Nehrim:Test Cells

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Description

Like Oblivion, there exist test cells in the game's data files, but they are not used during normal gameplay of Nehrim. These locations cannot be accessed in-game except through console commands. For other locations, see Console Location Codes. There are some interesting things to find in the test cells. A good number of them are unfinished cells in Ostian. This table will list them and their contents. To enter these cells, open the console and enter: player.coc <locationIDname> Where <locationIDname> is one of the values from the following table:

Interior Test Cells

Editor ID Form ID Name Description
aaamovingobjekts 001D6244 (none) A black void with a fireball circling the player. Two green circles can be seen, but cannot be accessed. An NPC named FeuerkugeINPC resides here on a platform with a red glow above the green circles. You must use player.moveto 22BA2E to reach him. The fireball surrounding you will hurt him and probably kill him. There is also a non-functional mine here in the corner of the platform.
aaEPTest 0020732F (none) A sky void similar to aaamovingobjekts in that a fireball circles the player. Two X's can be seen above, marking the player's and the fireball's position in real time. A floating ball also moves in tandem with the X marking the fireball's position.
AlterGrenwachturm 002349FF Old Borderwatch Tower A fort tower with no door leading to the abyss and a non-functional trap door. It has a unique design and containers full of loot, as well as a crystal ball and a potion of Feather - standard.
AUHoehleAmanda01Leer 00202BEF Sanctum Grotto Empty version of Amanda's cave. Connects to Arcane Sanctum, House of the Shadow Council, Cellar.
AUnotusedDerSchattenrat 001AA1BD Arcane Sanctum, House of the Shadow Council A small, circular room with three chairs surrounding a candlestick with a floating orb on top. The orb gives off a soft blue light. A wooden door opens to the void. Also connects to AUnotusedHausDesSchattenratsdurchgang.
AUnotusedHausDerMagierDurchgang 001AA683 Arcane Sanctum, House of the Magic Council, Passage A cut area for the Arcane Sanctum, this cell is a network of stairs that expand in a twisty, maze-like hallway that connects to two other cells that were not used, AUnotusedHausderMagierRaumMysterien and AUnotusedHausderMagierUnterfnfte. The passage is adorned with chandeliers, statues, magic-themed tapestries, and candles that light the path. There are gaps in between the walls that lead to the black void. Some doors found in here do not function; two are found floating in the void. There are no items to be found here.
AUnotusedHausDerMagierRaumMysterien 001BCFB4 Arcane Sanctum, House of the Magic Council, Room of Mysteries A cut area for the Arcane Sanctum. A small room that contains a few ingredients, alchemy apparatuses, some clutter, and some containers. The room is nearly identical to the one found in the House of the Mage Council. It also connects to AUnotusedHausderMagierDurchgang, but there is no walkway in the next cell leading up to the door, so the player will begin falling the moment they exit this cell unless tcl is used in the console.
AUnotusedHausDerMagierUnterfnfte 001BD2D2 Arcane Sanctum, House of the Magic Council, Lodging A cut area that was going to be used in the Arcane Sanctum. As the name implies, it contains three fully furnished rooms with beds in them connected by a dimly lit hallway. A new page is needed to display the full contents of this cell. It also connects to AUnotusedHausderMagierDurchgang, but there is no walkway in the next cell leading up to the door, so the player will begin falling the moment they exit this cell unless tcl is used in the console.
AUnotusedHausDerTemplerSpeisesaal 0000449B Halls of the Templars A dimly lit room with two tables and chairs around them. An apple and some beef can be found on one table. A candlestick sits next to this table. A chandelier can be found on the ceiling. The wooden door opens and closes to the void.
AUnotusedHausDesSchattenratsdurchgang 001AA2D7 Arcane Sanctum, House of the Shadow Council, Passage A smaller, lit hallway similar to AUnotusedHausderMagierDurchgang that leads to two cells, AUnotusedHausDesSchattenratsunterfnfte, and a non-functional door. It also contains magic-themed tapestries, two black urns that lack textures behind a spider web near a statue base with no statue. There are three chandeliers in the hallway.
AUnotusedHausDesSchattenratsunterfnfte 001AA544 Arcane Sanctum, House of the Shadow Council, Lodgings A dimly lit and similar version of the lodgings found in the House of the Shadow Council with an extra room and no wall at the end of the hallway. It is fully furnished with lots of items to be found here. A separate is needed to list the contents of this room. Also connects to AUnotusedHausDesSchattenratsdurchgang.
AUnotusedSanktumTurm 001A66F5 Arcane Sanctum, Tower A circular room with two statues, two guardian elementals, and two non-functional portals to the Mages Guild. On the towering ceiling floats a non-functional sigil stone.
