Skyrim Special Edition Cutting Room Floor

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A WordPress Commenter on Hello world! TPOSC Skyrim LE TPOSC Skyrim SE Uncategorised Xbox One. For The Elder Scrolls V: Skyrim on the PC, a GameFAQs message board topic titled 'Cutting room floor!!!'

The Elder Scrolls V: Skyrim

Developer: Bethesda Game Studios
Publisher: Bethesda Softworks
Platforms: Windows, PlayStation 3, Xbox 360
Released in JP: December 8, 2011
Released in US: November 11, 2011
Released in EU: November 11, 2011
Released in AU: November 11, 2011

This game has unused areas.
This game has unused code.
This game has a hidden developer message.
This game has unused models.
This game has unused items.
This game has unused abilities.
This game has unused sounds.
This game has unused text.
This game has debugging material.

Skyrim is the fifth entry in the extremely popular Elder Scrolls series, in which you play as the Dragonborn or Dovahkiin – a person bestowed with the ability of killing dragons by absorbing their souls and using their powers. Oh, and it turns out they're back. And causing a whole load of trouble.

  • 1Subpages
  • 4Changed & Removed Locations
  • 5Unused Cells
  • 6Test Cells & Holding Cells
  • 8Placeholder Messages
  • 9Oddities
  • 10Unused Spells and Perks

Subpages

Unused Dialogue
About 30% of all the recorded dialogue. Huh.. almost seems like the game was rushed..
Unused NPCs
Ever felt like Skyrim was empty?
Scrapped Quests
Quality over quantity? Doesn't really feel like it.
The Pit
An arena removed from the main game. There's actually a lot of stuff left behind.
Civil War
The civil war seen in the final game is only a fraction of the original dynamic vision.

Add-ons

Dawnguard
Debug stuff and carriage drivers.
Hearthfire
Very likely that this page will get more use than the actual add-on.
Dragonborn
More Miraak and.. spider followers.

Quick Start

There is a simple debug option in the script data for the introduction quest ('Unbound') to skip it in various ways, for ease of testing. Look in the script for Unbound (MQ101) for a variable called MQQuickStart. By default it is set to 0, but changing the default state of this variable will alter the state the game begins in.

  • 0: The game starts normally. Default.
  • 1: The game attempts to start after the cart ride, but something appears to be broken.
  • 2: The game starts at the very beginning of the Helgen Keep dungeon, right after you've chosen who to follow.
  • 3: The game starts at the very end of the Helgen Keep dungeon with a basic set of equipment pre-set to your character.
  • 4: Seemingly the same as option 2?

Options 2-4 will pop up a dialogue box on game start asking whether you want to follow the Imperial (Hadvar) or the Stormcloak (Ralof).

Fallout Remnants

In the game files, there are several remnants of Fallout features, such as the Pip-Boy, the VATS system, and hacking. These can be viewed in the Creation Kit, although they are completely blank.

Changed & Removed Locations

Barleydark Farm

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

Bear's Cave Mill

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

Darkwater Crossing

Darkwater Crossing was meant to have at least one other building located there. Simply known as 'Crossinghouse', it seemed to function as the house of Tormir and her daughter Hrefna. Sondas Drenim was at one point meant to be the innkeeper of an unknown inn. Two npc's named Meieran and Dasturn are also mentioned in dialogue only.

Skyrim Special Edition Cutting Room Floor

Farrfalk Mansion

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

Frost River Farm

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

Granite Hill

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

Heljarchen

Heljarchen would've been Skyrim's version of the town of Helarchen Creek, which first appeared in The Elder Scrolls I: Arena. Unused keys, scripting and location data reveal that the town would've had at least 2 farmhouses, an apothecary, and a blacksmith. The town would've also had an inn, The Nightgate Inn, which still appears in the final game as the final remnant. At least 6 removed npc's are known to have inhabited the town.

Irontree Mill

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

Maiden-Loom Manor

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

Old Hroldan

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

Stonehills

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

Ulfberth's House

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

Wintersand Manor

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

Unused Cells

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

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

Windhelm Pit

Editor ID: WindhelmPitEntrance

This is the entrance to the unused Pit arena. Entering the Pit spawns Argonian, Nord, Dark Elf and Imperial NPCs called 'Pit Fans', who just stand around, but are obviously supposed to be spectators of some sort.

