The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

IROULF™ Mar 26, 2014 @ 4:57am
Help? follower stuck?
Uhm on my way to Gnarr nok (sorry not really ure how to be spelled :/) I was escorting this girl Demenin or something similar im not too sure what she was called and I came acrosss what looked like a cult cave and went in, now theres a rock walkway up to the door but the NPC seemes screweed up and her pathfinding isnt working. Any ideas how if possible to teleport her to me using console commands?

Thanks
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Showing 1-15 of 15 comments
PancakeFuego Mar 26, 2014 @ 8:29am 
You have to go up to her and walk back very slowly, pause every few steps and make sure she's following you before going on.
You might want to try using ToggleCollision just to get the NPC over the obstacle and then disabling it once it's been cleared, I think disabling it snaps all characters back to the floor level.
Ygolnac Mar 27, 2014 @ 3:41pm 
I know there's no console command to teleport npc except

RA "npc id" (with quotes). This will teleport npc to its default location, but can mess with the npc following you, in the sense that probably after that you have to use another console code to restart the quest.

There's another command but it creates a clone of the npc, heavily messing their quests/behaviour.

Also killing the npc and resurrecting it usually is not a good idea, the game register the fact that the npc is dead annyway.

In Skyrim there are codes to move the npc near you or to move you near the npc, but not in morrowind.
Not too sure what you mean by 'how'?

The console command for toggling collision is "togglecollision" or "tcl", once you've done that the NPCs will be able to travel wherever they need to be freely without being affected by anything that might be getting in the way of the pathfinding. Once they're in line with wherever you want them, use the command again and both you and the NPC should snap to the ground.

I typically use it when NPCs get stuck on fences/trees and are unable to find their way around.

EDIT: That NPC... Just on a hunch, it's not Pemenie is it? If it is, the commands suggested aren't working for you and you're desperate to finish the quest, I'll tell you that even at the point you're stuck at there are other ways to finish it :)
Last edited by Treguard II of Dunshelm; Mar 28, 2014 @ 7:46am
It doesn't affect anything in the main quest or story whatsoever, so no fears there. Killing her is a perfectly legitimate way to finish it, but there's a more interesting one. She's going to Gnaar Mok right? Try going ahead of her and talking to the locals first :)
Darklocq May 15, 2017 @ 11:08am 
Quick Morrowind Tutorial on In-game and Console Manipulation of NPCs, Creatures, and Objects (Some Cheat, Some Legit)

You can very directly TELEPORT an NPC, without cloning him/her. It takes some work, but it preserves quest status, gear, etc. This is very handy for companions you've misplaced, as well as NPCs who have disappeared due to a bug.

* First, you need to know the NPC's ID. Open Console with NPC visible, right-click the NPC to get their ID to show up in top of Console window). If the NPC is not present, look up the ID at UESPwiki or some other site with Morrowind details. (Or just guess; most NPC's IDs are their game-visible names, though there are several exceptions.)
* Go to where you want the NPC to appear.
* Left-click to open Inventory and Map windows. Note the name of the cell atop the map, whether it be indoor or outdoor.
* Enter the console again, and do each of the following in series:
** Player->GetPos,x
** Player->GetPos,y
** Player->GetPos,z
* Exit console and move away a bit (room for the NPC to spawn); re-enter console
* Now, bring the character to you with "[character ID]"->PositionCell,[x],[y],[z],0,"[cell ID]"
** That's without the square-bracket characters, which I"m using to indicate variables.
** Be mindful of positive and negative values.
** You can round the decimals off of the x, y, and z values (but round the z value up, so the NPC doesn't fall through the floor/ground).
** The 0 is the direction the character is facing, and can have another value, like 16200. More complicated than it's worth. They'll turn to face you when you interact with them anyway.
** The quotation marks are only required when the ID in question contains a space.
* Concrete example: Pemenie->PositionCell,156,-204,129,0,"Caldera, Shenk's Shovel"

This can also be used to move the player (with Player->) but its much more expedient to use CenterOnCell (COC) and the cell name, e.g.: COC,"Caldera, Shenk's Shovel". That technique does not take a [character ID]-> prefix, so it will not work on NPCs.

You can also use it to cheat, of course, like teleporting Creeper and Mudcrab Merchant into your player home. Good luck with that, since they are noisy and annoying. The non-cheat is to use Command Creature to move MM into Creeper's house, and visit both when you need to sell. Takes about an hour, if you lead MM to the Vivec silstrider, take that to Balmora, then walk him to Caldera (he will not fit through Vivec gondlier ramps or Mage's Guild stairways). Clear the path of hostiles first, and it helps to cast Fortify Speed on him with each Command Creature spell, as he is very, very slow.