AUWachturmZimmer 001D94D0 Arcane Sanctum, Watchtower It appears to be an unused guard's tower. There are beds, chairs, a shelf, and a table with the scroll, Shield Scroll (easy) marked as owned. The ladder in the upstairs portion does not function. The downstairs portion is empty, with no door leading to the abyss.
DaromithstollenAltPart01Alt 001AC265 Daromith Mine Unused portion of Daromith Mine. This cell contains no loot or enemies. While all ropes in the game host zombies at the end, this cell has a giant dead zombie static just outside the canal area, out of bounds.
DaromithstollenAltPart02Original 001C4554 Daromith Mine Another unused portion of Daromith mine. This one is closer to the cell used in the game. One portion has giant Macrolepiota growing in it. While all ropes in the game host zombies at the end, this cell has a giant dead zombie static just outside the canal area, out of bounds.
DaromithstollenPart03 001AF2BC Daromith Mine The cell has no local map data but consists of the soul train and tracks that branch off towards a water tower with a gate at the end. The door to the inside of the train functions, as it has a swinging animation, but you cannot enter the train, as it just opens to a wall. The conductor's seat can be sat in with no effect. There are no occupants nor loot in this cell.
ErothinArena 001C8967 Erothin, Arena This arena has a different aesthetic from the Ostian Arena. It has city textures, a crowd, one non-functional gate, and three training posts.
ErothinBauernhaus13 001C01E4 Erothin, Farmhouse An unused farmhouse nearly identical to Salen, Farmhouse (Gitta) but there are two beds here. The door does not function.
ErothinMauergewoelbeLiberius 001E4D87 Erothin, Vault To Liberius' Bookstore A small city area, like a tunnel of sorts. You can hear water dripping, suggesting it is underground. It contains an exit and two doors, none of which function. A sign above one of the doors reads Liberius' Bookstore. This area has torches, and the building on the left has two windows and a statue residing in the corner. No loot or occupants reside here.
Familiengruft 00217F5E Family Crypt Disconnected dungeon set pieces. You start in an imperial terrain area similar to the route the Emperor takes in Oblivion. There are also three fort set pieces and a sewer one. No enemies, no loot, no containers. Despite this, there are some static dungeon furniture pieces. The only item to take is a skull in a fort set piece.
gameplay 0000CAF4 GamePlay The testing hall of Nehrim. It holds 16 entry points to some other test cells. See gameplay for more info.
gameplayBeleuchtungTiere 001E283E Beleuchtung Tiere Connects to the gameplay test cell. A room filled with moss crawlers and non-hostile animals, except for two rabid foxes that respawn. There are red curtain dividers here that separate some of the animals.
gameplaybrillen 00229FAA Brillen Connects to the gameplay test cell. A room with a few items and a bunch of naked sternlings. Same layout as gameplayeptests.
gameplayeptests 00229561 Eptests Connects to the gameplay test cell. An area with missing sky textures. The word TAI, with arrows pointing to the left, can be seen upon entering. A chest with basic equipment is found near the door, and this area hosts many non-hostile Normanne women with different names related to how much EP they give upon defeat. Except for two nude women, they all carry pit gauntlets, rough leather shoes, dwarven helmet, and a tattered robe. These ladies do not respawn.
gameplayErothinSoldaten 001CFF48 Soldaten Connects to the gameplay test cell. An area that does not have much to do with soldiers, despite the name. It contains some architectural pieces not commonly seen throughout Nehrim, as well as some set pieces from gameplayFallen, namely, the stationary spike setup and a wood maze portion.
gameplayfallen 00194D5C Fallen Connects to the gameplay test cell. A maze of traps and set pieces. Most traps seem to work except for the stationary spikes that aren't connected to moving pieces.
gameplayGegnerVariation 001DC853 Gegner Variation Connects to the gameplay test cell. A large open area with an imp and a hill giant. There are some numbered gates on the side.
gameplayjagdtest 001D44C8 Jagt Test Connects to the gameplay test cell. Items related to hunting can be found here. There is a note that contains all of hunting variables used for testing. Some beehives can be found here as ingredients. The ingredients found here include food, ingredients found while exploring Nehrim, and hunting-related ingredients. There is a fire to cook ingredients too.
gameplaykopfgeld 0022BCD3 Kopfgeld Connects to the gameplay cell. Same layout as gameplayeptests, but with only one NPC, Captain, and a spider daedra named Spiderman. Same items are here as well. A wanted board is present behind the captain. Nothing else of interest.
gameplaykreaturen1 0019D30C Kreaturen1 Connects to the gameplay cell. A room shaped like a mini-dungeon that encapsulates the animals found here into their own separate areas. Some equipment and a chest can be found at the start. An ore stone can be found immediately upon entering the cell. The wildlife consists of young wolves, young lynx, mountain hunters, deer, and a young brown bear.
