Eastshade

Eastshade

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Eastshade Console Commands [WIP]
By Altbert
All the console commands for Eastshade that I have found sofar, their use and in some occassions the dangers of their use.
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Using the console
This guide is still a WORK IN PROGRESS! Although I've probably found most console commands, if not all, I still haven't been able to provide full info on all commands.

*** WARNING *** USE THE CONSOLE AT YOUR OWN RISK! CONSOLE COMMANDS ARE NORMALLY USED AS DEBUG COMMANDS AND SHOULD NOT BE USED IN NORMAL GAMEPLAY. USING CONSOLE COMMANDS, PARTICULARLY WHEN OVERDOING IT, MAY CAUSE PROBLEMS SOONER OR LATER DURING GAMEPLAY, LIKE CTD OR FREEZING.

The Nexus contains a small section with two apps for Eastshade, which can be found here: Eastshade Nexus[www.nexusmods.com]. The first app allows you to use the console without loosing achievements.

To open the console, use the tilde-key (~) on US-style keyboards. You will see the command-line of the console in the center of the screen. When opening the console for the first time you will receive a warning that you will not receive any (new) achievements if you decide to use the console. You have to issue the command EnableCheats and confirm to use cheats first before entering any console command.

For non-US keyboards the console can be opened with the following key:
ذ
Arabic keyboard
½
Danish keyboard
²
French keyboard
§
Finnish, Norwegian, Swedish and Swiss keyboard
^ or ö
German keyboard
0
Hungarian keyboard
\
Italian and Portuguese keyboard (Portuguese as used in Portugal)
'
Portuguese keyboard (as used in Brazil)
º/ª
Spanish keyboard
"
Turkish Q keyboard

Typing one or more letters/characters in the console will provide you with a dropdown list of console commands, variables, parameters and objects, which you however cannot select. Variables, parameters and/or objects are used in conjunction with console commands. The dropdown list only displays a maximum of 10 commands, variables, parameters and objects.

You have to type the complete command. All commands are case sensitive.

As far as I can tell, console commands are not saved when exiting and restarting the game, although I found one exception so far: TimeOfDayNudge, a command to shift time backwards or forwards.

In the syntax of the console commands the following parameters are used:
<string>
a name, to be entered without the brackets and without single or double quotes; instead of 'string' there can be an actual name
#
an integer number, when not used may default to 1; when placed between square brackets the parameter is optional
#.#(##)
a floating point number with one or more decimals; when placed between square brackets the parameter is optional

Commands, object names, parameters and variables are CASE SENSITIVE. Although all console command functions require a string variable, it is not necessary to enclose parameters in double quotes, as the game will automatically cast the parameter to the correct type (string, integer or floating point).
Console Commands A
AcceptMothersPaintings
This command will accept paintings for your mother's last wishes, if you have already made any.

Syntax: AcceptMothersPaintings <string>
<string> = one of: greatTree, peak, tiffmoor, top_floor

Message returned: None

AddInspiration
Adds inspirations, visible in the bottom right of the screen when the HUD is up.

Syntax: AddInspiration #
# = number of inspirations to add, should be 2 or more

Using this command without a number of inspirations or with # = 1 seems to have no effect.

Message returned: Added # inspiration

ApproachPlayer
This command can be used to let an NPC come closer to the player, when that NPC is within interacting range of the player, or otherwise the NPC closest to the player, that can be interacted with. Although I have used this command several times, in and out of range of NPCs that can be interacted with, none of the NPCs responded.

Syntax: ApproachPlayer

Message returned: None
Console Commands B
Barking
This command activates "barking", that is NPCs speaking without direct conversation with the player, such as the bird boy running around in Lyndow

Syntax:Barking #
# = 0, false
# = 1, true

Message returned: None

Bike
Puts the player on a bicycle, if parameter is 1 and the player has obtained a bicycle. Any other value has no effect.

Syntax:Bike 1

Message returned: None
Console Commands C
CamLookSmoothing
Enables or disables smoothing of the camera look.

Syntax: CamLookSmoothing #
# = 0 to disable
# = 1 to enable

Message returned: Smoothing set to 0/1

ClearBoolTokens
Clears all boolean tokens.

Syntax: ClearBoolTokens

Message returned: Cleared all Bool Tokens.

ClearInventory
Inventory will be completely emptied and all items in inventory will be removed.

Syntax: ClearInventory

Message returned: You now have nothing.

CountBoolTokens
Displays the total number of boolean variables. Using this command near the end of the game, displayed a total of 437 boolean tokens.

Syntax: CountBoolTokens

Message returned: There are currently # bool tokens registered.
Console Commands D
DropItem
Remove one or more samples of a particular item from inventory. The items are not actually dropped to the ground, but completely removed from inventory, so you cannot pick the items up again.

Syntax: DropItem <string> [#]
<string> = an item from the players inventory (see "List of Items")
# = the number of items (optional, defaults to 1)

Message returned: None
Console Commands E
EnableCheats
This console command is to be used the first time the console is opened, otherwise it will not be possible to enter and execute console commands. You will have to confirm this command upon receiving the following message:

"Would you like to enable cheats? You will no longer be able to get achievements on this save if you do that. y/n".

If confirmed, the variable cheats_enabled will be set to 1 (true).

Syntax: EnableCheats

Message returned: Cheats enabled. Go nuts. or Cheats not enabled.

EndConversation
Will end a conversation with an NPC.

Syntax: EndConversation

Message returned: None

EndStorm
Using this command will end all storms. See also StartStorm.

Syntax: EndStorm

Message returned: Ending all storms

ExportPaintings
This command will export all paintings in JPEG format to a predefined folder.

Syntax: ExportPaintings

Message returned: Paintings exported to C:/Users/<username>/AppData/LocalLow/Eastshade Studios/Eastshade/Dooby/paintings

ExtremeGraphicsPreset
This command is a combination of SetLoadDistanceMode, SetLodBias, SetShadowDistance and OcclusionCulling. You will see a message similar to the following:

Message returned: Lod Bias to 8, Shadow Distance to 700, Load Distance Mode to extreme, Occlusion Culling disabled. You will have to set these back manually.

Syntax: ExtremeGraphicsPreset

WHEN USING THIS COMMAND MY GAME CRASHED AFTER BEING ABLE TO SEE MYSELF SINK THROUGH THE FLOOR.
Console Commands F
Fly
This command allows you to fly. See also SmoothFly.

Syntax: Fly #
# = 0 - fly mode disabled (default)
# = 1 - fly mode enabled

Message returned (# = 1): Make the bad man fly!
Message returned (# = 0): Fly Mode Disabled
Message returned (else): Needs to be 0(false) or 1(true)

Fog
Enables or disables fog.

