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Skyrim talk:Console/Archive 2

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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.

tlb

In Oblivion there was a console command known as 'tlb' that dramatically reduced the graphics of the game in exchange for dramatically increased performance. Is there any chance anyone has discovered any console command similar to this? My computer has such an awful graphics card that it cannot run skyrim even on minimum settings at the moment. 184.167.38.146 21:51, 11 November 2011 (UTC)

Ive been looking and there is a "tlb" command but it doesnt work....been looking for a patch or mod that could fix this bug ever since. If anyone has info on this please say so. 98.238.87.159 12:16, 2 January 2012 (UTC)
The new command is "TLL" — Unsigned comment by 88.77.149.130 (talk) at 20:53 on February 14, 2012
Added TLL to command list Sonic0170 02:51, 20 February 2012 (UTC)

Repairing broken wall mounts

I was fiddling around in the console trying to fix my wall mounts in Proudspire Manor, at one point I believe the ebony blade broke the wall mount next to the enchanter- both the shield, left and right mounts. Irritated me to all ends of the world... Yet- I have partially solved this, I just need some help with angling the items. If you click the wall mount and placeatme (no player.) you can REPLACE the wall mount.

EX: Click left wall mount, open console and type placeatme 000E49C9 and hit enter.
If you try it, after not having working wall mounts your head might explode with joy. Now put an item on it and the angles just all wrong (at least it was for me) now I've been playing with setangle x y z and I just can't seem to get it right, not to mention it's a bit far from the wall. ANY ideas would be nice.
To help- the objectID codes for the wall mounts are as listed:
    000E49C9 - Left Wall Mount
    000E49CB - Shield Rack
    000E49CD - Right Wall Mount
    000E946D - Sword Rack
I have all of those to fix anyway. (as there are two broken sword racks in the bedroom)
The issue has plagued my proudspire manor house and I've finally come close to a fix. And a big fix I do believe this is! ::--Skizzbeef 15:15, 16 December 2011 (UTC)
OH! and the best way I found to rotate the angles is to mount an item, click it and setangle <value>
Seems to do the trick, but I literally JUST figured all this out about five minutes ago.--Skizzbeef 15:19, 16 December 2011 (UTC)
It appears that after attempting all this, I reloaded a save to just before I replaced them.Turned off clipping and ran into that wall, turned clipping back on and stepped back out- they all worked as normal, without editing.
By chance all wall mounts need is to be collided with and the racks fix themselves? Or does editing them and then reloading to before and collision detection fixes them?--Skizzbeef 15:37, 16 December 2011 (UTC)
The Ebony Blade broke the weapon rack it was in so I could not put other weapons in it, so I punched it and it started to work again.--Saber_Elf 10:56, 1 January 2012 (UTC)

Unknown Location

I found myself in an unknown location using the player.moveto command. i wanted to go to a dead npc (haelga) and i found her corpse in this strange location. Somebody can tell me what this place is? — Unsigned comment by 79.51.152.27 (talk)

Probably Sovnagarde - the norse graveyard in skyrim — Unsigned comment by 92.23.165.190 (talk)
Lorewise it would be Sovngard, yes, but technically it is just a room used internally by the game where some dead bodies are stored. You can go there with coc WIDeadBodyCleanupCell. --Alfwyn 17:22, 6 January 2012 (UTC)

Any way to force NPCs with oneliners to enter proper dialogue for marriage purposes?

Otherwise i can't think of any way to marry Nimphaneth, the only decent bosmer in the game. — Unsigned comment by 84.208.220.141 (talk) at 23:24 on 7 January 2012

Perhaps the tips mentioned at Skyrim_talk:Marriage#Console_Cheats can help. --Alfwyn 00:03, 13 January 2012 (UTC)
Not all NPCs are marriageable. Do a "marriage" search on here, that page tells you who you can marry, also mentioning Lydia's marriage is bugged atm and doesn't work without the console. Vyc Ðarkshådøw 16:55, 13 January 2012 (UTC)

[D] flag?

