gt;
I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:&lt;br /&gt;
* Where to find them.&lt;br /&gt;
* How they appear (if they are not yet triggered).&lt;br /&gt;
* What happens if the trap is triggered.&lt;br /&gt;
* What effect the trap has on its victim (usually the amount of damage).&lt;br /&gt;
A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category. &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Timenn|Timenn]] 11:35, 10 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmation of Argonian Immunity ==&lt;br /&gt;
Can someone confirm the immunity of [[Oblivion:Argonian|Argonians]] to the [[Oblivion:Traps#Gas Trap|Gas Trap]] and the [[Oblivion:Traps#Gas Room|Gas Room]]? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --[[User:Timenn|Timenn]] 08:30, 17 June 2007 (EDT)&lt;br /&gt;
:Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while.  And absolutely nothing happened.  The gas was definitely working, because one of the rats who came after me died from it.  On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it.  So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any [[Oblivion:Resist Poison|Resist Poison]] effect will reduce the damage from the traps.  Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:06, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It even gets more interesting... First of all, it seems like Gas Trap damage the [[Oblivion:Resist Poison|Resist Poison]] resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non [[Oblivion:Argonian|Argonian]] character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.&lt;br /&gt;
::Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values). &lt;br /&gt;
::Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap. &lt;br /&gt;
::From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.&lt;br /&gt;
&lt;br /&gt;
::For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.&lt;br /&gt;
&lt;br /&gt;
==Another Page Rewrite==&lt;br /&gt;
Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained &amp;quot;Spike Pit&amp;quot; (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called &amp;quot;Ayleid Ruin Spike Pit&amp;quot; in the table, I changed to simply &amp;quot;Spike Pit&amp;quot;, whereas I changed the latter to &amp;quot;Hole&amp;quot; and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under &amp;quot;Hole&amp;quot;, that would be great.&lt;br /&gt;
Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red.&lt;br /&gt;
[[User:SubtleCynicism|SubtleCynicism]] 05:19, 27 July 2007 (EDT)&lt;br /&gt;
:I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page.  So changing the names here has some widespread consequences. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:42, 27 July 2007 (EDT)&lt;br /&gt;
::I just ran around and got myself zapped by a few different varieties of Welkynd Stones.  Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02).  Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:12, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Claw trap ==&lt;br /&gt;
&lt;br /&gt;
Should the Bone Claws in the final area of [[Oblivion:Echo Cave|Echo Cave]] be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--[[User:Willyhead|Willyhead]] 14:50, 20 August 2007 (EDT)&lt;br /&gt;
:I'll say &amp;quot;No&amp;quot; for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:14, 21 August 2007 (EDT)&lt;br /&gt;
::But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--[[User:Willyhead|Willyhead]] 14:31, 2 September 2007 (EDT)&lt;br /&gt;
:::I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge trap]], where the fall damage might be minimal (or none) but the &amp;quot;punishment&amp;quot; is the detour you have to take to get back on your original track. The Claw trap in [[Oblivion:Confront the King|Confront the King]] is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --[[User:Timenn|Timenn]] 15:17, 7 September 2007 (EDT)&lt;br /&gt;
::::Well actually, the claw trap is easy to avoid with high acrobatics. Doing so however is quite pointless because you cannot cast spells through it or swing a blade through it to actualy damage Mannimarco.[[User:Crazydax|Crazydax]] 02:48, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Claw Trap's damage ==&lt;br /&gt;
&lt;br /&gt;
[http://www.uesp.net/w/index.php?title=Oblivion:Traps&amp;amp;oldid=188658 This edit] claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --[[User:Timenn|Timenn]] 16:31, 15 October 2007 (EDT)&lt;br /&gt;
:Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--[[User:Willyhead|Willyhead]] 16:38, 15 October 2007 (EDT)&lt;br /&gt;
::Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.&lt;br /&gt;
::* The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations.  As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings.  Also these traps do not have the &amp;quot;Dangerous&amp;quot; flag set in the CS.&lt;br /&gt;
::* There are two other claw traps under the editor ID OblivionGateClawGateOpen.  The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap '''does''' have the &amp;quot;Dangerous&amp;quot; flag set.  These two traps are only found in [[Oblivion:Random Oblivion World 5|Random Oblivion World 5]].  Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.&lt;br /&gt;
::I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else.  Not that AFAIK we know what the &amp;quot;Dangerous&amp;quot; flag actually means.  In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;)  But given the discrepancies here it seems like it's worth looking into. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:01, 20 October 2007 (EDT)&lt;br /&gt;
:::Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using ''tdt'' to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --[[User:Timenn|Timenn]] 09:53, 20 October 2007 (EDT)&lt;br /&gt;
::::I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. [[User:212.50.191.54|212.50.191.54]] 06:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --[[User:Timenn|Timenn]] 09:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it possible that the trap was near a small lava stream that went unnoticed?(is unexperianced with Oblivion Gates) --[[User:Debatra|Debatra]] 17:29, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pressure Plate ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? --[[User:212.50.191.54|212.50.191.54]] 06:17, 31 October 2007 (EDT)&lt;br /&gt;
:No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:36, 31 October 2007 (EDT)&lt;br /&gt;
Ah yes, that does make sense, I  forgot that the character has weight&lt;br /&gt;