E3 Bleak Falls Barrow

Editor ID: E3demoBleakFallsBarrow

Pretty much identical to the final game, except in the final game, the location is split into two separate loading cells. This version is both cells clumped together; presumably to show off combat at an E3 expo. A few smaller parts of the map were taken out as well. There are some bugs in it as well (probably because it was just a early build), such as the man trapped in the spider web not able to be freed and not obtaining a shout when you approach the wall at the end. No enemy appears when you are supposed to collect the shout. When you get to the end of the map, you are taken outside of a random mountain near Whiterun.

Helgen Unused Cells

These cells all lead back to or reference Helgen in some way, the town that Alduin ravages at the start of the game.

  • Editor ID: HelgenHomestead – This is one of the houses destroyed by Alduin at the beginning of the game. Normally you jump through this on your way to the keep with Ralof or Hadvar, but it exists as a partially coded room with a table, two chairs, a floating bed and a exit back to the destroyed house in Helgen.
  • Editor ID: HelgenTheLostMansReprieve – Going off the name, one could guess this was an inn, though all that is left is a table and a door that goes nowhere.
  • Editor ID: HelgenTorolfsMill – This is pretty much the same as the Lost Man's Reprieve.

Hoarfrost Grotto

Editor ID: HoarfrostGrottoOLD

An unfinished ice cave which just houses a Frost Atronach and some Ice Wraiths. There's a small chest located at the end of the cave. 90210 season 6 full episodes. There is no entrance or exit.

Obscured Passage

Editor ID: CidhnaMine03

The ID suggests this was a scrapped part of the Cidhna Mine. It's mainly full of corpses and gates, and has Dwemer architecture throughout.

Dreamworld

  • Editor ID: vampireDreamworld01
  • Editor ID: vampireDreamworld02
  • Editor ID: vampireDreamworld03

Three identical-looking cells that are not connected. They appear as the inside of a small house. The only door can be activated, but doesn't lead to a new cell. A few rare books and notes can be found on two shelves. Judging by the name of the location codes, this was probably related to vampire-related content that didn't make the final game.

Test Cells & Holding Cells

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

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

Editor Smoke Test Cell

Editor ID: qasmoke

An item testing room. The chests contain every inventory item in the game. Opening any enchanted chests may crash the game due to the sheer amount of enchanted items. Note that having Dawnguard & Dragonborn installed expands the room; Dawnguard adds a room with two chests holding inventory items specific to that DLC, whereas Dragonborn adds a room with chests full of Dragonborn items, as well as a cage with buttons that spawns enemies from Solstheim.

M'aiq The Liar's Room

Editor ID: Elsweyr

A small grey room where the Khajiit wanderer M'aiq the Liar is stuffed away (when he's not roaming around Skyrim). The developers decided to use the name of the Khajiit homeland as the editor ID.

Do Not Delete - Not A Test Cell

Editor ID: ThievesGuildHoldingCell

Roof

There seems to be a lot of Thieves' Guild related things here, unsurprisingly. In the corner is a disabled woman NPC with Vaermina's name and voice, as well as chests for all the Thieves Guild fences, the Stones of Barenziah, notes and books relating to Thieves' Guild quests, drinks, levelled and special loot, and Mercer Frey's Chillrend sword.

Main Menu Cell

Editor ID: MainMenuCell

Entirely blank. Sort of self-explanatory..?

