Shivering talk:The Museum of Oddities

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[edit] Remove Redundancy

  • I belive that the 'Remove Redundancy with The Museum of Oddities (place)' should go on the place's page because this article seems to be about the quest as it should be, but the place's page seems to be more about the quest than the place. —The preceding unsigned comment was added by Quazzieclodo (talkcontribs).
I think that the 'remove redundancy' is just left over from when the two articles (place and quest) had just been started and the same edits were being made to both pages by different editors. It was starting to be a mess so the cleanup for redundancy tag was put on it and the line/link about the 'quest' was put on the 'place' page. After the articles were separated the tag was left simply so editors would see it and not confuse the two (as the articles were both still young). In all honesty, it can probably be removed now as both articles are solid enough and the 'place' page has the disambiguation line at the top. So I say remove it if you want, should be good. However, I have to disagree about the (place) page being more about the quest than the place. It could use expanding but there isn't a whole lot more to write about it (it's empty, has a proprietor, you can take a tour, and can be filled up doing the quest). --AlbinoMudcrab 17:22, 7 April 2007 (EDT)
I'm actually the one who added the cleanup tag back when the page was first created [1], at which point there was already a long list of items on the place page [2]. It looks like that has been sorted out now, so anyone who wants to remove that from the cleanup tag is free to do so (and since I'm avoiding actually reading any of these pages, it's hard for me to judge whether something's been cleaned up ;) ) --NepheleTalk 17:35, 7 April 2007 (EDT)

[edit] Ring of Disrobing...

Does this function in the same way as Sanguine's Stark Reality spell or the script that removes your gear during the Through a Nightmare quest? If so, there's a good chance that it suffers from the same glitch in that quest items you're wearing will end up giving you permanent bonuses, only, this being a ring would be considerably more accessible than those two quests, so you could easily do it with every qualifying item in the game, and getting all the benefits at once. I hope they've fixed this glitch, as that would be a major exploit. Can somebody test that? --TheRealLurlock Talk 18:50, 16 April 2007 (EDT)

Bug confirmed. It does RemoveAllItems to a container and immediately returns them, causes Ring of Vipereye enchantment to be permanent and ring is unequippable.
Interestingly, the item is set to take up the UpperBody, LowerBody, Hand, Foot, and RightRing slots in the Biped Object field. This should make it automatically unequip all those slots immediately (the same as if you equip a Mythic Dawn or Black Hand Robe), but it doesn't actually occur. --Deathbane27 19:53, 16 April 2007 (EDT)

[edit] Reward for Ring of Disrobing: Nothing.

I've checked the Construction Set. There is no reward. All the other rewards are given in the Result Script of the quest stage, and the one for turning in the ring (entry 30) has no Result Script. I checked the rest of the quest scripts and her dialogue as well. Nada. Nothing for the ring, nor extra for completing the entire collection that I could find. --Deathbane27 09:01, 17 April 2007 (EDT)

I am going to check again, but I earned 235 for turning this in, might be from one of the unofficial patches, I haven't managed to find the list of things they fix. If it is from the USIP or UOP it might be worth mentioning.

Kivan had already indicated this is fixed by the UOP - I just changed it to USIP as Nephele only just added that template. It definitely gives no reward in the unpatched game however. —RpehTCE 03:00, 7 January 2008 (EST)

[edit] Leveled Rewards

The rewards for the quests seem to be leveled. My current character is level 13 and only received 120 gold for the Hound's Tooth Key. Anybody got more info on this? --RpehTalk 11:46, 19 June 2007 (EDT)

[edit] Found a blind watcher's eye in Knotty Bramble.

I'm pretty sure it didn't say Blind Watcher's Eye on the plant before I harvested it either.

The locations are fairly random - I got the Mute Screaming Maw in Knotty Bramble, for example. The description on the plant will be the same as normal; you only find the oddity after you harvest from it. --RpehTalk 06:04, 9 July 2007 (EDT)
As far as I can tell, the plant items for the museum aren't actually random. For most of the museum items, there's basically a 2% chance of finding them in any container in SI (amber has a 1% chance of appearing in any amber stump or limb). But the Blind Watcher's Eye, Mute Screaming Maw, and Deformed Swamp Tentacle only come from specific plants. The Blind Watcher's Eye comes from one of two plants. Both of them are named "Watcher's Eye" just like the two standard plants, but internally each of the four plants has a different ID. There is one of these special plants in Knotbone Chamber, one in Knotty Bramble, Lost Crypt, and one in Milchar, Nexus. --NepheleTalk 11:43, 10 July 2007 (EDT)
And just to find every possible way to contradict you, Rpeh ;), I'm not seeing any Mute Screaming Maws in Knotty Bramble. I also don't see any scripts that would modify the plants, so I think the locations I'm listing really are fixed. Any chance your notes got scrambled on this one? Or should I keep investigating to figure out how a Mute Screaming Maw could show up there? --NepheleTalk 11:59, 10 July 2007 (EDT)

[edit] easy to find oddities

i have found out that luck does effect the chance of finding the items , high the luck better the chance of finding them.:) —The preceding unsigned comment was added by 88.105.132.247 (talkcontribs).

