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[Relz] Cutting Room Floor


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A content restoration mod for Skyrim 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.

NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs
Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests
Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items

CRF Bug Tracker

Check out the video for the mod by Brodual:

Download Locations

AFK Mods
TES Alliance

Installation Requirements

Official Skyrim patch or greater.
Official Dawnguard DLC.
Official Hearthfire DLC.
Official Dragonborn DLC.
Unofficial Skyrim Legendary Edition Patch 3.0.15 or greater.

Installation - Wrye Bash BAIN

Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Manual

Drop the Cutting Room Floor.esp and Cutting Room Floor.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.


Due to the nature of Skyrim mods, especially those with scripts, it is STRONGLY recommended you do not attempt to uninstall this mod once you've begun using it. The scripts altered by the mod, as well as several portions of the content will be permanently altered and will not restore themselves to their previous states.

This is not a defect in this mod, it is merely how Skyrim works with any mod that includes scripted changes. There is nothing I or anyone else can do about this. You need to load a save prior to having installed this mod in order to restore the game to its previous condition.

If you insist on removing the mod and continuing with the save though, the Cutting Room Floor.esp and Cutting Room Floor.bsa files must be removed from your Data folder. Any errors or residual changes left behind by doing so are your sole responsibility and any complaints about this will be ignored.

Load Order

Load early, as close to the top of your load list as reasonably possible since this mod deals in restored vanilla content.

LOOT should be used for optimal placement.

Implemented in This Mod


Argi Farseer - Stonehills. Works in the mine, has a home in Stonehills, takes a random stroll around the mining camp at night.
Talib - Stonehills. Restored his house, works the mines.
Aleuc - Blacksmith in Stonehills. Has a house and slightly modified exterior forge area. Stonehills ought to be plenty populated now.
Captain Metilius - Castle Dour. Hangs around the war room during Bleak Falls Barrow or Jagged Crown, wanders the castle district outside otherwise. Will be disabled if the Stormcloaks have Solitude.
Grushnag - Placed with the Markarth Khajiit caravan and will travel with them. Serves as a guard due to the dangerous nature of The Reach.
Herebane Sorenshield - Added on the span of Kilkreath Ruins between the first and second interior areas. He will patrol the area there and is now carrying his named reward items too.
Karinda - Dagny's horse that was originally planned for use in the darker side of The Whispering Door. Just for show now though.
Mazgak - Added to the hunters in Bloated Man's Grotto.
Spirit of the Ancient Traveler - Added at Wayward Pass as was apparently intended.
Steirod - NPC planned for use at Irontree Mill.
Trilf - NPC planned for use at Irontree Mill.
Sulvar the Steady - Placed in Niranye's house, spends the rest of his time at the warehouse. It made no sense for him to spend his entire existence in her place.
Tasius Tragus - Added in the Dragon Bridge tavern. Doesn't do much other than sandboxing inside and outside. Sleeps at the inn. Supposedly is Varnius Junius' boss.
Thjollod - Added to the hunters in Bloated Man's Grotto.
Viding - Added to the hunters in Bloated Man's Grotto.
Mithorpa Nasyal - Dark Elf NPC assigned to Barleydark Farm.
Uglarz - Restored for Narzulbur, involved in a quest.
College Guard - A generic guard for the College of Winterhold. Will patrol the grounds, and sleep upstairs in the Hall of Attainment.
Froa - Daughter of Kjeld and Iddra who is mentioned in at least two scenes but doesn't exist.
Guards restored for Half-Moon Mill who will use the cut dialogues for that location.


Gallus' decoded journal - Will appear once the final major portion of the Thieves Guild quest is done.
Spectral Arrow - Spell tome reward for completing Treva's Watch.
Falmer Supple Bow - A slightly better version of the normal Falmer bow. Added to 3 of the encounter varieties of Falmer. A tempering recipe has been provided as well.
Briarheart Geis - A special version of a Forsworn axe, now in the hands of the Briarheart at Lost Valley Redoubt.
Mzinchaleft Guard's Note - A note for the guards who are watching Maluril's room.
Habd's Death Letter - A note left behind by the former owner of Frostflow Lighthouse.
Sild's Staff - A unique item available on Sild the Warlock in Rannveig's Fast that summons subjugated ghosts.
Circle of Vitality - Added a new tome for the spell, plus completed the missing parts.
Stormcloak Cuirass (sleeved version) - An alternate version of the standard Stormcloak Cuirass that was never added to the game.
Letter to Vals Veran - A short note that provides a bit of backstory to Vals Veran.
Robes & Boots - Several articles of clothing that were not added to leveled lists are now available.
Letter from Harkon - A short note carried by Malkus talking about Harkon's promise for finding a Moth Priest.