Unowned Cell

Editor ID: UnownedCell

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

Voice Cells

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

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

Unused & Unusable Keys

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

NameIDExplanation
Avanchnzel Key0006d0adThis key opens a door in Avanchnzel but cannot be found in-game.
Bloodlet Cage Key0005e4a8This key opens a cage door found in Bloodlet Throne, it cannot be found in-game, however.
Cage Key0001c250Internally known as 'SR01Key', it cannot be found in-game and doesn't open anything.
Cage Key000506d2Internally known as 'karthspireRedoubtJailKey', this key is carried by Solitude fishmonger Addvar for some reason, it does NOT open anything in Karthspire Redoubt.
Captive Shackle Key0002e3f9Related to the captives in the Dark Brotherhood quest 'With Friends Like These..', they don't appear shackled in the final game however, and the key doesn't open anything.
Cellar Key0002bae2This key is related to the quest 'The House of Horrors' and is supposed to open the locked door in the Abandoned House, it doesn't appear in-game however.
Chillrend Case Key000f84a5The key is supposed to open Chillrend's display case, but can't as it doesn't appear in-game.
Confiscated Goods Key0010e7e6Carried by Anuriel in Mistveil Keep, but doesn't open anything.
Crossinghouse Key0009c6d7The Crossinghouse was supposed to be another location in Darkwater Crossing, the location and its key don't appear in the final game however.
Doesn't Exist000C62A1This key appears to be a duplicate of the Katariah Master Key, but renamed.
Faldar's Cage Key000c007bThis key opens all jail cells in Faldar's Tooth, it cannot be found in-game.
Folgunthur Catacomb Key000ab6feThis key cannot be found in-game and doesn't open anything. The location 'Folgunthur Catacomb' doesn't exist, only 'Folgunthur Crypt'.
Fort Blackmoor Prison Key00016ff1Fort Blackmoor is the original name of Fort Greymoor, the key cannot be found in-game and doesn't open anything.
Irkngthand Arcanex Key000b7cbcThis key cannot be found in-game and doesn't open anything.
Irkngthand Consortium Key000b7c00This key is wrongfully assigned to a bandit in Raldbthar, a completely different Dwemer ruin. The key doesn't open anything however and the 'Irkngthand Consortium' doesn't even exist in the final game.
Iron Key0004ec50Internally named 'RoriksteadFreeformMralkisChestKey', this key is related to a cut part of the 'Erik the Slayer' quest. The chest related to this key also got cut and doesn't appear in-game either. Even though it's clear what the key was supposed to open, the key isn't correctly tied to the chest and therefore useless.
Irontree Mill House Key00098b7aThis key is carried by two characters named Steirod and Trilf, neither of whom are found in the game, making the key unobtainable.
Jaree's Key00023a70Related to the quest 'Lights Out!' according to its internal name 'MS07Key'. Doesn't open anything and cannot be found in-game.
Jorrvaskr Back Room Key000734c5This key, internally named 'WhiterunJorrvaskrCeremonyRoomKey' doesn't appear in-game and doesn't open anything.
Labyrinthian Crypt Key00022896This key is unobtainable and doesn't open anything.
Liar's Retreat Cage Key0001e30dThis key is unobtainable and doesn't open anything.
Mistwatch Jail Key00030b37This key opens a jail door in Mistwatch but it cannot be found in-game.
Mithorpa's House Key000a035eThis key is in possession of Mithorpa Nasyal, an unused npc and owner of Barleydark Farm, both the man and location do not appear in the final game, rendering the key useless.
Nightgate Inn Cellar Key000ed02dInternally known as 'DB08BalagogTrapDoorKey', it would've been used by Balagog gro-Nolob to exit the trap door from the cellar. The key actually works on the trap door but seeing as it is always unlocked and the key doesn't appear in the final game, it is rather pointless.
Prison Cell Key000b965dInternally known as 'MQ101PrisonKey', it would've been found during the tutorial quest 'Unbound'. It is still able to unlock two prison cells but doesn't appear in the final game.
Raldbthar Key000f232eThis key was probably meant to be in possession of the bandit holding the otherwise useless Irkngthand Consortium Key, due to this it cannot be found in the final game but it does still open a door in Raldbthar.
Riften Jail Key000ff787Not to be confused with the key of the same name carried by guards, this key can only be found on the Imperial Guard Jailor and doesn't open anything. Its naming might even be a mistake as it is known as 'RiftenEvidenceChestKey' internally.
Shaman's Key0003718eThis key is known internally as 'sightlessPitShamanKey', however, it is assigned to numerous other shamans outside of the Sightless Pit. It does not open anything.
Sluice Gate Key00063b5dThis key, known internally as 'MS01OmluagKey' appears to be connected to the quest 'The Forsworn Conspiracy' and to Markarth resident Omluag. The key however, cannot be found in his posession but rather on a table inside of the Smelter Overseer's House. It does not open anything.
Syncope Sanctuary Key0004c475This key and the related 'Syncope Sanctuary' do not appear in-game, rendering the key useless.
Valthume Chamber Key0004d6e2This key doesn't appear in the final game and doesn't open anything.