Syntax: Fog #
# = 0 - disables fog
# = 1 - enables fog

Message returned (# = 1): Fog enabled
Message returned (# = 0): Fog disabled
Message returned (else): Needs to be 0(false) or 1(true)

FollowMe
Using this command will let you have an NPC follow you. When you are within interaction range of an NPC that NPC will follow you around. When you are out of interaction range of any NPC the nearest NPC that you can interact with will start following you.

Syntax: FollowMe

Message returned: None

FreezeTime
Freezes time by using parameter 1 or sets time back to normal with any other value.

Syntax: FreezeTime #
# = 1, freezes time
# = 0, time set to normal

Message returned (# = 1): Time stands still
Message returned (else): Time is back to normal
Console Commands G
GetBool
Retrieve the value of a boolean variable (True or False).

Syntax: GetBool <string>
<string> = a boolean variable as listed in the List of Variables

GetBoolTokens
Displays a message with a number of boolean tokens that are currently registered.

There are currently # bool tokens registered

Syntax: GetBoolTokens

Message returned: There are currently # bool tokens registered

GetFlyerPlacement
Displays the location where the airballoon flyer has been placed.

Nava is probably the only place where you can place the flyer, maybe even only on the walls in the market hall, where you find the Art Dealer, Melek and Leilani.

Syntax: GetFlyerPlacement

Message returned: nava, null or empty string

GiveAllItems
Adds 50 samples of each retrievable item to inventory. See the list of items in this guide. This command will not add (extra) samples of Mudwillow's Tincture, Water or Glowstones. Items will be added to the items already in inventory.

Syntax: GiveAllItems

Message returned: Gave 50x of every item.

GiveEverything
Adds 50 samples of each retrievable item to inventory and additionally adds all schematics. See the list of items in this guide. This command will not add (extra) samples of Mudwillow's Tincture, Water or Glowstones.

Syntax: GiveEverything

Message returned: Gave every schematic and 50x of every item.

GiveItem
Adds one or more items to inventory. You will not be able to add (extra) samples of Mudwillow's Tincture or Water.

Syntax: GiveItem <string> [#]
<string> = the name of the item (see Item List)
[#] = number of items, optional, defaults to 1

Message returned: Attempted to give ...

GiveSchematic
Adds a schematic to create a canvas, firepit, raft, reed boat, tent or twine to the player.

Syntax: GiveSchematic <string>
<string> = Canvas, Firepit, Raft, ReedBoat, Rope, Tent or Twine

Message returned: Attempted to give <string> Schematic

GiveTopic
Adds a topic to the journal.

Syntax: GiveTopic <string>
<string> = a topic

Message returned: You are now one topic wiser

It seems possible to add any topic you want and as much as you want, with or without spaces between words. However, this is of no use, as the game adds topics based on interactions with NPCs and quest progress.
Console Commands H
HangEndingPaintings
Used to decorate your home on the mainland after leaving Eastshade, based on the paintings you have made on Eastshade. Excluded are Mother's paintings. It is unclear how many paintings can be used to decorate your home on the mainland, but it seems the number of painting depend on the size of the painting you made. In my last test run I managed to have 16 paintings on the walls in the house on the mainland.

Syntax: HangEndingPaintings

Message returned: None
Console Commands I
InitializeNpcs
This command will initialize all active NPCs.

Syntax: InitializeNpcs

Message returned: initialized ... for each active NPC.

Interactivity
This command disables or enables the interactivity of all ingame objects, that can be interacted with by default. This concerns the yellow icons above objects that can be picked or taken, and the yellow text balloons above NPCs. If interactivity is disabled, NPCs can't be spoken with and objects can't be picked or taken.

Syntax:Interactivity #
# = 1, enables interactivity
# = 0, disables interactivity

Message returned: None



InvokeEsEvent
"Es" may probably stand for "Event schedule" and so it may be used to start an event within an event schedule. A quest may consist of an event schedule, containing events. Once an event is completed, it will start the next event in the schedule.

Syntax: InvokeEsEvent <string>
<string> = name of an event

Message returned: attempted to invoke <string>
Console Commands L
LogTopics
Displays all topics.

Syntax: LogTopics

Topics found: Abandoned Tower, Admission to Nava, Architect of Lyndow, Fake Zucchinis, Locked Box, Lyndow, Nava, Night Drummers, Old Lyndow, Roots, Shez.

Topics are displayed above the console command line, but only partially if the text exceeds more than ? characters.
Console Commands M
Motherload
This command will add 1000 glowstones to the player's inventory.

Syntax: Motherload

Message returned: You are rich beyond measure.
Console Commands N
NoClip
Used to disable clipping, the collision with game objects.

Syntax: NoClip #
# = 1, clipping enabled
# = 0, clipping disabled

Message returned (# = 1): You are like a ghost
Message returned (else): You're feeling quite solid

You are not adviced to use this command. After clipping is disabled, you will sink through the ground, but you are unable to move or after slightly moving you will be thrown back to the position where you sank through the ground. Enable clipping will not solve this problem.

NoTutorialPrompts
Disables or enables tutorial prompts.

Syntax: NoTutorialPrompts #
# = 1, enables tutorial prompts
# = 0, disables tutorial prompts

Message returned: None
Console Commands O
OcclusionCulling
Enables or disables occlusion culling. Objects that are entirely behind other opaque objects may be culled.

Syntax: OcclusionCulling #
# = 0, disabled
# = 1, enabled

Message returned (# = 1): Occlusion culling enabled
Message returned (# = 0): Occlusion culling disabled
Console Commands Q
QuestLog
Used ingame to display a quest log item. Quest log items can either be added to the quest log (journal) after interaction with a quest object or after interaction with an NPC. This is the reason you will only find a limited number of quest log entries in the Quest Variables sections.

Syntax: QuestLog <title> <message>

Console Commands R
RemoveAllTopics
Removes all topics from the topic log.

Syntax: RemoveAllTopics

Message returned: Topics cleared.

See also: GiveTopic, LogTopics

ResetSteamAchievements
Resets all Steam achievements, something you may not want to do. Probably this command can only be used with Steam in online mode. I have not tested this as I have completed all achievements.

Syntax: ResetSteamAchievements

Message returned: None
Console Commands S
SaveLock
This command locks the last save, meaning that the save you are playing will not be overwritten by new automatic and manual saves.

Syntax: SaveLock #
# = 1, save locked
# = 0, save unlocked

Message returned: Save locked or unlocked

SetBoolToken
Set a boolean variable to True or False.