Research Thief - An unfinished quest at the College of Winterhold. Nirya has something she'd like you to do. (Repeatable radiant quest)
Filling Soul Gems - Sergius Turrianus doesn't just want you to restock them, the lazy bum! (Repeatable radiant quest)
The Missing Apprentices - Phinis Gestor wants someone to find out what happened to the previous group of apprentices.
Tolfdir the Absent-Minded - His alembic isn't the only thing he routinely misplaces! (Repeatable radiant quest)
Animal Pelt Collection - Restored a radiant quest for the Companions to collect animal pelts. Needed some logic tweaks and bugfix hacks to get it into useable shape.
Rogue Wizard - Tolfdir has more than just his absent-mindedness he needs help with. (Repeatable radiant quest)
Hitting the Books - An extra dialogue exchange was restored between the player and Mirabelle Ervine.
"A Wife For Mauhulakh" (name provided by CRF) - Chief Mauhulakh is lonely and longs for companionship.
Proving Honor - Aela can now be chosen as your shield-sibling if you do more work for her than Farkas.
Suppy Line - Frost River Farm needs help distributing their mead.
Shalidor's Insights - Added the missing fortify magicka scroll to the reward table.
Runil's Dark Past - Restored what little there is for this. Need to retrieve his journal first before the dialogue becomes available.
Mourning - NPCs who lose friends or loved ones may mourn the loss for a set period of time.


DialogueRiftenRatway - Restored a non-functional dialogue scene between the player and two thugs in the Ratway entrance. (Disabled if Live Another Life is installed and Thieves Guild start is chosen)
DialogueWhiterun - Scene between Uthgerd the Unbroken and Skulvar Sable-Hilt at the Whiterun Stables.
DialogueWhiterun - Scene where Mikael thanks the audience for their applause as the player first enters the Bannered Mare.
DialogueGenericVigilantsOfStendarr - Restored dialogue for the Vigilants to confront the player when they are wearing/wielding a Daedric artifact item. (https://en.uesp.net/wiki/Skyrim:Vigilants_of_Stendarr#Conversations)
Windhelm - 2 scenes between Scouts-Many-Marshes and Ambarys unlocked by giving Scouts-Many-Marshes an AI pack to sandbox in the club after work.
Solitude - 3 scenes involvng Xander have been restored by giving him AI packages to go to each of the stores he should visit.
MS06StartPotemaEscapesScene - Removed condition blocking the dialogue from Potema's escape sequence.


Thalmor Justiciar HQ in Solitude - Populated with one commander and 4 justiciars who will disable if the Stormcloaks take Solitude. Banners changed from Imperial to Thalmor, and these banners will change again to Stormcloak ones if they take the city.
Castle Dour Tower - Restored access to an unused tower room above General Tullius' room. Captain Metilius will sandbox here for part of the day as well as sleep here since he has no bed otherwise.
Frost River Farm - The meadery that goes with the Supply Line quest that was restored.
Irontree Mill - Restored a missing sawmill originally designated for Haafingar Hold. Haafingar has no adequate space for it, so it's just over the border with Hjaalmarch, located next to the newly restored Frost River Farm. Steirod and Trilf live and work here.
Trilf's House - Added with the relocation of Irontree Mill after discovering that there is a key and location data for a house. Since Steirod has nowhere else to go, he'll be living there too.
Barleydark Farm - Restored a farm southwest of Fort Greymoor occupied by Mithorpa Nasyal. The location was already leveled out and labeled, just never actually built.
Stonehills - Restored the village which was intended to be placed here. (Argi Farseer's house, Aleuc's house [blacksmith], Talib's house)
Wintersand Manor - Nazeem & Ahlam's house, restored to the game at Chillfurrow Farm.
Maiden-Loom Manor - Lilith Maiden-Loom's house, restored to the game across from Whiterun Stables.
Cidhna Mine - Obscured Passage, restored and repurposed as an escape route out of the prison.
Frostbark Lumber Mill - The abandoned remains of the sawmill that Ganna tells you about in Kynesgrove but was never added to the game.
Heljarchen - The village which was intended to be placed surrounding Nightgate Inn has been restored. (Blacksmith, Alchemist, 2 farmhouses, and the NPCs who live in them)
Riften - Restores the southeast city gate to the game, which was boarded over prior to release for some reason.


Restored the Omen of Warding and Stop Rune powers. These were originally designed as Black Book rewards but there is no book to place them in. Instead, they have been attached to standing stones hidden on Solstheim.
Pack Spiders! You can now create a pack spider in White Ridge Barrow that can haul some extra loot for you. Be careful, they're fragile, and you can only have one following you at a time.
Glowing Spiders! Another spider you can also make in White Ridge Barrow that produces light while following you around. They will last for 2 in-game hours, or until killed, whichever comes first.


