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Skyrim talk:Console/Archive 1

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This is an archive of past Skyrim talk:Console discussions. Do not edit the contents of this page, except for maintenance such as updating links.



I tried to make a dead thrall out of orchendor but had to use the console to create the actor. sadly, when spawned he treats the player as an acquaintance instead of enemy. when i kill him, and enthrall him he just stands around idly not helping me fight. ive changed his relationship rank to ally but he still does not help in fights. is there a away to make him "work" properly?

Perk IDs

I don't have the time to format and add it, but there is a partial list of the perk IDs available.

Qwertyuiop1485 03:33, 12 November 2011 (UTC)Qwertyuiop1485

this needs to be its own topic however i do not know how to make such a change. Reizl 18:26, 13 November 2011 (UTC)
Every one of these IDs is listed on the appropriate skill page (which also happens to be where the perk name redirects you to). There's no need to set up redundant pages/tables listing information that's already documented in the appropriate place. --NepheleTalk 07:16, 25 November 2011 (UTC)
re: Nephele - seconded Marxismoney 11:29, 28 November 2011 (UTC)


There was a console command in oblivion that allowed the player to change the race, sex, gender and looks i tried this code in skyrim and it works.

Rhinala 12:38, 13 November 2011 (GMT+2)

found a way to gain the character racial powers after changing the character appearance (i havent tried to change race)
first of all the show race menu reset part of the setting i can confirm that skinetone, lip color and lip shape receive a reset.
After finishing the changes save the game then exit the game to the desktop and load the last save, doing that will regain the racial powers.
In order to receive the item bonuses uneqpuip them and then aquip them again, the only thing that the player will lose is the god blessing.
Rhinala 13:29, 25 November 2011 (GMT+2)

player.setcrimegold [qty]

This IS a console command IN SKYRIM, however, when entered it appears to have no effect and your bounty will remain unchanged. The console recognizes the command though because "could not parse this line" does not come up when entered. Any ideas why this might be? Reizl 18:33, 13 November 2011 (UTC)

Ok so after a little more testing i have found that you can set your bounty higher by selecting (clicking on) a guard and entering setcrimegold [qty] and your bounty for the faction to witch the guard belongs will be increased. additionally if you increase your bounty this way you can then reduce it to 0 once more by entering setcrimegold 0 however i could not reduce my bounty if i acquired it naturally by committing a crime.

This is probably because the new Radiant Quest/Radiant AI system tracks your bounties differently for each Hold you're in. It's probably altering some leftover global bounty variable instead of the bounty for the Hold you're in. Warrior7 23:47, 16 December 2011 (UTC)

The command needs to be followed by the faction ID of whichever Hold you want to change.


This command can be used to pay one's bounty when guard interactions will not allow for it. Simply select the a guard of the faction with bounty and enter paycrimegold with no added ids or "player." in front. This will remove the bounty and make guards stop chasing you, but will also place you in front of the factions prison (as if you payed off a bounty regularly).

Note: If ones bounty is removed as illustrated by the crime tab (under General Stats in escape menu) and guards proceed to attack you, take out your weapon and sheathe it to force guards to stop attacking.

This worked excellently for me, but two notes: No stolen items I had were removed, but an amount of gold equal to the bounty was. -- 10:08, 27 November 2011 (UTC)

Player.setcrimegold only works if used to increase bounty.

tdt/help not listed

The 'tdt' and 'help' commands are mentioned in the General Information, but not listed in the table. Someone familiar with the commands should document them in the table. It sounds like 'tdt' may be the equivalent of Morrowind's 'tfh'? --IsmAvatar ( 22:48, 13 November 2011 (UTC) )

TDT = ToggleDebugText in Oblivion/FO. Used in conjunction with SDT (SetDebugText) to print a shutload of info to screen - eg sdt 13 was exp info I think, sdt 10 was detailed rendering info etc 18:45, 17 November 2011 (UTC)

because it does not display anything on the screen even though it's there-- 05:28, 29 November 2011 (UTC)


I couldn't get scof to work so I formatted these myself from the *.exe

CTRL+F "ADD NEW FUNCTIONS BEFORE THIS ONE!!!" on TESV.exe in your favorite hex editor to find them.

Full list of console commands extracted from TESV.exe

Mardoxx 01:16, 14 November 2011 (UTC)

A nice table for you...

Mardoxx 02:24, 14 November 2011 (UTC)

Well. This is quite handy. Lukish_ Tlk Cnt 18:01, 1 December 2011 (UTC)
Should be made into its own page, so people can look it up. - preowned

relationship / disposition

The commands [getdisposition / setdisposition] no longer exist. The new commands are [getrelationshiprank {reference} / setrelationshiprank {reference} {value}]

HDR stuff (PDP, SHP, SCP, STP)

Maybe someone might find these useful for making the HDR effects less noticeable


PrintHDRParam (PHP) -> Prints current HDR settings.

*HDR*  Eye Adapt Speed: 38.047962   Eye Adapt Strength: 11.506790
   Bloom Radius: 7.000000   Bloom Threshold: 0.536131   Bloom Scale: 3.000000
   Target Luminance: 0.602398 0.952398
   Sunlight Scale: 2.586131   Sky Scale: 0.178494
*Cinematic*  Saturation: 1.487566   Brightness: 1.121747   Contrast: 1.345547
*Tint*  R: 0.793044   G: 0.772120   B: 0.786542   Amount: 0.551113

These are my defaults (PC), someone might want to verify if these are indeed everyone's defaults, however.