gameplaymagier 0019D1D9 Magier Connects to the gameplay cell. A fort ruin in the shape of a cross that houses all types of the battlemages of Etronar that respawn. The two passages that lead left and right lead to the abyss. A chest containing equipment is on the right.
gameplaynewobjects 001CF9FB New Objects Connects to the gameplay test cell. Contains all of the new objects used in Nehrim. More info to come in the gameplay page.
gameplaysound 001F9BE3 Sound Connects to the gameplay test cell. A room with 1s as marker points, where you can hear various sounds used in the game. You may need to turn off the music in the options to hear them all.
gameplaysummon 00011EDC Zauber Connects to the gameplay test cell. Contains all of the conjuring summons and their corresponding runes, marked by their level with Roman numerals made out of wood. The creatures in here are hostile to the player.
gameplayuntote1 0019D14C Untote1 Connects to the gameplay test cell. A fort dungeon area containing undead. A chest containing equipment is near the doorway.
gameplaywerken 001FE4F4 Test Connects to the gameplay test cell. A big area with lots of things in it that mostly have to do with the new items that are added to Nehrim. Planned to be covered on the page with gameplay.
gameplayzauber 001F8023 Zauber Connects to the gameplay test cell. An area that contains most of the magic runes in the game, designated by their levels with roman numerals made out of wood.
HoehleAmSteinKreis 001AB1FF Cave at the Stone Circle Not to be confused with Cave under the Stone Circle. A fort containing Will-o-Wisps, Will-o-the-wisps, and Shadow Forms. There is some loot to be found here. The hatch at the start of the cell opens but does not teleport the player. This ruin may have been the original dungeon for the Team Spirit quest but was dropped for some reason.
Kanal 001B1671 Sewers An unlit, straight, and narrow sewer tunnel with nothing in it. It has no doors, and the end section leads to the abyss. The location on the map suggests it was originally supposed to be near Amanda's Grotto.
MalgusHoehle 0000C4D4 Malgu's Cave An unused spider cave with no exits or occupants of any kind. There are spider cocoons littered throughout the cave, but no other loot. There are bits of furniture here and there. A boulder is in place of where the entrance would be located.
MQ05KanalisationErothin 001BD028 Sewers of Erothin A sewers section that is likely cut from the main game. Ancient Kanal Goblins, as well as ghouls, inhabit this place. It contains very little in the way of loot. The ladder and the gate that would lead outside do not function. In the middle section, a swamp gate blocks progress as it has no control wheel to open and one path leads into the void. Past the gate lie some ghouls and a locked (easy) chest that contains an enchanted item.
OstianArenaFightersBlue 00230F28 (none) The holding cell for all of the arena fighters for the blue team.
OstianArenaFightersBlueEncounters 00230F34 (none) Another holding cell for the blue team. Unknown use.
OstianArenaFightersBlueTrashCell 00232807 (none) A large, unlit, oversized room with nothing in it. The big entryway leads to darkness. Supposedly, the dead blue arena fighters get teleported here.
OstianArenaFightersCreatures 00230F0F (none) The holding cell for the creatures used in the arena.
OstianArenaFightersSpecial 00230A5B (none) The holding cell for the caged opponents you face in Fights in the Ostian Arena.
OstianArenaFightersSpecialTrashCell 00232806 (none) Same as OstianArenaFightersBlueTrashCell, except for the caged opponents.
OstianArenaFightersYellow 00230EF4 (none) The holding cell for all of the arena fighters for the yellow team.
OstianArenaFightersYellowEncounters 00230846 (none) Another holding cell for the yellow team. Unknown use.
OstianArenaFightersYellowTrashCell 00232802 (none) Same as OstianArenaFightersBlueTrashCell, except that the yellow team gets dumped here.
OstianHHfn01c 001A02FC (none) Unused 3rd floor room of the Federal Bureau for Fortune Restriction.
OstianHHfn02U 001A0256 (none) Empty, unlit single-story house. The door leads to Ostian but is locked, needing a key to open it.
OstianHHfn03 001A02BE (none) Empty, unlit 1st floor room with nothing in it. Room layout is identical to Malogo's Magic. The door does not function at all. The stairs lead up to OstianHHfn03b.
OstianHHfn03b 001A02A8 (none) Empty, unlit 2nd floor hallway that has three side rooms with nothing in the cell. Connects to OstianHHfn03. The stairs lead up to OstianHHfn03c, the third floor.
OstianHHfn03c 001A02C2 (none) Empty, unlit 3rd floor hallway that has two side rooms with nothing in the cell. Connects to OstianHHfn03b.
OstianHTrm01 001A0259 (none) Empty, unlit two-story house that connects to Ostian. The door outside is locked and needs a key.
OstianHTrm01U 001A0262 (none) Empty, unlit single-story house. The door leads to Ostian but is locked, needing a key to open it. Slightly different from OstianHHfn02U.