&lt;br /&gt;
== What's the purpose of this page? ==&lt;br /&gt;
What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, '''what they do''', '''how to deal with them''' so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here. Preceeding coment added by [[User:Bongo|Bongo]] 16:54, 29 November 2007 (EST)&lt;br /&gt;
:Okay, this time I'll leave it. But the page is about damage and how to avoid the traps; not really about things getting covered. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:29, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::The problem with part of that information is that it doesn't cover everything. A rock that has fallen down can be moved by more than just area effect spells. An area effect spell is just an easy way of moving things. It's also trivial that loose objects can be moved in Oblivion, so mentioning that on a Traps page is just not necessary. I think a note of the amount of rocks that fall down, and the effect that can have, is more than enough. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 17:40, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cave ins, logs and landslides all have the capacity to cover interesting stuff. Unlike the other two, objects covered by cave ins will usually be unaccessible until you figure out how to remove the rocks. The hold key is useless on such rocks, a fireball works(and bring the rocks back to life!). I agree that damage dealt by traps and how to avoid it should get priority on this page but I still think we have room for secondary effects as well. Not sure if the mentioned chest in amelions tomb is a bait or just placed there to frustrate players though. Preceeding comment added by [[User:Bongo|Bongo]] 16:42, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::''&amp;quot;The objects released by this trap will remain and may hinder the player's passage or cover items of interest.&amp;quot;''&lt;br /&gt;
::::I propose this as a compromise. &amp;quot;objects&amp;quot; may be replaced by the trap's released objects (e.g. logs). The reason why I'm hesistant to add more information is because this trait is only encountered on a few ocassions. It should not suggest that a player has to deal with it with every trap of this kind, but merely that he/she should be aware of it. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 10:17, 3 December 2007 (EST)&lt;br /&gt;
:::::Looks good to me, Timenn. It gets the information into the article without placing too much emphasis on it. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:30, 3 December 2007 (EST)&lt;br /&gt;
:::::I got no problem with a rewording. I hope you leave the info on how to move rocks afterwards though *and* the fact that a fireball will make the rocks dangerous again...(note to self:throw rocks against an enemy on first occasion, might be fun ;) )[[User:Bongo|Bongo]] 10:00, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The previously proposed comment has been added to the [[Oblivion:Traps#Avalanche|Avalanche]], [[Oblivion:Traps#Cave In|Cave In]] and [[Oblivion:Traps#Falling Logs|Falling Logs]] traps. I've only added an extra note about rocks being shot away by area of effect spells to the Cave In trap (Avalanche is outside thus unlikely that rocks hit you, logs are too heavy). I've added a verification tag to it because it needs to be verified, but I can imagine this being true (if rocks are moving faster than the set fTrapMinVelocity). --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 09:40, 13 December 2007 (EST)&lt;br /&gt;
:What part needs verifying? I have sent rocks from cave-ins flying with fireballs on several occasions and they do indeed hurt. Haven't tested against enemies though. Haven't looked for variables either(the construction kit is still unchartered territory for me) but from observation the rock are capable of damage even when moving slowly. [[User:Bongo|Bongo]] 07:18, 3 January 2008 (EST)&lt;br /&gt;
::Well I can't get this to happen at all. Having just spent several fun minutes with various different rock falls, the Enemies Explode spell and potions of restore magicka, the one time I managed to hurt myself was when I managed to hit myself with my own spell. I'm not saying it doesn't happen but I can't work out how you did it. —[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:48, 3 January 2008 (EST)&lt;br /&gt;
:::I'll give it another look then. I tested in amelions tomb with the weak fireball spell you get from one of the mages guild reccomendation quests. That spell has a limited range which sort of rules out me toasting myself(didn't know you could hit yourself at all). Have to find me a couple more caveins...could amelions tomb be something special?&lt;br /&gt;
:::Went to crumbling mine right outside chorrol to check the cavein there and flying rocks was *almost* as dangerous as they were in amelions tomb. I say *almost* because quite a few of the rock did not hurt when blasted around. The game crashed before I could measure the cave properly but a rough estimate is that about a third of the rocks did not cause damage when reactivated. Seems like those rocks are physics-enabled but not &amp;quot;damage-enabled&amp;quot;. Could be a performance thing, if &amp;quot;damage-enable&amp;quot; is performance-heavy it makes sense to disable it where the player is unlikely ever to walk into the falling rocks.[[User:Bongo|Bongo]] 05:12, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I don't see how it is possible to hit yourself with a spell. I've tried this, even without any equipment, and I could not manage to do it. &lt;br /&gt;
::::I've also tried the Cave Ins at [[Oblivion:Amelion Tomb|Amelion Tomb]] and [[Oblivion:Crumbling Mine|Crumbling Mine]], and I can confirm it is possible to hurt yourself by setting the rocks into motion by an area of effect spell. The bigger the area, the more rocks are affected and the greater the chance of being hit. I noticed no difference between the Cave In at Amelion Tomb and the Cave In at Crumbling Mine. That should be correct, according to the Construction Set they are the same trap. &lt;br /&gt;
&lt;br /&gt;
::::I'm not sure what you mean with ''damage-enabled'' and ''physics-enabled''. There are a few noteworthy values set in a Trap's script. Two are fTrapDamage and fLevelledDamage, they determin the damage the trap does, fTrapMinVelocity determins at what speed the object in question (in this case the rock) must travel to be ''dangerous''. (There are two more values, fTrapPushBack and bTrapContinuous (for e.g. the Gas Trap), the latter is disabled).&lt;br /&gt;