Help! There's a duplicate farm sitting on top of Frost River Farm!

You are probably using my Alternate Start - Live Another Life mod. Frost River Farm was built from the data provided by LAL and will overlap the entire exterior, which will lead to performance degradation, severe z-fighting, and a duplicated set of farm people operating the site. Plus it will probably be random luck as to which building you enter if you try to go through the door.

You will need to upgrade LAL to version 2.4.0 or higher in order to resolve this conflict. LAL 2.4.0 relocated the farm to a plot of land north of Rorikstead.


Hana - For a ton of beta testing my characters weren't able to do. Bethesda's rat's nest never stood a chance!
Hana again - For the road sign resources used to make the new signs.
nonoodles - Meshes used for the restored Riften southeast gate.


This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.

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This looks great!


I'm assuming, since there's no note that says otherwise, that the added quests, scenes, and interactions with this mod will work on existing games. Is this correct that it doesn't require starting a new game?

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Correct. Just load and go. The mod initializes some stuff to make sure the quests will work in case you ran into some of the parts that were actually in the game already.

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Thank you Arthmooor, I'm sure this mod has a great future ahead of it ! Using it right now. :)
That's funny because I was very puzzled by the "Skyrim Content Restoration Project.esp" I saw in your personal load order you posted in the "Overhauling the weapon rack scripts" thread. I was about to ask you about this mysterious mod and I think I have my answer today.  :lol:

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If i could hug your scaly hide i would haha

Things to possibly add


Windhelm Arena(i know might be too big)

Frostriver Farm(near meekos shack beside a dragon mound i think seems pretty level Has ai packages and people)

add Karinda to Whiterun Stables

the Winterhold College Guards are an easy add too and make sense



old blue palace wing

This is a huge finished unused basement for the bluepalace


Wintersand manor sadly appears like nothing aside the mention was done...weird



Looking at the spirit of this mod my 2 werewolf tracker entries might be more pertinent here

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old blue palace wing

This is a huge finished unused basement for the bluepalace

Many z-fighting in this area if you go there using 'tcl'. BTW, CK seems to show many markers for an undefined card game.

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Many z-fighting in this area if you go there using 'tcl'. BTW, CK seems to show many markers for an undefined card game.

Hmm ya noticed it now.... its mostly with the moss on the walls(and some other things) Still might be worth salvaging

Easy idea is to shoe horn a cellar door into the pelagius wing and maybe place skelitons down there with a boss in the courtyard and a minr reward chest in the last room



An idea since this is essentially an unnofficial patch for content and not just a single mod, maybe this should be added to the unnofficial list


Possible name

Unofficial Skyrim Content Patch

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oh boy, there i am, left without my gaming rig for a week and arthmoor releases two new great mods.

luckily all is fixed now and today i have my setup working again.

gonna download them now, screw load order trimming, i want more! :-D

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Version 1.0.1

Corrected an issue with Missing Apprentices where it was not properly handling the two daggers that need to be turned in if they had been taken from their original places.
Mithorpa Nasyal has been given a boost in his levels (from 4 to 16) so he'll have a better chance of surviving in his somewhat remote location.
Herebane Sorenshield was not consistently going hostile toward the player because his aggression settings were too low.
Restored the Narzulbur wife quest. Doing so also activates some post-quest dialogue in Narzulbur that was already set but could not be accessed.

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I think that this script error may be related to the "Research Thief" quest added by this mod (not completely sure though). It seems to have occurred around the time that I told Faralda about Nirya's plan to steal the note. 


[11/24/2013 - 12:56:41AM] error: Cannot call GetReference() on a None object, aborting function call
[alias Notes on quest FreeformWinterholdCollegeA (0005D2E9)].FreeformCollegeANotesScript.OnContainerChanged() - "FreeformCollegeANotesScript.psc" Line 10
[11/24/2013 - 12:56:41AM] error: Cannot call SendStealAlarm() on a None object, aborting function call
[alias Notes on quest FreeformWinterholdCollegeA (0005D2E9)].FreeformCollegeANotesScript.OnContainerChanged() - "FreeformCollegeANotesScript.psc" Line 10


I would have added this to the tracker, but noticed this mod wasn't in the list under "Arthmoor's Projects" as of yet.

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Also, I noticed that the Research Thief quest is repeatable (which may be intentional). The second time Nirya gave me the quest, I decided to steal Faralda's note instead of telling her about Nirya's plan. When I took the note, there was another one underneath it. It appears as though somehow the note is duplicated each time the quest runs if you choose to inform Faralda of Nirya's plan. Additionally, when giving Nirya the note, she never takes it (i.e. it is never removed from the player's inventory).

