The console is a powerful in-game tool only available to PC players. From the console it is possible, while playing the game, to enter commands that will alter most aspects of gameplay, and it is also possible to obtain detailed information about NPCs, creatures, and other items in the game.
The console can be accessed in-game by toggling the "tilde key" (the actual key can be ~, `, º, ¬, |,^, \, §, ², etc., depending on your keyboard layout), found near the 1 and Esc keys on most keyboards. The console prompt will appear in the lower left-hand corner of your screen. The console can also be used as a pause function during scenes or dialogue that cannot otherwise be paused. You can scroll the console output using the Page Up and Page Down keys. Console commands are not case-sensitive; for example, entering any of tai
or TAI
or TaI
will toggle AI. After you type a command, press the Enter key to activate it. You will see the command you just entered displayed above the input area.
Many commands are targeted: this means that you may use player.command
to affect the player character; for example, type player.setav carryweight 1000
will set the Player's Carry Weight at 1000. Or, you may want to target the NPC/actor, by first typing prid <RefID>
, Enter. Then, type the command by itself, setav carryweight 1000
, to affect the NPC, specified by <RefID> (Note: including the zeroes at the beginning of the RefID when targeting NPCs may produce a "command not found" error. That can be evaded though by placing the RefID in quotes, e.g. "000A2C94".setav carryweight 1000
will set Lydia's Carry Weight at 1000).
You may also target an NPC or object in the console by clicking on them, and then run command
to affect the NPC or object. When an NPC or object is targeted in this way, their hex code (RefID) will be displayed at the top of the console. For example, to unlock a door, open the console, click on the door so it is the active object in the console (its RefID is shown at the top of the screen), then type unlock
. When multiple objects overlap, use the mouse wheel to scroll through different RefIDs until the correct one is selected. When playing on multiple monitors, the cursor will display in the secondary monitor but clicking it will select the object in the same area of the primary monitor. Note that a complete list of objects and their RefID can be obtained by running save funclist 1
and navigating to the "ACHRs" column.
Commands which are abbreviated (for example: tai
) can also be run by using their full name; thus, ToggleAI
is synonymous with tai
, and GetActorValue
is synonymous with getav
. In most cases, the long command is an obvious progression from the abbreviation. Also, most SetSomething
commands have a counterpart GetSomething
, even if the counterpart isn't shown here.
Some commands require a form ID. Most articles on objects provide the ID or IDs for those items. In addition, the Help
command can be used to locate IDs. Help "elven sword" 0
would provide a list of all game objects with elven sword in their names. This can be used for items, spells (Help firebolt 0
), and perks (Help juggernaut 0
).
If you are using a non-US keyboard, the tilde (~) / grave accent (`) key might not work, or there may be no key with such markings. Often, the correct key to use is the key below Esc and above Tab (↹), where the tilde/grave key is on a US keyboard. See the following table for specifics:
Another possible solution is to install AutoHotKey and set up a shortcut to send the tilde key code the game is expecting. Add the following lines to your AutoHotKey script and it will map F12 to grave accent (`) and Shift+F12 to tilde (~). (The grave accent key is the same physical key as tilde on US English keyboards.)
The Console key can also be remapped by editing the file located in Data\Interface\Controls\PC\ControlMap.txt. By default the Console key is assigned the value 0x29 (DIK_GRAVE), changing to 0xb8 will assign it to the "Right Alt" key (DIK_RMENU). See a Direct Input Key (DIK) Code Table for other keys.
When a command requires arguments (e.g., additem <ItemID> <qty>
), the brackets <> indicate that <ID> should be replaced with the appropriate ID, and <qty> with the appropriate quantity. The brackets are not part of the syntax. So additem <ID> <qty>
becomes additem 0002299c 1
.
Furthermore, all REFIDs, faction, weather etc can be entered without the leading zeros. (e.g. additem 2299c 1
has the same effect as above)
Toggle Commands[edit]
sucsm 50
after typing tfc
will allow the camera to move about five times faster than its default speed. The full command name is "SetUFOCamSpeedMult
".player.tc
is used to remove control.Note: NPCs will still react to you and turn hostile if you unsuccessfully try to pickpocket them.