::::I'd say we remove the verification tag, as it is now confirmed by two people. I hope Rpeh can get this to work as well (try climbing on the rocks in Amelion Tomb and firing Enemies Explode at the floor) or is ok with changing this. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 08:59, 10 January 2008 (EST)&lt;br /&gt;
::::: Okay, fair enough. I'll try again and see if I can make it work. I got the spell to hit myself by having a speed of something over 200 at the time. :) I couldn't do it again though so it might have been a fluke. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 09:13, 10 January 2008 (EST)&lt;br /&gt;
::::: 'Physics-enabled' and 'damage enable' is just me using pseudo-code trying to express that an object can be 1)tossed around and manipulated(as opposed to just being part of the scenery) or 2)able to inflict damage in one way or the other. Slightly off-topic but isn't it weird that sending a large pile of swords flying round your ears doesn't reduce you to mincemeat? LOL [[User:Bongo|Bongo]] 13:59, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fallen Logs ==&lt;br /&gt;
&lt;br /&gt;
After testing, I can confirm it is possible to damage others (and yourself) by grabbing and moving the fallen logs of the [[Oblivion:Traps#Falling Logs|Falling Logs]] trap. It is very unreliable though, and I doubt it is a good technique to be used in battle. The reason I kept the comment is because the amount of damage done is significant enough, and it obviously doesn't count as assault. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 18:00, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dealing With Cave-in Traps ==&lt;br /&gt;
&lt;br /&gt;
So let's assume that not everyone has a high ranking magic user or is interested in magic. How does one clear the cave-in traps if they're playing a physical character?&lt;br /&gt;
&lt;br /&gt;
How do you see them coming if you can't see the roof of the cave? I'm in Fatback cave, and there is no way I can see to get down this hall without setting off the trap. Once in place, it cannot be removed to my knowledge. {{unsigned|Alaston}}&lt;br /&gt;
&lt;br /&gt;
:Heavy lifting! You can pick up the rocks using the ''grab'' key, and move them to wherever you want. I'm sure you feel that is roleplaying for a physical character. :)&lt;br /&gt;
&lt;br /&gt;
:The traits listed on the page are mostly the only things you can recognize a Cave In with. Usually Cave Ins are placed right past the trigger, so if you walk carefully and notice a shaking screen, halt. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 18:18, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Is it possible to move the rocks with the ''grab'' key? I haven't played Oblivion for a while, but I remember having trouble with that, while the spell technique always worked. Also, in an earlier discussion on this talk page, Bongo mentions that &amp;quot;The hold key is useless on such rocks...&amp;quot;. (I would find out myself, but I can't run the game anymore.) --Quill 18:37, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yes, you're right. I just tried it and I wasn't able to move any of the rocks with the ''grab'' key. I must have assumed that, since it possible to move alot of other objects. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 08:34, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
In my experience, what happens is the rocks become static after a short period of time, right after they drop. If you grab one before it goes into 'static' mode, you can move it with the grab key. Although, static probably isn't the best descriptor, as magic can move them whenever, in my experience --[[User:Scxe|Scxe]] 01:57, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Land Mine Traps ==&lt;br /&gt;
&lt;br /&gt;
I'm about 99% sure they do not respawn, so I made a minor change to the opening paragraph on the main page. I'm not sure if it would be better suided moved down to the segment for land mine traps further down the page, but, I feel its worth mentioning that they do not respawn. --[[User:Scxe|Scxe]] 13:17, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm sorry to be your 1%, but as far as I managed to test this, Land Mines '''do''' reset. I've just checked most Oblivion Worlds ([[Oblivion:Random Oblivion World 1|1]], [[Oblivion:Random Oblivion World 2|2]], [[Oblivion:Random Oblivion World 3|3]], [[Oblivion:Random Oblivion World 5|5]], [[Oblivion:Random Oblivion World 7|7]], Kvatch) and Land Mines were reset, and I know I have set them off before (I usually clean out an Oblivion World when visiting them). This is also backed up both by long gameplay experience, and the fact that the Land Mine scripts have a Reset section that is comparable to other Traps. &lt;br /&gt;
&lt;br /&gt;
:What may be the case is some delayed cell reset. This may be related to the script function ''CloseCurrentOblivionGate'', which is hard coded. What is possible is that the cells don't reset if you leave an Oblivion World instead of closing the gate. &lt;br /&gt;
:I'm removing the comment from the article. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 14:58, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hrm. Well, I know with the oblivion world that has the secret area in it (bow, arrows, mace) they didn't reset on the way to the secret area. However, I'll do some testing to see if it was a one time occurance, or if it happens regularly to me, and in different worlds.--[[User:Scxe|Scxe]] 01:55, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
hate to burst your bubble but you can have two oblivion gates open at the same time with the same world and what happens in one will not affect the other&lt;br /&gt;
&lt;br /&gt;
== Plant traps ==&lt;br /&gt;
&lt;br /&gt;
Should Harrada and Spiddal plants be added to this page?  They technically behave as traps - proximity triggered, not subject to detection rules (they can see through Chameleon/Invisibility), and they're certainly not creatures, you can't attack or kill them.  The fact that you can harvest ingredients from them makes them a bit different, but in all other ways, they function exactly like traps. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 10:57, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Triggering Pressure Plates ==&lt;br /&gt;
&lt;br /&gt;