SetHDRParam (SHP) -> Sets various values for the HDR shader

SHP <Eye Adapt Speed, float> <Eye Adapt Strength, float> <Bloom Radius, float> <Bloom Threshold, float> <Bloom Scale, float> <Target Luminance, float> <Target Luminance, float> <Sunlight Scale, float> <Sky Scale, float>


SetCinematicParam (SCP) -> Sets various values for the imagespace cinematics

SCP <Saturation, float> <Brightness, float> <Contrast, float>


SetTintParam (STP) -> Sets various values for the imagespace tint

STP <Red, float> <Green, float> <Blue, float> <Alpha, float>

Mardoxx 19:33, 14 November 2011 (UTC)

Here's an example: stp 0.6 0.4 0.2 0.5 for a kind of sepia color tint. BTW, this will reset once you get a loading screen.
Duppy 01:31, 7 December 2011 (UTC)
I can't confirm those values are default, and in fact in my game they seem to produce strange edge glowing/bright ceiling effects (although maybe i screwed up a digit somewhere. mine currently are:
*HDR*  Eye Adapt Speed: 35.000000   Eye Adapt Strength: 12.000000
   Bloom Radius: 0.800000   Bloom Threshold: 0.300000   Bloom Scale: 2.200000
   Target Luminance: 0.900000 1.000000
   Sunlight Scale: 0.500000   Sky Scale: 0.500000
*Cinematic*  Saturation: 1.250000   Brightness: 1.150000   Contrast: 1.300000
*Tint*  R: 0.447059   G: 0.552941   B: 0.647059   Amount: 0.200000
though it's true that i've used a mod that alters these, it's uninstalled right now, and the game appears relatively normal with these levels.
Marxismoney 17:11, 16 December 2011 (UTC)
The parameters are on per-area basis rather than global, I.E outside in Whiterun on my system has a completely different set of params for both HDR and tint than inside Breezehome.
Also, changing SHP seems to set STP and SCP values from their default to something else. 03:10, 26 December 2011 (UTC)

Pip Boy?

Okay, I just noticed the Pip Boy Radio commands in the console list above. Easter Egg, or does this have a legitimate use in Skyrim? Unfortunately I'm not somewhere I can test this at the moment. -Nikomis 22:08, 14 November 2011 (UTC)

I believe it's nothing of importance, just redundant code left in from Fallout 3/4 (aka laziness) Mardoxx 03:50, 17 November 2011 (UTC)

Actor Values

See Tes5Mod:Actor Value Indices --NepheleTalk 20:46, 20 November 2011 (UTC)

NPC Inventories resetting

I've had a similar problem on Oblivion. In Skyrim, I used the console to add a robe to my wife's inventory(Senna) and did the equipitem <ID> 1 to force her to wear it. It worked perfectly but after a bit it reset, and she went back to wearing the ugly priest robe with the hood. Is there anyway i can premanently change her inventory or will it always reset? It isn't just her, either. I've given hirelings armor and i turn around and they are back to wearing their own junky stuff. There has to be a way to fix this.

Have you tried removing the items from their inventories? If it works like in Fallout: New Vegas, the items are there - they're just invisible. Try removing everything they have, and then run through the appropriate 'removeitem' commands until you find just the piece of equipment they have and they go naked. Then have them wear whatever you want. Hopefully, that'll work. If not, I think we're screwed.
Till now I think we are screwed. NPCs have items marked as "outfit" to what they always return as soon as I add something to their inventory. Even without the time based reset. Looking for a way to work around this but failed till now. Should be possible with the CK through. --Lex 22:30, 18 November 2011 (UTC+1)
Workaround I used until now: Remove all but one of their outfit items (boots in my case), then they won't reset when you hand them something more fitting. I forced Lydia to wear elven armor this way. Projectnova 01:00, 23 November 2011 (UTC)
I can vouch for that workaround in a way. You must use the console command "removeitem <ID> <1>" to remove specific items you want to replace followed by the "equipitem <ID> <1>" command. If you use the console command "removeallitems" or have them equip an item without removing anything, they will default to original clothes eventually. You can leave as many items on that person as you want, but you have to remove specific items you want to replace individually. I have Muira wearing Tavern Clothes now and she has kept them on for several in game weeks.
When I was fidgeting around trying to get a set of armor off someone, the most convenient way seemed (to me) to be pickpocketing them, and then running the console commands while that list was visible. Changes appear immediately, a detail I'll add to some of the commands affected by it. I also found that sometimes setting an NPC to nonessential can help that... might be a worthwhile solution for spouses and housecarls that you might be leaving at home for whatever reason. --dUc0N 23:56, 30 November 2011 (UTC)
One more note on some further testing... I had decent results spamming two removeallitems at Aela, then adding the armor I wanted her in, equipping it, and closing the console. Her base armor was re-added, so I removed it via console again, and it stayed gone. Not a clue how long it'll last for. It did survive my asking her to follow me and then trading her some arrows, at least. --dUc0N 00:19, 1 December 2011 (UTC)
Never mind. I just found that they reliably put their original clothes back on as soon as I exit and reenter my house. --dUc0N 01:14, 1 December 2011 (UTC)
A quick note: I've noticed that using drop instead of removeitem seems to work somewhat more reliably.

Lighting torches/fires/blazers/fireplaces with console

Is there a way to do this? Lighting a non-burning torch on the wall, or a fireplace that isnt burning, or one of those blazer things that the npcs didnt light for you. They walk up to it with a torch and light it, but for some reason we cant. There must be a way to do it with the console.