Verner and Anneke's House Key0009c6fdStrangely, not in possession of either Verner Rock-Chucker or Annekke Crag-Jumper and cannot be found anywhere in-game. Still opens their house door. (The key's misspelling is deliberately copied)
Werewolf Cage Key000db0e2This key appears to be related to a random encounter, as evidenced by its internal name 'dunPOITundraWerewolfKey'. It doesn't appear in the final game however and doesn't open anything
Key to Aleuc's House0009e2a5This key and its related location do not appear in-game, rendering the key useless. This house was to be part of Stonehills, as seen by its internal name 'StonehillsAleucsHouseKey'.
Key to Argi's Hut0009e2a6This key is carried by Argi Farseer, who can't be found anywhere in the game, making the key unobtainable. Even if it were obtainable, Argi's Hut doesn't exist.
Key to Castle Dour000c13d8This key cannot be found in-game and doesn't open anything.
Key to Castle Dour Tower000c13dbThis key cannot be found in-game and doesn't open anything.
Key to The Dead Man's Drink000c139eThis key is carried by both serving girl Narri and innkeeper Valga Vinicia, but doesn't open anything.
Key to Falion's House00108ba4This key, known internally as 'MorthalFalionsHouseKeyCOPY0000' should not be confused with the key carried by Agni and Falion, this is just a copy that doesn't appear in-game and doesn't open anything.
Key to Fathendas House00065653This key and its related location do not appear in-game, rendering the key useless. This house was to be part of the cut village Heljarchen, as seen by its internal name 'HeljarchenFathendasHouseKey'.
Key to Gestur's House0009e2a3This key and its related location do not appear in-game, rendering the key useless. Gestur Rockbreaker does not have a house in the final game.
Key to Gularz Khazgur Keep0006649aThis key and its related location do not appear in-game, rendering the key useless.
Key to Heigen's Farmhouse00065655This key and its related location do not appear in-game, rendering the key useless. This house was to be part of the cut village Heljarchen, as seen by its internal name 'HeljarchenHeigenFarmHouseKey'.
Key to Hjorunn's Room00098b7cCarried by Solitude Sawmill worker Hjorunn, this key doesn't open anything.
Key to Jens' Farmhouse00065656This key and its related location do not appear in-game, rendering the key useless. This house was to be part of the cut village Heljarchen, as seen by its internal name 'HeljarchenJensFarmHouseKey'.
Key to Justiciar's Headquarter000c13edThis key doesn't appear in-game and doesn't open anything. (name is deliberately misspelled as it appears in-game)
Key to Kharag's Room00098b7bCarried by Solitude Sawmill worker Kharag gro-Shurkul, this key doesn't open anything.
Key to Longhouse0009e2a4This key is carried by Jesper, Swanhvir, and Teeba-Ei, NPCs who can be found in Stonehills. Though it is obtainable, The Longhouse it's meant to open doesn't exist.
Key to Maiden-Loom Manor00093b0dThis key and its related location do not appear in-game, rendering the key useless. The key would've likely been in possession of Lillith Maiden-Loom.
Key to Morthal Guardhouse00108ba5This key doesn't appear in-game and doesn't open anything.
Key to the Nightgate Inn00065658This key doesn't appear in-game and doesn't open anything. This key is known internally as 'HeljarchenNightgateInnKey', pointing to the fact that the inn was originally part of the cut village of Heljarchen.
Key to Pavo's House000becd8This key should not be confused with the key carried by Pavo Attius and Gat gro-Shargakh. This version is known as 'KolskeggrPavosHouseKey' internally, doesn't appear in-game and doesn't actually open anything.
Key to Romlyn Dreth's House000f18f7This key, carried by Romlyn Dreth, should not be confused with another key that he carries, namely 'Romlyn's House Key'. While Romlyn's House Key unlocks his house, this one doesn't unlock anything and appears to just be a duplicate.
Key to the Silver-Blood Inn00065670This key doesn't appear in-game and doesn't unlock anything.
Key to Solitude Cemetary000c13deThis key doesn't appear in-game and doesn't unlock anything.
Key to Solitude Stables000c13f9This key doesn't appear in-game and doesn't unlock anything.
Key to Styrr's House000c13fcThis key and its related location do not appear in-game, rendering the key useless. Styrr does not have a house in the final game.
Key to the Temple of Dibella000bd79cThis key is carried by priestesses Anwen, Hamal, Orla, and Senna but doesn't open anything.
Key to the Temple of the Divinves000c13ffThis key doesn't appear in-game and doesn't unlock anything. (the misspelling is deliberately copied from the game)
Key to Traillus's House00065659This key and its related location do not appear in-game, rendering the key useless. This house was to be part of the cut village Heljarchen, as seen by its internal name 'HeljarchenTraillusHouseKey'.
Key to Ulfberth's House00093b10This key and its related location do not appear in-game, rendering the key useless. Ulfberth War-Bear does not have a house in the final game.
Key to the Windpeak Inn000becdeThis key is carried by both serving girl Karita and innkeeper Thoring, but doesn't open anything.
Key to Winking Skeever000c1405This key is carried by Corpulus Vinius, Minette Vinius, and Sorex Vinius, but doesn't open anything.
Key to Wintersand Manor00093b14This key is carried by Acolyte Jenssen, Ahlam, and Nazeem, who can be found in and around Whiterun. Though it is obtainable, Wintersand Manor doesn't exist.

