The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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SKYRIM: A Console Commands GUIDE for Dummies
By DerEider
This guide has been created for personal use while playing The Elder Scrolls V - Skyrim.
I intend it to be available to help “Skyrim-ers” find ways to correct game glitches by using the Console Commands.
It is targeted to the novice Console user, so many commands include detailed explanations of use and basic terminology. My sincere thanks are due to oLadyGamer, my good Friend, for encouraging me to finally get it together and "publish" this guide.


It is derived from Koola1d's "Original Cheat Guide for Oblivion" and expanded using The Elder Scrolls Wiki, now at Fandom.com, and UESP Wiki.

It is not my intention to include all Developers' Console Commands.
The commands presented are those used most often in-game.
There is a significant body of additional commands used by authors of game “Mods”.
The detailed Command descriptions in this Guide have been derived from http://uesp.net/wiki/ .
UESP is the Unofficial Elder Scrolls Pages, “a collaborative source for all knowledge on the Elder Scrolls series of games since 1995”.

For a more complete listing of Console Commands with detailed descriptions, refer to http://uesp.net/wiki/Skyrim:Console for Skyrim.
Other sources for Console Commands are The Elder Scrolls Wiki at https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim) and https://elderscrolls.fandom.com/wiki/Portal:Skyrim .


WARNING:
Make a manual "hard Save" before trying to use any Console Commands !! ...
So when you screw up the game with your Console commands, you will have a recent place to recover your game. It is very easy to mess up your game progress with a Console Command error, but not so easy to recover if you lack that recent pre-Console hard save !
Can you spell “new game” or “reinstall” ?

Do NOT rely on "Quick Saves" or autosaves.
They too have potential to cause problems.

One problem with Console commands is that errors they generate may not be immediately obvious.
They may create conditions that lay dormant for a while.
SO ... it may not be apparent that the game is borked for some time after one has "finished" with console commands.
If you have to use console commands to fix a game problem, ...
USE THE SIMPLEST POSSIBLE COMMANDS
to correct the problem !!
   
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INTRODUCTION
SKYRIM: A Console Commands GUIDE for DUMMIES
_ _ _ _ _ _ _ _ _ _ _ _ _ Derived from Original Cheat Guide for Oblivion by Koola1d
as Edited & Expanded using “The Elder Scrolls - Fandom Wiki” and “UESP Wiki”
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ by Da Dummy-in-Cheef {aka DerEider}

This is a Work-In-Progress. Feedback is welcome in the Comments section.

For the most part, the Skyrim Developers' Console Commands in this guide are drawn from TES4 - Oblivion console commands. The Console and its commands are provided as a debugging tool for players of Bethesda games.

This Guide also is applicable to Skyrim - SPECIAL EDITION as it uses the same base game. Obviously, different Character and Object "BaseID" Code Tables must be used as reference for each game {Morrowind, Oblivion, or Skyrim}. Different Weather FormIDs also would apply.

In presenting this Guide, I have tried to make it usable by gamers who are new to using the Console by including explanations of the terminology, formats and descriptions of the steps needed to execute the commands.

I as yet have not been able to use all the commands in this guide, so constructive Feedback in the Comments section regarding your gaming experiences with this Guide would be much appreciated. Please keep comments civil. Excessive expletives or flaming are not acceptable in any public venue and will be excised without explanation.

Not all Console Commands are intended to be included. Commands presented are those used most often by Gamers in-game. There is a significant body of additional commands used by authors of game “Mods”. The detailed Command descriptions in this Guide have been derived from http://uesp.net/wiki/ . UESP is the Unofficial Elder Scrolls Pages, “a collaborative source for all knowledge on the Elder Scrolls series of games since 1995”.

For a more complete listing of Console Commands with detailed descriptions, refer to http://uesp.net/wiki/Skyrim:Console for Skyrim.
Other sources for Console Commands and related topics are The Elder Scrolls Wiki at https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim) and https://elderscrolls.fandom.com/wiki/Portal:Skyrim .


WARNING:
Use console commands with caution !!
Make a manual, named "hard Save" before trying to use any Console Commands !! ...
So when you screw up the game with your Console commands, you will have a recent place from which to recover your game. It is very easy to mess up your game progress with a Console Command error, but not so easy to recover if you lack that pre-Console commands hard save !

Can you spell “new game” or “reinstall” ?

It is easily possible to mess up your game if you modify settings or game conditions at the console. Even if in the short term the game functions normally, you may later discover that you have made it impossible to complete a quest and therefore you cannot proceed normally with game play.
Then fixing that problem can then make new glitches pop up elsewhere.

One problem with Console commands is that errors they generate may not be immediately obvious. They may create conditions that lay dormant for a while and later make it impossible to complete a Quest, or perhaps make the game unplayable.
SO ... it may not be apparent that the game is borked for some time after one has "finished" with console commands.

Create a permanent named save game manually before experimenting with the console. If you need to use the console to fix a glitch, try to use the least powerful command possible.

Do NOT rely on "Quick Saves" or autosaves.
They too have potential to cause problems.
BASICS
The so called "Cheat" commands may be entered while playing Elder Scrolls games like TES3 Morrowind, or TES4 Oblivion, or TES5 Skyrim by opening the Developers' Console using the TILDE <~> key.
(The actual key can be ~, º, ¬, |,^, \, §, etc.. depending on your keyboard layout).
On American style keyboards, TILDE <~> is the key just left of the <1>, below the <Esc>, and above the <Tab>, keys.
To ensure the Console is enabled, make sure that bAllowConsole is set to 1 in your skyrim.INI file.


When opened, the “Console screen” will be a partially opaque window through which the main game screen still will be visible. The console prompt will appear in the lower left-hand corner of the screen. Opening the Console will pause the game.
The size of the Console may be adjusted by left-clicking an edge and dragging it to a desired position. This might be necessary in order to enable left-clicking an NPC or Object of interest on the Game screen.


Commands are NOT "caSe seNsiTive"; i.e., F is the same as f in a console command.
"F" in hexidecimal is equivalent to "16" in the base 10 {decimal} numbering system.
"F" is particularly near and dear to the Skyrim gamer as it is the RefID code for GOLD ! :)


Previous Command entries and "Help" results may be reviewed and selected using the <Up> or <Down> arrow keys and entering when the desired command appears. The command line may be edited prior to entering if changes are needed.

The results from command entries appear in the upper portion of the Console screen with the most recent shown last {bottom}. These command results may be reviewed using the <PgUp> or <PgDn> keys.

Many commands are called ”Targeted" commands, which means they require a target "reference" Character or Object that will carry out the command action. The ID Code for such a character or object is called its RefID {reference ID}


HOW TO designate the “Target” for a Console Command:
  1. Select the "target" if it is on-screen by left-clicking with the mouse while in the console; the Console screen may need to be adjusted to uncover the Target.
      The Target's RefID will appear near the TOP of the Console screen.
  2. OR use the "PRID" command {detailed below} if the "reference" is not visible;
  3. OR prefix the command with "player." {but do NOT include the quotes and DO include the “dot"} to target the player character {PC};
  4. OR prefix the command with an apprpriate "RefID." to target something else.
    In the case of using a RefID, one must enclose the RefID prefix within quotes followed by the dot.
4a) E.G., use "AED41".Additem F 1000 in order to add 1000 gold to the inventory of actor 000aed41.

If an NPC/Object is visible on-screen, one may determine its in-game RefID while in-console by left clicking that NPC/Object.
The RefID will be shown near top center of the console window.
If an object is not visible, one may use help "NPC/Object name" to get the RefID. The UESP or ELDER SCROLLS WIKIs may be used to source a RefID.
See below for more details on using HELP.


Throughout this Guide, FormID, RefID, BaseID, ItemID, etc., will be used interchangeably to refer to an NPC or Object's 8-digit hexadecimal {base-16} Code.
FormIDs use the first two digits to represent the source mod {00 = "Vanilla"} and the following six digits are the object index. By using these 8-digit codes, the game is able to provide a unique identifier for each individual character or object in the game.


Similarly, "Character" or "Actor" may be used to refer to the Player {PC} or a non-player character {NPC} or a creature.

For items from Official Plug-ins, the provided Object IDs all start with "xx". The "xx" must be replaced by the number assigned to that plug-in on your computer, which depends upon the number of plug-ins being loaded for your Skyrim game and their load order for each particular gamer's setup.


This Mod sequence number {xx} may be obtained using a mod organizer, such as Mod Organizer 1 {MO1} or Mod Organizer 2 {MO2} or NexusMods.com's VORTEX. See In-Game FormID for details.
For items from Bethesda's Official Plug-ins, since there are fewer than 10, it is not necessary to enter a first '0' in the number which denotes the add-on order (the 'xx').


In this Guide, angle < > brackets are used to enclose variables required for a command.
Square [ ] brackets will be used to enclose optional variables.
When entering a command and its variables in Console, these < > or [ ] brackets should NOT be included.
The first few zeros {called "Leading zeros"} of an ID code need not be included in a RefID for a console command. Thus, in the fourth paragraph above, Actor code AED41 is the same as 000aed41.

The following console commands are presented in more or less alphabetic groupings by functional types as shown on the Guide Index tabs at the right.
”NON-cheat” Commands
FIXme, TCL, Journal

Many gamers consider Console Commands as a collection of "CHEATS".
However, there are many commands that are essential to to enable the intrepid Gamer to overcome game problems and succeed !

There may occur times when the Player may become stuck-in-rocks, or an NPC won't respond with the correct dialogue to start or continue a quest, or similar situations in which the game cannot proceed normally. The Console Commands can become your friend with some commands that may relieve or correct the problem.

I consider these to be ”Non-cheat” commands with which all Skyrim-ers should be familiar.
Following are a few of these NON-cheat commands:

The “HELPful” commands in the next section. Plus …


FIXme
  • A targeted command that moves the Player or NPC a short distance {usually vertically} from the current stuck position hopefully to a clear location
  • Gamer might want to check above the targeted Actor before invoking FixMe;
        i.e, is the Actor in a cave tunnel with a low ceiling ? :(
  • FixMe is not always successful
        Sometimes the Player/NPC is stuck in the new position as well
  • FixMe has not been working for me lately
        Perhaps BGS has phased it out ... FixMe was from TES3 Morrowind
  • Then see TCL



TCL
  • A targeted Toggle command that turns “Collision” OFF
  • Collision normally is “ON” during game-play
  • Collision is what enables an Actor to walk on the ground and not fall through it
  • TCL “OFF” enables a targeted Actor to walk, in the direction it is facing, through walls, trees, rocks, etc.
        The Actor even could fly through the air with the greatest of ease !!
  • So this might be a good alternative when FixMe fails to work
  • When the PC/NPC is in the clear,
  • use TCL again to turn “Collision” back ON so the actors may walk normally
  • Be sure the PC is close to {but still above} the ground to avoid fall damage !
        you don't want to stick PC into the ground again ... Right ?