Try selecting it and typing activate Mardoxx 04:00, 17 November 2011 (UTC)
Didn't work. :( Thank you for the quick response though. Any other ideas?--Necrosin 04:10, 17 November 2011 (UTC)
Just add a torch to your inventory, equip it, and mouseclick. Unless you mean you cannot actually light it as a player, in which case it is likely a scripted event and can't be done using the console.

Perk pick

How to add perk picks without leveling the character? There is no such variable in setav.

player.addperk "xxxx-PERKCODE-xxxx"

(Obviously, the perk just goes in the """")

Disabling Console

is there an ini tweak or console command to block access to the console. I'm a recovering cheataholic and I dont want to be tempted-- Atlas

Would adding "bind console=~)5buigdfuigbils" work? xD make it impossible to key in the combination
Try bAllowConsole 0 in the Skyrim.ini --Drax
I have, I've tried it in every section of the ini, and the pref ini. thanks for the reply though-- Atlas
I'd like to know this too. Not because I'm tempted, but because somsetimes I hit the console by accident while trying to access the Tab Menu key or Run-Lock key, and having to exit and reload the game is a pain to make sure I don't disable my achievements.
Console doesn't disable your achievements this time around. You can just cheat to get them all in fact.--Volkrov 11:54, 18 November 2011 (UTC)
Take a Screwdriver and pop the ~/` key out... thats what i did to stop myself from cheating

Setting Vendor's Gold

In Oblivion there was a console command SetBarterGold, but it doesn't exist in Skyrim. Instead Skyrim uses the vendor's actual gold amount, so to increase the gold amount just click on the NPC and type additem F # and it'll increase their gold. I dunno where to post this, and I haven't seen it anywhere.

Are you sure? Because while that increases the gold listed on the barter screen, and lets you sell your items without the "this vendor has insufficient gold" popup, you don't actually get any money for it and their gold amount doesn't decrease (at least, not if you exceed their normal maximum gold amount).

Quick Tip: You must enter console then click on vendor, then enter Additem F #. clicking on Vendor after entering console mode give you the vendors code.

Binding Console Commands

Is there a way to bind certain console commands to a specific key? For instance, I'd like to bind the console command "TM" to, say, the F2 key so I can quickly toggle the HUD. I can imagine this might be useful for other commands (<cough> godmode) but I'm mostly interested in the above.

Nope, I don't believe there is any way to bind commands to keys. ~Elec0
AutoHotkey is a program that enables you to rig hotkey's. you could set a hotkey for F2 as "~TM{Enter]~", does that help? -Atlas
You could make a txt file in the directory that Skyrim is in with all your console commands, then assign a key to run it as "bat commands". I imagine the key bindings are configurable in your local documents, in the Games folder. -Interknet

movetoqt command - parameters?

The movetoqt command from Oblivion seems to exist in Skyrim, but not work the same way. As the quest targets work differently, it asks for some kind of parameter - possibly the quest ID or stage number. Not quite sure how/if it works, worth exploring. Fallimar 03:22, 20 November 2011 (UTC)

i added that command to this page, but i'm not sure if I did it after your post or before. in any case, i did include the syntax. it just requires the quest ID for the quest you want to move through after the command. Marxismoney 03:18, 25 November 2011 (UTC)

Where is player.setlevel ?

I've seen player.setlevel mentioned in forums, but don't see it in the list on this page. It functions quite a bit different than player.addlevel, which is listed here.

Start Quest?

Is anyone sure how to use the startquest or stopquest console commands, or what their version is in Skyrim? They're present in the game but dont seem to work with quest id or quest hex codes.

  • Ditto on this. I'm currently unable to advance the Thieves Guild quests because I was never offered Dampened Spirits. Using setstage doesn't work unless the quest has already been given to the player. -- 22:57, 23 November 2011 (UTC)
  • Would also help a lot for those who can't get the "Blood on Ice" quest to start.

The Other Console Command Page

Commands I see on it that we don't have

Setstage <id> - Used to set the quest stage (Useful for bugged quests), requires a unique ID code; questgiver e.g. mg (Mages Guild), tg (Thieves Guild), Quest number within its questline, followed by a number (Haven't quite worked out how the value is attributed to the objectives). Usage - setstage mg01 200.

player.drop <base_id> <Amount> - This will drop however much of that item you have. This is useful if you get a quest item stuck in your inventory and you don't want to just delete it.

player.teachword <WOOP> teaches a word of power to a shout, words can be found with the "help <word> 4" command and are recognizable by the WOOP tag. NOTE: the words are not written as they appear in the shout menu, instead they're written as they sound in draconic using the font developed for that language. As such, certain words might be written like N4 instead of Nah (which is the second word in Whirlwind Sprint). Most words however are written normally and should not be hard to find out. - List of words as they sound.

setessential <base_id> 0, setessential <base_id> 1 - make NPC mortal / immortal. This makes the npc of your choice "immortal", where as they would just kneel down if their HP Drops to 0 and then recover slowly to get back up.

fw - "Force Weather", which will automatically change the current weather to the one specified (usage: fw (WeatherID), which for instance, "fw 10fef8" forces the darkened Sovngarde weather no matter which area of the game you're in (may also vanish as with the sw command). See Weather IDs (Skyrim) for more weather IDs to use.

player.setrelationshiprank <actor> <value> - used to set an NPCs disposition towards the player. IE "player.setrelationshiprank player 4" will set the selected NPC's relationship rank to 4 (the highest).