I've just spent some time testing these, and the information on the page was (nearly) correct; the only thing I found was that the weight of the object you place on the plate doesn't matter. Even dropping the zero-weight Skeleton Key on the plate caused it to activate. Any type of arrow shot with any type of bow also caused set it off. I don't know where the script is that checks for activation, but there must be something in there about things other than the player. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 09:59, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just out of curiosity, which pressure plates did you test (e.g., where were they located)?  There are dozens of pressure plate scripts, so I think I only scanned the first dozen or so the other day before getting bored ;) If I knew which specific script to look at, it might help to make sense of this.  Thanks :) --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 14:35, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmmm... I don't think it has anything to do with scripts. As I stated in my original edit before the editing frenzy hit, any HAVOKed item will trigger the pressure plate. (It was a little technical, I get it.) The pressure plate is HAVOKed as is every item you can pick up, move, or grab. That means virtually anything you can get on the plate will set it off. (I missed the word &amp;quot;heavy&amp;quot;... Probably there before I edited it... I don't know if the specified carrying weight has any barring on the physics simulation, apparently not...) I've not been in the CS long, but it is my understanding that the pressure plate (and tripwire for that matter) is linked to a HAVOKed item (ie: the ball and chain, logs, or whatever the trap is), so the setting off of the trap is not a function of scripting but a function of the HAVOK physics engine. --[[User:Enterprise2001|Enterprise2001]] 13:39, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can objects behave like traps? ==&lt;br /&gt;
&lt;br /&gt;
When you drop something from high up, will it kill/injure someone? like when a spike ball falls, and you get hit, you get hurt, i just wandered if the same rule applies to objects like swords, etc [[User:Humansaw93|Humansaw93]] 15:06, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No. There are specific settings (''fTrapDamage'' and ''iLeveledDamage'') that determine whether an object in question act as a trap, i.e. will do damage if thrown against someone. These settings do not apply to normal objects you can pick up and keep in your inventory. Instead they are applied to an object like a Cave In. That means that all objects associated with that (the rocks) deal damage when thrown against you hard enough. In short, only trap objects deal damage. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 16:34, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
can something get up enough speed to hit hard enough to kill someone though? [[User:Humansaw93|Humansaw93]] 21:11, 23 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=380533</id>
		<title>User:Humansaw93</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Humansaw93&amp;diff=380533"/>
		<updated>2008-11-23T20:45:26Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: New page: '''All About My Oblivion''' Some Spells ---- some spells I would like to make for my Dark Elf are:   Brisingr: fire damage 20 pts on contact or target (based on the eragon books)  deaths c...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''All About My Oblivion'''&lt;br /&gt;
Some Spells&lt;br /&gt;
----&lt;br /&gt;
some spells I would like to make for my Dark Elf are: &lt;br /&gt;
&lt;br /&gt;
Brisingr: fire damage 20 pts on contact or target (based on the eragon books)&lt;br /&gt;
&lt;br /&gt;
deaths cold embrace: frost damage on contact&lt;br /&gt;
&lt;br /&gt;
Ha! you died!: max fire damage with max area&lt;br /&gt;
&lt;br /&gt;
'''Favorite Stuff'''&lt;br /&gt;
&lt;br /&gt;
weapon: warhammer So i can smash some poor fools head in&lt;br /&gt;
race: Orc because they are the best tanks in the world&lt;br /&gt;
city: chorrol&lt;br /&gt;
add-on: Knights of The Nine: because you get to be a holy crusader&lt;br /&gt;
quest: Umaril the Unfeathered: because you get to lead the charge against Umaril, as the awesome knights of the Nine commander&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=380516</id>
		<title>Oblivion talk:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=380516"/>
		<updated>2008-11-23T20:06:36Z</updated>

		<summary type="html">&lt;p&gt;Humansaw93: Can objects behave like traps?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation on data =&lt;br /&gt;
As plenty of data on traps can't be read literally from the Construction Set, here is an overview of the data I worked with.&lt;br /&gt;
== Physical Damage calculation ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
* Using the console command &amp;quot;setlevel&amp;quot; to test different levels.&lt;br /&gt;
* Test trap are the Swinging Blades close to the entrance/exit of [[Oblivion:Lindai|Lindai01]].&lt;br /&gt;
* Using the console command &amp;quot;tdt&amp;quot; to measure the exact health values.&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
* Damage is calculated the moment you're hit, and is based on your character's level at '''that''' moment.&lt;br /&gt;
* Damage is calculated for each actor. The skeletons who were so nice to get hit received damage dependent on '''their''' level.&lt;br /&gt;
* Damage = fTrapDamage + fLevelledDamage * Level.&lt;br /&gt;
&amp;quot;fTrapDamage&amp;quot; and &amp;quot;fLevelledDamage&amp;quot; are both variables set in the trap object's scrip.&lt;br /&gt;
=== Test data ===&lt;br /&gt;
According to ARTrapSwingBladeFAST01SCRIPT:&amp;lt;br&amp;gt;&lt;br /&gt;
fTrapDamage = 20&amp;lt;br&amp;gt;&lt;br /&gt;
fLevelledDamage = 1.5&lt;br /&gt;
{|class=&amp;quot;wikitable compress&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 21.50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 24.50&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 27.50&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 42.50&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 57.50&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 95.00 &lt;br /&gt;
|-&lt;br /&gt;
| 75 || 133.50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 170.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editor ID's ==&lt;br /&gt;
For reference:&lt;br /&gt;
{|class=&amp;quot;wikitable compress&amp;quot;&lt;br /&gt;
!Trap/Trigger name !! Editor ID&lt;br /&gt;
|-&lt;br /&gt;
| Claw Lever || OBClawSwitchTall&lt;br /&gt;
|-&lt;br /&gt;
| Pressure Plate || CTrigPressurePlate01&lt;br /&gt;
|-&lt;br /&gt;