I've noticed some NPCs show [D] after their RefID if you prid them. Anyone know what this means? I think this means "despawned", but I'm not sure. All I know is when I did a player.moveto with such a RefId, it crashed TES5 completely. 98.247.55.10 05:30, 8 January 2012 (UTC)

Nevermind. I found my answer under the command "MarkForDelete" 98.247.55.10 05:50, 8 January 2012 (UTC)
Anyway to prevent something from automatically being marked as such? I want to make a persistent dragon corpse mod. --JP585 00:14, 11 February 2012 (UTC)

Removespell

Does *not* work for shouts. With no ID i tried. 81.217.14.229 22:48, 8 January 2012 (UTC)

That is because shouts are not spells. They are shouts. Vyc Ðarkshådøw 16:56, 13 January 2012 (UTC)
The page said otherwise, I had changed it that way. Is there any way to remove a shout? 81.217.14.229 10:34, 15 January 2012 (UTC)
Nope, and i don't really see a need to either. Shouts are the only things you can use Dragon Souls on. And just because you have one doesn't mean you need to use it. I wouldn't worry about it at all. Vyc Ðarkshådøw 23:16, 19 January 2012 (UTC)
Yes there is a command, it's called RemoveShout. It's actually not a console command but a script function, but it can still be used from the console. Warrior7 08:16, 6 February 2012 (UTC)

(XBOX360) You can use console commands that does permanent actions

Well, console is still inaccesible in XBOX 360, it's a fact since HEX editing to bring it up crashes the XBOX 360.

BUT, if you get the savegame from your XBOX 360 and load it in PC, you can open up the console and do whatever you want and then save, but there are some restrictions like "TGM", it doesn't "saves" with your savegame since everytime you launch the game it's by default deactivated, so you can only modify things that permanently saves.

How to doit:

- Get your XBOX 360 savegame to a PC with Skyrim (Use a USB disk?) - Extract the savegame file with Horizon. (http://www.xboxmb.com/) - Rename the extension from .dat to .ess and put it in "...\Documents\My Games\Skyrim\Saves\" - Load it up in your PC version of Skyrim - Play with the console - Save the game - Change the extension again to .dat - Put it back with horizon - Use the USB disk to get it to XBOX 360.

So the point of this is modifying the main page of Skyrim where it says that console is only available to PC, and put some info about this.

Discuss this, should it appear here?

--GamerJota 02:30, 10 January 2012 (UTC)

Would you have to buy Skyrim twice to legally do this, or does the steam key you buy grant you to use xbox and PC? — Unsigned comment by 89.144.206.14 (talk) at 09:18 on January 10, 2012
This kind of thing is not something so unknown that no one knows about it. However it is not something that is true console use in my opinion and as such really does not belong here. All you are doing is extracting a save file for use on PC.Thuraya Salaris 09:38, 10 January 2012 (UTC)
On the Oblivion page, they haven't seen fit to note anything more than that the console is not usable on the Xbox or Playstation. I don't see any reason to break the trend. Admittedly, though, I'm a Xbox player, so the relevance of proposed content to the Console page is not exactly in my wheelhouse. Minor Edits 09:44, 10 January 2012 (UTC)

SetConsoleOuputFile

Anybody knows - is in working at all and if 'yes' - then - how? I tried to type

SetConsoleOuputFile "c:\TESVSkyrim\cons_out"

with existing empty file in this path - but nothing saves in it neither during gameplay, nor after exiting. — Unsigned comment by 92.60.177.81 (talk) at 17:03 on 12 January 2012

That may set the output for debug text, a feature that was only available in test versions. --Alfwyn 00:09, 13 January 2012 (UTC)
Maybe, need a setting in *.ini file(s) like debug = true or something like that? — Unsigned comment by 92.60.177.81 (talk) at 10:03 on 13 January 2012

Strange side-effects when using Immortal Mode

Whenever you use Immortal Mode and are hit with a finishing move (backstab, thrown by a dragon, decapitated, etc.), and continue fighting anyway, then you fast-travel to a new location, it's VERY buggy for a while. If you move to an outside location, you can't always see your body, and when you go to an inside location, your body slides towards you from a random direction (sometimes even from underground), and then acts reasonably normal. Whenever you turn, however, your body twists in a way that would make Stretch Armstrong jealous. You think they will ever fix these bugs so that Immortal Mode is immune to finishing moves and decapitations? Vyc Ðarkshådøw 17:02, 13 January 2012 (UTC)