Another situation in which TCL comes in handy is encountering an NPC who insists on standing in a doorway or in the middle of a narrow passageway. That bugs the heck out of me !! Using TCL in this situation lets the Player weave through the wall and bypass the inconsiderate NPC :)


Note Bene: When TCL is “OFF”, Gravity is OFF as well …
Should Player happen to kill an Actor in this condition, that Actor will cease moving …
AND will remain frozen in place, AND will NOT fall !!

Journal <“Quest ID”> <#>
  • May not function in Skyrim
  • It Activates a scripted quest entry in Player's Journal for a certain Stage # of the specified Quest.
  • This might become necessary for a quest that has become “broken” for one reason or another.
  • The Journal command could enable Gamer to get the broken quest back on track by activating the Stage script at the point where the quest is broken


Gamer would have to look up the particular quest in the UESP/wiki to determine the Stage[s] that is/are necessary to fix the quest. Start your search at https://elderscrolls.fandom.com/wiki/Quests_(Online)
Some "HELPful" Commands
HELP, TFH, PRID

HELP [n]
  • Entering only Help with no specified [n] or terminology returns many common Console Commands with the four Search Categories [n; 1, 2, 3, or 4] detailed at the end
  • Entering a value for the search Filter, [n], will return results for only the
    selected Filter search category
  • In-Console, use <PgUp> and <PgDn> to review the results of the Help request



Help "Object or Command Terminology of interest" [n]
  • Returns console information containing the specified Terminology in
    the four Help filtering Categories {1, 2, 3, or 4};
  • Use quote marks {" "} to enclose any terminology if there is more than one word
  • Results will include longer strings that include exactly the submitted string
  • Review results using <PgUp> & <PgDn>



TFH
  • Toggles mouse "Full Help" in-game
  • Mousing over an object may reveal details, such as "Ownership" or “Locked”,
    about certain objects.



PRID <NPC's RefID>
  • Designates specified NPC [or Object/Item] as Target for following Console Commands
  • Alternatively, while in-Console, Left-Click the visible target NPC/Object/Item for
    the next command {Target RefID will be shown near top-center of Console screen}
  • Subsequent targeted commands will use this same NPC or object
    as the target until changed
  • Using PrID is the same as clicking on the object in the console, but can be used
    even if the object is hidden or invisible, or is in a different area
  • You have to KNOW the ID code for the desired Actor/Object if it is not visible on screen
ADD or REMOVE Items and Spells
ADDitem, REMOVEitem, AddSPELL, RemoveSPELL. PSB, AddPERK, RemovePERK, RemoveALLitems, OpenACTORcontainer, AddSHOUT, TeachWORD, UnlockWORD, DUPLICATEallITEMS, RENEWinventory

AddITEM <RefID> <##> or AddSPELL <RefID>
  • These may be a gamer's most used "Targeted" Console commands
  • AddItem puts a specified object into target's Inventory
  • Replace <##> with the desired Quantity of an item
  • AddSpell puts a specified Spell into Player's Spell Book
  • <##> is not used with AddSpell

UESP or ElderScrolls.Fandom Wiki object code tables may be used to find a BaseID {Item/Spell's 8-Digit HexaDecimal Code} for a desired item or spell
See for example https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim)/Items or https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim)/Spells

As an example, additem 0000000F 999 {same as f 999} adds 999 Gold to the Targeted NPC/PC Inventory.



RemoveITEM <RefID> <##> or RemoveSPELL <RefID>
  • Removes specified number <##> of a RefID Item from targeted actor's Inventory … or removes a specified Spell from player's Spell Book;
  • Opposite process of AddItem or AddSpell
  • <##> is not used with RemoveSpell


Examples: player.AddItem <Item RefID> <##> Gives the Player [PC] Inventory a quantity <##> of RefID item player.RemoveItem <RefID> <##> Removes desired quantity <##> of specified RefID item from Player Inventory player.AddSpell <SpellID> Adds specified spell to Player's Spell Book {PSB} player.RemoveSpell <SpellID> Removes specified spell from Player's Spell Book.



AddPERK <PerkID> or RemovePERK <PerkID>
  • Skyrim commands that give to, or remove from, a targeted NPC the specified Perk
  • To find an ID code for a particular perk in-game, try help <perkname> 0

For perk ID codes, refer to the UESP/wiki page for the perk's corresponding skill
which are indexed at http://uesp.net/wiki/Skyrim:Skill_Perks

Example: player.addperk 000c44c0 would give Player the perk "Adept Destruction". Reversing this step to find the PerkID using HELP, one would use the Console and enter Help “Adept Destruction” … Quotations are needed around multi-word items.


AddSHOUT <ShoutID>
  • Adds a specified shout to Player's skill list
  • Shouts are also part of spells
  • In order for the Shout to work, one must unlock any Shout spells *
  • Shout words can be unlocked using: player.unlockword <WOOP>

Refer to TeachWORD and UnlockWORD commands and
to the List of Shout Codes @
https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim)/Shouts



player.TeachWORD <WOOP>
  • Teaches Player a Word of Power,
  • Use help <word> 4 in-game to get details on a Word of Power
        Must use official word spelling as found in the Wiki Shouts table

Refer to the SHOUT Codes tables for the exact command + Code to Teach each Shout Word @
https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim)/Shouts



player.UnlockWORD <WOOP>
  • Unlocks Word of Power that Player has learned

Refer to the SHOUT Codes tables for the exact Code to use in player.UnlockWord <WOOP> for each Shout Word @
https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim)/Shouts



PSB Adds ALL spells to player Spell Book
  • This can overburden game's handling of spells due to the huge number of spells involved
  • It is considered preferable, and safer, to use the AddSpell <SpellID> command to add specific spells one-at-a-time.

Note: PSB adds ALL spells of Skyrim, including the spells that were used to test Skyrim, and spells added by activated mods.

Without considering mods, there are more than 600 spells
This will make the game Spell Menu load slowly, and it can be difficult to find a certain spell among so many.


OpenACTORcontainer <n>
  • Enter n=1 {or 2, or 3, or 4} to match NPC's “Relationship Rank” with PC
  • This grants Player access to a Targeted NPC/Object's Inventory and
  • enables transfer of items to and/or from that inventory,
      This process is similar to the sharing process with a Follower
  • Setting n = 1 | 2 | 3 | 4 opens the Target's "container"
      IF Player's Rank is high enough and
  • Also shows Player's Inventory enabling item transfer forth and back as done with a Follower
  • An NPC may not equip gear given to it, particularly if that gear is not as powerful as that in its inventory
  • This command does not give access to non-playable items, such as the Imperial Watch armor, which are not shown in the NPC's inventory
  • Such actors may revert to their Default equipped states when changing cells or reloading a save, depending upon what is added or removed

OPENactorCONTAINER lets the PC improve a non-Follower NPC's Armor and Weapons, or transfer excess Encumbrance from the Player's inventory.



REMOVEallItems [Player | RefID]
  • Causes Target NPC/Object to remove all items from its inventory and [optionally] transfers to Player or other RefID "container"
  • This empties the Target Actor's inventory
  • Using RemoveAllitems Player transfers total Target NPC/object inventory directly to Player Inventory
  • Also one may substitute for "player" an NPC's or other "container's" RefID to which to transfer these items

While this strips a target of all items in its inventory, it does NOT remove non-playable items, such as special Faction {e.g., Blades} armor or weapons Such actors then will appear in their Default equipped states



DUPLICATEallItems <RefID>
  • Duplicates all items from the target container into the RefID container
  • The Targeted Container retains its full Inventory
  • Example:
    DuplicateAllItems b15e5 would duplicate all items from the TARGETED container/actor into a container with the RefID 000B15e5


WARNING: Any scripted item will be duplicated only almost identically: Any scripted variables will be set to 0 on the duplicate.
The duplicate will have a new FormID
This means that the TEST if (Original == New) never will return "true". More importantly, any script that referenced the original will not work for the duplicate. For instance, if (player.GetItemCount AmuletOfKings) always will = 0 {0 = False} if PC has a duplicate Amulet of Kings but NOT the original.


Note: QUEST ITEMS may be duplicated as well by this command, so use with care
A quest may assume that a quest item is unique. So ... creating a second version of it can have ... undesirable results !!



RenewINVENTORY <RefID>
  • May be applied to an empty {Looted} container to have it respawn it's original contents
  • Exact contents may vary if they are designated to spawn as "Random"
  • Containers that were originally empty still will be empty
  • This may not work on NON-respawning containers :steamsad:
CRIME & BOUNTY & OWNERSHIP
getCRIMEgold, setCRIMEgold, player.PAYfine, PAYfineTHIEF, setOWNERship, setCELLownership, setCELLfullNAME, setCellPUBLICflag

GETcrimeGold <FactionID>
  • Reports current Bounty on Target Actor in the current or specified <FactionID> Hold
  • In Skyrim, the various Holds do not share Bounty information
  • Therefor, the gamer must take care of the PC's bounties on a Hold-by-Hold basis



SETcrimeGold <$$$$> <FactionID>
  • Sets Bounty on Target Actor {nominally your PC} to $$$$ gold
      in the current or specified HOLD <FactionID>
      1. Example: player.SETcrimeGold <0> <Hold FactionID>
      2. Using 0 {zero} removes Bounty on Player's head in that Hold

NOTE: If being chased by city guards, PC must leave that city and reenter for this command to work on those guards
NOTE: Crime Bounties are tracked and enforced on a Hold-by-Hold basis. I.E.: If your PC has a bounty in The Rift, Whiterun Hold will do nothing to enforce it That also means that you must pay off any / all of PC's bounties for each Hold one at a time


player.PAYfine
  • PC pays criminal fines in the current location.
    1. Guards will stop attacking PC and bounty is paid off from Player nventory
    2. While PC will NOT be teleported to prison, as when gamer selects the "Pay Fines" dialog option with a guard,
    3. the Full Amount of the Fine in Gold will be taken from PC's inventory and
    4. all of PC's Stolen Items will be removed in the normal manner.
  • Gamer will have to find the evidence chest to steal the confiscated items back, as usual
  • When used on NPCs, this command does not set their bounty to 0, but otherwise it works as one would expect when used on the player character