Should the WeatherID be a separate page to keep the console page tidy?


PlayGroup command doesn't seem to work when typed in the console. I click a ref, type in "Playgroup Forward 1" and nothing happens. Any help?


TFC is already included in this list, but I wanted to note that if you add "1" after TFC, it will toggle the floating camera and freeze the game. It's great for taking screenshots.

[TFC Question]

I'm seeing screenshots posted online at odd angles. How do you tilt the camera so that when people are standing straight up, it shows as bring a 75degree angle instead?

In-Game Time Speed

Many people asking me about this one: is there a way to slow down the passage of time? Skyrim is way too fast.

set timescale to # - Set the rate at which time passes (20 is the default, 1 is realtime) Note: If you are using a transformation (eg: Werewolf, this will somehow prevent you from turning back, even after you have waited an hour.)

Slow time speed

set timescale to "X" .... must have spaces and remove ""'s and replace X with desired amount. Example

set timescale to 7 sets game time speed to 7 from default 30.

Thank you, but I have one question: NPCs usually go about on a tight schedule. Will they adapt to the new time scale?
Just read somewhere that messing with timescale will bug out the slow-time shield perk... people smarter than me are looking for a solution.
changing the timescale in other bethesda/gamebryo games was always messing things up. it can probably glitchify quests that have you waiting a certain amount of time or that have events scheduled on the game world's calendar. also, just fyi if anyone cares, and i may be completely making this up, but i think at one point i'd found out that X = number of in-game minutes that pass in one real-world minute. so at the default an hour would pass on the game clock for every 2 actual minutes you play, which is pretty quick. don't quote me on any of this, though. it is the talk page, after all :) Marxismoney 03:13, 25 November 2011 (UTC)

Creating objects with console command?

I've been searching to find a way to generate an object using its ID for adding things to my house and such. Is there no way to do this using console commands? Can it only be done when the construction set comes out?

Quote from the Article "player.additem 000669A5 5" will add five leeks to your player's inventory., replace the values to what you want? --Kiz ·•· Talk ·•· Contribs ·•· Mail ·•· 18:22, 23 November 2011 (UTC)
That only works for adding inventory items, however is there a way to add things like decorative objects such as pots, display cases, bookcases, or candles for lighting?
List of all misc items generated by one of the two resident bots to be found here --Kiz ·•· Talk ·•· Contribs ·•· Mail ·•· 18:46, 23 November 2011 (UTC)
Thanks for responding Kiz, the link is helpful though unfortunately not quite what I'm looking for. I suppose this will have to wait until the constructor comes out :(
SOLUTION!!! (though likely painstaking): I saw your post and thought of a command that might do the trick, and started messing around with it to see how it works. The command is "placeatme", and unlike the additem command it can be used with objects. I tested it and managed to summon a chair from thin air in my Whiterun house. It took me a while to figure out how to get the chair to appear where I wanted it to, but I've come up with a rough understanding. Here's the details that I've figured out so far:

1) The syntax for using the command is simple: "placeatme <ObjectID>". For example:
player.placeatme 21366
This will place an end table at your feet. But there's more to it, read tip #4 before you actually try it.

2) The command only works with ObjectID codes, not reference ID codes. That means you can't just click on an object to get its code. However, thanks to the awe-inspiringly helpful "help" command, you can get ObjectIDs by searching for the object by name. Bad news is that until you can do more refined searches with the CK when it comes out (which, ironically, will render this entire solution unnecessarily roundabout, but *ahem*, anyway...) you're in for a bit of trial and error. In my endeavor to find the code for one of the household's chairs, i got at least a dozen unique search results in the category "FURN" (furniture) that simply said "Chair" and had no identifying description. Same with containers, sacks, tables, etc. Have fun turning your house into a random furniture spawning warehouse...

3) Another important thing I found is that the 'disable' command is gonna be your best friend. Objects sometimes have no qualms about spawning in the same physical space as other objects and you'll be deleting dozens of them. It's hard to tell if you like the way an end table looks when there are dismembered pieces of five other types of furniture sprouting out of it. Remember the disable command works with refIDs not ObjectIDs so be sure you click on the object you want to delete before entering the disable command (make sure its ID begins with ff - indicating it was spawned by the game and not placed by the devs - otherwise you'll probably end up trying in vain to delete a floor texture or a nearby vanilla object). Sadly, if you were hoping to be able to remove a particularly ugly vase or table or w/e which was already there, then sorry. Vanilla objects can't be disabled, as far as I know. Moving on...

4)Now comes the tricky part: situating the objects. If you just stand in the spot you want that end table and plug in the example code above, you're going to be a little disappointed when you realize it's leaning, impossibly balanced on one corner, and oddly pitched so that the front of it is tilted up at the sky. It will look retarded. The reason is because the placeatme command uses the rotation-axes-angles of its reference (in our case, the player) to determine the corresponding angles for the spawned object. At first thought, the player seems to be level with the ground, but the angles used are actually those of the 1st-person camera. So if you're looking down at the floor and a little to your left when you spawn an item, then the item will be facing that direction as well, physics be damned. (Note: objects are static and will never fall over, or drop if they're spawned in midair.) So, to fix this, you need to set the objects tilt and pitch to level (x and y axes; z is rotation and that comes later). Select the object (so that you see its refID), and enter the following codes:
setangle x 0
setangle y 0
then close the console and poof! the table is level. With that, the last thing we do is get it facing the right way. Objects spawn rotated to "face" the camera (even though they might be tilting/leaning on their x/y axes), so you can use that when you spawn an object by pointing your POV in the opposite direction you want it to face, however, that's not very accurate. So, basically it's trial and error again as you use the same "setangle" codes as above except with z instead. The number represents degrees, 0-360. Positive numbers rotate the object clockwise, negative numbers rotate it counterclockwise. Finally, though I tried, I could not discover a way of actually moving an already spawned object to a different location, not even a tiny nudge, so use care when positioning yourself before you enter the placeatme command - wherever you are is where the object is going to be stuck.