Placeholder Messages

FX / Gameplay Placeholders

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

IDNameText
DA14TempFadeInMessage(temp) FX PlaceholderScreen slowly lightens from black and resolves from blurry images into normal view. Sanguine's voice fades out and is replaced by priestesses'.
DA14TempFadeOutMessage(temp) FX PlaceholderPlayer drinks. Over remaining lines of scene, the screen goes fuzzy and fades to black as Sanguine continues talking.
DA15Temp155Message(temp) Gameplay Placeholder(temp placeholder)

Puzzle-fight with Pelagius, involving use of the Wabbajack

At the end, Pelagius disappears in a flash of light and is replaced by a skeever, which scurries off.

DA15TempDerveninEnterMessage(temp) FX Placeholder(temp placeholder)

Sheogorath snaps his fingers and Dervenin appears in a puff of smoke.

DA15TempDerveninExitMessage(temp) FX Placeholder(temp placeholder)

Sheogorath snaps his fingers and Dervenin disappears again in a puff of smoke

DA15TempExitMessage(temp) Gameplay Placeholder(temp placeholder)

Player learns to use the Wabbajack in various situations, and to solve puzzles to progress through level.

Then, approaching the end, the exit door disappears, and the ghost of Pelagius walks in through the wall.

DA15TempPelagiusLeavingMessage(temp) FX Placeholder(temp placeholder)

Pelagius's ghost gets up and walks away through a wall.

Other Placeholder Messages

In the game files also exist multiple placeholder messages.

IDNameTextMenu Button 1Menu Button 2Menu Button 3
C01TempMessagePlaytesting Temporary MessageYour Shield-Sibling turns into a werewolf here, and you hear the sounds of carnage from the other side. When he or she next appears, imagine they're covered in blood, having opened that barred door on the left.Awesome
DB06TakeScheduleMessagePlaceholder Test Message - you took Agallon's schedule. This is running on an old script because the Papyrus equivalent isn't available - it needs to be switched over at a later time.
DB08KillGourmetMessagePlaceholder Test Message - you killed the Gourmet.
DB08TakePapersMessagePlaceholder Test Message - you took the Gourmet's Identity papers. This is running on an old script because the Papyrus equivalent isn't available - it needs to be switched over at a later time.
MG01TestCastMessageTEMPHere's where the player would cast the appropriate spell.
MG01TestWardMessageTEMPHere's where the player successfully wards spells cast by Tolfdir.
MG02TestOrbMessageTEMPTolfdir and player do dungeon-crawly stuff and eventually come upon the Eye..
MG02TestSceneMessageTEMPEverything freezes, monk appears and scene runs
MG02TestTransitionDoorMessageTEMP -- here's where Tolfdir would place the amulet in the door, at which point it unlocks and opens.
MG02TestWallMessageTEMPWall collapses when player takes amulet, opening up a new chamber.
MG04TestMonkSceneEndMessageTEMP: There's another flash of light, and everything goes back to normal.
MG04TestMonkSceneMessageThere's a flash of light, we throw up some cool image shaders, and everything stops..
MG04TestRitualMessageAren gets close, there's a huge flash, and everything goes 'boom'