Syntax: SetBoolToken <string> #
<string> = name of a boolean variable (see Quest Variables)
# = 0, set variable to False
# = 1, set variable to True

Message returned: Can't do that. Are you trying to cheat the achievements? or <string> set to #

SetCameraSway
Sets camera sway.

Syntax: SetCameraSway #
# = 0, camera sway disabled
# = 1, camera sway enabled

Message returned: Set camera sway to 0/1

SetFoV
Sets the field of view (FOV).

Syntax: SetFoV #
# = any number, preferably between 60 and 120, default setting is 54
Higher values cause distortion of the view, lower values may narrow the view (too much).

Message returned: FoV set to #

The following images show the differences between FoV settings 20, 40, 60, 80, 100, 120 and 140 respectively.



SetLanguage
Sets the language for menus, map and journal.

Syntax: SetLanguage <string>
<string> = language (English, French, German, Russian, Chinese)

Message returned: None

SetLoadDistanceMode
Sets how far you can see in the distance.

SetRenderResolutionScaler
Sets the render resolution scaler (screen resolution)

Syntax: SetRenderResolutionScaler #.##
#.## = a value from 0.00 to 1.00
The default value for my Geforce GTX 750Ti seems to be 0.85. A value of 1.00 (or just 1) means full resolution.

SetSchedule
Sets the schedule for a particular (active) NPC, at least if that NPC can be assigned a particular schedule.

Syntax:SetSchedule <NPC> <Schedule>

Message returned: Set <NPC> schedule to <Schedule>

SetTargetFrameRate
Sets the target frame rate between a minimum and maximum value.

Syntax: SetTargetFrameRate <min> <max>

Message returned: Target frame rate range set to between <min> and <max>

SetTime
Sets the time.

Syntax: SetTime #.#(##)
#.### = a value from 0.000 to 0.999 representing the time between 12.00 AM and 11.59 PM.
#.# = 0.0 sets the time to 12.00 AM
#.# = 0.5 sets the time to 12.00 PM

Message returned: Set time to ...

SetTimeScale
Use this command to determine how fast time passes away.

Syntax: SetTimeScale #

Message returned: Set unpaused time scale to #

The default time scale is 5. Setting it to 10 will have time passes away twice as fast. Setting the time scale to 1 is not adviced as it may CTD your game.

SetWalkSpeed
Sets the walk speed in all directions, although I have seen no difference with the various values that I have used.

Syntax: SetWalkSpeed #
# = an integer value

Message returned: None

ShowBoolValue
This seems to be the same command as GetBool, at least it has the same effect. See GetBool.

Syntax: ShowBoolValue <string>

Message returned: <string> is <value>

ShowDebugHud
Enable or disable the debug Heads-Up Display. The debug HUD is displayed in the top left corner of the screen.

Syntax: ShowDebugHud #
# = 0 - debug HUD disabled (default)
# = 1 - debug HUD enabled

Message returned (# = 1): Debug Hud Created
Message returned (# = 0): Debug Hud Destroyed
Message returned (else): Needs to be 0(false) or 1(true)

In the debug HUD the following is displayed:
  • Version: ...
  • FPS: ##.##
  • Game Days Played: ##.###
  • Day Time: #.###
  • Selected Button: null



ShowHud
Enable or disable the Heads-Up Display.

Syntax: ShowHud #
# = 0 - disable the HUD
# = 1 - enable the HUD (default)

Message returned (# = 1): Hud displayed
Message returned (# = 0): Hud hidden
Message returned (else): Needs to be 0(false) or 1(true)

SkipIntro
This command will skip the intro of the game.

Syntax: SkipIntro #
# = 1, skip intro
# = 0, don't skip intro

Message returned: Skip Intro set to ...

SmoothFlyMode
When in fly mode, flying is smooth.

Syntax: SmoothFly #
# = 0 - smooth flying disabled (default)
# = 1 - smooth fly mode

Message returned (# = 1): Smooth fly enabled.
Message returned (# = 0): Smooth fly disabled.
Message returned (else): Needs to be 0(false) or 1(true)

SmoothFlySpeed
Set smooth fly speed when in fly mode.

Syntax: SmoothFlySpeed #
# = fly speed, a floating point number

Message returned: Fly motor speed set to #

SmoothWalk
Enables or disables smooth walking.

Syntax: SmoothWalk #
# = 0 - disables smooth walking
# = 1 - enables smooth walking

Message returned (# = 1): Smooth walk enabled.
Message returned (# = 0): Smooth walk disabled.
Message returned (else): Needs to be 0(false) or 1(true)

StartStorm
Used to start a storm. See also EndStorm.

Syntax: StartStorm <string>
<string> = storm type

Storm Types: Medium Rain

Message returned: None

StopMusic
Stops the music when the player stays in the same area. Moving to another area with other music, the music starts again. It does not stop music made by musicians.

Syntax: StopMusic

Message returned: None
Console Commands S (SetLoadDistanceMode)
Syntax: SetLoadDistanceMode #
# = 0 - Regular
# = 1 - Far
# = 2 - Extreme

The following images show the differences between Load Distance Mode 0, 1 and 2 respectively:

Console Commands S (SetLodBias)
SetLodBias
Sets the level of detail (LOD).

Syntax: SetLodBias #
# = a number between 0.000 and 8.000

Message Returned: Set lod bias to #

I prefer a setting of 7 (or 7.000) for my video card. Settings higher than 8 seem to reverse the effect.

The following images show the differences between LOD Bias values 1.000 to 7.000:


Console Commands S (SetShadowDistance)
SetShadowDistance
Sets the amount of shadow, both nearby and in the distance.

Syntax: SetShadowDistance #
# = 0 - no shadows
# = 100 - quite normal looking shadows (default?, my preference)

The following images show the differences between Shadow Distance 20 to 100:


Message returned: Set shadow distance to #

Higher values cast more shadow and the surroundings become darker and darker.
Console Commands T
TimeOfDayNudge
This command lets you change the time of day. When enabled, you can use the [ and ] keys (between P and Enter on US keyboards) to shift time backwards or forwards respectively. Holding down the key will shift time fast in steps as configured with SetTimeScale.

Syntax: TimeOfDayNudge #
# = 0, nudge disabled
# = 1, nudge enabled (default?)

Message returned (# = 1): Time of Day nudge enabled. Nudge by holding '[' or ']'.
Message returned (# = 0): Time of Day nudge disabled.
Message returned (else): Must be set to 0 (false) or 1 (true). Like 'TimeOfDayNudge 1'

So far, this command seems to be the only command that has a permanent effect after exiting the game. Also after starting a new game, the use of [ and ] is still available, which could mean that TimeOfDayNudge = 1 is the default setting.