Note: There seems to be a bug when activating this when mining or woodcutting that causes your character to disappear and not be able to attack or go in to third person. Loading a previous save before this happened seems to fix this.
Note: God mode will not protect you from scripted damage, such as that from lightning in the Soul Cairn, or damaging light or darkness in Twilight Sepulcher and Apocrypha, respectively. It also will not prevent you from contracting a disease.
Note: the tm
command will toggle off ALL menus, including the console menu itself! To avoid confusion:
- Press ~.
- Type 'tm' and press ENTER.
- At this point, your console is still open but you cannot see it! Press ~ again to close it.
- When you wish to toggle menus on again, press ~ to open the console (you will not see anything, but the game action will pause).
- Type 'tm' and press ENTER.
Also see csb
.
tmm 1,0,0
).Targeted Commands[edit]
prid
command, prefix the command with player
to target the player character or prefix the command with a RefID to target something else.player.additem 000669A5 5
will add five leeks to your player's inventory. The effects of <flag> are unknown, but it probably refers to ownership and stolen status. Changes to an NPC's inventory will usually appear immediately if you're pickpocketing them when you open the console. It is possible to remove items with this command by using negative numbers.(Item ids: Skyrim:Items)help <perkname> 0
.E.g., player.addperk 000c44c0
would give your player the perk "Adept Destruction".
teachword
command.Here are some examples (note how adding certain magic effects can have unanticipated consequences):
player.addspell 00092c48
will add the "Beast Form" power to the player's spell book, essentially turning you into a werewolf.player.addspell 000b8780
will add the "Sanguinare Vampiris" disease, turning your character into a vampire over the course of 3 ingame days. (Diseases will only be added after a random number is checked. The chance to contract "Sanguinare Vampiris" is 10%.)player.addspell 000d2056
will add the "Ghost Ability" effect, essentially turning your character into a ghost. (If you remove this spell again, you will need to reset the actor's opacity withsetactoralpha
command.)
Adding certain permanent abilities this way (e.g., Ancient Knowledge) will merely add their name to the list of active effects, but will not actually give the expected benefits. That requires changing the appropriate Actor Value Indices separately.
Examples for some factions that can't usually be joined in the game, are given below:
Faction ID | Faction | Notes |
---|---|---|
0005C84D | PotentialFollowerFaction | Gives the NPC all necessary dialogue to be selected as a new follower. |
00019809 | PotentialMarriageFaction | Gives the NPC all necessary dialogue to be available as a spouse. (Will not work with all races or NPCs with unique voices.) |
xx004290 | PotentialChildrenFaction | Gives the NPC child necessary dialogue to be adopted. (May not always work, some children will disappear all day and just sleep at your home.) xx = Hearthfire loading order number |
0005A1A4 | Player Ally Faction | Will turn the selected NPC into a friendly character. |
000E0CD9 | Bandit Ally Faction | If used on the player, most bandits will no longer attack. |
000E0CDA | Warlock Ally Faction | If used on the player, most warlocks and necromancers will no longer attack. |
000E0CDB | Draugr Ally Faction | If used on the player, most draugr will no longer attack. |
advlevel
Adds one level to your character's current level. You are not given the option to increase an attribute, are not awarded any perk points, nor, obviously, will any of your skills improve. This command may therefore seem of limited value; however, remember that enemies get tougher as your level increases - so if you're a Tamriel veteran and have already cranked the difficulty to "Legendary" but still crave more of a challenge, using advlevel
to add ~10 levels to your character (that's ten levels without skill increases, attribute gains, or new perks!) should certainly make the enemies more difficult.(though remember that the loot will also be leveled)The full list of values recognized by AdvSkill is provided at Actor Value Indices. The number represents the experience level to add to the skill (e.g.,
player.advskill destruction 1
will only add 1 experience towards the next skill increase, it will not advance Destruction 1 skill level). Some skills require far more experience points than other skills, crafting skills level quickly with few points, but armor skills require much higher numbers.See the
incPCS
command for an alternative means of leveling skills, which in comparison does not use the relative-value experience points; however, incPCS
can only increase a skill by one level per use.If no target, set <target ref ID> to player.
left
- left handright
- right handvoice
- voice/power
Note: casting an unequipped spell is allowed, the spell will be automatically equipped. But it will cause SkyrimVR not to display the hand's spell effect when you stop casting.