Sorry, but I seriously doubt it. I've done literally thousands of tests to examine the effect of luck on the items generated by leveled lists, and I've been unable to find any change in the chance of finding items or the quality of the items. Given the nature of random item generation, one or two examples where you found an item shortly after boosting your luck don't demonstrate anything. There will always be times when you happen to find items after boosting your luck, but it doesn't mean that the luck caused you to find the item. To show an effect between luck and finding items you would need to carefully track exactly how many times you found items out of how many attempts both with and without a luck boost... and you'd need to have on the order of 200 attempts in each case. --NepheleTalk 12:32, 20 October 2007 (EDT)

[edit] Cell Numbers

Under "Deformed Swamp Tentacle," the locations of several tentacles are listed as cells, and one is listed only as a cell. I play SI on the 360, and, since I can't access cells through the console, this is absolutely no help to me. Could we edit the descriptions so that the location of the tentacles is relative to the locations of other landmarks? --141.157.17.204 15:57, 22 February 2008 (EST)

Sorry for not signing in? --Twentyfists 15:59, 22 February 2008 (EST)

[edit] Mixing Bowl

On the page it says that it can be found in containers with alchemey apparatus inside. What kind of containers is this referring to?—The preceding unsigned comment was added by 76.120.103.127 (talkcontribs).

Any Container that spawns Alchemic Supplies as loot. --Prince of Madness 01:01, 10 July 2008 (EDT)

[edit] Amber!!!!!!

Because the amber in the limbs and stumps doesn't respawn, wouldn't it be impossible to find the sheogorath shaped amber if you've already searched all the limbs? —The preceding unsigned comment was added by 76.120.103.127 (talkcontribs).

Are you sure you searched All of the Amber limbs? and maybe it Might be in a container? --Prince of Madness 06:50, 10 July 2008 (EDT)
Yes. They say that there's a 1% chance that the special amber will appear in a stump or limb. But even if there were 100 limbs it's still possible that the amber will never randomly appear. Basically, I'm wondering wether there are any amber limbs that DO respawn, or if the sheogorath shaped amber can be found in a container that's not an amber limb/stump. You guys on UESP are incredible with all this stuff, so I was hoping you could help me out. —The preceding unsigned comment was added by 76.120.103.127 (talkcontribs).
It seems your suspicion is correct. Absolutely none of the containers that the Sheogorath-Shaped Amber can appear in will ever respawn, so it's entirely possible that you will never be able to complete the quest. --Robin Hood (TalkE-mailContribs) 11:47, 20 July 2008 (EDT)

[edit] Good place to find the Ring of Disrobing

Where is a good location to look for the Ring of Disrobing? —The preceding unsigned comment was added by Codyz (talkcontribs) on 4 August 2008.

Really anywhere. All the items with a location marked as "containers" are randomized. The tips section gives a list of locations with a lot of containers but there's no hard-and-fast answer to what comprises a "good" place. –RpehTCE 03:26, 5 August 2008 (EDT)

[edit] Two-headed septim

The Orc smith from "The Missing Pauldron" (can't remember his name) sold me a two-headed septim for 16 gold. Is this a glitch? -- LordDagon 10:23, 24 August 2008 (EDT)

Not at all...or at least if it is, it's a commonly-repeated glitch. Merchants will basically sell you anything they own, as well as any unowned items in their store, including those that are in containers in their store (as a rule; the game allows for exceptions). Several cupboards in shops in both Mania and Dementia are allowed to have Oddities in them, though there's only a 2% chance that they'll have an Oddity. Since the smith owns one such cupboard (in his bedroom), he will therefore sell you the Oddity if you're lucky enough to find it there. Of course, you could always simply have gone to his cupboard and taken it. :) The Oddities that might randomly show up in cupboards in New Sheoth are: the Two-Headed Septim, the Soul Tomato, the Mixing Bowl, the Hound's Tooth Key, the Dagger of Friendship, and the Ring of Disrobing. Most of these sell for fairly small amounts, under 100 septims, with the exception of the Soul Tomato, the base value of which is 250 (modified by your Mercantile skill, etc.). --Robin Hood (TalkE-mailContribs) 12:38, 24 August 2008 (EDT)
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