TurnAround
Have an NPC who is within interaction range facing the player, but only for a short moment if not interacting with that NPC.

Syntax: TurnAround

Message returned: About FACE!
Console Commands U
UnlockDoor
Enables you to unlock a locked door when the lock icon is visible, or a locked door closest to the player. It's a quite useless command, as the rooms behind a locked door are empty.

Syntax: UnlockDoor

Message returned: Unlocked nearest door.

Console Commands W
WarpToGameObject
Will teleport you to the specified game object. See "Warp Locations".

Syntax: WarpToGameObject <string>
<string> = name of the object to teleport to

Message returned: Warped player near object
Message returned (incorrect name): Couldn't find an object with that name

WarpToLyndow
Will teleport you to the center of Lyndow.

Syntax: WarpToLyndow
Graphics Settings
In GraphicsSettings.txt in AppData/LocalLow/Eastshade Studios/Eastshade/ (a hidden folder), you will find a few options:

Anti-Aliasing
Syntax: AA = #
# = 0, anti-aliasing off
# = 1, SSAA (Super Sampling Anti-Aliasing)
# = 2, TAA (Temporal Anti-Aliasing)

Vertical Sync
Syntax: Vertical Sync = #
# = 0, don't apply
# = 1, apply

SceneLoadingDistance
Syntax: SceneLoadingDistance = #
# = 0, default
# = 1, loads scenes a bit further out
# = 2, loads the entire game in memory
See also command SetLoadDistanceMode.

Screen Space Ambient Occlusion
Syntax: SSAO = #
# = 0, don't apply
# = 1, apply (default?)

Level of Detail Bias
Syntax: lodBias = #.##
See also command SetLodBias.

Shadow Distance
Syntax: shadowDistance = #
# = 250, high
See also command SetShadowDistance.

Shadow Resolution
Syntax: shadowResolution = #
# = 0, lowest
# = 3, highest

Render Resolution Scaler
Syntax: RenderResolutionScaler = #.##
#.## = 0.85 (default?)
#.## = 1.00, full resolution
See also console command: SetRenderResolutionScaler
List of Items
Categories & Items
  • 0 = consumable (FooxitarEggs, InkyCap, DrymouthedSandfish, Pastries, ThunderTrout, ToxicTuber, UltramarineMinnow)
  • 1 = material (BadWeed. BlackThistle, Boards, Canvas, Fabric, Feather, HeavyReeds, HotSpringSample, LetterofReference, Mountainwort, Repellant, Roots, Sealant, Soap, Stick, TiemsAntidote, Twine, Wax, WhiteBloomsac)
  • 2 = equipment (Coat, Easel, EmptyVial, FishingPole, Map, Rope, TeaKettle, ZipTrolley)
  • 3 = construction (Bicycle, FirePit, Raft, ReedBoat, Tent
  • 4 = painting
  • 5 = everything
  • 6 = glowstone (Glowstones)
  • 7 = drink (BloomsacTea, BlueDreamTea, EarthrootTea, ElixirofLife, Hydrathistle, KaiHydrathistle, LyndowianBrew, MeadowspiceMead, MountainwortTea, MudwillowsTincture, MysteryBlend, NetherleafTea, RedDreamTea, ScragTea, SeshaTea, SilverDreamTea, Water)
  • 8 = book (AirBalloonFlyer, AncientBrews, CuriousNote, FishingBook, KaisReport, NewsAircraft, NewsDreamTeas, NewsElixir, NewsPotionSeller, NewsTeas, ShippingCompanyMessage, SimpleTeas
  • 9 = miscellaneous (Amulet, AysunRing, LockedBox, OldPops, SinkwoodInnKey

Schematics & Items Needed
  • Bicycle (Stick [1])
  • Canvas (Boards [2] Fabric [2])
  • FirePit (Stick [4])
  • FishingPole (Stick [1], Twine [2])
  • Raft (Sealant [1], Stick [1], Twine [2], WhiteBloomsac [10])
  • ReedBoat (HeavyReeds [10], Stick [1], Twine [4])
  • Rope (Twine [4])
  • Tent (Fabric [4], Stick [6], Twine [5])
  • Twine (Roots [4] )
Quest Variables - General
In the following sections you may find all quest variables, arranged by region and quest, at least as far as I have found these variables. These variables can be used in conjunction with the GetBool and ShowBoolValue console commands.
Some of these variables may be used in more than one quest. You will also find the Related class(es) and the NPCs defined within those quests, although not all NPCs you would expect, are mentioned. This is because NPCs can be defined in quests in different ways, which is a point of further research.

If an entry is preceeded with an asterisk (*), that entry is not a quest that you will find in your quest log.

In many cases you will find PaintingCommissions as a related class. There are three distinct types of commissions:
  • the painting commissions in the quest An Artist for Hire
  • Mother's wishes
  • individual painting jobs

Audio

Related class(es): AudioManager

Boolean variables: is_indoors

Construction

Related class(es): Construction

Boolean variables: cheats_enabled, player_has_constructed

Dreams

Related class(es): DreamSequences

Boolean variables: is_dreaming

Inspiration

Related class(es): Inspiration

Boolean variables: seen_inspiration_tut
Quest Variables - Start & End
Intro
Related class(es): IntroQuest
Event(s): GetBook, ReturnedBook, TitleStart, PAX.SpecialMusicCue
Boolean variables: cheats_enabled, intro_done, wait_for_sink

Help and Old Woman
Related class(es): IntroQuest
Event(s): GetBook, ReturnedBook, TitleStart, PAX.SpecialMusicCue
Boolean variables: got_clara_book, met_clara, met_mishka

Leaving Eastshade
QuestLog: EndingQuestTitle, EndingQuestLog0/EndingQuestLog2

Related class(es): Ending
Event(s): CallMessengerNava, CallMessengerLyndow, MessengerLeave, StartEnding, EndSailingSequence
Boolean variables: back_home, cheats_enabled, gone_back, Mom Great Tree_fulfilled, Mom Tiffmoor_fulfilled, Mom Mountain_fulfilled, Mom Top Floor_fulfilled, picked any blackthistle, ready_to_leave

Mother's Last Wishes
QuestLog: MomsQuestTitle, MomsQuestLog2

Related class(es): IntroQuest, PaintingCommissions
Boolean variables: Mom Great Tree_fulfilled, Mom Mountain_fulfilled, Mom Tiffmoor_fulfilled, Mom Mountain_fulfilled
Quest Variables - Port of Lyndow
A Pompous Patron
Boolean variables: paint_me