Example:
- First
player.equipspell 12fcc right
, thenplayer.cast 12fcc player right
will cast Healing to player self. - First
player.equipspell 12fcd right
, thenplayer.cast 12fcd player right
will cast Flames to player pointing. - First
player.equipspell 12fd2 left
, thenplayer.cast 12fd2 1aa65 left
will cast Heal Other to your follower Benor.
Shouting with this command also works:
player.cast 13f3a player voice
: Unrelenting Force - Fus Ro Dahplayer.cast 13f39 player voice
: Unrelenting Force - Fus Roplayer.cast 13e09 player voice
: Unrelenting Force - Fus
The spell IDs of shouts are completely different from the shout's ID and are considered as three different spells. You can find these IDs from CreationKit of Skyrim > Magic > Spell > Voice Power.
Note: The player's voice will not be played when casting shout from console.
For more information, see [Cast - Creation Kit].
These codes could be used in a bat file.
player.damageactorvalue health 50
causes you to lose 50 health as if you just took damage. It will still recover the same way it normally does. Attributes can become negative. Can be restored with restoreactorvalue
. This is a better option than modAV
for temporary debuffing, since it can be restored to its original value easier. Stacks with 'modAV' effects. Skills/attributes damaged with damageactorvalue
will still appear white, but will correctly restore to what they really are. Can be used to kill NPCs.Also see
RestoreActorValue
The full list of attributes is provided at Actor Value Indices
Also see
enable
player.dispelallspells
dispels any magic effect on the player including buffs/debuffs (not attributes/skills changed with the console), potions/poisons, DoT effects, and activated powers (except beast form and other morphs).Drop <base ID> <amount>
to drop any items in their inventory by force, including normally undroppable quest items. You may need to use Showinventory
to get a detailed list of items and get the correct IDs you need.duplicateallitems 89c79
will copy all items in the NPC's inventory and place the duplicates into the container with refID 89c79. You can get the container/NPC's refID by clicking on them and committing the ID to memory before selecting the container/NPC which has the items you want to copy. You can also type in the refID of the container/NPC with the items to be copied before the command with a period in between instead of selecting anything with the mouse. For example, entering a2c94.duplicateallitems 89c79
will copy all items from Lydia's inventory (whose refID is a2c94) and place the duplicates into the container with the refID 89c79.Also see
removeallitems
Also see
disable
equipitem <ItemID>
for use (if one is not already in their inventory, it will be added); the player-character equivalent is player.equipitem
.- An optional extra parameter is
0
or1
: the latter seems to make the item not be unequippable (sometimes – the results are not entirely consistent), e.g. to keep a weapon drawn at all times; the default is0
, and leaves the item contextually unequippable (or resets it to be so, if1
was used earlier). - A second optional parameter is
left
orright
, which puts Item in a specific hand, if applicable; if this parameter is used, then0
or1
must precede it (usually0
). - It only works on baseIDs. Consequently, it will equip an item of that type already in inventory, or a create a new copy of the item if it is not already in inventory. You cannot use it to transfer a specific item from your inventory (or the ground, or a container) to an NPC.
The opposite command is unequipitem
, and works with the same basic syntax. See also equipspell
and equipshout
.
left
: The caster's left hand.right
: The caster's right hand.voice
: Used for Shouts.instant
: Used for Potions and Powers.
Example:
player.equipspell 12fcd left
will equip Flames to player's left hand.player.equipspell 12fd2 right
will equip Heal Other to player's right hand.
Users have reported being able to do things like force a lesser power that is normally triggered with the Shout key to be equipped as a left-hand spell, and other things not normally possible; such antics may produce unexpected or undesirable results, so save first before experimenting.