PAYfineTHIEF
  • Pays PC's criminal fines without removing stolen items
  • This command is similar to PayFine above but will NOT remove stolen items from Player's inventory
  • An amount of gold equal to half of PC's fine will be removed from PC's inventory
      (as if PC is using a Thieves Guild Doyen to remove the fine)



SetOWNERship [<ownerID> | <factionID>]
  • Changes ownership of targeted item {left-clicked in Console} to
    1. UNowned, if owner | faction is blank, OR
    2. to the specified <ownerID> or <FactionID> if provided
  • For this command, the <owner> input is that NPC's RefID

If an Owner or Faction is not specified, the "Stolen" flag will NOT be set by the game AND …
    if the PC takes the targeted item and there will be no penalty
Potentially useful for situations where the game erroneously does not recognize that an item (e.g., door or bed) should rightfully 'belong to' or be usable by the player

Detail: The <owner> parameter is an NPC's BaseID and <faction> is the FormID of a specific faction. For a list of factions and corresponding FormIDs, refer to http://www.uesp.net/wiki/Skyrim:Factions for Skyrim. Refer also to constwiki:SetOwnership



SetCELLOwnership [<ownerID> | <factionID>]
  • Works for a Cell as in SetOwnership above



SetCELLFullName <Name>
  • Creates a game Name ALIAS for the current cell



SetCellPUBLICflag <CellName> <n>
  • Using n = 1 Sets "Public = True" for the specified cell
  • Example:
      SetCellPublicFlag MyCell 1
DISPOSITION of NPCs
SetRELATIONSHIPrank vis-a-vis Disposition range from Lover to Arch-Nemesis

In SKYRIM, Disposition is a numerical representation of an NPC's friendliness toward the Player Character. Low disposition can result in negative effects and dialogue, while high disposition may earn Player discounts, quests, and gifts.

Skyrim differs from its predecessor Elder Scrolls in that disposition may unlock the marriage option. Completing quests, hiring individuals, and other tasks will raise some individual's disposition to a level necessary for marriage. However, due to the fact that there are no charm-based spells that directly influence disposition in a form other than calm and frenzy, spells cannot be used to influence disposition for marriage.


SetRelationshipRank player <n>
  • Establishes friendliness level between target NPC and Player
      {or another NPC by substituting its RefID for Player}
  • In Skyrim, the valid range of n is from -4 to 0 to +4
  • Default is 0 = Acquaintance


The "Item Value" in the table below is the maximum gold value of an item the PC may take from an NPC at a certain relationship rank without its being considered theft.

Relationship Ranks
Rank Value
Console Name
Item Value
___4
Lover
500
___3
Ally
100
___2
Confidant
50
___1
Friend
25
___0
Acquaintance
__-1
Rival
__-2
Foe
__-3
Enemy
__-4
Archnemesis
DOORs, GATEs & CONTAINERS
UNlock, LOCK, setOPENstate, setDOORdefaultOPEN, ACTIVATE, OpenACTORcontainer

UNLOCK
  • Sets the targeted object to an "Unlocked"/Open state
  • Left-Click a locked door, chest, or other Container while in Console and
  • enter Unlock to open it or gain access to its contents



LOCK [nn]
  • Locks the selected {Left-Clicked} door/container with Complexity = nn
  • Set nn with range from 1 to 100
    1. 100 is "unpickable"; i.e., set so it needs a key
    2. Entering only lock with blank nn will Relock the object at its original level of difficulty



SetOPENstate <1 | 0>
  • Changes targeted Door/Gate's Open/Closed/Locked state
    1. Setting n = 1 will unlock and - if possible - open any door;
        including those that require a key
    2. Setting n = 0 will close a door if it is possible to do so
  • Doors cannot be locked or re-locked with this command
  • Other integers have no effect



SETDoorDEFAULTopen <n>
  • A value of n = 1 will make the door OPEN by default
  • for n = 0, not so much !



ACTIVATE <n>
  • Targeted command with n = 1 forces open a Targeted Door or Gate
  • Example:
      Using this on a door from across the room will open the door as though the Player were standing close to it
  • Activate also can "force" open a Sealed Portal, such as that in the quest
      Where Spirits Have Lease, among other uses



OpenACTORcontainer <n>
  • Enter n ={1 or 2, or 3, or 4} to match NPC's “Relationship Rank” with PC
  • This grants Player access to a Targeted NPC/Actor's Inventory and enables transfer of items to and/or from that inventory, similar to the sharing process with a Follower.
  • Setting n = 1 | 2 | 3 | 4, as appropriate, opens the Target's "container" and
  • also shows Player's Inventory enabling item transfer forth and back as done with a Follower

This command lets the PC improve a non-Follower NPC's Armor and Weapons, or transfer excess Encumbrance from the Player's inventory. Also NOTE:
  1. An NPC may not equip gear given to it, particularly if that gear is not as powerful as that in its inventory.
  2. This command does not give access to non-playable items,
      such as the Imperial Watch armors that are not shown in the NPC's inventory.
  3. Such actors may revert to their Default equipped states when changing cells or reloading a save, depending upon what is added or removed.
EQUIPitem / UNequipItem
EQUIPitem, UNequipITEM, DROP <refID>

EQUIPitem <RefID> [n]
  • Equips targeted NPC with RefID item
  • With n = 1, sets the <”NoUnequip Flag"> = True.
  • This command causes an NPC or creature to equip the item specified by RefID,
    • Provided that the item is already in the NPC's/ creature's inventory

Sometimes an NPC will re-equip its default gear, particularly if it is more powerful, upon leaving the cell or loading a savegame.

  1. Setting the noUnequip flag = 1 will prevent the item being unequipped by normal NPC behavior
  2. With n = 1, use the UNequipItem command to unequip such an NPC item
  3. Setting noUnequip flag = 0, or leaving it blank, will permit normal NPC equip/UNequip behavior afterward



UnequipItem <RefID>
  • Causes target Actor to unequip a specified Inventory Item.
  • The item will stay in the Actor's inventory
  • Restores normal NPC equip/UNequip behavior
  • This command undoes EquipItem RefID 1 by which automatic unequip was turned off



DROP <RefID> <##>
  • Causes target Actor to drop <##> quantity of a specified RefID Inventory Item
  • Dropped items no longer will be in Target's inventory
  • Usually such items fall to the ground/ floor nearby
  • HOWEVER, sometimes a dropped item may disappear !!
FACTIONS Commands
AddFAC, RemoveFAC, GetFactionRANK, SetFactionRANK, MODfactionRANK,
Special Factions
list

Factions Information:
For a Skyrim Factions overview, see http://www.uesp.net/wiki/Skyrim:Factions , and also an alphabetical series of Faction FormID pages beginning with https://en.uesp.net/wiki/Category:Skyrim-Factions
Refer to these alphabetic pages to look up FactionID's one Faction at a time.
Refer also to constwiki:SetOwnership {referenced, but NO Link given} ?


Faction commands are "Targeted" to an NPC/ actor.
  1. "Get..." reports the target NPC's Faction status/ condition
  2. "Set..." sets a value <n> for the NPC's Faction Rank or status
  3. "Mod..." modifies the NPC's Faction category by + or - <n>


Valid Faction Rank values range from -4 to 0 to +4 in Skyrim.

Faction Status may involve <n> = 1 or 0
  • representing True/ False; or Yes/ No; or On/ Off


In-Console, enter "Help Faction 1" to see a one screen-full list of Factions' Console command scripts.
To see a listing of in-game Factions with their FormIDs {about 7-8 screens-full},
enter Help Faction 4.
Addfac may need a variable [n] for faction rank/ status; i.e., AddFac <FacID> [n]


Applying "AddFac 19809 4" to an NPC should pop up the marriage dialog when PC talks to that NPC.



Following are some frequently used Faction commands:

AddtoFaction <FormID> <n>
  • Short form = AddFac <FormID> <n> ...
  • With n = 1, adds targeted Actor to the specified FormID Faction.
  • With n = 0, adds NPC at lowest faction Rank.
  • n = -1 removes NPC from faction.

Examples of Skyrim "Special Factions" that
usually CAN'T BE JOINED in-game follow:
PotentialFOLLOWERFaction
=
5c84d;
PotentialMARRIAGEFaction
=
19809;
PlayerALLYfaction
=
5a1a4;
BANDITallyFaction
=
e0cd9;
WARLOCKallyFaction
=
eocda;
DRAUGRallyFaction
=
e0cdb;
PotentialCHILDRENfaction
=
xx004290
{“xx” is load-order number for the Hearthfire DLC}


  1. Many NPC's not found on the default marriage list still can be made “potential” marriage candidates using the console command AddFAC 19809 1 on a desired NPC.

  2. To raise an NPC's disposition to qualify for the “Marriage Faction”. use SETrelationshipRANK player 4.

  3. Spouses achieved using these commands will have the same necessary dialogue and functions as a "vanilla" spouse.



REMOVEfromFACtion <FormID> <n>
  • Short form = RemoveFAC <FormID> <n>
  • With n = 1, RemoveFAC removes target Actor from the specified FormID Faction



GetFactionRank <FormID> or SetFactionRank <FormID> <n>
  • Reports or sets PC's rank in a specified Faction



ModFactionRank <FormID> <+/- n>
  • Increases or decreases PC or NPC's rank by + or - n in the specified Faction
FACTION Lore for Skyrim
Almost all NPCs and creatures in Skyrim belong to one or more factions (or guilds).
These faction memberships control the combat reaction of all Skyrim NPCs and creatures,
both toward the Player and toward one another.


Player {PC} can be a member of more than one faction at a time.

Skyrim has four principal factions the player normally may join {any one or all}:
    Companions
  1. A guild of mercenary warriors {similar to the Fighters Guild in Oblivion and Morrowind}, based in Whiterun's Jorvaskr Hall, who are dedicated to righteous combat,
    for the right fee.
    The most experienced and trusted members are selected to belong to The Circle, an exclusive cadre advised by a Harbinger.