I forgot to add this, but you can even, with Immortal Mode active, continue playing like normal even after being decapitated. No one makes any replies to your condition, and your headgear still functions as normal. However, i've found no way, outside of restarting a previous save point, of regaining your head. Vyc Ðarkshådøw 21:00, 15 January 2012 (UTC)
I found that I could get the head back by using the "sexchange" command. But the head is still kinda buggy (my hair and helmet won't show up and I still have the bloody wound on my neck). Has anyone found a better way to fix this? 24.72.209.134 01:53, 1 March 2012 (UTC)
I Don't know about Decapitations, I've never been decapitated, but for other Killmoves it mangles my character's mesh or what not.... However I fix this with no apparent side effects by using my Beast Form power. I had the idea it would fix it, it makes sense. Since it forces the skeleton to stretch a certain way then reset it after the beast form ends. ~Cipherof3vil/Cipherthe3vil

Setdecapitationchance and Setkillmoverandom

What's the default setting on these two untargeted commands, does anyone know? I've thought of making adjustments, but without knowing what the defaults are, i don't know if i'm upping or lowering them unless i set it to 100 or 0. Vyc Ðarkshådøw 21:00, 15 January 2012 (UTC)

I'm not absolutely sure, but looks like the chance in percent. — Unsigned comment by Shadowman (talkcontribs) at 12:40 on 17 January 2012
I know the chance is a percent, I was wondering what the default percent is. Vyc Ðarkshådøw 23:18, 19 January 2012 (UTC)
I'm going to say 50, not a guess because i found them once, using ShowGlobalVars - but i don't remember if just one was 50 or both. anyway, be prepared for a lot of console scrolling to find them...Marxismoney 09:27, 23 January 2012 (UTC)
This might be too easy, but i wouldn't be too surprised if getting their string values was as easy as dropping the "set"... before going through the ShowGlobalVars list, try GetGlobalValue decapitationchance Marxismoney 09:33, 23 January 2012 (UTC)
Nevermind, I was interested myself and plugged both. decapitation default chance is 40(%), finishing move default chance is 50(%) Marxismoney 09:40, 23 January 2012 (UTC)
Thank you. I hadn't considered using "get" instead of "set". I was pretty sure it was the same % for Xbox 360 and PS3 as well, just never knew what the precise number was. Vyc Ðarkshådøw 06:00, 10 February 2012 (UTC)

Resetquest notes

Currently in the notes section of every page is listed the following note:

On the PC, it is possible to use the console to advance through the quest by entering setstage questid stage, where stage is the number of the stage you wish to complete. It is not possible to un-complete (i.e. go back) quest stages, but it is possible to clear all stages of the quest using resetquest questid.

I found that the quest is not removed from the journal immediately. After using resetquest, save and then load this save, and the quests will be gone from the journal. — Unsigned comment by 75.34.55.137 (talk) at 11:35 on 19 January 2012

Sudden changes+Impressive AI

Just something i had noticed that impressed me with the AI programming/emergent behaviour in this game. People actually notice things and comment about them, even if they should not happen under the normal course of things, and the only way it did was using console codes/mods.

This has so far worked with "forceweather" where the woman in the farm looked around all confused and went "huh! what? what happened?". And the one time i randomly deleted some objects from the world using console the person observing it looked very confused. Is it just me, or does this seem like an impressive emergent system.216.58.11.228

It is pretty impressive, considering i've never heard of any other game doing this before. I think it's a major improvement for NPCs. Vyc Ðarkshådøw 23:22, 19 January 2012 (UTC)
The reaction to forceweather may actually be coded since there are a couple of shouts that create/dispel storms. 95.144.121.139 03:26, 14 February 2012 (UTC)

tdetect+follower

This may not be obvious, but a little thing to note is, when using tdetect, all followers (of course) count as NPCs meaning: tdetect would turn their AI detect off too. This means they will behave as if there is no fight, nor enemy of any kind, as they cannot see an enemy. They do not notice that you are fighting something either (it seems, can somebody confirm this? I would think follower would notice something once you start fighting). My follower just stood around doing nothing with her bow drawn (as my weapon was drawn as well). 216.58.11.228

