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Unused voice lines for NPCs exist mentioning "Hearts Day" and "New Life Festival". These are both holidays that existed in The Elder Scrolls II: Daggerfall. It's possible Bethesda meant for the holiday system and these specific holidays to return in Oblivion, before being cut. Additionally, Pete Hines mentions in an interview that these holidays were to be present in an unreleased DLC.
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There's a disease in-game called "Ticklebritch" that typically goes unused in normal gameplay, but the DLC Mehrune's Razor provides a singular way to contract it. If the player picks up a certain hoe in Sundercliff Mines, they will contract the disease. Given that the only way to contract this disease is through picking up a hoe, this is likely a joke by developers alluding to STDs.
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According to a fan interview conducted with Todd Howard, a "Nobility" faction was originally present in the game and would have focused on the dealings of The Elder Council. According to Howard, "You made your way up and became "The Duke of Colovia" and sat on the Elder Council. The only remnant of that questline is the dead Duke in Castle Kvatch, which was to be the beginning of that line."
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The Dark Brotherhood member "Antoinetta Marie" is an obvious reference to French Queen Marie Antoinette.
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There is unused dialogue showing that merchants would refuse services to the player if their disposition was too low. These lines include "No service for the likes of you. Take a hike."
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Horses were originally meant to be purchased through an in-game menu like other items in the game. In the final game, they are purchase through dialogue options. There exist unused lines for these purchases, "Need a new mount?" and "Looking to buy a horse? I have some fine animals for sale."
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There is unused dialogue for Elven, Nord, Breton, and Redguard city guards that go unused due to all city guards being Imperials. The only exception to this being quest specific NPCs who are city guards of a race other than Imperial.
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There are unused lockpicking animations for NPCs that would have been used when NPCs lockpick locked chests or doors. This is a rare occurrence in-game and when it happens, the NPCs simply use the "activate" animation. There exists animations for locked chests on the ground as well as doors.
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In "The Siren's Deception", the player would have only been fought by 2 of the women in Gweden Farm, with the third, Faustina, fleeing to the basement. There, the player would have had multiple dialogue options with her, and ultimately been able to spare her. In the final game, you must fight all 3 women on the first floor with no option to spare any of them. These lines were found in the German version of the game.
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Originally, Velwyn Benirus was to die at some point during the Benirus Manor quest. Unused NPC lines exist saying, "I heard that Velwyn Benirus was killed. The manor claims another victim."
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An unused "Lock" spell exists in the files (as well as Easy Lock and Average Lock), but it goes unused in the final game. It would have locked containers and doors. The files include several warnings which read "DO NOT USE". "Lock" existed as a spell in TES III: Morrowind.
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An unused "Darkness" spell exists in the files, but ultimately goes unused. It acts oppositely to the "Light" spells in the game, making an area darker (most likely to make it easier to sneak and remain undetected). Similar to the unused "Lock" spell it contains many "DO NOT USE" warnings.
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The game files reveal that High Elves were originally supposed to be 50 points vulnerable to Fire, Frost, Shock, and Magic. In the final game, they only have a 25 points vulnerability, with no general vulnerability to Magic.
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Upon first entering the Market District, a notice will appear on the screen reading "New Topic: Do you need couriers?". However, this topic cannot be discussed with any NPCs. This may be a leftover from a scrapped quest or questline in which the player would deliver letters to NPCs. The string of text's file name is "ImpExWork", with "ImpExDeliveredLetter" and "ImpExGiveLetter" also existing in the game's files.
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Concept art of Anvil reveal some slight differences from the original design. Originally, the port was connected inside the city walls, the lighthouse was accessed via a paved path, and the bay was much larger. In the final game, the port and lighthouse are located outside of the city walls, in a separate cell, the lighthouse has no paved path leading to it, and the bay is much smaller.
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