Elder Scrolls
Elder Scrolls
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*Another script is titled ''SF_DA08 Children Kill The Jarl Scene'', where Balgruuf's children were meant to gather at an undefined waypoint in secret, to commit patricide (possibly with the Dragonborn's aid as the script calls for removing Balgruuf's essential state). An accompanying interaction package is named ''DA08 Balgruuf Wait To Die In Scene'' where Balgruuf is present at an undefined place as to be murdered.
 
*Another script is titled ''SF_DA08 Children Kill The Jarl Scene'', where Balgruuf's children were meant to gather at an undefined waypoint in secret, to commit patricide (possibly with the Dragonborn's aid as the script calls for removing Balgruuf's essential state). An accompanying interaction package is named ''DA08 Balgruuf Wait To Die In Scene'' where Balgruuf is present at an undefined place as to be murdered.
 
*Upon Balgruuf's death, [[Hrongar]] was meant to replace Balgruuf as Jarl. Attached to his character is a lot of unused dialogue parallel to that of Balgruuf, meant to be used in the civil war quests and main quests. The dialogue varies from that of Balgruuf in that Hrongar takes a more aggressive approach towards the problems at hand.
 
*Upon Balgruuf's death, [[Hrongar]] was meant to replace Balgruuf as Jarl. Attached to his character is a lot of unused dialogue parallel to that of Balgruuf, meant to be used in the civil war quests and main quests. The dialogue varies from that of Balgruuf in that Hrongar takes a more aggressive approach towards the problems at hand.
*If the quest is started and left alone, and then the "[[Battle for Whiterun (Stormcloaks)|Battle for Whiterun]]" quest completed for the Stormcloaks, Balgruuf will no longer be Jarl. He will instead reside at the Blue Palace with his children, and the quest can be continued by talking to them there.
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*If the quest is started and left alone, and then the "[[Battle for Whiterun (Stormcloaks)|Battle for Whiterun]]" quest completed for the Stormcloaks, Balgruuf will no longer be Jarl. He will instead reside at the Blue Palace with his children, and the quest can be continued by talking to them there (even though it is strange for Nelkir to still be influenced by the door, as he is so far away from it).
 
*If the blade is obtained beforehand by glitching through the wall and picking up the sword when doing the quest, the objective "retrieve the Ebony Blade" cannot be completed as the sword cannot be dropped and picked up again.
 
*If the blade is obtained beforehand by glitching through the wall and picking up the sword when doing the quest, the objective "retrieve the Ebony Blade" cannot be completed as the sword cannot be dropped and picked up again.
 
**The blade can be placed on a weapon rack. Doing so enables the Dragonborn to "retrieve the Ebony Blade," thus completing the quest.
 
**The blade can be placed on a weapon rack. Doing so enables the Dragonborn to "retrieve the Ebony Blade," thus completing the quest.
 
*The keys to The Whispering Door do not spawn until after speaking to Nelkir the second time.
 
*The keys to The Whispering Door do not spawn until after speaking to Nelkir the second time.
 
*Despite Farengar being allegedly aware of the blade, it can be sold to him.
 
*Despite Farengar being allegedly aware of the blade, it can be sold to him.
*A conversation between Proventus and Jarl Balgruuf can be overheard about Nelkir's behavior. This can happen before the quest, although it does not start it, and the characters will not talk to the player about it.
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*A conversation between Proventus and Jarl Balgruuf can be overheard. The conversation is is about alerting Balgruuf of Nelkir's behavior. This can happen before the quest although it does not start it either. You can't talk to either of them about the situation after the conversation is done.
*If the console command <code>unlock</code> is used on the whispering door, there is a cupboard behind the door that cannot be opened, and it blocks entrance to the room without further usage of the developer console. The cupboard serves as a placeholder for the Lady's voice.
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*If the console command <code>unlock</code> is used on the whispering door, there is a cupboard behind the door that cannot be opened, and blocks entrance to the room without further usage of the developer console.
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**Upon further inspection, this cupboard is a placeholder for the Lady's voice.
   
 
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