A Prank of Pastries
Related class(es): PastryTrigger, PranksterQuest
Event(s): LetsPrank
Boolean variables: MetPrankster, PrankAgreement, prankster_in_nava

* Alliyah
Boolean variables: aliyyah_speakable, MetSurvivor1

An Artist in Training
Related class(es): CanvasQuest
Event(s): FollowMe, HuntFabric, CraftTheCanvas, ShowHowToPaint, WitnessedPainting, Finish
Boolean variables: canvas_kid_quest_completed, canvas_quest_in_progress, craft_the_canvas, gave_canvas, gave_vain_painting, searching_for_fabric, SeenEclipse, seen_inspire_tut, show_how_to_paint, witnessed_painting

An Unsuitable Parent & Stuck in a Jug
QuestLog: JugQuestTitle, JugQuestLog5

Related class(es): JugHeadQuest, UnsuitableParentQuest
Event(s) JugHeadQuest: HelpJugHead, GaveSoap
Event(s) UnsuitableParentQuest: Punch, EmineWillTellSheriff, TalkToSheriff, AfterSheriffPunchTalk
Boolean variables: can_talk_to_emine, emine_will_tell_sherif, heard_ehsan_bad, player_punched, player_will_tell_sheriff, told_to_report_eshan, been_dejugged, can_talk_to_emine, ehsan_get_out, fetch_soap, jug_head_wait, no_more_emine, player_punched, turned_down_jug_head

Art for a Fisherman
Related class(es): PaintingCommissions
Boolean variables: gave_painting_to_fisher, met_fisher, Told_Fisher_Youd_Paint_Gazebo

* Bird Boy
Related class(es): BirdChildJumpingSequence
Boolean variables: BirdBoyCanFly, canvas_quest_in_progress, metBirdBoy, player_punched

Feathers for Quils
QuestLog:FeatherQuestTitle, FeatherQuestLog1a

Related class(es): FeatherQuest
Event(s): FeatherCheck
Boolean variables: finished_three_feathers, got_feathers, heard_feather_offer, MetReader

* Nika
Related class(es): GazeboQuest, PaintingCommissions
Event(s): SpawnMother, WatchEclipse, Finish
Boolean variables: at_gazebo, met_mother, Mother_likes_art, nika_given_permission, triggered_mother_eclipse, WatchingEclipse

Note: When mother is used in variables, mother is Nika. Player's mother is indicated with mom.

* Ship's Captain
Ingame related quest(s): PaintingCommissions
Boolean variables: HeardCaptainsStory, MetCaptain, offendedCaptain

The Architect of Lyndow & The Abandoned Tower
Related class(es): GastonReturnSequence, MarvellingArchitectSequence, OldTowerQuest, PaintingCommissions
Event(s): TryTowerDelivery, UnlockTower, PlayerEnterTower, ArmMarvellingSequence, WillSuicide, BuryTheDead
Boolean variables: architect_rush_and_proud, architect_secret, architect_suicided, architect_will_suicide, azad_is_gone, azad_letter, azad_return_convo, azad_spawned, azad_will_marvel, cave_dweller_tower_response, heard_dweller_1, heard_dweller_2, heard_dweller_tower_shpeal, metCaveDweller, saved_azad, told_about_tower, tower_delivered, tower_secret,

* Toll Bridge
Related class(es): PayTollModal
Boolean variables: paid_toll
Quest Variables - The Great Shade
A Raft from Bloomsac
Ingame related quest(s): PaintingCommissions
Boolean variables: after_friended_bojan, bojan_friends, knows_needs_twine, met_bojan, Met_Botanist, onur_consoled, You_Got_Twine

A Rare Bird
Related class(es): PaintingCommissions
Boolean variables: MetOwlSeeker, owl_flew

A Strange Fortune
QuestLog: FortuneTellerTitle, FortuneTellerLog5

Related class(es): FortuneTeller, FortuneTeller_GatherItems
Boolean variables: q_fortune_accepted_thistle_picking, q_fortune_declined_fortune, q_fortune_fortune_complete, q_fortune_met_roshanara, q_fortune_pick_weeds_started, q_fortune_received_fortune, q_fortune_strange_potion_comment, q_fortune_store_launched

A Wounded Waterfox
Related class(es): CavernQuest_ParkRanger, CavernQuest_Samira
Event(s) CavernQuest_ParkRanger: ViktorSpeak
Event(s) CavernQuest_Samira: StartFade, EndFade, SamiraSpeak
Boolean variables: fox_been_trapped, met_viktar, saved_waterfox, viktar_seed_letter

Cartographer's Ink
QuestLog: MapQuestTitle, MapQuestLog2

Related class(es): ?
Boolean variables: met_cartographer
Quest Variables - Seltspring Coast
An Exclusive Club
Related class(es): ShezQuest
Boolean variables: has_roots_password, met_roots_leader

* The Forest Bard
Related class(es): ForestBardShow
Event(s): PlayShow
Boolean variables: forest_bard_final_state, heard_forest_bard_song, interrupted_forest_bard, met_forest_bard, tent_guy_playing_tune
Quest Variables - Blushwood Forest and Sinkwood Lake
A Bitter Fish
QuestLog: OldPopsTitle, OldPopsLog2/OldPopsLog3

Related class(es): OldPopsQuest
Boolean variables: caught_old_pops, q_pops_met_aysun, q_pops_quest_accepted, q_pops_quest_completed, questLogUpdated_pops, questLogUpdated_ring

Chorus of the Night
QuestLog: NightDrummerQuestTitle, NightDrummerQuestLog6

Related class(es): DrummerQuest, PaintingCommissions
Event(s): GoWithRanya, ReadFirstFolk, GoUnderground, GetGlowstones, WaitHere, FollowMe, AlejoArrivedAtElder, GoBack, FinalFadeBackin
Boolean variables: alejo_given_painting, alejo_giving_glowstones, alejo_final, alejo_had_second_convo, alejo_letter, alejo_look_around, alejo_meeting, alejo_new_night, alejo_underground, cheats_enabled, city_painting_yet_to_offer, elder_waiting, go_with_ranya, isUnderground, knows_of_first_folk, met_alejo, met_ranya, night_drummers_cleaned_up, night_drummers_finished, night_drummers_scattered, went_with_ranya

* It Comes
Related class(es): GrandpaNephewQuest
Event(s): NephewBarks
Boolean variables: heard_grandpa_deer_shpeal, met_grandpa_deer, triggered_grandpas_storm