| Tripwire || CTrigTripwire01&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche || OblivionAvalanche01&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Ruin Spike Pit || ARTrapSpikePit01&lt;br /&gt;
|-&lt;br /&gt;
| Cave In || CTrapCaveIn01&lt;br /&gt;
|-&lt;br /&gt;
| Ceiling Spikes || ARFloorSMASHER01 (the raising floor)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapLongSpikes01 (the spikes in the ceiling)&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Guillotine Blade || HallwayTrackBladeTrap01&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Trident Blade || HallwayTrackBladeTrap02B&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Spikes || CitadelHall3waySpikeTrap01 (for a single wall)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHall90cornerSpikeTrap01 (for corners)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHallSpikeTrap01 (for two opposing walls)&lt;br /&gt;
|-&lt;br /&gt;
| Claw Trap || ClawGateLeft01&amp;lt;br&amp;gt;&lt;br /&gt;
ClawGateRight01&lt;br /&gt;
|-&lt;br /&gt;
| Crumbling Bridge || ARTrapBridgeCrumble (Ayleid Ruins)&amp;lt;br&amp;gt;&lt;br /&gt;
RFPitBridgeTrap (Forts)&lt;br /&gt;
|-&lt;br /&gt;
| Darts || RFTrapDarts01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Blades || ARTrapBridgeBlade01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Logs || CTrapLogs01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Trap || ARTrapGasCloud (gas cloud)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitter01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitterRANDOM01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Room || ARTrapWallCorner01&lt;br /&gt;
|-&lt;br /&gt;
| Spike Pit || RFTrapSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Barrier || ARTrapChannelSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Blades || ARTrapSwingBladeFAST01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeRANDOM01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeSLOW01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Log || CTrapSwingLogLong01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Mace || CTrapSwingMaceLong01 (cylinder shaped mace)&lt;br /&gt;
CTrapSwingMaceShort01 (sphere shaped mace)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Welkynd Stone || ARTrapEvilStone01 (casts Frost Damage)&lt;br /&gt;
ARTrapEvilStone02 (casts Shock Damage)&lt;br /&gt;
|-&lt;br /&gt;
| Fire Turret || OBTurretBig01&lt;br /&gt;
|-&lt;br /&gt;
| Land Mine || OBMineTrap01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Timenn|Timenn]] 14:42, 9 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Talk =&lt;br /&gt;
== Page Rewrite ==&lt;br /&gt;
I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:&lt;br /&gt;
* Where to find them.&lt;br /&gt;
* How they appear (if they are not yet triggered).&lt;br /&gt;
* What happens if the trap is triggered.&lt;br /&gt;
* What effect the trap has on its victim (usually the amount of damage).&lt;br /&gt;
A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category. &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Timenn|Timenn]] 11:35, 10 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmation of Argonian Immunity ==&lt;br /&gt;
Can someone confirm the immunity of [[Oblivion:Argonian|Argonians]] to the [[Oblivion:Traps#Gas Trap|Gas Trap]] and the [[Oblivion:Traps#Gas Room|Gas Room]]? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --[[User:Timenn|Timenn]] 08:30, 17 June 2007 (EDT)&lt;br /&gt;
:Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while.  And absolutely nothing happened.  The gas was definitely working, because one of the rats who came after me died from it.  On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it.  So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any [[Oblivion:Resist Poison|Resist Poison]] effect will reduce the damage from the traps.  Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:06, 20 June 2007 (EDT)&lt;br /&gt;
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::It even gets more interesting... First of all, it seems like Gas Trap damage the [[Oblivion:Resist Poison|Resist Poison]] resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non [[Oblivion:Argonian|Argonian]] character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.&lt;br /&gt;
::Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values). &lt;br /&gt;
::Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap. &lt;br /&gt;
::From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.&lt;br /&gt;
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::For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.&lt;br /&gt;
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==Another Page Rewrite==&lt;br /&gt;
Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained &amp;quot;Spike Pit&amp;quot; (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called &amp;quot;Ayleid Ruin Spike Pit&amp;quot; in the table, I changed to simply &amp;quot;Spike Pit&amp;quot;, whereas I changed the latter to &amp;quot;Hole&amp;quot; and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under &amp;quot;Hole&amp;quot;, that would be great.&lt;br /&gt;
Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red.&lt;br /&gt;
[[User:SubtleCynicism|SubtleCynicism]] 05:19, 27 July 2007 (EDT)&lt;br /&gt;
:I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page.  So changing the names here has some widespread consequences. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:42, 27 July 2007 (EDT)&lt;br /&gt;
::I just ran around and got myself zapped by a few different varieties of Welkynd Stones.  Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02).  Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:12, 2 August 2007 (EDT)&lt;br /&gt;
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== Bone Claw trap ==&lt;br /&gt;
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Should the Bone Claws in the final area of [[Oblivion:Echo Cave|Echo Cave]] be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--[[User:Willyhead|Willyhead]] 14:50, 20 August 2007 (EDT)&lt;br /&gt;
:I'll say &amp;quot;No&amp;quot; for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:14, 21 August 2007 (EDT)&lt;br /&gt;
::But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--[[User:Willyhead|Willyhead]] 14:31, 2 September 2007 (EDT)&lt;br /&gt;