It seems impossible to equip actual shouts with this command to player (use equipshout
instead).
player.equipshout 44250
will let the player equips Dragonrend.player.equipshout 13e07
will let the player equips Unrelenting Force.
Also see
modAV
and setAV
The full list of attributes is provided at Actor Value Indices
player.getav heavyarmor
will return the player's Heavy Armor skill value. For a list of all of the actor values that can be used, see Actor Value Indices.player.getavinfo lightarmor
will return information about the player's Light Armor skill, such as the base value (what it was just after character creation), any current temporary or permanent modifiers, etc. For a list of all of the actor values that can be used, see Actor Value Indices.GetLocationCleared 00018EE2
will check Swindler's Den.Also see
SetLocationCleared
.setrelationshiprank
.help <perkname> 0
.E.g., hasperk 3af84
would return Perk Rank >> 1
if the selected actor has taken the first level of the Two-handed Skull Crusher perk.
incpcs lightarmor
will increase the player's light armor skill to the next level. No integer or variable may be used after the command - it can only be used to increase a skill one level at a time. Using this command will lead to a normal increase in the player's level with attribute selection and a perk point, unlike the advlevel
command.As an alternative to
incPCS
, see the advskill
command. By comparison, advskill
uses a more complex leveling system but can be used to advance a skill by any number of levels at once.kill
and press Enter. Entering an optional Actor ID will treat that actor as the person who killed the target[verification needed], which can cause other NPCs to attack the actor as they would a murderer. Specifying the Player as the Actor ID will assign blame to the player, counting the kill as a murder if the target was non-hostile and possibly incurring a bounty if other NPCs witness the death.Some actors (primarily NPCs, not creatures) can be flagged as "essential" by the game and thus will not die. In this case, the character will instead crouch and stumble around for a while; however, this stumbling can usually be ended early by using the resurrect
command on him/her.
Also see
forceAV
and setAV
The full list of attributes is provided at Actor Value Indices
player.moveto 0002BFA2
. Using this code will instantly teleport you to Hadvar's position. You must use RefIDExample 2 - move an object or NPC to the Player: type prid 000A2C94
, Enter. Then, type moveto player
, Enter. Using this code will instantly put Lydia next to you. This code is especially useful for a follower/NPC who's just disappeared after a quest due to a bug in game; e.g. Lydia is disappeared after The Break of Dawn quest. You can also select an object and type moveto player
which will move the selected object to your feet and orient it based on the camera's angle.
Also see placeatme
movetoqt da01
. Using this code will instantly teleport you to the target (i.e., the marker on the map) of the quest. It does not advance the quest in and of itself, but may bring you into a situation which might immediately do so. It takes you to the ultimate current target of the quest in its respective cell - so it doesn't just take you to the next doorway you need to go through. It doesn't skip over to the final stage of the quest, either - you are delivered to the target of the current stage of the quest. Use caution, as you will be placed right on top of or as close to the current marker as possible, which may position you in the middle of a group of enemies, or on top of a trapdoor, etc. See the main index of Quests for the quest ID codes.Faction ID | Faction |
---|---|
00028170 | Crime Faction Falkreath |
000267E3 | Crime Faction Eastmarch (Windhelm) |
00029DB0 | Crime Faction Haafingar (Solitude) |
0002816D | Crime Faction Hjaalmarch (Morthal) |
0002816e | Crime Faction The Pale (Dawnstar) |
0002816C | Crime Faction The Reach (Markarth) |
0002816B | Crime Faction The Rift (Riften) |
000267EA | Crime Faction Whiterun |
0002816F | Crime Faction Winterhold |
xx018279 | Crime Faction Raven Rock (Solstheim) |
player.placeatme 000fea9b
. Using this code will instantly summon an instance of an object or NPC at your position. The above example summons a dragon. Not recommended for named NPCs. This code uses the Object (base) ID and not specific reference ID as it is creating a new instance of that object/actor in the world; using it with named NPCs can result in duplicates unless the original was somehow removed.Also see
moveto
which can summon named NPCs by refID using the following commands: prid RefID
& moveto player
playidle IdleOffsetArmsCrossedStart
. See the list of idles.pushactoraway 14 1337
. Will push or launch your character in a random direction. If you enter negative amount, example: pushactoraway 0001A6B8 -200
, will pull the selected actor to your character position.- When used on containers, it acts like
resetinventory
. - When used on objects, it will reset them to their original positions and states. It can be convenient if you mess something up and want to restore the order.