In any case, I think following this guide will allow you to add furniture and decorations, etc, but it's going to be a mildly painstaking process and I highly doubt you'll ever get that new desk to be perfectly flush with the wall... However, in about a week all this advice will be totally moot, because once the CK is out it's simply a matter of loading up the cell and plopping in whatever you want, then using the Kit's precise transforming and editing toolbars to get it exactly where you want it. If my advice ends up leading you to an experience as frustrating as I imagine it might be, I might just say forget everything I wrote and wait a little longer for that glorious Creation Kit. Good luck man, and same for anyone else who can't wait to spruce up their houses :) Marxismoney 03:14, 25 November 2011 (UTC)
They're minutes, not degrees 01:37, 26 November 2011 (UTC)
Thanks for all your hard work! I'll play around with the command! I had tried using it before, but it wasn't working for me :S I'll use your guide and try to see where I went wrong!
No prob. however, some of my stuff is unnecessary now, see the post below about setting positions with setpos. what's the diff between minutes and degrees (practically speaking)? Marxismoney 09:43, 28 November 2011 (UTC)
A degree is 1/360th of a circle, a minute is 1/60th of a degree (thus 1/21600th of a circle. In the instance of setangle "axis" we are using degrees. There is no need for an adjustment as fine as a minute in Skyrim whereas in terrestrial navigation 1 minute is a much larger measurement, up to to 1 nautical mile (1.1mile, 1.8km) --S1lent0ne 03:11, 1 December 2011 (UTC)
It's a pretty bad idea to experiment with this method by disabling unwanted objects. Disabled objects are not deleted but remain in the game and will increase the size of your save file. This may cause loading slowdown when revisiting this cell. You would be better off waiting for the TESVCK and/or a suitable furniture mod. Nigedo 20:42, 20 December 2011 (UTC)


At least some console commands are considered cheating by the game engine and will disqualify the player from getting further achievements on Steam. Not that I care much for Steam achievements myself, but still, does anyone know which commands are "safe" in this respect? It would be useful to add it to the page. 18:36, 24 November 2011 (UTC)

I thought that pressing the console key disabled achievements? 00:58, 26 November 2011 (UTC)

My Steam doesn't seem to care about console commands. I've done player.advpcs and player.setav and I still get achievements. --Evil4Zerggin 00:20, 28 November 2011 (UTC)

I second this. I got some achievements with god mode enabled. -- 08:30, 28 November 2011 (UTC)
I third this. I got the "Golden Touch" achievement right after I used the "player.additem f 100000" cheat.
I 'fourth' this. You can still get steam achievements if you use the console. I get the the feeling the achievement system is purely for a little extra fun, and not taken that seriously on steam, as it's so easy to mod a game on the PC. --LJGB 02:12, 4 December 2011 (UTC)

ToggleDebugText (tdt) doesn't work - anyone else?

tdt isn't working for me, it prints nothing to the console and does not display text anywhere on-screen as it did in oblivion. i've tried plenty of different numbers with the sdt command, also to no effect. searched help and both tdt and sdt came up, making me think they probably aren't just leftover code. is it just me who can't get this? only some people? everybody?
i have a possible explanation, but it's very disheartening: i managed to get a meager response from one of the debug-related commands - dlik, when targeted to any reference, returns that it is "not enabled in non-BETABUILD versions". I hope that's not true for all the debug functions.
I don't care that much about city or quest-debugging, but the debug text can be supremely helpful so if anybody knows a trick to getting it to show up or if I've missed something totally obvious, let me know! Marxismoney 07:55, 25 November 2011 (UTC)

Positional commands

getangle [x, y, z]
setangle [x, y, z] [angle] sets the angle in arcminutes of the selected object wrt the game's intrinsic xyz axes
rotate [x, y, z] [angle] sets the angle in arcminutes of the selected object wrt the game's intrinsic xyz axes

getpos [x, y, z]
setpos [x, y, z] [position] If you place, say, a table somewhere (something that can be activated) and move the object, the activator thingy stays on the ground!
Go outside
player.placeatme 21366 #place a table
click on the table
setangle x 0
setangly y 0 # align the table
setangle z 0
getpos z
setpos z {position - 400}

The table is now high up in the air but you have to activate it on the ground!