    College of Winterhold
  2. A guild of mages and wizards {similar to the Mages Guild in Oblivion and Morrowind}, based in Winterhold, who are dedicated to the study and practice of magic under the guidance of an Arch-mage.

    Thieves Guild
  3. A secret faction {drawn from the traditions of the Oblivion and Morrowind Thieves Guilds}, based in Riften's Ratway, dedicated to professional thievery and accumulation of wealth.
    Among these furtive thieves is an exclusive, even more secret, cabal of 3 Nightingales who are dedicated to serving Nocturnal and protecting her shrines in Skyrim.

    Dark Brotherhood
  4. A secret, mysterious guild {following the traditions of the Oblivion and Morrowind assassins} made up of professional assassins operating from a hidden base, led by the Night Mother.



In Skyrim, the Player also may take part in the Civil War by joining one
{but not both} of the following two factions:
    Imperial Legion
  1. IL represents the Empire's military power.
    They seek to maintain Imperial control of Skyrim from their base in
    Solitude's Castle Dour.

    Stormcloaks
  2. This is the main organization of rebels in Skyrim's civil war.
    Led by Jarl Ulfric, they seek Skyrim's independence from the Empire.
    Stormcloaks are based in Windhelm's Palace of the Kings.



The following joinable faction doesn't have its own lengthy quest chain:
    Bards College
  1. This is a guild of musicians, vocalists, and story tellers, based in Solitude.
    They have a single quest to join and a few side-quests for members.



Two new factions become available with the Dawnguard add-on DLC:
  1. Dawnguard is a multi-race order of vampire hunters

  2. Volkihar Vampire Clan is a vampire clan trying to blot out the sun.


Other Faction-related console commands

: <<No amplification att>>
GetFactionRankDifference
GetFactionReaction
SetFactionReaction <n>
ModFactionReaction <+/- n>
GetInFaction
GetDisposition
ModDisposition <+/- n>
GetPCExpelled
GetPCFactionAttack
SetPCFactionAttack <n>
GetPCFactionMurder
SetPCFactionMurder <n>
GetPCFactionSteal
SetPCFactionSteal <n>
GetPCFactionSubmitAuthority
SetPCFactionSubmitAuthority <n>
GetPCInFaction
SameFaction
SameFactionAsPC
GAME-PLAY Commands
Create/Delete FullACTORcopy, FOV, GIFH, SIFH, Dispel, DispelALLspells,
HairTINT, Get/Set pcFAME {or pcINFAMY}, KILL, KillALL,
playerENCHANTobject, ResetHEALTH, resetINVENTORY, RESURRECT


CREATEfullActorCOPY
  • Clones Targeted Actor
  • Creates a "living actor" even if target is dead
  • And yes, gamer can clone Player character, & talk to - or fight with - onesself !


WARNING:
If PC kills its own clone while in a guild,
  • PC will be expelled for killing a member
      (the member being one's clone).

Further, if PC's clone kills another member of its guild,
  • PC also will be expelled.



DELETEFullActorCOPY
  • Removes the clone that was created using the "CREATEfullactorCOPY" command



DISPEL <SpellCode>
  • Dispels a specific magic effect from Targeted Actor
  • Use Spell list from http://uesp.net/wiki/Skyrim:Spells for Skyrim SpellCodes
  • Also works on enchantment effects affecting the target


For Skyrim Enchantments refer to http://uesp.net/wiki/Skyrim:Enchanting_Effects or
https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim)/Enchantments

To find enchantment FormIDs, use the Elder Scrolls Construction Set.



DispelALLspells
  • Removes all only Spell-based magic effects from the Target
  • Does not work on enchantment effects affecting target



playerENCHANTobject <ItemID> <mgef> <mgef>
  • Adds object to inventory with up to any two magic effects
    • (not limited to enchants)
  • NOTE: There is no 'dot' following "Player" in this command.




FOV <###>
  • Changes angle of Player's “Field of View” in degrees
  • FOV = 90 to 95 may be more desirable for Gamer seeking improved peripheral vision
    1. Gamer may change to lower FOV value for special events, such as
      • Action close-ups
      • Player “Mug Shots”
      • Distant scenic views. ETC., ETC.
  • Values over 180 & under 0 will have no effect
  • Setting FOV = 0 restores Default FOV
    1. Default FOV is 75 upon use of FOV 0 …
    2. initial Skyrim.INI fov = 65
    3. The .INI FOV may be edited to Gamer's desired in-game Field of View
  • FOV may work only with first person camera for some set-ups

The FOV command can be useful for zooming into distant areas
    (that essentially is how "zooming" works in many video games)
However, it will not override the game's drawing distance for objects & scenery

I.E., gamer may get a close-up view of a distant mountain but see no trees.[/b]
Due to the way 3D to 2D projection works, edges will look stretched with high FOVs Distortion starts to be noticeable at frame edges for FOV >90}.


While I have not experienced the following problem,
WIKI sources indicate that FOV may reset to default when PC speaks
to a character, or camera is changed, or a savegame is reloaded.

Setting fDefaultFov in Skyrim.INI to gamer's desired FOV
will keep FOV from resetting
.
However, changing the Skyrim.ini value MAY alter the size of the "menu layer"
& may cause a number of visual bugs & clicking issues.
I have not observed this effect.



GIFH or SIFH <n>
  • Reports or Sets whether targeted actor is or will IGNORE friendly HITS;
    1. n = 0 ==> NO;
    2. n = 1 ==> YES
  • Long Forms are GetIGNOREfriendlyHITs &
  • SetIGNOREfriendlyHITs <n>


Particularly helpful command should PC & Follower{s} expect to be in frequent close melee combat !!
Avoids being counter-attacked by Follower & receiving Bounties for "assaults"


GETpcFAME or SETpcFAME <nn>
  • Reports or Sets Player's Fame value



GETpcINFAMY or SETpcINFAMY <nn>
  • Reports or Sets Player's Infamy value



HairTINT (red | green | blue)
  • Changes Player hair colo{u}r



KILL [KillerID]
  • Causes a targeted "Actor" to instantly die
    1. Open the Console,
    2. Left-Click the target character [NPC or creature] in view, &
    3. enter KILL to Instantly terminate Targeted character
  • The Left-click sets the "Target".
  • Optional [KillerID] will assign credit for the kill
    (for determining some quest progress, bounty, attacks by allies of victim, etc.)
  • "Essential" characters are merely stunned.



KillALL
  • Kills any characters near Player
    • Except "essential" characters which are "Stunned"
  • Kills all non-essential, non-PC actors in loaded area --
    1. In an exterior, the 5x5 cells around the player;
    2. in an interior, the cell in which the player is located



ResetHEALTH
  • Restores Player or Targeted Actor's Health to 100%
  • Must be entered before PC death



ResetINVENTORY
  • Resets Targeted container/character's inventory to its default content
  • Example:
      If REMOVEallItems has been used on a Container and ResetInventory is executed, its default contents will respawn / re-equip


RESETinventory can be used to pickpocket / loot
the same items multiple times {{CHEAT !!}}.

  1. Works on dead NPCs and looted containers/chests, so
    Gamer can loot the same corpse/container multiple times.
  2. Respawning of Container contents may be slightly randomized, so
    New Items may vary depending upon the containers' loot respawn settings.
GAME-PLAY Commands - Part Deux
Couldn't fit it all in a single parse, SO ... continuing sort of alphabetically ...

RESURRECT [n]
  • Restores Life to a targeted deceased NPC/creature
      with its Default Equipment
  • If tag n = 0 or is blank.
      NPC's current Equipment and inventory then is lost
  • Use Resurrect 1
      to enable target to retain Current Equipment & Inventory

  • BUT even if Resurrect is used the instant an NPC is killed
    1. {open Console immediately to pause action and
    2. execute command Resurrect 1},
    the game still MAY register the target as "Dead" and
    1. Actor subsequently will not be mentioned in dialogue and
    2. sometimes specifically will be referred to as "Dead" during a quest AND …
    3. Player even may receive a letter from the Jarl conveying some Gold from the deceased's Will … “Win Win” result :D

Adding a tag of "1" at the end (i.e., Resurrect 1) immediately will ...
  1. make the target get up
  2. {instead of vanishing & reappearing by using a delayed Resurrect}, AND
  3. thus allowing it to keep its equipment.
If an NPC's corpse has vanished already, gamer rather may need to execute
PLACEatME <NPCid> for that NPC.

Using Resurrect on the Player character
  1. normally will not dismiss the "Load last save?" pop-up, and
  2. the camera will behave as if PC still is lying dead on the ground.

However, if you use Resurrect before the Loading message appears,
the Player MAY revive without needing to execute a reload.
BUT the Camera still may be centered on PC's feet rather than at the head.

In Skyrim, my experience has been that Reload of last save occurs almost instantly upon PC's death and there is no "Load last save?" message.



SetBARTERGold [$$$$]
  • Sets Barter Gold available for a Targeted Merchant {Left-click NPC in-console}



SEXchange
  • Switches PC or NPC gender without the Menu]
  • Does not alter target's Face
      i.e., the new "Lady" may have the old guy's beard[/h1]
  • Can be used to change default male Mannequins to display female gear.