- When used on the player, their inventory is not replaced, but the following items are added:
Equipment Full set of Iron Armor, including shield Iron Dagger Iron Sword Iron War Axe 23 Iron Arrows Long Bow Potion of Light Feet 5 Potions of Minor Healing 5 Potions of Minor Magicka 5 Potions of Minor Stamina 2 Potions of Resist Fire Potion of the Warrior The Book of the Dragonborn 10 Lockpicks 2 Torches
player.removeallitems
will remove all items from your character's inventory or "removeallitems <clickoncharacter> for remove all items of particular character. Optionally, after the command, enter the reference ID of an actor or container to transfer all the items in question into the referred actor/container.Also see
duplicateallitems
player.removeitem 000669A5 5
will remove five leeks from your player's inventory. Changes to an NPC's inventory will usually appear immediately if you're pickpocketing them when you open the console.Important note: To remove perks from an established tree, you will need to backtrack through the entire tree. Meaning, start from the top and work your way down. In perks with ranks, you will need to remove rank 5/5, then 4/5, etc. Also, using removeperk will only remove the perk. It will not refund the perk points.
E.g., player.removeperk 000babe8
will remove Barbarian rank 1/5.
E.g., player.removespell 00092c48
will remove the "Beast Form" power from the player's spell book.
player.resethealth
Restores your health to 100%removeallitems
on an NPC and enter resetinventory
everything will respawn and re-equip to its defaults. Can be used to pickpocket the same item multiple times. Works on dead NPCs and containers/chests, so you can loot the same corpse/container multiple times. Containers are slightly randomized, so items may vary depending on the containers loot settings.player.restoreactorvalue health 100
and you recover 50 health since it can't restore more than its normal value. Doesn't fix attributes/skills damaged by modAV
or forceAV
or setAV
Also see
DamageActorValue
The full list of attributes is provided at Actor Value Indices
resurrect 1
) will make the target get up instead of vanishing and reappearing, thus allowing them to keep their equipment. [verification needed — see talk page] If an NPC's corpse has vanished already, you will also need to enable the NPC. Using this on the player character will not dismiss the "Load last save?" screen, and the camera will behave as if you were still lying dead on the ground. However, if you use the resurrect command before the loading message appears, the player will revive, but the camera will be centered on the feet rather than the head. Note that accidentally using this command on yourself while you're still alive can also have unexpected consequences, among them losing the ability to dual-cast spells (which will be fixed on reload), and losing any blessing effects (but not the blessing itself - which can be complicated in the case of Standing Stones. The game will not let you restore that Standing Stone power unless you first visit another Standing Stone and come back.) NPCs who are dead at the beginning of the game (such as Mage) cannot be resurrected via this command.Also see
kill
.E.g., say DA04SeptimusBringBloodBranchTopic
player.setactoralpha 100
will reset unwanted invisibility effects and make your character visible again.player.setav block 100
to set your Block to 100 and take advantage of having a high level Block without receiving any levels (and therefore any perks). The same works for dropping the skill level. You can also do it for Health, Stamina, or Magicka etc. And you can target it for an NPC by using prid <RefID>
of an NPC first; then just type setav health 500
to give the specified NPC 500 Health. setav speedmult <nn>
sets the speed percentage of the targeted actor to nn. You may need to sprint or sneak/unsneak for it to take effect.Also see
forceAV
and modAV
The full list of attributes is provided at Actor Value Indices
Note that the base ID and not the ref ID must be used. The ref ID is what appears when clicking on an object with the console open. To find an NPC's base ID, however, you can either a) browse to their respective page (see: People and/or NPCs) or b) use the
help
function in-game to search for them by name, recording whatever value matches their name under the "NPC_" category of result. Once you have the base ID, enter the command using either 1 to set him/her immortal or 0 to set him/her mortal. For example, setessential a2c8e 1
would set Lydia as immortal.- Be careful when making an Essential NPC mortal, if they die you will likely be unable to access the associated quest or story. However, a simple save reload will fix if you haven't save over all the files where the character is still alive(and either non-essential or essential)
- Related functions: To check whether an NPC is essential to begin with, select him/her in the console (so that the ref ID appears), and enter
IsEssential
- if the console returns "1.00", the NPC is essential. - It is also possible to set the player them self as essential with the base ID of 00000007, However upon entering the 'bleedout' stage, the player will sometimes not get back up (usually upon the first time in a new area or after having recently set yourself as essential), however, simply entering your inventory and drinking a health potion will fix this immediately (any health potion used during bleedout will return you to full health). Usually, your character will drop down to their hands and knees, and then immediately get back up with full health.