:::I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge trap]], where the fall damage might be minimal (or none) but the &amp;quot;punishment&amp;quot; is the detour you have to take to get back on your original track. The Claw trap in [[Oblivion:Confront the King|Confront the King]] is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --[[User:Timenn|Timenn]] 15:17, 7 September 2007 (EDT)&lt;br /&gt;
::::Well actually, the claw trap is easy to avoid with high acrobatics. Doing so however is quite pointless because you cannot cast spells through it or swing a blade through it to actualy damage Mannimarco.[[User:Crazydax|Crazydax]] 02:48, 4 March 2008 (EST)&lt;br /&gt;
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== Claw Trap's damage ==&lt;br /&gt;
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[http://www.uesp.net/w/index.php?title=Oblivion:Traps&amp;amp;oldid=188658 This edit] claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --[[User:Timenn|Timenn]] 16:31, 15 October 2007 (EDT)&lt;br /&gt;
:Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--[[User:Willyhead|Willyhead]] 16:38, 15 October 2007 (EDT)&lt;br /&gt;
::Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.&lt;br /&gt;
::* The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations.  As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings.  Also these traps do not have the &amp;quot;Dangerous&amp;quot; flag set in the CS.&lt;br /&gt;
::* There are two other claw traps under the editor ID OblivionGateClawGateOpen.  The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap '''does''' have the &amp;quot;Dangerous&amp;quot; flag set.  These two traps are only found in [[Oblivion:Random Oblivion World 5|Random Oblivion World 5]].  Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.&lt;br /&gt;
::I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else.  Not that AFAIK we know what the &amp;quot;Dangerous&amp;quot; flag actually means.  In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;)  But given the discrepancies here it seems like it's worth looking into. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:01, 20 October 2007 (EDT)&lt;br /&gt;
:::Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using ''tdt'' to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --[[User:Timenn|Timenn]] 09:53, 20 October 2007 (EDT)&lt;br /&gt;
::::I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. [[User:212.50.191.54|212.50.191.54]] 06:19, 31 October 2007 (EDT)&lt;br /&gt;
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I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --[[User:Timenn|Timenn]] 09:35, 5 November 2007 (EST)&lt;br /&gt;
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Is it possible that the trap was near a small lava stream that went unnoticed?(is unexperianced with Oblivion Gates) --[[User:Debatra|Debatra]] 17:29, 28 June 2008 (EDT)&lt;br /&gt;
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== Pressure Plate ==&lt;br /&gt;
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Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? --[[User:212.50.191.54|212.50.191.54]] 06:17, 31 October 2007 (EDT)&lt;br /&gt;
:No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:36, 31 October 2007 (EDT)&lt;br /&gt;
Ah yes, that does make sense, I  forgot that the character has weight&lt;br /&gt;
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== What's the purpose of this page? ==&lt;br /&gt;
What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, '''what they do''', '''how to deal with them''' so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here. Preceeding coment added by [[User:Bongo|Bongo]] 16:54, 29 November 2007 (EST)&lt;br /&gt;
:Okay, this time I'll leave it. But the page is about damage and how to avoid the traps; not really about things getting covered. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:29, 29 November 2007 (EST)&lt;br /&gt;
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::The problem with part of that information is that it doesn't cover everything. A rock that has fallen down can be moved by more than just area effect spells. An area effect spell is just an easy way of moving things. It's also trivial that loose objects can be moved in Oblivion, so mentioning that on a Traps page is just not necessary. I think a note of the amount of rocks that fall down, and the effect that can have, is more than enough. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 17:40, 29 November 2007 (EST)&lt;br /&gt;
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:::Cave ins, logs and landslides all have the capacity to cover interesting stuff. Unlike the other two, objects covered by cave ins will usually be unaccessible until you figure out how to remove the rocks. The hold key is useless on such rocks, a fireball works(and bring the rocks back to life!). I agree that damage dealt by traps and how to avoid it should get priority on this page but I still think we have room for secondary effects as well. Not sure if the mentioned chest in amelions tomb is a bait or just placed there to frustrate players though. Preceeding comment added by [[User:Bongo|Bongo]] 16:42, 2 December 2007 (EST)&lt;br /&gt;
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::::''&amp;quot;The objects released by this trap will remain and may hinder the player's passage or cover items of interest.&amp;quot;''&lt;br /&gt;
::::I propose this as a compromise. &amp;quot;objects&amp;quot; may be replaced by the trap's released objects (e.g. logs). The reason why I'm hesistant to add more information is because this trait is only encountered on a few ocassions. It should not suggest that a player has to deal with it with every trap of this kind, but merely that he/she should be aware of it. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 10:17, 3 December 2007 (EST)&lt;br /&gt;
:::::Looks good to me, Timenn. It gets the information into the article without placing too much emphasis on it. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:30, 3 December 2007 (EST)&lt;br /&gt;
:::::I got no problem with a rewording. I hope you leave the info on how to move rocks afterwards though *and* the fact that a fireball will make the rocks dangerous again...(note to self:throw rocks against an enemy on first occasion, might be fun ;) )[[User:Bongo|Bongo]] 10:00, 4 December 2007 (EST)&lt;br /&gt;