Briefly use the Console command ToggleCollision (TCL) to get past blocking NPCs, a common problem in Imperial buildings and Vivec halls, which were designed too narrow. This rarely results in an NPC stuck in a wall (use ResetActor or RA to fix that. though this will reset every NPC in the cell to their starting location).

To move an NPC locally (e.g. to get a continually blocking NPC out of your way – most supposedly stationary NPCs slowly migrate over time due to a bug in the animation cycle, and many can eventually block passages and doors), enter the console, left click the NPC once, and enter Move,x,[value] and/or Move,y,[value], e.g. Move,y,-1000. This command does not take a [character ID]-> prefix (unless used on Player). Using Move,z will put them in the ground if negative or up in the air if positive, which may cause falling damage. This technique, along with Rotate,z,[value], etc., can also be used to position objects in your player home. Takes some practice. You can recover a boat travel provider from the water with this technique (using Move,z to get them up out of the water, and Move,x and Move,y to put them back on land), if they have not already drowned. If they have, just spawn a new one with PlaceAtPC,[character ID],1,1,1 and move quickly forward (the NPC will spawn temporarily stuck in you). Use this also to recover a siltstrider operator who has migrated and fallen to their death off their own platform (some, as in Ald'Ruhn, are quite high). Best to respawn on the ground in front of the platform.

You can use a similar trick to give NPCs items, with AddItem,[item ID],[amount]. It always bugged me that Caius Cosades meets you half-naked like the slob skooma addict he is, so I put a shirt on him this way. Drop the intended item on the ground, left click it in Console to get its ID. You can also use this to dress up NPC ladies with nice dresses (or kinky outfits, whatever floats your boat) from clothing mods, most of which only provide female clothing, and for putting pants on the various naked Nord "witch victims". If you're weird you can use the opposite, RemoveItem (no, it is not DeleteItem, as some posts have misstated), to strip people, but you need to know the IDs of their gear. Another use for these is giving better-looking gear to your eventual Stronghold staff, just for looks (they are not follower companions, so there's no practical use for this, but I like mine to wear a uniform of sorts). Yet another use for it is that if you are disappointed by a boss monster or NPC as too weak, you can reload a pre-fight savegame, show up with great, dangerous gear to give them, quickly console it to them, then have a more challenging fight. Give an NPC more powerful spells to fight you with, with AddSpell,"[spell ID]" (spell ID is usually just the spell name, though there are exceptions that have underscores and such), though there's no guarantee they'll use it (some NPCs are scripted to use very specific spells, and not trust their AI defaults). Again, these do not use a [character ID]-> prefix, unless you use them on yourself with Player->.

If you'd like to "hire" or "seduce" an NPC and bring them home, the non-cheat way to do this is with Command Humanoid spells, after clearing the path of any baddies (they'll rush to fight any baddie you encounter, and are apt to get killed en route). For roleplay purposes you should probably have a disposition of 100 with them to explain why they've run off to be your lover or employee or whatever (hardcore role play: actually pay them a periodic wage, give your lover gifts, etc). Relocation should not be done with key NPCs involved in quests and such, as their dialog options may change if you move them to a new area. It can be done with minor functionaries, like the enchanter Tanar Llervi, several spellmakers, and almost any amorer. Don't do it with guild guides; they teleport to specific spots (next to the default locations of other guides), not to other guild guides personally, so it will end up making your travel more difficult, not easier. (You can cheat, and clone a guide with PlaceAtPC.) If you relocate a merchant, they will not have all gear they sell when you move them (some of it is in shop containers and shelves), and may not be possible to move if you've already sold them enough stuff that they're over-encumbered. It's also bad roleplay, since these people have shops and would not run off and leave them. A good source for largely decorative "retainers" is using this seduction/abduction/hiring method on the occasional non-hostiles you'll encounter (if you have high Personality) at bandit/smuggler caves, Daedric shrines, and other places where normally everyone attacks you. Most in these places have an Attack stat ("Fight" in the Console) of 90, but a few are 80 or lower, and non-combatant if your Personality is high. Consider them mercenaries who were not too tight with their gang and are more than happy join yours. You can use the equivalent Command Creature magic to bring home special, non-hostile ghosty things, like Mansilamat Vabdas. That one in particular respawns, has a valuable soul, and is easily killed, so you can just keep him next to your Soul Gem chest and the enchanter you "hired".

You may have realized by now that Command Humanoid can be used to move guard NPCs away from what they are guarding. This is not a cheat, but one of the principal purposes of this spell. Be warned that you cannot escape a bounty by starting a fight (e.g. with a hostile spell) then letting a Commanded NPC do the murder for you.