For example: Serana is in ghost mode to hide her from all attacks until she becomes active in the Dawnguard questline.
setgs fJumpHeightMin <height>
sets the jump height for the player.prid <RefID>
of an actor/NPC first. If you prefer to click on the NPC while in the command console, make sure the ID you see is of the targeted NPC and not an object.If you input setlevel 1000 0 1 100
that NPC will be equal level you are and will level with you up to level 100 and will start at level 1 if you're level 1.
Variable | Description |
---|---|
<multiplier> | Determines the base level in terms of the player's current level. Specified in tenths of a percent (i.e. 1000 means 100%, 500 means 50%). |
<modifier> | This number is added to the base level determined by <multiplier>. Can be negative or zero. |
<min> | The minimum level of the NPC (must be at least 1). |
<max> | The maximum level of the NPC (at most 100, unless you have patch v1.9 patch or use the level uncapper mod). |
GetLocationCleared
.(snpcw)
player.setnpcweight 0
changes the player's appearance to be as if the "Weight" slider were all the way left. 100 would be all the way to the right. Saving and re-loading a game after it's been used on an NPC may result in neck seams, as NPC head meshes are pre-modeled and not procedurally generated to the new weight value.player.setrace
is used, you can change your own race without using showracemenu. Upon using this code, the character's hand will be bound like in the beginning of the game, but this can be undone by drawing a weapon. This will not mess up attributes/skills. Creatures are available as races as well (e.g., player.setrace dragonrace
), but most creatures will have a buggy camera position in third person. You can get most race codes with the help race 0
command. Use PageUp and PageDown to scroll to the races at the top of the list. Unlike most other commands, the race needs to be specified in plain text and not the race's BaseID (i.e. player.setrace nordrace
). See setplayerrace
for additional details.Playable Races | |
---|---|
Normal | Vampire |
ArgonianRace | ArgonianRaceVampire |
BretonRace | BretonRaceVampire |
DarkElfRace | DarkElfRaceVampire |
HighElfRace | HighElfRaceVampire |
ImperialRace | ImperialRaceVampire |
KhajiitRace | KhajiitRaceVampire |
NordRace | NordRaceVampire |
OrcRace | OrcRaceVampire |
RedguardRace | RedguardRaceVampire |
WoodElfRace | WoodElfRaceVampire |
setstage ms01 100
. The setstage
command is useful for advancing broken quests, finishing quests instantly, or for skipping ahead to a certain point in a quest. You can find the quest's ID code, as well as the various stages of the quests and their corresponding stage numbers, on the respective quest page. To start, see the main index of Quests.setunconscious 1
makes an NPC or the player stand in place as if it's in a trance or their AI is disabled. You can do whatever you want to them and they won't react. They remain that way until you use setunconscious 0
. They will act like nothing happened, so if you steal from them and wake them back up it will be as if they didn't see anything. They can also wake up if you get their health to a critical level, and will either fight back or run away. The effect is equivalent to the player using wait and coming out of it early due to an attack.player.showinventory
will display "5 - Leek (000669A5)", and you can use player.additem 000669A5 5
to obtain five more leeks.shp 1.00 0 0.50 0.01 9.00 .1 .99 100 1.0000
sifh 1
will make the selected actor ignore friendly hits.player.StopCombatAlarmOnActor
).str 1.000000
will set refraction to its maximum value, str 0.000001
will make the target completely invisible, str 0.000000
turns off refraction reverting the target to its normal appearance. str 0.000000
will completely mess up a character's eyes and eyelashes. Can be used on any targetable object from NPC/player to pieces of the architecture.help