STOPcombat
  • Stops Target Actor's combat … Temporarily !
  • Depending upon circumstances, the target actor may immediately re-engage in combat
  • Using SIFH may help mitigate this problem



STARTcombat <RefID>
  • Starts Target Actor's combat with RefID Character
  • Makes targeted creature or NPC attack a <RefID> specified creature, NPC or Player



TGM
  • Without targeting, toggling TGM causes Player only to experience God Mode
  • TGM is a toggle command, so re-entering it ends God Mode
    1. TGM removes Player Carry/Burden limit; plus ...
    2. no Player damage is taken
    3. no magicka is consumed
    4. no stamina is used
    5. all learned spells are castable
    6. no ammunition is used
    7. there is no shout cool-down; and
    8. there is no weapon or armor degradation

Scripted Damage & Disease & reflected Spell Damage still may affect Player
TGM will be applied only to the Player {PC}



TIM
  • Toggles "Immortal Mode" for Player only -
    1. i.e., Player cannot die even if Health is reduced to 0
    2. TIM may be applied only to the Player {PC}

It has been reported that PC could lose his/her head IF an attacking Dragon achieves "Decapitation", which might prove to be "somewhat of a problem" even for an “Immortal” Player
ID Codes for Skyrim NPCs, ITEMs and OBJECTs
Rather than including many pages of detailed data on the Identity Codes for the large number of Characters, Items and Objects available for Skyrim, links are given to Community sources for this information. The former ElderScrolls Wiki may now be found at Fandom.com

A central point for linking to these subjects can be found at https://elderscrolls.fandom.com/wiki/Portal:Skyrim

You'll have to do some grinding through links to the various indices and tables. Specific categories in the Elder Scrolls - Fandom Wiki follow:

Heavy Armors: Chitin, Iron, Ancient Nord {set}, Imperial, Steel, Steel Plate, Dwarven, Orcish, Nordic Carved, Ebony, Stalhrim {Heavy + Light}, Daedric, Dragonplate
https://elderscrolls.fandom.com/wiki/Chitin_Heavy_Armor#Attributes_by_piece
https://elderscrolls.fandom.com/wiki/Iron_Armor_(Skyrim)
https://elderscrolls.fandom.com/wiki/Ancient_Nord_Armor
https://elderscrolls.fandom.com/wiki/Imperial_Armor_(Skyrim)
https://elderscrolls.fandom.com/wiki/Steel_Armor_(Skyrim)#Attributes_by_piece
https://elderscrolls.fandom.com/wiki/Steel_Plate_Armor
https://elderscrolls.fandom.com/wiki/Dwarven_Armor_(Skyrim)#Attributes_by_piece
https://elderscrolls.fandom.com/wiki/Bonemold_Armor_(Dragonborn)#Attributes_by_piece
https://elderscrolls.fandom.com/wiki/Orcish_Armor_(Skyrim)#Attributes_by_piece
https://elderscrolls.fandom.com/wiki/Nordic_Carved_Armor#Attributes_by_piece
https://elderscrolls.fandom.com/wiki/Ebony_Armor_(Skyrim)#Attributes_by_piece
https://elderscrolls.fandom.com/wiki/Stalhrim_Armor_(Skyrim)
https://elderscrolls.fandom.com/wiki/Daedric_Armor_(Skyrim)#Attributes_by_piece
https://elderscrolls.fandom.com/wiki/Dragonplate_Armor_(Skyrim_Set)#Attributes_by_piece

Non-Craftable Armors & Headgear & Cuirasses & Boots & Gauntlets & Shields:
Page down on Heavy Armor page to these categories & Click through index tables links
https://elderscrolls.fandom.com/wiki/Heavy_Armor_(Skyrim)#Craftable_armor

Light Armor: Chitin, Hide, Leather, Studded, Elven, Scaled, Glass, Stalhrim, Dragonscale, Imperial Light, and various Non-craftable armors
Toward the bottom there also are “by piece” tables for Cuirasses, Hold Guard Armors & Helms, Headgear, Handwear, Footwear, and Shields.

Click through index link tables for desired type on Light Armor link
https://elderscrolls.fandom.com/wiki/Light_Armor_(Skyrim)#Armor_types


1-Handed: Daggers, Maces, Swords, War Axes, Other {Forks + Knives} - https://elderscrolls.fandom.com/wiki/Weapons_(Skyrim)#One-Handed

2-Handed: Battleaxes, Great Swords, Warhammers - https://elderscrolls.fandom.com/wiki/Weapons_(Skyrim)#Two-Handed

Archery: Bows, Arrows, Crossbows, Bolts - https://elderscrolls.fandom.com/wiki/Weapons_(Skyrim)#Archery

Unique Weapons: Need to click on Index for desired Class of Weapon @ https://elderscrolls.fandom.com/wiki/Unique_Weapons_(Skyrim)

Daedric Weapons: Table of Attributes has Ids at extreme right @ https://elderscrolls.fandom.com/wiki/Daedric_Weapons_(Skyrim)#Attributes_by_weapon


  • This leads to a page of Links to many categories of "Items",
      including the Armors & Weapons above plus the categories below
  • Select the appropriate Link from the list


  • There are 820 item codes that correspond to books in Skyrim
  • These are broken down into the many categories in this page
  • Select the appropriate Link from the list


  • The various types of Skyrim characters are broken down into categories,
  • Such as “hostile”, “non-hostile”, “essential”, “followers”, “trainers”, etc.
  • One even may dig up “Unused Characters” @ https://elderscrolls.fandom.com/wiki/Unused_Characters_(Skyrim)
  • Select the appropriate Link from the lists


  • <PgDn> several times until reaching tables of individual Followers
  • Select the desired Follower by NAME
  • Near the bottom of the “Illustration” the BaseID is shown
    1. The RefID shown may vary in each game;
    2. in-game Followers are derived from BaseID and then assigned their RefIDs.
    3. Gamer will have to left-click the desired Follower while In-Console to get RefID


  • <PgDn> several times until reaching tables of individual Trainers
  • Select the desired Trainer by NAME
  • Near the bottom of the “Illustration” the BaseID is shown
    1. The RefID shown may vary in each game;
    2. in-game Followers are derived from BaseID and then assigned their RefIDs.
    3. Gamer will have to left-click the desired Follower while In-Console to get RefID


  • <PgDn> several times until reaching tables of individual Merchants
  • Select the desired Merchant by NAME
  • Near the bottom of the “Illustration” the BaseID is shown
    1. The RefID shown may vary in each game;
    2. in-game Followers are derived from BaseID and then assigned their RefIDs.
    3. Gamer will have to left-click the desired Merchant while In-Console to get RefID


  • There are several classes of Enemies that maybe found among Hostile NPC's in the “Characters” link @ https://elderscrolls.fandom.com/wiki/Characters_(Skyrim)
  • 16 types of Hostiles are listed … Select one to link to a table of members /types
  • For example Bandits are linked @ https://elderscrolls.fandom.com/wiki/Bandits_(Skyrim)
    1. Bandits are grouped by “Subtypes” in a table
    2. Several Bandits are shown in each group with a single BaseID in the right column
    3. Notable bandits” are listed separately by NAME;
    4. Select one to find its BaseID






















ACTOR VALUES Background Information
Actor Value Indices are the numerical values used in the game data to refer to a wide range of attributes, skills, and effects that can be relevant to any actor (e.g., the player, NPCs, or creatures). The names of the actor values generally can be used in the console as part of various console commands. In general, they also each correspond to an AVIF record in the game data.

The uesp.net/wiki tables provide lists of all Actor Values recognized by Skyrim, as well as their corresponding numerical indices. The actor values include all attributes (primary and derived) and all skills. They also contain most active magical effects -- the primary exception being fortify/ damage-type effects that modify the value of another actor value.

The names provided in uesp.net/wiki for the actor values are the internally-recognized “Console Names”
(e.g., "HandToHand" instead of "Hand To Hand"; i.e., no spaces).

The full list of Actor Values, along with their Console Names recognized by getav or setav, is provided at: https://en.uesp.net/wiki/Skyrim_Mod:Actor_Value_Indices for Skyrim

Many mod file records and save file records use the wiki-provided numerical indices. In addition, the actor values can be changed using the SetAV console command --
The setAV <ActorValue> command uses the actor value names, not the numerical indices.
Part 1_ LEVELS for Actor Values: Attributes/ Skills/ Experience
MODpcA, MODpcS, GetDISPOSITION, SetDISPOSITION, SetLEVEL, AdvLEVEL, AdvSKILL, GetAV, SetAV, DamageActorValue, RestoreActorValue

MODpcA <AttributeName> <+/- nn>
  • Modifies, i.e. Adds or subtracts, <+/- nn> points to the Attribute
  • Example:
    1. ModPCA luck 100 adds 100 points to the Luck attribute
  • The Official Game Attribute nomenclature {i.e., no spaces} must be used
    (here 1-word attribute "luck" is simple)
  • Attributes are subject to the same rules as Skills in the entry below, except that negative values may be used only in "ModpcA ...".


MODpcS <SkillName> <nn>
  • Modifies, i.e. Adds, <nn> points to specified Skill
    • Example:
      1. ModpcS handtohand 100[/u] adds 100 points to the skill "Hand to Hand"
    • The SkillName to use is the Official Game Skill nomenclature {no spaces};
      e.g., handtohand
If you enter a value that would cause the skill to exceed 255,
it will be reset back to 0 and continue adding the remaining amount.
Negative Skill values will crash the game
Skills such as Vampirism alter the base value of the skill, and
are subject to the 255 limit.
WARNING:
Do NOT use a negative <nn> for a Skill, as this may cause the game to crash


GetDisposition <ActorID> or SetDisposition <ActorID> <nn>
  • Reports or Sets an Actor's attitude toward Player or other target NPC
  • In Skyrim, Disposition differs in its using a scale ranging from -4 to +4 to represent an NPC's friendliness {or hatred} toward an Actor
  • The Default disposition is 0 = Acquaintance
  • Other ranks are ... 1 = Friend, -1 = Rival; 2 = Confidant, -2 = Foe; 3 = Ally, -3 = Enemy;
    4 = Lover, -4 = Archnemesis


ModDisposition <ActorID> <+/- n>
  • Modifies {+ or -} disposition of a targeted Actor, normally toward Player {PC}
  • To use this command, ...
    1. Select the NPC whose disposition you want to modify, then
    2. Enter the ActorID of the PC {normally PC … RefID = 14 or Player} or other NPC toward which the selected NPC's disposition will be modified
    3. Then input the amount you want to add to or subtract from
      (use minus < - > when decreasing) the NPC's disposition, and

    4. Ensure the correct NPC is shown at top of Console screen, and press Enter


player.SETLevel <nn>
  • Changes Player LEVEL to desired number
  • Input range for n = 1 to 255
Does not bring up the usual level-up advance screen
Also see ADVLevel command below.


ADVLevel
  • Forces Player to ADVance 1 level up with the normal level-up screen
  • This command does display the usual level-up dialog where gamer selects which attribute to increase
  • When using AdvLevel, the remaining number of times PC has to increase major skills to level-up normally again does NOT decrease
    1. E.G., this means that if PC had 3 major skill levels needed until the next level, and
    2. gamer used the AdvLevel command to level up three times
    3. gamer now will need 23 major skill improvements
        {@ +10 Skill increases per Level up}
    4. before the game resumes normal leveling Player again.
  • In Skyrim, AdvLevel does NOT display the usual level-up dialog and
  • NO Attribute is increased
  • also NO Perk is given.