OstianHTrm02 001A0265 (none) Empty, unlit two-story house that connects to Ostian. The door outside is locked and needs a key. The design is slightly different from OstianHTrm01.
OstianHTrm02U 001A0278 (none) Empty, unlit single-story house. The door leads to Ostian but is locked, needing a key to open it. Identical to OstianHHfn01U.
OstianHTrm03 001A027B (none) Empty, unlit two-story house that connects to Ostian. The door outside is locked and needs a key. Identical to OstianHTrm01.
OstianHTrm03U 001A0284 (none) Empty, unlit single-story house. The door leads to Ostian but is locked, needing a key to open it. Identical to OstianHHfn01U.
OstianHTrm04 001A0287 (none) Empty, unlit two-story house with the same floor plan as Ostian, House at the Harbour. The door is locked, needing a key, but it leads to Ostian.
OstianHTrm04U 001A0291 (none) Empty, unlit single-story house. The door leads to Ostian but is locked, needing a key to open it. Identical to OstianHHfn02U.
OstianHZntrm01 001A02CE (none) Empty, unlit two-story house identical to OstianHTrm01 & 03 except for the fact that the door opens to the void instead of Ostian.
OstianHZntrm02 001A02DB (none) Empty, unlit single-story house. The door opens to the void.
OstianHZntrm03 000024CC (none) Empty, unlit interior of the same tavern used in Ostian. The door functions, but leads to the dark void.
OstianHZntrm04b 001A029C (none) Empty, unlit interior copy of OstianHHfn03b. 2nd floor of Malogo's Magic. The door that would lead to the first floor of Malogo's Magic is locked with a key. Leads to OstianHZnt04c.
OstianHZntrm04c 001A02BA (none) Empty, unlit interior copy of OstianHHfn03c. 3rd floor of Malogo's Magic. Leads to OstianHZntrom04b.
OstianHZntrm05U 001A02BD (none) Empty, black void.
OstianHZntrm06b 001A02D3 (none) An empty, unlit interior of a floor plan matching the 2nd floor of the Federal Bureau for Fortune Restriction. The door leading to the first floor does not teleport the player and instead only opens into the void.
OstianHZntrm06c 001A02DE (none) An empty, unlit interior of a single room. This would have been the 3rd floor of the bureau.
OstianHZntrm07 001A028C (none) Same as OstianHZntrm03, except the door leads to Ostian.
OstianHZntrm08 001A0298 (none) Same as OstianHZntrm03.
OstianHZntrm09 001A02AC (none) Unlit interior of a 3-story house with nothing in it. The door is functional and leads to Ostian, but the door on the outside is locked and needs a key.
OstianHZntrm09U 001A02DA (none) Empty, black void.
OstianLager01 001D71D1 Ostian, Storage Cave This version of Ostian, Storage Cave, is similar to the one used in-game, but a bigger cave overall. It is unlit with fewer plants and more wooden floors. Some green stain cup caps can be harvested here. The two wooden doors do not function, and an abyss can be accessed from the side of the buildings. A wisp plant can be seen from here. No other containers or loot exist in this cell.
OstianPalastKaserne 001D9EFE Ostian, Barracks This cell is not connected to the Ostian Palace but was likely intended at one point to house the guards of Ostian, since they are standing in front of the door that the exit takes you to. The door works to exit to Nehrim to just outside the palace, where the guards are lined up to enter, but all other doors are not present and lead to the void. It is somewhat similar to the main room in the palace, but unfinished, with minimal lighting, and contains no occupants or items.
SteinefeldBurgNotUsed 00201BD0 Castle Stonefield, Entrance Area A larger version of the Castle Stonefield Throne Hall, complete with a kitchen, a prison, a crypt, Antoinette's room, and a dining room in the back. There are no NPCs here, but items can be found in Antoinette's room and the kitchen.
TreomarLagerhalle 00224B33 Treomar, Storage Halls A small ruin room with little lighting and no door. There is a gap for a door or a hallway that leads to the abyss. There are no occupants here, but some arcane stones to collect, high above on their pedestals. No loot or containers.
Trashcell 0000E9E1 DO NOT DELETE THIS CELL An unlit square cube with some sound not found in the game. The sound sounds like it's from a crowd, not the arena sound. You start on a higher platform but can fall to the bottom portion of the cube.
ZwergenHalle2NotUsed 001AE42A (none) A different version of Anku - Great Hall. Crafting equipment is present but do not function.
ZwergenHalle3NotUsed 001F8177 (none) This version of Anku - Great Hall has a big smelter area, similar to what is seen in The Hobbit - Desolation of Smaug.
ZZTestTyratTempelFilm 001A95F0 (none) This room is identical to the Abandoned Temple of Tyrat. A square area in carpet with four pillar buildings that span four bridges on each side inside a dome-like structure. The buildings are not accessible. There is a floating magic ball in the middle. Falling here results in death. There are numerous NPCs here, most of which are unnamed except for Tyr, who only has the generic dialog. Several thrones are present, most of which are in the corners of the central platform.