command to find the shout's code, or see Dragon Shouts.unequipitem<ItemID>
to get them to unequip an item but leave it in their inventory. The opposite command is equipitem
, and works with the same basic syntax. No error results from unequipping an item the NPC doesn't have. The player-character equivalent command is player.unequipitem
.help
command to find the shout's code, or see Dragon Shouts.Untargeted Commands[edit]
saq
coc Riverwood
in the console. You can get most location codes with the help location 0
command. I.e. help breezehome 0
will tell you that the correct code is WhiterunBreezehome
or that Sovngarde can be reached with Sovngarde01
.coc qasmoke
will transport to the Skyrim testing hall (for QA testing; inaccessible otherwise.) Note: The enchanted armor and weapons cabinets contain huge piles of items which can take some time to load; the game may appear to freeze for a while if you open one.
cow tamriel 5,7
in the console.These points will put you at the stables or right in front of each city but not inside.
City gate cells | ||
---|---|---|
City | Cell | |
Whiterun | 4 | -4 |
Dawnstar | 8 | 25 |
Solitude | -15 | 25 |
Markarth | -42 | 0 |
Morthal | -10 | 15 |
Falkreath | -7 | -21 |
Winterhold | 27 | 24 |
Windhelm | 33 | 7 |
Riften | 42 | -23 |
High Hrothgar | 10 | -10 |
fw 10e1ec,1
). Weather names that end in "_A" will cause auroras when set at night. Valid formids are:Weather FormIDs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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GetGlobalValue DragonsReturned
would tell you whether or not random dragon attacks will take place. See ShowGlobalVars
.GetInCellParam 5de24 14
would tell you whether or not the player is in helgen keep. getincell >> 0.00= not present, 1.00=present. Can be used to confirm if your character or an NPC is in a particular cell.GetPCMS
. Example: GetPCMS "barters"
would tell you how many times you've gone shopping or GetPCMS "days as a werewolf"
will tell you how many days you have been a werewolf. The quotation marks are required in the command to properly identify multiword stat IDs.E.g., help "Daedric"
will list all items, etc. which have "Daedric" in their name. There is no need to put a "0" for the help command. Quotation marks are required for queries of more than one word (e.g., help "ancient nord"
). Use page up and page down to scroll through the results.
killall
can be used for identical effect.load autosave1
will load last autosave. If the name contains spaces, it must be enclosed in double-quotes, E.g.: load "My Skyrim Save"
Useful when stuck, or if showracemenu is opened. See also: save
ModPCMS
. Modifies the Player Character Miscellaneous Statistic value by registering a permanent modifier (positive or negative) of the value stated. Example: ModPCMS "days as a werewolf" -100
will modify how many days you have been a werewolf by a negative 100. The quotation marks are required in the command to properly identify multiword stat IDs.playercreatepotion 6b10C
gives you a potion of improved nighteye for X seconds. Alchemy Skill determines effect magnitude(based on alchemy skill 1=1%/1Pt,) and duration(duration = Alchemy Skill +1 Sec). Some MGEF effects don't work with potions.damageactorvalue
and modAV
will affect the magnitude of alchemy effects without messing with your level/skill progress.
playerenchantobject 136D5 109637 109637
would give you imperial armor with two magic resist enchantments.The Magnitude used for any magic effect is set to your enchanting skill, so 85 enchanting skill = 85% magnitude,85 damage/+85 health/magicka/stamina, 85+1 sec duration(weapons only).
Any effect with an MGEF ID can be added, including special effects normally restricted to NPCs and some perk effects. Perk MGEFs don't show up on equipment or passive effects, but still work. They also use enchanting skill instead of the perks usual value, and stack with the real perk.