ADVSkill <SKILLname> <nn>
  • Forces a Player's skill to ADVance <nn> levels
    • Example:
      Use AdvSkill blade 4 to advance PC's Sword skill 4 levels
  • Using this method, the game's internal Level mechanics will report a skill increase when you enter this command, and
  • it will advance normally when enough Major Skill advances accumulate
  • HOWEVER, using this command to increase the level of a major skill too high
    may result in messing up PC level-ups, as it may register several major skill increases
Using negative or extremely high numbers may crash the game


GETav <Attribute>
  • Reports Actor Value for specified Attribute. AV = Actor Value.
  • Here, “attribute” includes the eight basic PC attributes (strength, intelligence, etc.),
    PLUS derived PC attributes (e.g., health, magicka, fatigue, encumbrance),
    + NPC-only attributes (aggression, responsibility, etc.),
    + skills (blade, blunt, etc.), and
    various spell effects.
Use the following link for Skyrim Actor Value Indices: www.uesp.net/wiki/Tes5Mod:Actor_Value_Indices for Skyrim
This table also shows the Official Console Names for all Actor Values
Also use this table for SETav command Attribute Console Names.


SETav <Attribute> <nn>
  • Sets Actor Value for the Attribute to <nn>. AV = Actor Value.
  • Valid AV values range from 1 to 255.
  • SetAV recognizes the same attribute Names as GetAV and
  • uses the same reference links as for GetAV above.
  • The expertise level message does not show BUT
  • the expertise level IS increased or decreased correctly
  • Example:
    player.SetAV handtohand 50 ... sets PC's hand to hand AV to 50
When used on a skill, SetAV sets the skill without causing inadvertent level-up issues (as occurs with "AdvSkill")


RESTOREActorValue <attribute> <nn>
  • Skyrim command that increases a damaged skill or attribute by <nn> amount,
    up to, but not exceeding, its normal value

  • Example:
    1. PC lost 50 health and gamer wants to correct that ...
    2. Gamer now enters player.RESTOREactorvalue health 100
    3. So PC recovers 50 health, since game can't restore to more than its normal value
Does NOT fix attributes/skills damaged by modAV or forceAV or setAV
Also see DamageActorValue.
The full list of attributes is provided at http://uesp.net/wiki/Tes5Mod:Actor_Value_Indices
Part 2_ LEVELS for Actor Values: Attributes/ Skills/ Experience
SetActorFullNAME, SetBARTERgold, SetESSENTIAL, GetIGNOREfriendlyHITS, SetIGNOREfriendlyHITS, SetLEVEL for NPC, SetRelationshipRANK, SetSCALE

SETactorFullName <"Actor Name"> Sets an alias for targeted Actor's name; must use Quotes <" "> if name contains a space.
Example: player.SetActorFullName "Jagar Tharn".

SETbarterGold [$$$$] Sets Barter Gold available for a Selected Merchant.

SetEssential <BaseID> <State> Sets target actor's "Essential Flag";
State 1 = Essential {i.e., immortal}; State 0 = Non-Essential {i.e., can be killed}.

GetIgnoreFriendlyHits Reports whether a targeted actor is ignoring friendly hits;
(n = 0 ---> no; n = 1 ---> yes). Short Form is GIFH.

SetIgnoreFriendlyHits <n> Sets whether a targeted actor will ignore friendly hits;
(n = 0 ---> no; n = 1 ---> yes). Short Form is SIFH <n>.

SetLEVEL <n,o,p,q> Sets targeted NPC Level relative to PC's Level, where:
n = % of PC's Level *10, & o = # of Levels above + or below - PC's level, & p = Start Level {minimum}, & q = Maximum Level.
Example: Setlevel 1000,0,1,81 says NPC's Level is 100% of PC's {100*10}, and will be the same value as PC's, and the minimum level is 1, and the maximum level is 81 {normal PC maximum}.

SetRelationshipRANK player <n> ? Skyrim command? Not verified.
Establishes friendliness level between target NPC & Player {or other NPC by using RefID vice "Player"}. In Skyrim, valid range of n is -4 to 0 to +4. Default is 0 = Acquaintance.

RESTOREActorValue <attribute> <nn>
  • Skyrim command that increases a damaged skill or attribute by <nn> amount, up to, but not exceeding, its normal value
  • Example:
    1. PC lost 50 health and gamer wants to correct that ...
    2. Gamer now enters player.RESTOREactorvalue health 100[/b]
    3. So PC recovers 50 health, since game can't restore to more than its normal value
  • Does NOT fix attributes/skills damaged by modAV or forceAV or setAV
[/b][/list]
Also see DamageActorValue. The full list of attributes is provided at http://uesp.net/wiki/Tes5Mod:Actor_Value_Indices

SETscale [n.nn] Makes Player/Targeted Objects change size; Default = 1.00.
In-console, Left-Click object {if none Clicked, PC Scale is changed} to change size, then enter desired Scale {size}; Range is 0.1 to 10.0
MOVEMENT
MOVEto <RefID>, COC, COE, PLACEatME, MOVEtoQT,
Creating new Creatures / Characters

MoveTo <RefID>
Teleports targeted actor or object to a specified object's location.
RefID is the code for an existing actor, object, or creature to which gamer would like the target to be moved.
An advantage over using the placeATme command is that no clone of a target Actor is created
{i.e., no extra copies of NPC running about the game creating digital havoc}.
To move to a specified location, gamer should use the COC or COE command instead.

COC <DestinationCELLname>
{COC = Center On Cell}
Teleports PC to designated Cell – an Interior location.
When teleporting, Player may not arrive exactly where expected.
See individual Place pages for Cell location console codes. Refer to http://www.uesp.net/wiki/Skyrim:Places for Skyrim.
Example: Player.COC ToddTest moves PC to developers' testing cell grounds with all in-game objects, creatures, and NPCs available.
Be sure to pre-plan a return COC destination
PC cannot “walk” back from Test Cells !
COC testinghall also may move player to a developer testing area.


COE <x>, <y>
{COE = Center On Exterior}
Teleports player to an Exterior “x, y” coordinates location.
The difference between this and COC is that this command needs two “map” coordinates for an exterior location.
Most "Place" pages will give coordinates of exterior locations. Refer to http://www.uesp.net/wiki/Skyrim:Places for Skyrim.
E.G.: coe -23080,88177 will take PC to Ustengrav.


PLACEatMe <BaseID>,[n],[x,y]
Spawns a new copy of BaseID Actor/ Object at PC's location.
Normally,MOVEto <RefID> is the preferable way to reunite with an NPC.
This command will spawn a clone of the object which may create game conflicts. Optionally, gamer may enter the number [n] of spawns of the item to be placed at the Player and/or the [x,y] coordinates from a reference point. BaseID is the base FormID as seen in "Object Window" of the Construction Set.
Refer to UESP articles http://uesp.net/wiki/Skyrim:Items for Skyrim BaseIDs}. These tables should NOT be used for unique NPCs. Rather, see page: http://www.uesp.net/wiki/Skyrim:NPCs and use prid instead.


Creating new Creatures / Characters:
Gamer may use PLACEatME command to put a specified character that one may find at any of the Character ID Codes reference sites listed in my "ID Codes" section to clone a new entity.
Just beware that one should NOT clone a named NPC
to avoid creating game conflicts
There should be no problem cloning a run-of-the-mill unnamed character/ creature.
  • As noted above, gamer may create multiple copies of a selected creature at the same time
  • Such clones will come with their "Default" equipments.
  • If gamer wants different equipment for these clones, the AddItem and EquipItem commands would have to be used to accomplish that for each entity.

WARNING: Overuse of the PLACEATME command may result in savegame BLOATING, which can lead to savegame CORRUPTION.


MoveToQT <QuestID> <nn>
  • Teleports PC to current Quest Target with Target Number <nn>
  • See Quest Commands section below for more detail

    MovetoQT sometimes results in PC's being stuck in a wall, or game frozen in cinematic mode (can't move, etc.), or locking out the current quest.
    Use caution, as you will be placed right on top of or as close to the current marker as possible, which may position you in the middle of a group of enemies, or on top of a trapdoor, etc.
    Be prepared to toggle collision (tcl) or reload last save
    {SO ... it's best to save before using movetoqt}
    For quests with multiple targets, using movetoqt <QuestID> X
    {with X being Target number} can teleport Player between specific Quest targets;
    E.G., with PC at QT 1 use movetoqt 2 to advance to the next Quest Target.
    Use SQT to get a listing of Quest Targets for active quests. [/code]
QUEST Commands
ShowQuests {SQ}, ShowQuestObjectives {SQO}, ShowQuestTargets {SQT}, ShowQuestStages {SQS}, GetStage, SetStage, ShowQuestLOG {SQL}, ShowFullQuestLOG {SFQL}, ShowQuestVars {SQV}, StartQuest, StopQuest, SetObjectiveCompleted, MOVEtoQT, SetQuestOBJECT, CAQS {Complete all quest stages}, ResetQuest,

Skyrim:Quests lists
For the main Quests, see the UESP Wiki; http://www.uesp.net/wiki/Skyrim:Quests .
Quests are sorted by where they are assigned or by which faction assigns them.
Skyrim also offers hundreds of smaller quests, all of which are listed under
Miscellaneous Quests; http://en.uesp.net/wiki/Skyrim:Miscellaneous .

In this section, QstID is used to indicate a Quest's Alpha-Numeric identification code.

SQ – – Long Form == ShowQUESTS
  • Shows all Quests in the game,
  • along with the current Stages
  • not just the one you're on


SQO – – Long Form == ShowQuestOBJECTIVES
  • Itemizes Quest Objectives and their states
  • Shows "human friendly" list of active & completed Quest Objectives
    for all currently active quests


SQO <QstID> – – Long Form == ShowQuestOBJECTIVES <QstID>
  • Shows Objectives list for the specified Quest


SQS <QstID> – – Long Form == ShowQuestSTAGES <QstID>
  • Displays all the stages of specified quest


SQT – – Long Form == ShowQuestTARGETS
  • Shows the current {active} Quests and their Targets
  • with the Quest IDs and Stage IDs


GetSTAGE <QstID>
  • Shows the current Stage of specified Quest
  • A value of 10 generally indicates a quest has been accepted
  • Other than that, stage values are quite variable {Author dependent}


SETstage <QstID> <Stage>
  • Sets {completes} the current Stage of a specified Quest <questID>
  • Quest stages can be found on each individual quest page
    PROCEDURE:
    1. Select the quest you want to change/complete in PC's journal
    2. Use the SQT command to see Quest IDs,
    3. Then use the GetSTAGE command to see the current stage for desired Quest
    4. Usually one adds or subtracts 10 to step to the next stage, but there are exceptions
    5. Review the UESP/wiki page for a particular quest for stage and target details

Edit 01APR2017: Here is a Note from UESP-wiki about using SetStage for a particular quest ...
"On the PC, it is possible to use the console to advance through the quest by entering setstage FreeformKarthwastenA 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 FreeformKarthwastenA ."