Screen will fade to black, then fade back in for the start of MG05

MG04TestStage60MessageThe player and Mirabelle go to the Great Hall, where the ritual is already underway.
MG06TestDoorMessageAren and Ervine take down the barrier, with or without the player's help.
MG06TestTelescopeMessageHere's where the player does the stuff with the telescope to make it work, revealing the location of the staff.
MG07TestPriestMessagePlayer meets Dragon Priest, player kills Dragon Priest. For now just pick up the staff on the floor.
MG07TestWaveMessageDragon Priest is heard, wave of energy sweeps over player and drains all his magicka.
MG08TestEndMessageThe monks perform a big fancy ritual spell, and they, along with the eye, disappear.
MG08TestMonkFrozenMessageThe monk is frozen and unresponsive.
MG08TestTandilFreeMessagePlayer uses staff to revive Tandil.
MQ101TempChooseSidesMessageWho did you befriend while escaping from Helgen?Hadvar (Imperials)Ralof (Stormcloaks)
MQ101TempChooseSidesMessageKeepYou rode the cart into Helgen with Ulfric Stormcloak and his men. Just before you were executed, a dragon attacked, and you escaped in the confusion, with the help of Ralof (a fellow prisoner) and Hadvar (one of the Imperial soldiers).


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

HadvarRalof
MQ101TempMessage1Display race/face menu.
MQ101TempMessage2The cart's door opens, and Imperial soldiers start herding the prisoners out.
MQ102FriendTutorialSome kind of tutorial message will go here, explaining what it means to have a friend -- regard, reputation, favor points. In particular, that you can use favor points to take their stuff without them getting mad at you.
MQKillDragonTempMsgImagine something really cool happening.
MQKillDragonTempMsg2You just got more Voice Power points.
MS03TempWarningTEMPAlarms go off and Louis Letrush opens secret passage to Ratway. For testing, now proceed with Louis to MS03LetrushHideoutMarker
MS07CannotMessageTEMP - LIGHTS OUT(temp for testing)

The lamp is enclosed in a locked case.

MS07LightAlreadyOutMessageTEMP - LIGHTS OUT(temp for testing)

The light is extinguished and surprisingly hard to re-light.

MS07LightOutMessageTEMP - LIGHTS OUT(temp for testing)

With some difficulty, you extinguish the massive lighthouse lamp.

MS07OpenChestMessageTEMP - TREASURE(temp for testing)

Inside is treasure!

(quest ends)

T02RukiFenrigAscensionMessageAscensionTEMP: Ruki and Fenrig embrace, then slowly rise up into the air. Their spirits grow brighter as they ascend, until they become two bright points in the night sky, forever circling each other.
TG01UrnShattersMessageTEMPThe urn shatters.
TG02HiveDestroyedMessageTEMPThe bee hive is destroyed.
TG03BoardsDoneMessageTEMPYou have already loosened the boards enough.
TG03BoardsLoosenMessageTEMPYou loosen the boards over the storage room door.
TG03MeadBarrelBeforeMessageYou shouldn't remove the barrel until the Honningbrew has been poisoned.
TG03SkeeverNestAfterMessageTEMPYou've already poisoned the nest.
TG03SkeeverNestBeforeMessageTEMPYou apply the poison to the nest.
TG03VatAfterMessageTEMPYou've already poisoned the vat of Honningbrew.
TG03VatBeforeMessageTEMPThe Honningbrew has been poisoned.
TG03VatMessageTEMPDo you wish to poison the Honningbrew?YesNo
TG05TempSceneMessage01Player is struck. Imagespace effect blur/fades to black. Imagespace returns normal and Player is moved to marker. Player will be 1st Person lying on ground looking up at the action.
TG06StoneHeavyMessageTEMPThe stone is too heavy to lift.
TG06StoneRubFailMessageTEMPYou don't have the items required to make a copy of the inscription.
TG06StoneRubFailMessageAltTEMPYou will need charcoal and paper in order to make a rubbing.
TG06StoneRubMessageTEMPYou create a rubbing.
TrapLockpickingTEMPPlaceholder for trapped doors and chests.


Select the lockpicking outcome.

SuccessFailureAbort
da03TEMPscene1MessageTEMP - Special Effects!(temp until effects are in)

Barbas magically disappears

Statue in Vile's shrine changes so Barbas appears on the statue as well.

Dialogue from Barbas and Vile continue, but both now come from statue.

Unused Demo Quest

There are message boxes relating to some sort of 'demo radiant quest' that is never featured in-game.