Things that can't be moved with setpos: Houses, statues, pieces of wood? Things that can be moved: Barrels, People!, The white run stables swinging sign (lol)

I'm guessing there's an in game flag that's moveable=0 or something

you are awesome - get/setpos was exactly what i was missing in my last long post about spawning objects, and your post is way more concise than mine so i'll probly remove it after a while, but i do have a few Q's:
  • not really important but i'd be interested to know how you found it - i tried searching help Position 0 as well as help "x y x" 0 in the hopes those words would be in the command's comments, but i got squat.
  • have you figured out what the coordinates are relative to? the object's axis (or marker?)? the center/a particular corner of an exterior grid or the whole exterior map?
  • can you clarify the syntax for setpos? i'm confused about the <position> variable - does it require those brackets and the "position +/- n" inside them, or just a distance integer?

    some small stuff I discovered.
  • I believe the reason some objects can't be moved is b/c they're not references? i.e. whereas an end table that doesn't open wouldn't need to be a reference since there's no difference between it and other identical end tables, but if it does open it must be a reference since it's filled with unique stuff.
  • There are also commands for placing markers for objects, such as furniture markers, and these may be what controls where the actual activator option is. (like how you said that the activator thingy stays where it is). try searching help marker 0 for some of these commands.
  • Finally, there is a command called VisualReferencePosition or sth (code use: vrp <objectID>) that allows you to set a reference for the placeatme command by clicking on any existing reference (such as a carpet, a ground texture, etc.) and by using vrp + the ID for the object you want to place. once vrp is set for that ObjectID, using placeatme + objectID will drop that object smack in the middle and on top of whatever reference you selected with vrp.
Marxismoney 09:39, 28 November 2011 (UTC)


I played with setnpcweight on Jenassa and noticed two things not mentioned in the command's description. First, the character's gait isn't changed when you change their weight. Secondly, and probably more important to know, is that changing the weight seems to reset the skintone and remove warpaints/makeup/facial coloring.

Has anyone else tried out the command and encountered this?

  • Yes, resetted the selected npc's skin.

Max Permanent Followers

Has anyone found any setting or variable or command that will change the number of maximum permanent followers? Or is this hard coded to only be 1 at all times?

Your question intrigued me, so I did what I could to fulfill your goal. Your current number of followers is stored in the global variable PlayerFollowerCount, this is 1.00 when someone is with you and 0.00 when they are not. In order to increase your number of followers have someone follow you (1) and then use the command <set PlayerFollowerCount to 0.00> and then ask the next person to follow you. Rhyono 02:37, 8 December 2011 (UTC)
I tried with current 1.3 patch and I couldn't make it work.


Has anybody gotten this console command to work? GetPCMiscStat works, e.g. "GetPCMiscStat Assaults", "GetPCMiscStat Bribes". But as soon as I do ModPCMiscStat Assaults (int), Skyrim crashes for me.

Results in CTD.
ALWYAS Results in CTD.

ModPCMiscStat doesn't accept a string variable (at least that's how it was in Oblivion). So my advice is to try "ModPCMiscStat 31 <num>" where 31 is the reference to Assaults and <num> is your desired change. But like I said, this is how one would change things in Oblivion, I can't confirm if it works in Skyrim...


View all entries

Is there a possibility that you can hold the list at the console or scroll up to see the whole list. I mean if you use showinventory or the help command, you will see only 15 lines but how can I see the entries above? Or have I skipped something on this page? Thanks says Quozar 10:44, 30 November 2011 (UTC)

scroll up/down with page up/page down. BMFPoochie 02:50, 2 December 2011 (UTC)
I have the same problem, except I only see 1 line at the time in the console. Scrolling with the mousewheel doesn't work, nor do the page up/down keys...-- 21:32, 4 December 2011 (UTC)
Okay I found the solution to my problem: page up/down keys may not work when playing in windowed mode-- 23:19, 7 December 2011 (UTC)

decapitationchance not working?

The command seemed to execute properly but I am seeing zero decapitations, with the rate at 100. :/ --Joffeloff 15:15, 30 November 2011 (UTC)

Try <getglobalvalue decapitationchance> to view if it is indeed set to 100. If it is, I don't know either. If it isn't, try setting it using <set decapitationchance to 100.00>. Rhyono 03:31, 8 December 2011 (UTC)
Try setting it to 0.99? perhaps it's not possible to have a 100% chance? i dunno. Marxismoney 17:15, 16 December 2011 (UTC)

set killmoverandom to default value?

I would like to increase the chance of killmoves in my game but I hesitate to mess with it until I know how to reset it to default. Does anyone know what the default value is? ````

use "GetGlobalValue killmoverandom" and you will see. It's 50. -- 20:49, 3 December 2011 (UTC)

Available perk points

Anyway to mod available perk points? I tried scanning the command list for "perk" and "point", but maybe I'm missing something. All I want to do for a second playthrough is to have 50 perk points to distribute early on for some reason. BMFPoochie 03:14, 2 December 2011 (UTC)

Closest thing i've found is "" there is aparently no way to modify perk points using the console, but this works ~Sef
Thanks, that'll certainly do. BMFPoochie 08:44, 3 December 2011 (UTC)

The *SkillAdvance variables

I'm trying to get the console to print the skill level progress, i.e. the number incremented by player.advskill. How can I do that? I checked things like "player.getav RestorationSkillAdvance" but all this gives is 0 even when this value would clearly be wrong.


I was messing around trying to fix Aela's hidden gear bugs and I ran into this command. Syntax: "getitemcount <ItemID>" Works on target. It prints the number of the item you enter in the targets inventory. Very useful for Aela because it works on all of her hidden gear. For instance, I found she had 9 hunting bows >.> Was able to use removeitem to get rid of all of them and fix her bug with not using stronger bows. Rookwood 19:36, 3 December 2011 (UTC)

Forceav and setav (attribute modification permanency)

It appears that not all attributes changes made with "setav" revert after a reload. For example, I used "setav stamina 2000" on my horse, and the stamina remained unchanged after a reload. Using "setav speedmult 200" only worked until I reloaded... Carryweight also remained unchanged despite me saving and loading a lot of times...