Exterior Test Worldspaces

Exterior test cells are known as worldspaces in the construction set. They are different from interior cells as they are worlds not connected to the main world of Nehrim. To enter the worldspaces, open the console and enter: player.cow <locationIDname> <coordinate1,coordinate2> where <locationIDname> and <coordinate1,coordinate2> are one of the values from the following section. Only one test worldspace exists, however.

NQ16World

  • Editor ID: NQ16World
  • Form ID: 0023283A
  • Recommended Coordinates: (1,-1)
  • Display Name: Wilderness

NQ16World contains x cells, of which only 4 of those cells have names.

NQ16World Notable Cells
Form ID Editor ID Coordinates Notes
002329CE NQ16PlayerFactionCell (-6,0) Places the player inside a boulder on the other side of the map where the default land texture stretches over a long area.
002329D5 NQ16OpponentFactionCell (-6,3) Places the player inside a boulder on the other side of the map where the default land texture stretches over a long area.
00232965 NQ16End (1,-1) Places the player in the group of the Enemy Creatures near the 'Take Control' portal.
0023286B NQ16Start (0,0) Places the player in the group of 'My Creatures' near the 'Take Control' portal.
002328D0 - (0,1) Places the player inside a boulder near the group of 'My Creatures.' Jump to get out.
00232944 - (0,-1) Places the player on top of a boulder near the group of the Enemy Creatures.
0023291C - (1,1) Places the player on top of a boulder overlooking the path to 'My Creatures.'

Description

An Unused tower defense worldspace. A non-functional portal exists in the Hall of Worlds behind one of the circular stone structures that house the other two worlds that would have served as an entrance point to this new world. Two sets of creatures appear here: My Creatures and Enemy Creatures, with two portals to start and take control. A non-functional door is near the place where My Creatures are. The player can start the game, but is unable to take control at any of the portals. The creatures are non-aggressive, and they won't attack the other set of creatures. They will simply walk from one portal to the next, although some of them will fall off the bridge in the area. Nothing happens if or when the creatures reach their destination.

Notes

  • Tamriel is the default name for unnamed test cells. The console will show this as 'UNKNOWN.'
  • Worldspaces with no designated name show up as Wilderness in the console.