IDNameTextMenu Button 1Menu Button 2
DemoQuestMsgBossFailI cannot rest until I have my ancient sword and helm..
DemoQuestMsgBossSuccessYou have brought me the long-lost sword and helm! Now I can rest in peace..
DemoQuestMsgQuestgiverI need you to fetch the WOOZLE from the NEARBY DRAUGR CRYPT.Sure, I'll do it.No thanks.
DemoQuestMsgStartThe demo radiant quest has started.

Oddities

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

Brond's mention

Torbjorn Shatter-Shield of Windhelm may mention an NPC known as Brond in one of his greetings. Brond is actually an unused NPC.

Chief Mauhulakh's Armor

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

Dasturn and Meieran

Dasturn is mentioned once in a greeting by Tormir of Darkwater Crossing, while Meieran gets mentioned multiple times in scenes that happen in Darkwater Crossing. Neither NPC has any remains of their existence left in the game's files.

Killable Children

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

Froa

Froa is the daughter of Kjeld and Iddra of Kynesgrove. Despite getting mentioned multiple times in scenes, there isn't a single trace of her in the game data.

Urwa

A corpse that appears in Brood Cavern simply known as 'Hunter' in-game. She's actually a uniquely-designed NPC. Whatever her purpose was is unknown.

Unused Spells and Perks

Unused Archery Perk

Perk ID: 105f1a

An unused perk for the Archery skill tree exists within the Creation Kit, but was left out before the game's release. It is known as Trick Shot and would have been obtained when the player had acquired 80 Archery skill and unlocked the Quick Shot perk. Its description read: '25% chance of disarming an opponent.' The perk can be acquired by using the console command Addperk 105f1a. It won't appear in the skill tree for Archery but it is fully functional.

Unused Conjuration Spell

Spell ID: 0010FC16

An unused spell for the Conjuration skill tree exists in the game's files, but was left out before the game's release. It is known as Conjure Dragon Priest and is only accessible with console commands. It would have been a standalone version of Konahrik's Mask enchantment. Casting it would summon a Spectral Dragon Priest for 60 seconds. The spell can be acquired by using the console command player.addspell 0010fc16. It would have had three perks which would extend the maximum duration to 120 seconds, 240 seconds, and to allow the summoning of two Dragon Priests.

Unused Test Objects

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

A cube possibly used to test lighting effects on Falmers.

3.0 out of 5 stars Area 51 Video Game Reviewed in the United States on December 28, 2007 I enjoyed a lot of things about this game but it 'crashed' frequently even though running on a high-end Nvidia card, 3G processor and 1G RAM. Area 51 pc game s

The Elder Scrolls series
DOSI: Arena • II: Daggerfall (Prototypes) • Legend: Battlespire
WindowsIII: Morrowind (Tribunal, Bloodmoon) • IV: Oblivion (Shivering Isles) • V: Skyrim (Dawnguard, Dragonborn)
PlayStation 3IV: Oblivion (Shivering Isles) • V: Skyrim (Dawnguard, Dragonborn)
Xbox 360IV: Oblivion (Shivering Isles) • V: Skyrim (Dawnguard, Dragonborn)
PlayStation PortableTravels: Oblivion (Prototypes)
iOS, AndroidBlades
Retrieved from 'https://tcrf.net/index.php?title=The_Elder_Scrolls_V:_Skyrim&oldid=759794'

Cutting Room Floor is a mod for The Elder Scrolls V: Skyrim Special Edition, created by.Description:A content restoration mod for Skyrim Special Edition and the official DLCs. From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed.

Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet.To install use.Installation RequirementsSkyrim Special Edition 1.1.47.0.8 or greater.Unofficial Skyrim Special Edition Patch 4.0.0 or greater.DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager peform an equivalent function on the contents of the file.

Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for.

If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Popular files for The Elder Scrolls V: Skyrim Special EditionNameTypeSizeDateTotal7 daysmod2.7 MB6/11/20192.4K88mod259.6 MB19.1K72mod159.7 KB12/5/20184.4K39mod219.1 MB1/22/20189.8K38mod7 MB10/3/20198.4K30mod1273 MB6.5K24mod1.3 MB1.9K24mod20 MB12/3/201863123mod11.1 MB2/2/20207K21mod492.7 MB10/3/20191.7K20mod11.7 MB2/29/20202.7K18mod334.5 MB1K18mod5.1 MB4/8mod131.9 MB5/16mod1.1 MB2/29/20201.2K16mod530.7 KB5/3/20203915.