Quest stage is 200 (final stage), but quest is still not accomplished (probably a bug).

My quest (ID: solitudefreeform03) has stage 200 and its a final stage according to "showqueststages" of this quest, so i cant mark it as complete with "setstage". The quest is still under my active quests and its obviously a bug. Any idea how to just remove a quest entry from the questlog?

Try using <completequest (questid)> to force it to finish. Rhyono 03:28, 8 December 2011 (UTC)
That won't work, I've had the same issue for about a week. The quest is somehow both active and not. First thing I tried was setting it to stage 200 to just fail it off my journal, but nothing. Same with completequest. Luckily for me, it at least turned the Amulets of Talos I was carrying non quest items again. BMFPoochie 08:48, 8 December 2011 (UTC)
Have you tried the following? <ResetQuest solitudefreeform03> <CompleteAllObjectives solitudefreeform03> <StopQuest solitudefreeform03>? Rhyono 17:51, 8 December 2011 (UTC)
The same happened to me. The quest was finished and there was still something in the questlog. Just the StopQuest <quest id> command worked perfectly. Thx to Rhyono says --Quozar 19:19, 8 December 2011 (UTC)
Damn, now I'm blaming today's patch... none of those worked for me. Solitudefreeform03 doesn't even show when I do showquesttargets anymore, which it used to (I think). When I tried resetquest, it did do something interesting though and added a new version of the quest with screwed up variable names showing. Note the new quest and the old entry of an inactive quest 5th from the bottom about talking to Greta. BMFPoochie 20:04, 8 December 2011 (UTC)
Scratch that, reverting to "1.2" didn't help anything. Another fun side effect, I can't click on the quest anymore to activate/deactivate it. BMFPoochie 21:13, 8 December 2011 (UTC)

Player Relationship of Foe

I accidentally killed J'Zargo while fighting a dragon, so then I resurrected him. After that, whenever I'd encounter him, he'd say "Khajiit wishes for you to go away. You have done us too much harm," and would not let me add him as a follower.

So I checked and did the following command on him while he was targeted: getrelationshiprank player

The console responded: Relations Rank Is >> Foe

Resetting his relationship to "2" set it back to where I can get him as a follower.

But I noticed "foe" isn't listed in the relationship ranks on this page. So I did some checking: Negative Relationship Values:

[0 = Acquaintance]

-1 = Rival

-2 = Foe

-3 = Enemy

-4 = Archnemesis

[-5 or lower = Acquaintance]

  • [braces] indicate unassigned values that default to the same as the value for a positive rank of 1

I have updated the wiki accordingly,

Darkgoob 06:35, 5 December 2011 (UTC)


ok... So apparently I got myself decapitated. (might have been because of "TIM", maybe a bug.) so, I tried "sexchange" twice. (got the head back, but lost it next save/load) so, I tried "showracemenu" (got the head back, lost my "Shout" sounds, and lost the head next load) now, when I save in 3rd person perspective and reload, the decapitation spurts happen immediately, and the head is on the ground in front of me. I have also tried various combinations of "player.kill" and "player.resurrect" which do not work. Is there a way to fix the decapitation in the console? Perhaps a way to merge two saves in Wyre Bash? (so I could load my character with a head into the save now with the more current quest progress)

lol christ dude reinstall

Setting global variables

Is it possible to modify global variables through a command? I'd also like to know how to scroll through the results of a help command search.

I solved my first question: set <global> to <value>. Value must have a decimal and 00.

Setscale vrs Modscale

Well, I am trying to figure out the differences, Anyone know what it is? Will be posting anything I find, tho it may be a bit before I get any new info -preonwed

tfow don't work?

This command works for a local map? I put it - and I was totally black map, only markers of buildings remain. ZKoshak(Ruesp) 09:30, 8 December 2011 (UTC)

"Enabled?" variable under Quest state

Using SQV <quest ID> shows a list of the quest variables, ending with a "Quest state" section. The first variable there is called "Enabled?" and contains a "yes" or "no" value. It seems that a non enabled quest does not respond to SetStage, which is unfortunate considering I have a broken quest I'd really like to clear. Anyone has any idea how to change this variable?

Variables can be changed using the set <variable> to <value> format. I'd assume no = 0 and yes = 1 if setting the value to the word "no" isn't accepted/works. Rhyono 03:58, 9 December 2011 (UTC)

The variable isn't a global variable - in your example, I've been unable to determine what to put in the <variable> section. [Dec 28 2011]

Bat File editing

I added a section under the command list, which details the use of batch files. The text is basically the same as the one found in the Console Command Tutorial article for Oblivion, with added information about using it in conjunction with Skyrim's .ini-file. Once a "Console Command Tutorial" is done for Skyrim, the section about the batch files should be moved there. Geistertanz 16:24, 10 December 2011 (UTC)

Added a line to PlaceAtMe to help players with missing NPCs

Title says it all. Using Placeatme creates a new instance, which is not good for named NPCs, so I added one line explaining that it's best to use PRID RefID followed by 'moveto player'. Typing RefID.moveto player will NOT work. You have to use PRID (pick by reference ID)

Totally useful thanks. Magar 18:54, 15 December 2011 (UTC)

list of location id?

I need to unclear the Fellglow Keep, I've noticed there's a commande called Setlocationcleared but I need the location ID of Fellglow Keep, where can I find this ID or the list of IDs?