Tdetect turns AI off for EVERYONE except you. That's how the coding for it is designed to work. Vyc Ðarkshådøw 23:20, 19 January 2012 (UTC)

Bat file guildlines

The part were a [bat] command cannot be used within another batch file is not true. I have created 1 batch file that links to a 2nd batch and when I launch the 1st batch file from the console, the commands from both files are used. 68.62.221.4 00:07, 23 January 2012 (UTC)

Could Beta-testing new updates enable debug options?

Just had a thought that the new "beta" update program on Steam might set the game to a beta-version state that would enable the unusable debug options (tdt, "setConsoleOutputFile" above, many others). Maybe someone (I'm away) could test that out? If they work, maybe we could find the INI setting or piece of code that enables that stuff so they'd be usable anytime... Marxismoney 20:51, 25 January 2012 (UTC)

Getting NPC Reference ID

I know you can get an NPC's reference ID by clicking them with the console open, but I was wondering if there was a way to find an NPC's reference ID knowing only their base ID, using a console command like "help". Any help would be appreciated, since I'm finding myself having to alt+tab to look up NPC reference IDs. --Lee 95 02:31, 28 January 2012 (UTC)

Perhaps there's no way you can do that:(. Some npc's have muiltiple instances like bandits, and you can't know all bandits' refIDs. --FelixH 17:55, 31 January 2012 (UTC)

writing in console

I want to write commands in the console but it seems that i cant! I dont know maybe it wants specific encoding? when i try to write all i get is some little squares. — Unsigned comment by 46.190.13.205 (talk) at 19:40 on January 28, 2012

Had same problem before. Try disable some mods. --FelixH 17:51, 31 January 2012 (UTC)

no IsOwner?

Click on an item and then use IsOwner to judge if a person is the owner of a certain item.

IsOwner <Optional:baseID> --FelixH 17:49, 31 January 2012 (UTC)

SetActorFullName

I miss naming my horses and Bethesda for some reason decided to take this one out of Skyrim. I haven't been able to find any mods to fix this. Is it even possible? I could probably name my horses with mods, I know, but that would require me to make a mod for every one of my characters and change it every time I loaded a different savegame. --81.158.125.228 15:22, 12 February 2012 (UTC)

I figured out how to do that by using SetActorFullName. You have to put a MESG RedID after it. So there are a ton of messages in the game. So for example I was able to get this snowy sabre cat to not kill me, become a permanent follower (fast travel, no bugs so far), act as a ghost so invunerable, and ignore friendly hits so not a "protected" character (which I think is stupid anyway), and name him "Mead".
So type help in the console command window and then type something you like. For example, I wanted to name my follower bear Horses for some reason and low and behold there was a message that said only "Horses". So have fun I would put 4 as your search option because that's where the messages are listed as MESG: (ID) "message". So I found MESG: (ID) "Mead" and I fell in love with the name:)
EXAMPLE~ setactorfullname INSERTIDHERE
That's it simple, simple:) OH!! Don't forget to click on your horse so its ID pops up in the upper middle screen of the console command window, otherwise you might rename yourself... I did that actually lol.
I need help with my Mead tho if anyone can input. I am trying to figure out how to find him in the creation kit but having trouble, his ID won't come up in the object window under ALL search... sooo... not sure where to find him and if I have to load something else? I opened Skyrim.esm as usual. I want to see his data so I can pinpoint exact changes I made to him thru the console command window and to experiment with some ideas I have for making him activatable to mount and open packs. Also want to change his tint/texture whatever, just want him to look like my orange tabby Mage. (Yes I named my cat Mage, his full name is The Dread Mage, Tyrant of Voles, Feared Necromancer of Drumelda Hills... duh duh duuuunnnn!) 173.73.0.206 02:01, 29 February 2012 (UTC)The Bigg Boss Bunny Mom of Bear aka Anna ;)

Resurrect Dragons/Monsters to be your Protectors

Here is the coolest thing to do with dragons after killing them.