MoveToQT <nn> – – Long Form == MoveToQuestTarget <nn>
  • SAVE Game {hard save – NOT a quick save or autosave}
  • MOVEtoQT <nn> teleports PC to the current Quest Target
  • PC may then interact to complete the Target objective
  • Be prepared to toggle collision (TCL) or reload last save – see next paragraphs
See other Quest Commands as well
  1. This Move sometimes results in a PC's being stuck in a wall,
  2. or the game's being frozen in cinematic mode (can't move, etc.),
  3. or being locked out of the current quest
  4. SO ... it's best to save before using MoveToQT
      Create a "hard" save {i.e., named save}
Do NOT use QUICK Save or rely on AUTOsave
These can be problematic !!

For quests with multiple targets, using MOVEtoQT X {with X being an integer variable = Target} successively Teleports Player between specific Quest targets E.G.: with PC at QT 1, use movetoqt 2 to advance to next Quest Target. Use SQT to get a listing of Quest Targets for active quests


SetOBJECTIVEcompleted <QstID> <Stage> <1 | 0>
  • Sets specified Quest Stage as being Complete {1} or Uncomplete {0}
        <1 = Set; 0 = Unset>


SFQL <QuestID> – – Long form is ShowFullQuestLOG <QstID>
  • Show all log entries for a single quest


SQL <QuestID> <n> – – Long form is ShowQuestLog <QstID> <n>
  • Show log entry for current Quest Stage <n>


SQV <QuestID> – – Long form is ShowQuestVars <QstID>
  • Show quest variables for specified quest


StartQuest – or – StopQuest <QstID>
  • Begin or End a <QuestID> specified Quest


SetQuestOBJECT <BaseID> <Flag>
  • Sets status {Flag} for specified Quest Object <BaseID>.
      1. Setting Flag to "1" will turn an object into a quest object
      2. Setting Flag to "0" clears an object's quest item status
    Would be a way to enable Player to remove nuisance Quest Object from Inventory …
    EXCEPT ==> ***
    *** Skyrim does NOT recognize this command. It must be available only for TES4 - Oblivion. ***


COMPLETEquest <QstID>
  • Completes specified Quest
  • Removes this quest from Journal active quest list
      1. May cause buggy behavior
      2. SetStage is generally cleaner, safer method

From UESP-wiki comes the following command that "clears all stages of a quest.":
ResetQuest <QstID>
  • UESP-wiki noted that ...
        "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 {for example} resetquest FreeformKarthwastenA."


CAQS
  • Completes all quest stages for current Quest
  • This will complete ANY quest in the game, ... BUT
  • CAQS will NOT satisfy qualifications for guild / factions' titles.
[/code][/list]



NOV2016 EDIT: Adding untested Quest commands
{may be effective only in Oblivion}

CompleteAllObjectives <QstID> Completes all specified Quest's objectives.

SetQuestObject <BaseID> <Flag> Sets status of specified Quest Object <BaseID>;
Flag 1=Set, or Flag 0=UNset.

GetObjectiveFailed <QstID> Shows Failed Objectives for specified Quest

SetObjectiveFailed <QstID> <1 | 0> Sets specified Quest's Objectives as FAILED {1}

FailAllObjectives <QstID> FAIL All of specified Quest's Objectives

GetObjectiveDisplayed <QstID> Shows STATUS of displayed Objectives: 0=Off or 1=ON

SetObjectiveDisplayed <QstID> <1 | 0> Sets Objectives Displayed STATUS to: 0=Off or 1=ON

GetObjectiveCompleted <QstID> Shows a Quest's completed Objectives: 0=Off, 1=On

SetObjectiveCompleted <QstID> <1 | 0> Sets a Quest's Objective Completion Status to: 0=Off, 1=On

AUTOdisplayObjectives ? Undocumented usage ?
SHOW & Game MENU Commands
SHOWClassMenu Allows gamer to change Player class.
WARNING: Using Class Menu will reset all PC skills to Default initial settings. To save PC's current skills, gamer must open the Escape Menu right before clicking the final "Done" button, SAVE the game through the console (e.g., save test) and then reload it with Escape Menu (e.g., load test) without selecting "Done". After reloading, PC Classes will be changed as desired and PC's skills will not be reset.

SHOWBirthSignMenu Allows gamer to change Player birthsign in the game's Birthsign Menu.
Using this command does not empty the PC's spellbook as in Morrowind.

SHOWEnchantment Opens the normal Enchantment Menu/Window.

SHOWRaceMenu Opens the game's Race Menu to change PC's Race/Appearance.
New racial abilities, benefits and weaknesses do not seem to be awarded properly when you use this menu, although the old ones are removed.
WARNING: Using Race Menu may reset all PC skills to Default initial settings. To save PC's current skills, gamer must open the Escape Menu right before clicking the final "Done" button, SAVE the game through the console (e.g., "save test") and then reload it with Escape Menu (e.g., load test) without selecting "Done". After reloading, PC Classes will be changed as desired and PC's skills will not be reset.
WARNING: Using this command with equipped bound items may crash game.

SHOWSpellMaking Opens the game's Spell-making Window.

ShowSubtitle <n> Setting n = 1 Toggles ON NPC conversation subtitles to show all dialog subtitles
(n = 1 shows Subtitles always; n = 0 hides Subtitles always).

ShowFullQuestLog <QuestID> Show all log entries for a single quest.
Short form is SFQL.

ShowQuestLog <QuestID> <n> Show log entry for current stage <n>.
Short form is SQL.

ShowQuestVars <QuestID> Show quest variables.
Short form is SQV.

Show Shows global scripts and variables.
Short form is TST

ShowVars Shows variables on target object. E.G., player.sv
Short form is SV

SWDP Shows Who's Detecting Player.
Displays a list of characters currently detecting the player.
SYSTEM Commands
Disable Disables target NPC/ Object. Removes targeted object or NPC from the "world".
The object information still is stored in savegame, but otherwise the object effectively no longer exists for game-play.
Note: if you use it on Player, the game may crash.

Enable Enables a previously disabled NPC or Object. The object will reappear in its current cell..

MarkforDELETE <RefID> Skyrim command that permanently deletes an object.
Works similarly to Disable except the object is removed from savegame data.
An object that has been "MarkedForDelete" cannot be recovered using Enable.
Deletes the targeted object the next time the area (cell) it resides in is reloaded. Useful for removing specific unwanted furniture / decoration from homes. Be careful using MarkForDelete as there's no way to restore such deleted objects. Objects marked for delete will show [D] next to their refID if you re-target (re-click) them. Can be used to remove Ash Piles and Ghost Remains, which otherwise never get removed from the world.

EnablePlayerControls Enables player control during cinematic mode.
This command is used to enable controls during cinematics when they are disabled. Occasionally the game will glitch and not enable PC controls again. Instead of reloading a savegame, use this command and carry on.

PCB Purges cell buffer. This will free up used memory, often increasing FPS after a long period of time in game. Best used while in interior cells.

POV [nn] Sets point of view angle (75 by default). See also FOV in "Game-Play" section.

QQQ Exits game directly to desktop without using menus.

Save <name> [1] Save game with non-Standard FileName. Saves the game using the name specified by gamer. Using the optional "1" also will save a text file (name.ess.txt) that contains information about the save file (see Save File Format for more details).

SaveINI Saves current in-game .ini Settings. Forces a save of .ini file with current Options menu settings. It can be useful to save game settings if one's game may crash when exiting (some custom mods may cause this).

SETcameraFOV [degrees] Sets camera field of view (75 degrees by default). See also FOV.

SETfog [start] [end] Sets Fog Start and End Depths.

SET gameHour to <nn> Can be used to set a particular Game-Time-of-Day, perhaps for screenshot lighting purposes, as an example. Gamehour uses a 24-hour clock.

Set Timescale to <nn> / Set GameHour to <nn> Sets Time-advancement speed in-game. Default Timescale value is 30. Gamehour uses a 24-hour clock.
Setting Timescale value to 1 will make time advance at the same rate as the real world. Setting value to negative will reverse time, but will turn the clock to negative values if allowed to run past {before} the previous midnight.
To fix glitches related to negative time, use the command set gamehour to 0 {midnight}.
Altering the value of timescale can cause bugs to occur during various quests. (e.g., A Brush with Death, or Where Spirits Have Lease). Resetting timescale to the default value of 30 fixes these bugs.

SSG Creates a window with the full game scene graph.
TOGGLE Commands
Toggling is an "On/Off" function. That is, the same command is entered first to activate a command, and then again to turn that command off.

TCAI Toggles combat AI [Off / On]; "sitting ducks" springs to mind. Mod creation tool.

TCL Toggles collision for targeted actor {PC stuck-in-rocks?} {noclip tool}.
Targeted Actor moves in the direction it is facing; up, down, through floors/ walls/ rocks/ etc. The target essentially can fly/tunnel without restriction. Point in a direction and move wherever desired. Gamer also can move PC through buildings and even the landscape.
This command is targeted; if no actor is selected it will turn off collision for player (PC) only.
Note: The PC's horse is considered a separate actor, even when PC is riding. If PC becomes stuck in a rock while on horseback, gamer must select the horse before entering the "tcl" command. When the actor is clear of obstructions, enter TCL again to restore collision and continue play.

TDETECT Toggles AI detection {Off / On}. Does not affect Pickpocketing.
{i.e., for Sneaking Player; Not for Pickpocketing}

TFC [n] Aka freeflying camera; Optional n = 1 enables game "Pause". Camera can be moved independently of the Player.
TFC 1 Pauses action during Freeflying Camera upon exiting Console.
Setting Player to 3rd Person View {<F> key} prior to opening Console enables viewing Player during TFC. Useful for screenshots.

TFH Toggles "Full Help" for in-game mouse-overs.

TFOW Toggles fog of war that hides the unexplored map.