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The previously proposed comment has been added to the [[Oblivion:Traps#Avalanche|Avalanche]], [[Oblivion:Traps#Cave In|Cave In]] and [[Oblivion:Traps#Falling Logs|Falling Logs]] traps. I've only added an extra note about rocks being shot away by area of effect spells to the Cave In trap (Avalanche is outside thus unlikely that rocks hit you, logs are too heavy). I've added a verification tag to it because it needs to be verified, but I can imagine this being true (if rocks are moving faster than the set fTrapMinVelocity). --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 09:40, 13 December 2007 (EST)&lt;br /&gt;
:What part needs verifying? I have sent rocks from cave-ins flying with fireballs on several occasions and they do indeed hurt. Haven't tested against enemies though. Haven't looked for variables either(the construction kit is still unchartered territory for me) but from observation the rock are capable of damage even when moving slowly. [[User:Bongo|Bongo]] 07:18, 3 January 2008 (EST)&lt;br /&gt;
::Well I can't get this to happen at all. Having just spent several fun minutes with various different rock falls, the Enemies Explode spell and potions of restore magicka, the one time I managed to hurt myself was when I managed to hit myself with my own spell. I'm not saying it doesn't happen but I can't work out how you did it. —[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:48, 3 January 2008 (EST)&lt;br /&gt;
:::I'll give it another look then. I tested in amelions tomb with the weak fireball spell you get from one of the mages guild reccomendation quests. That spell has a limited range which sort of rules out me toasting myself(didn't know you could hit yourself at all). Have to find me a couple more caveins...could amelions tomb be something special?&lt;br /&gt;
:::Went to crumbling mine right outside chorrol to check the cavein there and flying rocks was *almost* as dangerous as they were in amelions tomb. I say *almost* because quite a few of the rock did not hurt when blasted around. The game crashed before I could measure the cave properly but a rough estimate is that about a third of the rocks did not cause damage when reactivated. Seems like those rocks are physics-enabled but not &amp;quot;damage-enabled&amp;quot;. Could be a performance thing, if &amp;quot;damage-enable&amp;quot; is performance-heavy it makes sense to disable it where the player is unlikely ever to walk into the falling rocks.[[User:Bongo|Bongo]] 05:12, 10 January 2008 (EST)&lt;br /&gt;
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::::I don't see how it is possible to hit yourself with a spell. I've tried this, even without any equipment, and I could not manage to do it. &lt;br /&gt;
::::I've also tried the Cave Ins at [[Oblivion:Amelion Tomb|Amelion Tomb]] and [[Oblivion:Crumbling Mine|Crumbling Mine]], and I can confirm it is possible to hurt yourself by setting the rocks into motion by an area of effect spell. The bigger the area, the more rocks are affected and the greater the chance of being hit. I noticed no difference between the Cave In at Amelion Tomb and the Cave In at Crumbling Mine. That should be correct, according to the Construction Set they are the same trap. &lt;br /&gt;
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::::I'm not sure what you mean with ''damage-enabled'' and ''physics-enabled''. There are a few noteworthy values set in a Trap's script. Two are fTrapDamage and fLevelledDamage, they determin the damage the trap does, fTrapMinVelocity determins at what speed the object in question (in this case the rock) must travel to be ''dangerous''. (There are two more values, fTrapPushBack and bTrapContinuous (for e.g. the Gas Trap), the latter is disabled).&lt;br /&gt;
::::I'd say we remove the verification tag, as it is now confirmed by two people. I hope Rpeh can get this to work as well (try climbing on the rocks in Amelion Tomb and firing Enemies Explode at the floor) or is ok with changing this. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 08:59, 10 January 2008 (EST)&lt;br /&gt;
::::: Okay, fair enough. I'll try again and see if I can make it work. I got the spell to hit myself by having a speed of something over 200 at the time. :) I couldn't do it again though so it might have been a fluke. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 09:13, 10 January 2008 (EST)&lt;br /&gt;
::::: 'Physics-enabled' and 'damage enable' is just me using pseudo-code trying to express that an object can be 1)tossed around and manipulated(as opposed to just being part of the scenery) or 2)able to inflict damage in one way or the other. Slightly off-topic but isn't it weird that sending a large pile of swords flying round your ears doesn't reduce you to mincemeat? LOL [[User:Bongo|Bongo]] 13:59, 10 January 2008 (EST)&lt;br /&gt;
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== Fallen Logs ==&lt;br /&gt;
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After testing, I can confirm it is possible to damage others (and yourself) by grabbing and moving the fallen logs of the [[Oblivion:Traps#Falling Logs|Falling Logs]] trap. It is very unreliable though, and I doubt it is a good technique to be used in battle. The reason I kept the comment is because the amount of damage done is significant enough, and it obviously doesn't count as assault. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 18:00, 15 January 2008 (EST)&lt;br /&gt;
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== Dealing With Cave-in Traps ==&lt;br /&gt;
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So let's assume that not everyone has a high ranking magic user or is interested in magic. How does one clear the cave-in traps if they're playing a physical character?&lt;br /&gt;
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How do you see them coming if you can't see the roof of the cave? I'm in Fatback cave, and there is no way I can see to get down this hall without setting off the trap. Once in place, it cannot be removed to my knowledge. {{unsigned|Alaston}}&lt;br /&gt;
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:Heavy lifting! You can pick up the rocks using the ''grab'' key, and move them to wherever you want. I'm sure you feel that is roleplaying for a physical character. :)&lt;br /&gt;
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:The traits listed on the page are mostly the only things you can recognize a Cave In with. Usually Cave Ins are placed right past the trigger, so if you walk carefully and notice a shaking screen, halt. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 18:18, 14 February 2008 (EST)&lt;br /&gt;