Mudwillow's Riddle
Related class(es): MudwillowQuest, PaintingCommissions
Event(s): OnPressurePlate, PlayerMudwillowSpeak
Boolean variables: fallen into mudwillows, light puzzle solved, MetMudwillow mudwillow_speak_triggered

The Little Mice & Second Chances
QuestLog: VerminStealingQuestTitle, VerminStealingQuestLog4/VerminStealingQuestLog6
QuestLog: HelpApothecaryWithMoneyQuestTitle, HelpApothecaryWithMoneyQuestLog6

Related class(es): HelpApothecaryQuest_Anika, HelpApothecaryQuest_Kai, HelpApothecaryQuest_Zahra, VerminStealingQuest_Fynn, VerminStealingQuest_Kaelen,
Boolean variables: initialTimeQuestCompleteIsSet, initialTimeSticksReceivedIsSet, kai_store_open, no_homeopathy, q_help_apothecary_anika_convo_complete, q_help_apothecary_asked_about_plant, q_help_apothecary_asked_about_overcharging, q_help_apothecary_business_returned, q_help_apothecary_complete, q_help_apothecary_informed_kaelen_plant, q_help_apothecary_kaelen_convo_about_anika, q_help_apothecary_news_delivered, q_help_apothecary_post_anika_convo, q_help_apothecary_potion_collected, q_help_apothecary_quest_info_received, q_help_apothecary_refused_potion, q_help_apothecary_started, q_help_apothecary_test_complete, q_help_apothecary_testing_potion, q_help_apothecary_tested_potion, q_help_apothecary_test_complete_kaelen_convo, q_help_apothecary_undecided_on_help_apothecary, q_vermin_asked_to_help, q_vermin_complete, q_vermin_conversation_aftermath_done, q_vermin_conversation_barge_in, q_vermin_conversation_interrupted, q_vermin_conversation_overheard, q_vermin_fence_built, q_vermin_fence_investigated, q_vermin_fynn_conversation_complete, q_vermin_gave_spices, q_vermin_have_spices, q_vermin_help_another_time, q_vermin_kai_asked_for_help, q_vermin_met_fynn, q_vermin_npcs_alerted, q_vermin_npcs_confronted, q_vermin_patching_fence, q_vermin_realization, q_vermin_returned_before_conversation_overheard, q_vermin_returned_before_fence_built, q_vermin_rodent_problem_solved, q_vermin_spices_bought, q_vermin_spices_collecting, q_vermin_spices_for_free, q_vermin_sticks_collected, q_vermin_sticks_collecting, q_vermin_terrible_to_fynn, veggie_stew, vermin_sticks_collected

The Thief of Sinkwood Inn
Related class(es): MysteryBox, MysteryClue, MysteryQuest
Event(s): UnlockPlayerDoor, InnkeeperKeys, UnlockDoors, ForceStudentArrive, DetectiveArrive, DetectiveInvestigate, EndStorm
Boolean variables: cant_leave_mystery, detective_arrived, detective_done, FoundGlyphs, FoundNumberCode, FoundRuinsPhoto, GotTheRoomKeys, isInspected, MadeAGuess, MetAmir, MetDetective, MetHistorian, MetMysteryInnkeeper, MetMysteryStudent, MetOwlSister1, MetOwlSister2, MetReily, MetVadim, mystery_box_exit_tut, mystery_doors_unlocked, mystery_historian_end_convo_done, MysteryBoxOpened, MysteryQuest_inProgress, ReadDismissal, ReadMagicRuinsBook, ReadRuinsStatement, SearchedRiverBank, student_arrived
Quest Variables - Nava
A Marketplace Romance
Related class(es): ?
No known quest variables.

Admission into Nava
Related class(es): AdmissionIntoNavaQuest
Boolean variables: been_to_nava, been_to_nava_inn, cartographer_gave_ref, cave_dweller_gave_ref, entry_nava, has_references, Met_fishseller, nika_letter, onur_gave_ref, owlseeker_gave_ref, ranger_gave_ref

An Artist for Hire
Related class(es): PaintingCommissions
Boolean variables: cobhouse_c_turned_in, has_commissions, iceCave_c_turned_in, met_art_dealer, portfolio_approved, ruins_c_turned_in, snowscape_c_turned_in, starry_cavern_c_turned_in, windmill_c_turned_in

An Elixir of Life & The Top of Nava
QuestLog: HotSpringQuestTitle, HotSpringQuestLog5

Related class(es): HotSpring, HotSpringQuest
Event(s): SetPotionStartingTime, OldManWalkHome, MelekIntervention, MelekStartPacking, StartMelekPackingTimer, TryGoTopFloor
Boolean variables: asked_if_heard_of_melek, been_bribed, bought_life_potion, got_mountain_spring_sample, heard_melek_bribe, heard_zahra_intro, heard_zahra_pass, life_potion_testing, melek_attempted_bribe, melek_destroyed, met_melek, met_old_man, new_market_shop, NotFirstItemReceived, spring_collection, test1Done, test2Done, top_floor_access, turned_in_samples, turning_in_potion, zahra_done, zahra_gave_tf_access

An Exclusive Club
QuestLog: RootsQuestTitle, RootsQuestLog3

Related class(es): RootsQuest, ShadianPost
Event(s): TryDoor, OpenDoor, UnlockDoor, LockFastTravel, UnlockFastTravel
Boolean variables: NewsDreamTeas_news_queued, lockFastTravel

* Bead Bowl
Related class(es): BeadBowl
Boolean variables: HasPlayedBeads

* Bicycle
Related class(es): Bicycle
Boolean variables: drove_away_bike, forwardPressed, JustDismounted, JustMounted, lowPriorityDoubleBike, met_woodworker, NotFirstMount

* Harvest Peas
Related class(es): ?
Boolean variables: metJarrik, met_pea_farmer

Note: Each time you work in the pea fields and receive 10 glowstones, you will loose one inspiration point.

* Inn in Nava
Related class(es): NavaInnDoor
Event(s): UnlockRoom
Boolean variables: met_innkeeper2

Sealant
Related class(es): ?
Boolean variables: got_sealant, has_roots_password, heard_sealant, met_one_glowstone, well_established

* Shadian Post
Related class(es): ShadianPost
Boolean variables: shadianPostInitialized

The seller of the Shadian Post in Nava sells news posts based on advancements in a few quests: Aircraft, Elixir, Dream Teas, Potion Seller, Teas. He may sell five different news bulletins. The seller is also an NPC known to be "barking".