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Heh. Bugs in Bethesda quests. Who knew? :P Thanks, those will be fixed up. Yes, the quest is supposed to repeat itself every 7 days when you're at the College. If you've still got notes and the quest is done just toss them into a respawning container somewhere.

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I also noticed some minor issues with the "Missing Apprentices" CoW quest acquired from Phinis Gestor.


1) If you happen to pick up one of the "items" (in my case it was Yisra's necklace) prior to accepting the quest from Phinis, they will not be removed from your inventory (though they can still be dropped) and a duplicate one will spawn in Phinis' inventory (noticed from viewing his inventory via pickpocketing).

2) This may or may not be intentional: The bodies of Illas-Tei, Borvir and Rundi are not present in their respective locations. Yisra's charred corpse was there, but as mentioned I looted her necklace prior to accepting the quest. Example: Borvir's corpse was missing unlike in this picture, but the arrows were floating in thin air, apparently stuck where his body should have been.

3) This issue is a bit hard to explain, so you may have to test it yourself, but Phinis' dialogue menu options (for this quest) were kind of weird in that if you were to choose "Yisra didn't make it" (or something along those lines), Phinis would say his line and then it would immediately exit the dialogue interface and he would have to be talked to again to choose the "report death" option for the other apprentices. I think you might see what I mean if you try the quest out again.


If you need clarification on any of these, feel free to let me know.

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Version 1.0.2

Restored a scene between Uthgerd the Unbroken and Skulvar Sable-Hilt at the Whiterun Stables.
A trigger box for a scene with Mikael in the Bannered Mare was enabled so it would run as intended.
Preferred path fixes to the navmesh in Stonehills.
For the Companions, if Aela has given you more radiant quests than Farkas, she will be your Shield-Sister for Proving Honor.
Corrected an issue with Research Thief where taking Faralda's notes was not sending the theft alarm. (Thanks, CK, but I needed that property you see)
Corrected another issue with Research Thief where ratting Nirya out to Faralda did not clean up the generated notes.
Corrected an issue where the Jarls would have dialogue for Rogue Wizard before Tolfdir had actually given you the quest.
Ilas-Tei's corpse was using male Argonian parts despite Phinis clearly saying Ilas-Tei is female.
Yisra already had a vanilla scene placed for finding her so the quest has now been corrected to make use of that instead of the one I added for it. Be aware this will reset the quest, so if you've got it in your journal already, finish it before you update the mod.
The 4 quest items to gather for Missing Apprentices will no longer be added to Phinis' inventory when turned in because he tries to turn around and sell them to you later.

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Nvm guess i never figured there was so much detailed logging of the unfinished content


Are you only using UESP for this? Thhe bigger stuff i recognize but thats alot of small stuff

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I guess some players may ask for what has been restored, soon. Is it possible to have a synthetic log as the Unofficial Patches ones ? Or at least to merge all modifications and restorations logs in the 1st post of this thread ?

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  • 3 weeks later...

Currently playing with 1.0.2 and I have a few bugs to report, concerning the "missing apprentices" quest :


-Only Yisra's burnt corpse is present, others are missing (but maybe it was intended ?  :huh:)

-Yisra's burnt corpse has her amulet, which doesn't make its quest marker to disappear when taken.

-Yisra's burnt corpse also as 2 Rundi's dagger, and I was forced to take both of them to make the quest marker disappear. So I'm now having 3 rundi's daggers stuck in my inventory.

-The Rundi's report topic is absent from Phinis Gestor available dialogues. So, it's impossible to complete the quest and the objective "Report to Phinis" (or something like that) is stuck forever in my journal.

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  • 2 weeks later...

I'm using the latest version of this mod (1.0.2) and noticed that Makhel Abbas (0d001842) was acting rather strangely when I saw him at Dushnikh Yal. He was hanging around in the goat pen and was constantly unsheathing and re-sheathing his weapon (an axe) for no apparent reason. He seems to do this all day and night [screenshot].

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  • 3 weeks later...

Actually I would... because it's cut content - they disabled it with a bogus stage check :P Plus it'll make the Vigilants a bit more interesting.

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will this make all vigilantes attack you on sight, if you refuse to give them an artifact once? i'd expect more from the author of the Paarthurnax Dilemma :-P

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I haven't checked into it that closely, but yes, the one you refuse to hand it over to is supposed to attack you.

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will this make all vigilantes attack you on sight, if you refuse to give them an artifact once? i'd expect more from the author of the Paarthurnax Dilemma :-P

look if you want to handle your ebony blade right in front of them then yes they might get jealous hah

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