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::Is it possible to move the rocks with the ''grab'' key? I haven't played Oblivion for a while, but I remember having trouble with that, while the spell technique always worked. Also, in an earlier discussion on this talk page, Bongo mentions that &amp;quot;The hold key is useless on such rocks...&amp;quot;. (I would find out myself, but I can't run the game anymore.) --Quill 18:37, 14 February 2008 (EST)&lt;br /&gt;
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:::Yes, you're right. I just tried it and I wasn't able to move any of the rocks with the ''grab'' key. I must have assumed that, since it possible to move alot of other objects. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 08:34, 15 February 2008 (EST)&lt;br /&gt;
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In my experience, what happens is the rocks become static after a short period of time, right after they drop. If you grab one before it goes into 'static' mode, you can move it with the grab key. Although, static probably isn't the best descriptor, as magic can move them whenever, in my experience --[[User:Scxe|Scxe]] 01:57, 4 March 2008 (EST)&lt;br /&gt;
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== Land Mine Traps ==&lt;br /&gt;
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I'm about 99% sure they do not respawn, so I made a minor change to the opening paragraph on the main page. I'm not sure if it would be better suided moved down to the segment for land mine traps further down the page, but, I feel its worth mentioning that they do not respawn. --[[User:Scxe|Scxe]] 13:17, 3 March 2008 (EST)&lt;br /&gt;
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:I'm sorry to be your 1%, but as far as I managed to test this, Land Mines '''do''' reset. I've just checked most Oblivion Worlds ([[Oblivion:Random Oblivion World 1|1]], [[Oblivion:Random Oblivion World 2|2]], [[Oblivion:Random Oblivion World 3|3]], [[Oblivion:Random Oblivion World 5|5]], [[Oblivion:Random Oblivion World 7|7]], Kvatch) and Land Mines were reset, and I know I have set them off before (I usually clean out an Oblivion World when visiting them). This is also backed up both by long gameplay experience, and the fact that the Land Mine scripts have a Reset section that is comparable to other Traps. &lt;br /&gt;
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:What may be the case is some delayed cell reset. This may be related to the script function ''CloseCurrentOblivionGate'', which is hard coded. What is possible is that the cells don't reset if you leave an Oblivion World instead of closing the gate. &lt;br /&gt;
:I'm removing the comment from the article. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 14:58, 3 March 2008 (EST)&lt;br /&gt;
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Hrm. Well, I know with the oblivion world that has the secret area in it (bow, arrows, mace) they didn't reset on the way to the secret area. However, I'll do some testing to see if it was a one time occurance, or if it happens regularly to me, and in different worlds.--[[User:Scxe|Scxe]] 01:55, 4 March 2008 (EST)&lt;br /&gt;
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hate to burst your bubble but you can have two oblivion gates open at the same time with the same world and what happens in one will not affect the other&lt;br /&gt;
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== Plant traps ==&lt;br /&gt;
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Should Harrada and Spiddal plants be added to this page?  They technically behave as traps - proximity triggered, not subject to detection rules (they can see through Chameleon/Invisibility), and they're certainly not creatures, you can't attack or kill them.  The fact that you can harvest ingredients from them makes them a bit different, but in all other ways, they function exactly like traps. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 10:57, 8 June 2008 (EDT)&lt;br /&gt;
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== Triggering Pressure Plates ==&lt;br /&gt;
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I've just spent some time testing these, and the information on the page was (nearly) correct; the only thing I found was that the weight of the object you place on the plate doesn't matter. Even dropping the zero-weight Skeleton Key on the plate caused it to activate. Any type of arrow shot with any type of bow also caused set it off. I don't know where the script is that checks for activation, but there must be something in there about things other than the player. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 09:59, 28 June 2008 (EDT)&lt;br /&gt;
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:Just out of curiosity, which pressure plates did you test (e.g., where were they located)?  There are dozens of pressure plate scripts, so I think I only scanned the first dozen or so the other day before getting bored ;) If I knew which specific script to look at, it might help to make sense of this.  Thanks :) --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 14:35, 28 June 2008 (EDT)&lt;br /&gt;
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::Hmmm... I don't think it has anything to do with scripts. As I stated in my original edit before the editing frenzy hit, any HAVOKed item will trigger the pressure plate. (It was a little technical, I get it.) The pressure plate is HAVOKed as is every item you can pick up, move, or grab. That means virtually anything you can get on the plate will set it off. (I missed the word &amp;quot;heavy&amp;quot;... Probably there before I edited it... I don't know if the specified carrying weight has any barring on the physics simulation, apparently not...) I've not been in the CS long, but it is my understanding that the pressure plate (and tripwire for that matter) is linked to a HAVOKed item (ie: the ball and chain, logs, or whatever the trap is), so the setting off of the trap is not a function of scripting but a function of the HAVOK physics engine. --[[User:Enterprise2001|Enterprise2001]] 13:39, 20 July 2008 (EDT)&lt;br /&gt;
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== Can objects behave like traps? ==&lt;br /&gt;
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When you drop something from high up, will it kill/injure someone? like when a spike ball falls, and you get hit, you get hurt, i just wandered if the same rule applies to objects like swords, etc [[User:Humansaw93|Humansaw93]] 15:06, 23 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Humansaw93</name></author>
		
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