If you want to use SetHealth,0 to temporarily kill an NPC to find out what they're wearing, save before doing this and reload the save after, otherwise you can easily wreck quests. The game will still consider the NPC dead even if you resurrect them. It is wise to save before accepting any "lead me from place x to place y" escort/rescue quest. Most such temporary followers are very weak, and even a short drop from a boulder you can get over with ease may kill them, and sometimes they fail to cross bridges properly and plummet to their deaths. Sometimes even rats can kill them. Respawning them will not salvage your quest.

You can use SetHealth, and Set[other attribute or skill] to change other aspects of NPCs and creatures, e.g. to make more challenging bosses (or weaker ones, if you are a wuss). A practical use for this is SetAcrobatics,200 on all companion/follower NPCs to prevent falling/jumping deaths. Many have Acrobatics skill as low as 5–8, and just hopping down off a short boulder will kill them. Most companions provided by mods have Acro of 200, to survive all falls/jumps; the guard AI they use is very stupid, and will cause them to leap down to fight anything hostile, and the fall will kill them without this buff. It has no appreciable effect on their behavior otherwise, other than making it more likely they can follow when climbing steep hills, also a desirable result. (A companion afterthought: If your companion has stupidly jumped into a lava pit, immediately cast Levitate on yourself and a Levitate on Target on the companion. This will make them rise out of the lava to your height.). Another practical use Set[attribute or skill] is a temporary Player->SetSpeed,300 if you value your realtime and need to run halfway across the island and have already taken the scenic route before and thus won't be missing anything (remember what your real Speed stat is so you can put it back). If you fight with this stat still boosted, you are cheating for real since it allows you to attack with abnormal rapidity. A non-cheat fast exploration option: Go to the top of the Temple at Vivec, with a cheap Rising Force potion as an offering, and the shrine there will grant you very fast Levitate for quite a long time, allowing you to map out extensive areas, or just get somewhere like Dren Plantation or Nchardumz and Nchurdamz quickly if you're already in Vivec. (Vivec tip: It is faster to run across the interior of a canton than around its exterior, and faster to levitate across the water gaps between cantons than to navigate the levels until you can find the right bridges or gondoliers.)

Finally, if you want a creature pet – maybe you think the top of your keep would look grand with a Dremora Lord standing up there – use PlaceAtPC to get one , and immediately enter the console, left-click the critter, and do setfight,0 (or try a higher number, like setfight,80, and work down to one that works) and also setalarm,0, and you have a permanent docile "familiar". (Or do it the long way with repeated Command Creature to lead it home after taming it, rather than placing it instantly with PlaceAtPC). This is just for fun, and It will not act as a general companion, though you can get it to fight with Command Creature, which would be a real cheat. So would killing it to Soul Trap it.
Mágganon Jan 24, 2018 @ 5:26am 
Darklocq Awesome comment mate, heaps of stuff to try out, thanks!
xXChromeChops Jun 29, 2018 @ 4:46pm 
Originally posted by Treguard II of Dunshelm:
Not too sure what you mean by 'how'?

The console command for toggling collision is "togglecollision" or "tcl", once you've done that the NPCs will be able to travel wherever they need to be freely without being affected by anything that might be getting in the way of the pathfinding. Once they're in line with wherever you want them, use the command again and both you and the NPC should snap to the ground.

I typically use it when NPCs get stuck on fences/trees and are unable to find their way around.

EDIT: That NPC... Just on a hunch, it's not Pemenie is it? If it is, the commands suggested aren't working for you and you're desperate to finish the quest, I'll tell you that even at the point you're stuck at there are other ways to finish it :)

That tcl command is perfect, thank you
Charlie Choo-Choo Mar 28, 2023 @ 12:42pm 
Thanks for the tcl command
tcl command works. thank you.
Ploulaf May 23, 2023 @ 4:50am 
Weirdly enough tcl doesn't seem to work, I'm using OpenMW so maybe that's that.
Anyway I sorted my pathfinding problems by creating a levitation other spell
Morgan Bernhardt Sep 3, 2023 @ 7:05pm 
Thanks, "tcl" worked after some coxing.
Boshiken (Banned) Sep 3, 2023 @ 11:14pm 
speak to the NPC and walk close in front
if this does not work teleport the NPC and talk to the NPC again
teleport command: PositionCell
Boshiken (Banned) Sep 3, 2023 @ 11:18pm 
Originally posted by Unstable Alchemist:
tcl command works. thank you.
tcl messes up the whole cell
like in the Mages Guild you still have to use PositionCell
For an in game rules solution I found casting a levitate in target spell on my companions helps get them unstuck
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Date Posted: Mar 26, 2014 @ 4:57am
Posts: 15