The Lock Box
Related class(es): CavernQuest_Samira
Boolean variables: q_cavern_asked_give_box_to_innkeeper, q_cavern_gave_box_to_innkeeper, q_cavern_quest_completed, q_cavern_samira_fade_complete

Toxic Tubers
QuestLog: PoisonVeggiesTitle, PoisonVeggiesLog2

Related class(es): PoisonVeggiesQuest
Boolean variables: FoundChatterZuc, FoundSickZuc, HorfDone, MetTam, RitualTuber
Quest Variables - Quickhoof Coast
The Air Balloon
QuestLog: PilotQuestTitle, PilotQuestLog1, PilotQuestLog3a

Related class(es): PilotQuest, ShadianPost
Event(s): AssignQuest, PrepareForDemoTakeoff, DemoTakeoff. DemoLand, PrepareForJoyTakeoff, JoyTakeoff, LandWithPlayer, JoyReturn
Boolean variables: armed, bad_flyer_placement, good_flyer_placement, is_flyer, had_first_flight, justMounted, just_returned_from_mountain, mounted, landed_on_mountain, offering_flyer, took_demo_flight

Quest Variables - Westerey Woodlands
Sheltered from the Wind
QuestLog: ShelteredQuestTitle, ShelteredQuestLog2

Related class(es): AmosVerminQuest, HangingWire, ShelteredQuest
Event(s) AmosVerminQuest: JumpToLostChildren, ArriveAtLostChildren, QuestComplete, QuestStart
Event(s) ShelteredQuest: PlaceRope, BeginQuest, TanikLeaves, DelayedReuniteFamily
Boolean variables: FamilyReunited, shelteredQuest_angeredTanik, shelteredQuest_angeredTanik2, shelteredQuest_getting_rope, shelteredQuest_goodEnding, shelteredQuest_hangingRope, shelteredQuest_tanikCamping, shelteredQuest_toldAboutChildren, tanik_despawned, tanik_searching

Toma's Apples
Related class(es): AmosVerminQuest
Boolean variables: AmosVerminQuest_started, amosVermin_convoChildren_entryPoint1, amosVermin_convoInitial_entryPoint1, amosVermin_foundChildren, amosVermin_metAmos, amosVermin_questComplete, amosVermin_rewarded, amosVermin_searchingForVermin, amosVermin_toldLie, MetCili
Quest Variables - Tiffmoor Bluffs and Westspring Bluff
Tiem's Command

Related class(es): ShadianPost, ShezQuest
Boolean variables: accepted_tiems_command, dead_state_active, heard_tiems_command, lockFastTravel, met_cultist, met_samiya, met_zealot, ratted_out_shez
Quest Variables - Ocean's Last Breath
Dormant in the Ice (ExcavatorQuest)
QuestLog: ExcavatorQuestTitle, ExcavatorQuestLog3

Related class(es): ExcavatorDream, ExcavatorQuest
Event(s) ExcavatorDream: End
Event(s) ExcavatorQuest: SpookySleep, MeiraToBeach, MeiraToRegular, LilianaToTent, SeeFigureAtBeach, FedirIntoCave, EnterCave, PostDream, LilianaComplete
Boolean variables: back_from_excavator_dream, did_excavator_dream, excavatorQuest_initialized, excQuest_caveBlockerActive, excQuest_fedirCompleteConvo0, excQuest_fedirInitConvo0, excQuest_fedirInitConvo, excQuest_fedirIntoCave, excQuest_figureTrigger, excQuest_lilianaBark, excQuest_lilianaCompleteConvo0, excQuest_lilianaConvoPt1, excQuest_lilianaVisible, excQuest_meiraConpleteConvo0, excQuest_meiraD1DemandDemons, excQuest_meiraD1FightDemons, excQuest_meiraD2ControlLife, excQuest_meiraD2Inquisitive, excQuest_meiraQuestD2NoConsequence, excQuest_meiraTalkOfDemons, excQuest_meiraToRegular, excQuest_met_Liliana, Met_excavator1, excQuest_postQuestFedirTalk, excQuest_postQuestLilianaTalk, excQuest_postQuestMeiraTalk, excQuest_questBegun, excQuest_showCaveClosed, excQuest_showCaveOpen, excQuest_tentReady, excQuest_waitForFedir, isInWorld, is_dreaming, lockFastTravel, MetMeira, spooky_slept
Discovered Locations
This took me quite a while to figure out! The console command GetBool can be used to find most of the discovered locations, as long as there's not a single quote in the name of the location. If there is, you will have to use the ShowBoolValue command.

Syntax for these commands is:

GetBool Discovered<location>
ShowBoolValue Discovered<location>

whithout a space between 'Discovered' and the name of the location. Spaces in the name of the location should be left unchanged.

If you want to know if you have discovered Old Lyndow, enter:

GetBool DiscoveredOld Lyndow
or
ShowBoolValue DiscoveredOld Lyndow

If you want to know if you have discovered Anika's House, enter:

ShowBoolValue DiscoveredAnika's House

Locations that can be used with both GetBool and ShowBoolValue:

Blackpaw Beach, Cave Hotspring, East Tower, Excavation Site, Gazebo Hotspring, Greywing Cove, Hidden Cove, Howling Caverns, K&K Apothecary, Lyndow, Mountain Hotspring, Nava, Old Lyndow, Quickhoof Coast, Restless Reach, Sandysnout Beach, Seltspring Coast, Seltspring Shipwreck, Sinkwood Falls, Sinkwood Inn, Southland Hotspring (= hotspring at Seltspring Coast), The Abandoned Tower, The Great Shade, Tiffmoor Bluffs, Tiffmoor Gorge, Tiffmoor Hotspring, Tiffmoor Ruins, Tower, Waterfox Den, West Tower, Westspring Bluff

Locations that can only be used with ShowBoolValue:

Anika's House, Kestrel's Aerie, Mudwillow's Door, Mudwillow's Mirror, Nessa's Balloon, Ranya's House, Roshanara's House, Tiem's Obelisk, Toma's Farm, Vilmar's Arch
Warp Locations
Following are the locations I have found sofar, that you can use with the WarpToGameObject console command. Most of the time you are teleported a little above the surface near the location. As soon as you close the console, you are placed on the surface. However, there is one big exception:

When teleporting to Nava you will end up below the surface of the city! There seem to be two ways to get out of this situation: use your last save or go to Seltspring Coast. At the other hand, this is the only way to get into deep waters.

Once the command is executed, the surroundings are displayed with less level of details, but only for a few seconds.

Using this command to teleport to Lyndow will take you just outside town, near Tifa, the carriage driver. The command WarpToLyndow will take you to the center of Lyndow.