Try help Fellglow 4 to get the location ID (look for LCTN)...19177 in your case.
Before I added the set/get locationcleared commands to the table, I played with them for awhile and failed to unclear something I had cleared. Using 0 for set did not unclear a location (even though 0 is the default value for uncleared). If you figure out how to unclear, please post it here or add it to the setlocationcleared command on the table. Rhyono 01:07, 12 December 2011 (UTC)

What does the disable/enable command work on?

I had a bugged blood dragon so I tried disabling/enabling to reset it and it did nothing. I also had 2 gildergreens from a bug, and could not disable the old one. The command simply had no effect. It worked on anything in Oblivion, anyone know the criteria for it to work in Skyrim?

Disable and enable mostly work on environmental objects (i.e. a walls and doors); kill and resurrect are used on npcs of all types; item addition/removal is done through player.additem <itemid> <quantity> (-1 for removing an item). Rhyono 01:00, 12 December 2011 (UTC)
ResetAI is more useful for NPC's Magar 18:53, 15 December 2011 (UTC)

Added resetinterior command.

Very useful for resetting a dungeon to escape various bugs (if you've done the dungeon before picking up quests for it etc). Magar 18:51, 15 December 2011 (UTC)

recharging items created with playerenchantobject

It looks like you cannot recharge enchanted objects that were created though the "playerenchantobject" command unless there is another console command to force a recharge.

Alternative to setownership command?

Setownership is impractical for large numbers of items. Is there a command that works on a container with a similar effect?

Other Perks?

There are perks not associated with any skill, like the bugged Dragon Infusion thing. Is there a list of them somewhere, with their IDs and effects? And if not, why isn't there? Daedalus Echelon 18:02, 18 December 2011 (UTC)

you could probably find them using help command if not i don't know how you'd find it, i'd try and see if they exist but my skyrim's help command is bugged -yoo203

help command

after installing some mods my help command crashes my game when i try to search for something specific....... can anyone tell me how i might fix this problem?(just typing "help" works fine, and typing "help beast" works like it should which is showing nothing at all since i didn't specify a filter, but when i do "help beast 4" it crashes -yoo203

Try "help beast 0" -- I've noticed that the 0 option is the only one that actually does anything for me. Voraxith 03:09, 30 December 2011 (UTC)

player.addperk not working?

Tried using "player.addperk 79356" which is Shieldwall 3. the result appears as "Added Perk Shield Wall to Krais-las with rank 1" but the perk isn't added. I try to add the perk from the perk screen and the playing screen with the same results. I've tried with several other perks, with no luck.

Any ideas? I haven't installed any Bethesda patches (but a few mods already) and not going through Steam.

TolarisOmega 07:52, 20 December 2011 (UTC)

For ranked perks (Shield Wall has 5 ranks), you must add them in order. First add Shield Wall 1, then 2, etc. For non-ranked perks, such as Block Runner, there is no prerequisite when using the addperk command. This is tested and works in terms of what is shown on the Skills menu. This hasn't been tested to see if the perk is actually in effect during gameplay, though I can't think of a reason why it wouldn't be. Hope that helps - let me know if that worked for you. 19:31, 31 December 2011 (UTC)

Changing NPC Locations

Okay, so I have this idea of having a whole bunch of characters and/or followers living in one house because it would be convenient to have certain followers accessible in one location instead of having to travel everywhere to get them. On top of that, I'd like to have a live-in bard or something to play music or just something to make my house my 'lively'. Anyway, to the point at hand; I've been sifting through the console commands and I have had no luck finding the one that could do the trick.

Like for example, I want to find the 'command' or whatever parameter it is that is changed similar to how you can bring potential recruits to the blades and then once they've been initiated, they remain at Sky Haven Temple permanently. Or how your spouse can live in whichever house you choose.

So any ideas on how this could be solved? I'm sure there'd be a few people out there wanting house parties in the playboy mans- I mean the Proudspire Manor. *cough* --Silentflame 15:34, 21 December 2011 (UTC)


Couldn't find any reference to the command "player.showquests" that brings a whole list of quests and names and on and off status. Wanted to get rid of some faulty quests and happened upon the command by testing.

player.removespell bugs

It's impossible to remove at least some racial powers, e.g. "player.removespell e40c3" will NOT remove Battle Cry from a Nord. Haven't tried the other races/powers yet.Aliana 15:07, 22 December 2011 (UTC)

Tfc mishap

i have recently went into console and typed in tfc after my death to scout an area and now when i respawn i cant do anything... reloading, using tfc again, using enableplayercontrols nothing semms to work. HELP!

Exit the game, restart the game, delete any saves from after this happened, then reload an earlier save. Should do the trick. Oh, and don't toggle freefly cam after death -- it confuses the game.  :) Voraxith 03:11, 30 December 2011 (UTC)

Location coordinates

Others have noted that sdt/tdt don't seem to work in Skyrim as they did in Oblivion. Does anyone know how to display (or otherwise determine) the cell and x-y coordinates? Googling hasn't turned up anything terribly useful so far. --DryHumour 07:57, 25 December 2011 (UTC)

Stop leveling

I've found Skyrim leveling a way too fast, is there any way to stop it? I mean I'm making a pure-mage build, but I don't want to overlevel myself, and the 81 level is far too much. Based on my and the charplanner's calculation, if I could cap myself at level 42 would be the best, but I always level early form sneak, speech and lock picking. I mean a console command would be enough. Maybe there is a multiplier for the skills, wich multiplier could be nullified? Or any other workaround — Unsigned comment by Anguis Furor (talkcontribs) at 18:12 on 29 December 2012 Anguis Furor

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