Weapons made through the console will always have about 11.5 charges(regardless of enchanting level), and can be recharged. Some effects don't require charges unless grouped with an effect that does require charges. When used on weapons some MGEF are toggled on hit(first hit= on,second hit= off), like improved nighteye.
Enchanted weapons/equipment created with this command cannot be disenchanted, the game will tell you that you already have the effect.
damageactorvalue
and modAV
will affect the magnitude of enchantments without messing with your level/skill progress.
PickReferenceID
caqs
save "My Skyrim Save"
Note that this will overwrite an existing save of <name> without prompting.Appending the parameter "1" will create a file <name>.ess.txt and open a texteditor upon it. This textfile contains a lot of dumped data and takes a while to write out (15 minutes observed) - the console and game is unresponsive during that. See also: load
<Global Variable>
to <Value>
ShowGlobalVars
.set gameday to 10
sets the date to 10th of whichever month it isget gamedayspassed (find out how many days), add 7, then: set gamedayspassed to ##
sets the gamedayspassed countset gamehour to 10
sets the hour to 10:00am and set gamehour to 22
sets the hour to 10:00pmset gamemonth to 10
sets the month to Frost Fallset gameyear to X
set gameyear to 203
sets the year to 4E 203set playeranimalcount to 0
Note: doesn't remove any actual follower, just reset the count to the selected number (1 or 0). If used with an animal follower next to you that isn't lost, you can recruit another one.
set playerfollowercount to 0
Note: doesn't remove any actual follower, just reset the count to the selected number (1 or 0).
Note: NPCs are unable to cross cell boundaries when timescale is less than 1. Fast traveling while timescale = 0 may also prevent your game from loading properly.
You can get most race codes with the help race 0
command. Use PageUp and PageDown to scroll to the races at the top of the list. Unlike most other commands, the race needs to be specified in plain text and not the race's BaseID (i.e. setplayerrace nordrace
). Creatures are available as race as well, but most creatures will have a buggy camera position in 3rd person. SetRace racename
can also be used. Upon using this code, the character's hand will be bound like in the beginning of the game, but this can be undone by drawing a weapon. Will mess up attributes/skills.
Example: setpqv DLC1NPCMentalModel LockedIn_var False
set
command. You can scroll through the list with the PgUp and PgDown keys.ShowMessage 000A81FF
will display the "Playtesting Temporary Message".showracemenu bretonrace
will make your character into a Breton. This variation of showracemenu
doesn't actually show the race menu, but instead works like setplayerrace <race>
. Skills bonuses/powers change to reflect new race, but it messes up skills/attributes like showracemenu
past lv1. Setting race to 'nordrace' from any other race seems to result in a no head glitch unless used from the chargen menu.movetoqt
<Quest ID>stp 1 1 1 1
produces a black & white image, while stp 1 1 1 0
disables tint filtering altogether.Skyrim provides a simple batch file mechanism so you can customize your game play quickly and without repeatedly typing console commands.
Example: bat mybatchfile; runs all of the console commands in the file Skyrim\mybatchfile or Skyrim\Data\mybatchfile.txt. Notice that the file you put in Skyrim directory mustn't have an extension, while the one in Skyrim\Data needs a .TXT extension. The second option is preferable - first because you don't need to change file extension and second because it keeps the root directory clean. Also a file that goes to Data folder can be shipped along with mod and placed by all Mod Managers.
Skyrim batch files are lists of console commands that are run one after the other. They have no loops, tests, or other logic and execution doesn't stop if there's a problem with one of the commands. You can create any number of batch files, each with its own purpose.
Most Skyrim console commands can be run from a batch file. For example:
With the above method you can actually create an alternative start to the game. In addition to a batch file, you also need to edit the Skyrim.ini file, which can be found in your C:\Users\YOUR_USER_NAME\Documents\My Games\Skyrim folder.
Using this method, you can visit Helgen before it is destroyed and you can also do the side missions. But without further editing, the Main Quest will not start (see the Quest Stages section of Unbound to find out how to start the main quest anyway).