WarpToGameObject Abandoned Tower
WarpToGameObject Anika's House
WarpToGameObject Greywing Cove
WarpToGameObject Lyndow
WarpToGameObject Mountain Hotspring
WarpToGameObject Mudwillow's Door
WarpToGameObject Mudwillow's Mirror
WarpToGameObject Nava
WarpToGameObject Nessa's Balloon
WarpToGameObject Old Lyndow
WarpToGameObject Onur's House
WarpToGameObject Ranya's House
WarpToGameObject Seltspring Coast
WarpToGameObject Seltspring Shipwreck
WarpToGameObject Sinkwood Inn
WarpToGameObject Tiem's Obelisk
WarpToGameObject Tiffmoor Gorge
WarpToGameObject Tiffmoor Hotspring
WarpToGameObject Tower
WarpToGameObject Vilmar's Arch
WarpToGameObject Westspring Bluff

To teleport to NPCs (I've only found two sofar):

WarpToGameObject Forest Camper 1
WarpToGameObject CaveDweller

These console commands will teleport you to the forest bard between Kestrel's Aerie and Seltspring Coast, and to Ingov, the guy who nursed you after your ship disaster, respectively.
Topics
Most topics concern the interaction with NPCs. Talk to NPCs as much as you can. Topics can be displayed in blue, orange or white.

White Colored Topics
The white colored topics are general topics that you can have with any NPC that you can interact with, indicated with the text balloon over their heads.

Blue Colored Topics
Blue colored topics are topics that you will see after some progress in an accepted quest.

Orange Colored Topics
Orange colored topics are visible when an NPC is able to buy or sell goods, offer work or offer to give you a ride to Lyndow or Nava. These topics are displayed between square brackets.

Browse Goods: Art Dealer (canvas or fabric), Nika (some tea), Kai (potions), Melek (elixir of life)
Go to Nava:Tifa, the carriage driver in Lyndow
Go to Lyndow:The Navian Carriage Driver
Sell Feathers: Yunus
Sell Potions: Zahra (on the second floor of the Common Tower)
Show Painting: Art Dealer
Work: Ilham (farmer in the pea fields on the south side of Nava)
Sell Fish: Fish Seller (market in Nava)
Eastshade Mods
Currently two mods for Eastshade are available on Nexus:

Enable Console Commands[www.nexusmods.com]

Eastshade Care Package[www.nexusmods.com]

See the Nexus description pages for information. Both mods will install one or more DLLs and additional files in Eastshade main folder and/or subfolders.
Revision History
30.06.2023 Revision 5.0: Major update to quests (event schedules) and events
30.06.2023 Revision 4.5: additions to the General section and correted the "Barking" command
28.04.2021 Revision 4.4: added SetRenderResolutionScaler, Graphics Settings
06.03.2021 Revision 4.3: small additions, corrected typos, re-arranged variables
05.03.2021 Revision 4.2: added boolean variables and quest logs
04.03.2021 Revision 4.1: added various images to clarify console commands
04.03.2021 Revision 4.0: complete revision
27.02.2021 Revision 3.1: some small additions
30.06.2020 Revision 3.0: various re-arrangements, corrected typos, added item types
16.02.2020 Revision 2.0: some additions, corrected typos, re-arranged variables
06.03.2019 Initial Publication
28 Comments
Altbert  [author] Jul 16, 2021 @ 3:42am 
As far as I know there's no command to disable collision planes. Using the Fly command, you need to be very high.
Extragamer Jul 16, 2021 @ 3:13am 
I was looking for a console command to disable collision planes. Because even in fly mode, I can't get there.
Altbert  [author] Jul 16, 2021 @ 2:58am 
@Extragamer:

Do you mean the collision planes in waterways when you receive the message that it's too deep to go any further? If so, then you can only go further with a raft or reed boat, or use the Fly console command, but you need to be high enough to do so.
Extragamer Jul 16, 2021 @ 12:00am 
How can i off invisible walls under water?
𝕚𝕟𝟚𝕨𝕙𝕚𝕥𝕖 Jun 11, 2021 @ 8:37am 
con't...It's a c ommand I won't use again. I like the flying and the rain. I don't take the easy money,items, etc. it would spoil the play. Eastshade has enough glitches naturally to keep me amused, I really shouldn't use the console but it was a learning experience. I wish I had a fraction of the knowledge you do about how games/computers work. Thanks again for your help and suggestions. :SetSail:
𝕚𝕟𝟚𝕨𝕙𝕚𝕥𝕖 Jun 11, 2021 @ 8:37am 
Thank you so much Altbert. I have tried distancing but the characters that are stuck, stay that way for good. I'm amazed I got Bojan out of the water! It was rather funny to see his shape floating down there. Some of the followers -follow, others like Nika and the little girl ignored me and walked right past! Onur went back to normal after I left, but Bojan is stuck there. I am glad this won't ruin my game. I've got a good one going:) I've logged out and into Steam but it didn't help. I have hidden away on a northern beach so I'll stay there awhile. Yuri the hideaway guy at the beach can't be found. So, all sorts of different reactions.
Altbert  [author] Jun 11, 2021 @ 3:40am 
Buying the game again is never necessary. In the worst case you can always uninstall the game and re-install it again, but I never had to do that while figuring out all those console commands and quest variables. I don't even think you need to start a new game.

You can't undo any entered console commands. Various commands seem to be timed, a short time, and I think leaving the area and returning after some time will probably solve the FollowMe glitch. If that doesn't work, you can also exit the game and restarting it, maybe even after having saved the game (not sure about this though, never checked).

I will see if I can find anything about the timing of FollowMe and StartStorm.
𝕚𝕟𝟚𝕨𝕙𝕚𝕥𝕖 Jun 10, 2021 @ 11:22pm 
Also, could you tell me if I've messed up my game with the console, does it mean re-buying Eastshade, or does it correct itself with a new game. Thanks again for your help. I don't understand computers like you do, but like learning the simpler things.
𝕚𝕟𝟚𝕨𝕙𝕚𝕥𝕖 Jun 10, 2021 @ 11:18pm 
Altbert, I've enjoyed using the console in a limited manner, but I've gotten stuck with the FollowMe command. The characters do not follow far and they have ended up wandering away, or standing in place. Is there a command to remove all previous commands made with the console, and restore the characters without losing the game progress? I went a bit to far, trying to fix Bojan who was left standing on his raft and ended up putting him under water! I know the day/time change doesn't go but I like using it. Also, StartStorm ends itself after a short period, I haven't needed the EndStorm command. Thanks for any advice.
Altbert  [author] Apr 27, 2021 @ 8:32am 
The name of the setting is RenderResolutionScaler