  • removefromallfactions; Clears's the corpses factional predispositions
  • setrelationshiprank player 4; Make the target your friend
  • addtofaction 0005a1a4 1; Make the target your ally
  • addtofaction 0005c84d 1; Make the target your follower
  • sifh 1; Make the target ignore friendly hits
  • recycleactor player; Resurrect the new target at your location

I just tested it on Mirmulnir after I beat him to death, and now he spends all his time circling the tower and coming to my defense if I am in his territory. I plan to do the same thing with Nahagliiv, Sahloknir, Vulthuryol, Viinturuth, Vuljotnaak, Paarthurnax, and...why not... Alduin.

Later I resurrecte Mirmulnir in Whiterun using the bat and a new instance, and he circles the keep. :p

--JP585 04:58, 21 February 2012 (UTC)

added unlisted console command

The console command "player.drop" aka "Drop" is not listed in the list of untargeted commands.

information from elderscrolls.wikia.com describes this command as follows 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.

Warning : if you drop the Elder Scroll from your inventory, it will disappear! If this happens, typing player.additem 0002D513 1 will place it back into your inventory. "

this command is confirmed to work as it has saved me when i had Rjorn's drum before i started the quest "BardsCollegeDrum" and it had become stuck at stage 20 until i forced it to drop and picked it back up. I also kinda adjusted the weather id font size to make it readable.— Unsigned comment by 68.116.80.192 (talk) at 23:51 on 19 February 2012 (UTC)

Thanks for adding this however I've moved it to the correct area as it is most definitely a targeted command. Thuraya Salaris 23:51, 19 February 2012 (UTC)

import known commands

Is it acceptable to just import eg. copy paste known commands from the wikia to help update this one? or is that a copyright infringment on the original poster? — Unsigned comment by Sonic0170 (talkcontribs) at 00:14 on 20 February 2012

We generally prefer to document it ourselves. If you import something from another site, it needs to be attributed, which can be especially confusing on a page like this. Please note that there is a full list of commands on the page already - it's just hidden by default. See All Known Commands. Robin Hoodtalk 03:34, 15 March 2012 (UTC)

getlevel

similair to sqs but more specific addedSonic0170 00:51, 20 February 2012 (UTC)

added setlevel

added another command although with some trouble since the preview window does not show the final results. Sonic0170 02:31, 20 February 2012 (UTC)

The easiest way to have the preview work is to edit the whole page instead of the section. It's one of the more annoying things about having a sectioned table. Robin Hoodtalk 03:41, 15 March 2012 (UTC)

Add Exp?

Is there anyway to use the Console to Add EXP? im just wondering so i can choose my perks instead of using Player.Addperk or Advlevel. Thanks — Unsigned comment by 86.184.48.189 (talk) at 19:22 on 21 February 2012

You get EXP by increasing your perks. That, other than advlevel, is the only other way to level with the console. If you read the page, you'll notice there's two different ways to increase your perks, which are AdvSkill and incpcs. Read up on those two console codes, and use whichever better suits your needs. Vyc Ðarkshådøw 00:35, 27 February 2012 (UTC)

recycleactor

What is the difference between this and resurrect?

How do you respawn an NPC, such as a merchant, such that they will offer their original services, and that the person who took their place as a merchant will no longer offer services? all I've managed to do is make it so that Balimund is alive again, but neither he nor his apprentice offer services. Before his resurrection, the apprentice offered the merchant service. 118.93.14.222 09:03, 2 March 2012 (UTC)

Recycleactor is going to reset a lot of the attributes of that actor when you use it. An example of when you would want to use this is if you edited a number of values that do not update instantly. One of the main reasons that your NPC has become glitched is because when you use a resurrect command it does not undo the changes to factions and other values that took place in the game world when the NPC originally died. Thuraya Salaris 09:15, 2 March 2012 (UTC)
Sweet as, I understand now. So in that case would it be best just to kill Balimund again and create a mod that makes him respawn instead of have the apprentice replace him?
Curse these bloody dragons. — Unsigned comment by 118.93.14.222 (talk) at 22:20 on 3 March 2012

CLARIFICATION PLZ

"PRID (Pick by Reference ID) selects an item, NPC, etc. Using PRID to select an NPC before performing additional commands that you want to apply to that NPC works fine, for example prid a2c94 then setclass 13176 will cause Lydia to level up correctly." 3 questions

1 how does that fix her? give more detail. is it permanent or required to enter every time ect.

2 we can't just type it as a2c94.setclass 13176?

3 does the prid only apply to the next line or do we have to turn it back off so it doesn't think everything else i type is referring to her from that point on? ~~— Unsigned comment by 24.38.223.147 (talk) at 12:10 on 2 March 2012

I do not have Skyrim for the PC so this is all information I found on the wiki, not from personal experience.
  1. This reassigns her class (CombatWarrior1H) which apparently causes the game to recalculate her skill levels. You would have to enter this anytime you want her skills to be updated as follower stats are frozen at whatever level they are when created.
  2. Using the refid as a prefix or typing "prid refid" will accomplish the same thing.
  3. I believe using "prid refid" will cause all following commands to apply to that NPC. This is similar to clicking on them to select them before entering commands at the console. See the notes for targeted commands. --Razorsoup 13:49, 2 March 2012 (UTC)
Thanks :)
so is there a table somewhere on the wiki that I could use to set their stats at max from the start? (if its gonna be broken might as well break it in my favor) — Unsigned comment by 24.38.223.147 (talk) at 07:44 on 3 March 2012
nevermind, found it. — Unsigned comment by 24.38.223.147 (talk) at 07:46 on 3 March 2012

error

will the console attempt to carry out or simply ignore an incorrect command?

ex: if i accidentally set my health to q will it break something or know not to try?

ex2 if i add spell a shout will it list a broken spell in my spellbook or someother adverse effect or does it just not do anything? — Unsigned comment by 24.38.223.147 (talk) at 07:36 on 3 March 2012

Generally, unless the command matches something the program knows, it will just show an error message. Skyrim's console is very, very fussy about having all the spaces in the right order, proper id codes, etc. The console, unless I have inserted a wrong command that happens to match something else, has never "broken" for me. --Anubis Priest 16:39, 10 March 2012 (UTC)

Curious Question

With the command to give an enchanted item, how does one alter the magnitude? Like say I use the code to give a Ruby Ring with an enchantment of Fortify Destruction, how would I increase the magnitude to give it 100%?--Dro'Bakha 08:12, 6 March 2012 (UTC)

The magnitude will be equal to your enchanting skill level. So you would set your enchanting level to 100, then use the code giving the enchanted item. --Razorsoup 12:22, 6 March 2012 (UTC)
Ah okay then. Thanks for the reply.--Dro'Bakha 12:27, 6 March 2012 (UTC)

smoke room

anybody know the chest ids from the coc qasmoke cell?

i want to move those chests(with contents) into my house if i can — Unsigned comment by 24.38.223.147 (talk) at 21:09 on 6 March 2012

000C2CEA, 000C2CEE, 000C23C, 000C2CED, 000C2CEF, 000C2CE4, 000C2CE9, 000E4CB2, 000C2CF0. 000C2CE7, 000C2CE6, 0010SA00, 000C2CE8, 000C2CEC, 000C2CE5, 000E4CB1. --Velyanthe 21:27, 6 March 2012 (UTC)

Changing Quest item status?

Does anyone know if there is a command equivalent to "SetQuestItem" in Oblivion? Some quest items would make nice souvenirs but the only way to get them out of my inventory seems to be destroying them. 67.234.2.154 03:13, 7 March 2012 (UTC)

I do not know about SetQuestItem in Skyrim. However, I have used the console to remove items from my inventory (thus distroying them in your sense) and then immmediately after using the console again to place the item in a chest or use the player.placeatme command to set the item on the floor (so I can then decorate my house with it). Also, see the Section 21 in this discussion about another way. For either solution all you need to do is search the Wiki for the item's ID. --Anubis Priest 16:43, 10 March 2012 (UTC)


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