TGM Toggles "God Mode" for the Player only, who becomes Essential.
See Details above in Gameplay section.

TIM Toggles "Immortal Mode" - i.e., cannot die if Health reduced to 0.
See Details above in Gameplay section.


TM Hides or Restores game Menus, crosshair and Compass.
Gamer may use for more "realistic" gameplay or for making "clean" TFC screenshots.
NOTE: Console disappears as well, so gamer must remember to exit and then reenter Console with the Tilde <~> key to use TM to restore menus.

TMM <m,[n],[o]> Toggles Map Markers. Set m = 1 to show all markers, or m = 0 to hide all markers.
Note: Hiding markers hides ALL markers - including the city markers that are automatically visible at the beginning of the game.
In Skyrim, Optional tags [n] and [o] control options for Transport to added map markers.
When adding markers, set n = 1 (default) if added Markers are to be set as discovered, or n = 0 if not. Set o = 1 if Fast Travel is to be to ALL markers, or o = 0 for Fast Travel to all EXCEPT hidden markers (default).
Example: Using tmm 1,0,0 displays undiscovered markers without fast travel.

TAI Toggles AI. Mod creation tool.

TDT Toggles debug display (FPS, etc.). Mod creation tool.

TG Toggles Grass. Mod creation tool.

THD Toggles Heads Up Picture-in-Picture

TLL Toggles land LOD {Level of Detail}. Mod creation tool.

TLV Toggles leaves. Mod creation tool.

TS Toggles sky. Mod creation tool.

TT Toggles trees. Mod creation tool.

TWF Toggles wireframe mode. Mod creation tool.

TWR Toggles Water Radius; Unknown effect, but shows a grid of water (green diamonds) and land (blue diamonds) in a radius around the player. Red diamonds seem to be related to pathing judging from examples. Mod creation tool.

TWS Toggles water rendering. Mod creation tool.
WEATHER in Skyrim
FW <formid> [n] Force Weather changes the current weather to the specified value
NOTE: Using this command will NOT permanently change the weather. It is only temporary, and will reset after some moving around. Typing ,1 after the formid without spaces will prolong the weather of your choice (for example, fw 10e1ec,1).

Apparently the SW {SetWeather} command used in Oblivion is not used in Skyrim.

Valid formids are shown below:
formid
edid
______
formid
edid
0010FEF8
SovngardeDark
___
0010A243
SkyrimCloudyTU
0010FE7E
RiftenOvercastFog
___
00101910
FXWthrInvertLightMarkarth
0010E3D4
EditorCloudPreview
___
0010A242
SkyrimOvercastRainTU
0010E1F2
SkyrimClear_A
___
0010A241
SkyrimStormRainTU
0010E1F1
SkyrimCloudy_A
___
0010A240
SkyrimClearTU
0010E1F0
SkyrimClearSN_A
___
0010A240
SkyrimClearTU
0010E1EF
SkyrimCloudySN_A
___
0010E1EE
SkyrimClearTU_A
0010E1ED
SkyrimCloudyTU_A
___
0010A23F
SkyrimCloudyFF
0010E1EC
SkyrimClearFF_A
___
0010A23E
SkyrimFogFF
0010E1EB
SkyrimCloudyFF_A
___
0010A23D
SkyrimOvercastRainFF
0010E1EA
SkyrimClearRE_A
___
0010A23C
SkyrimStormRainFF
0010E1E9
SkyrimCloudyRE_A
___
0010A23B
SkyrimClearFF
0010E1E8
SkyrimClearCO_A
___
0010A23A
SkyrimCloudyRE
0010E1E7
SkyrimCloudyCO_A
___
0010A239
SkyrimFogRE
0010E1E6
SkyrimClearMA_A
___
0010A238
SkyrimOvercastRainRE
0010E1E5
SkyrimCloudyMA_A
___
0010A237
SkyrimClearRE
0010E1E4
SkyrimClearVT_A
___
0010A236
SkyrimCloudyCO
0010E1E3
SkyrimCloudyVT_A
___
0010A235
SkyrimFogCO
0010DA13
FXWthrInvertWindowsWinterhold
___
0010A234
SkyrimClearCO
0010D9EC
SovngardeClear
___
0010A233
SkyrimCloudyMA
0010C32F
FXSkyrimStormBlowingGrass
___
0010A232
SkyrimFogMA
0010A7A8
SkyrimCloudyVT
___
0010A231
SkyrimOvercastRainMA
0010A7A7
SkyrimFogVT
___
0010A230
SkyrimClearMA
0010A7A6
SkyrimOvercastRainVT
___
00106635
KarthspireRedoubtFog
0010A7A5
SkyrimClearVT
___
00105F40
SkyrimDA02Weather
0010A245
SkyrimCloudySN
___
00105945
SolitudeBluePalaceFog
0010A244
SkyrimClearSN
___
00105944
SolitudeBluePalaceFogNMARE
000ECC96
FXWthrInvertWindowsWindhelm2
___
00105943
SolitudeBluePalaceFogFEAR
000D9329
HelgenAttackWeather
___
00105942
SolitudeBluePalaceFogARENA
0005ED7A
FXWthrInvertLightsSolitude
___
00105941
BloatedMansGrottoFog
0008282A
FXWthrInvertLightsWhiterun
___
00104AB4
SkuldafnCloudy
0008277A
FXWthrInvertWindowsWhiterun
___
000D4886
FXMagicStormRain
000D299E
SkyrimOvercastWar
___
00075491
FXWthrSunlightWhite
000C8221
SkyrimStormSnow
___
0007548F
FXWthrSunlight
000C8220
SkyrimStormRain
___
000AEE84
FXWthrInvertWindowsWindhelm
000C821F
SkyrimOvercastRain
___
000777CF
FXWthrInvertDayNighWarm
000C821E
SkyrimFog
___
000777CF
FXWthrInvertDayNighWarm
00048C14
BlackreachWeather
___
00075DE5
FXWthrCaveBluePaleLight
000A6858
WorldMapWeather
___
0006ED5B
FXWthrCaveBlueSkylight
000923FD
SovngardeFog
___
0006ED5A
FXWthrInvertDayNight
0004D7FB
SkyrimOvercastSnow
___
0002E7AB
TESTCloudyRain
00012F89
SkyrimCloudy
___
0000015E
DefaultWeather
0000081A
SkyrimClear
Screenshots
There is a group of console commands that are useful for creating Skyrim gameplay screenshots.

TFC # { Toggle Free-flying Camera } is the basic "camera" command
  • TFC separates and frees the game Camera from the Player. Camera view
  • Camera may then be moved freely using the direction keys
  • The # value is optional and may be 1 or left blank
    • if left blank, game action will continue, enabling "action" screenshots
    • If TFC 1 is entered, game action is Paused, enabling "posed" screenshots

FOV ## { Field Of View } can be used to adjust the relative size of the screenshot subject
  • Default FOV is 65. I often use FOV = 95 for exploration.
  • Higher FOVs create a wide-screen effect and expand Player's peripheral vision
    • This may be useful for broad scenery views
    • Edge graphic distortion effects become noticeable for FOVs above 90
    • FOVs greater than 180 have no effect
  • Lower FOVs zoom in on the chosen subject so it occupies a larger share of the screen
    • This may be used for a portrait view of the Player or an NPC or viewing distant objects
    • When zooming in on distant objects, such as a mountain, smaller objects, such as grass and trees, may not be shown

TM { Toggle Menus } may be used to turn off UI { User Interface } for a cleaner
shot
  • Both the game UI { HUD } and the Console will disappear
  • To restore the UI and Console, simply enter TM again

CSB { Clear Screen Blood } may be used to remove messy gore from the screen

SUCSM # may be used to vary the speed of the Free-flying Camera
  • SUCSM # would be entered after activating TFC or TFC 1
  • Default # = 1. This is the same as normal Player movement speed
  • Acceptable inputs for # range from 0.1 to 2.0

    SGTM # may be used to vary the speed of game action
    • Typically, this would be used for "Kill Move" screenshots.
    • SUCSM # would be entered after activating TFC { no need for it if entering TFC 1 }
    • Default # = 1, which is normal game speed
    • Acceptable inputs for # range from 0.1 to 2.0

      "sgtm", set game time multiplier. Useful for taking screenshots during kill moves. Can be set from 0.1 to 2.0, and will autoreset to 1 (default) after kill moves are executed. Do not set values below 0.1 or above 2.0.
42 Comments
DerEider  [author] Mar 25, 2018 @ 5:01pm 
Part 1
@Portaddict74482, sorry for the delay but my PC was inoperative for a few days. Here are my thoughts. Note that your PC will have to leave Solitude and then return following execution of the SetCrimeGold command.

See my "Crime & Bounty" section. To wit:
SETcrimeGold <$$$$> <FactionID> sets Bounty on Target Actor {nominally your PC} to $$$$ gold in the specified HOLD <FactionID>. Example : player.SETcrimeGold <0> <Hold FactionID>.
Using 0 {zero} removes Bounty on Player's head in that Hold.

NOTE : If being chased by city guards, PC must leave that city and reenter for this command to work on those guards.
DerEider  [author] Mar 25, 2018 @ 4:49pm 
Part 2
ALSO, If PC cannot avoid the guards and the setcrimegold command does not work, have PC drop all "stolen" items['/b] before talking to a Guard

<{OR in an emergency, remove ALL of PC's inventory to a Follower using
RemoveALLitems [Player | RefID] . This causes Target NPC/Object to remove all items from its inventory and [optionally] transfers to Player or other RefID "container". This empties the Target Actor's inventory. In this case the "Target" should be the PC and you would use the Follower's RefID as the receiving "container". That may be determined by left-clicking the Follower while in-console.}> :steamsalty:

<{I suggest using an NPC Follower because they have no weight limit while a Chest may not have enough capacity. However, an NPC may become over-burdened and be unable to move. The PC will be able to relieve this problem after being released from jail.}> :Norse:
Portaddict74482 Mar 21, 2018 @ 7:07pm 
Sorry to waste your time, but How in the hell am I supposed to block the guards from taking my items too? and also, at this moment when this is posted, i'm in Solitude post Vittoria murder, I'm trying to drop the bounty for the city guard so I can get to Castle Dour because Civil war quest, but it's stuck at 1040 for assault and murder. :( need way to fix now please.
DerEider  [author] Feb 24, 2018 @ 4:03pm 
WRT FROST , I recall reading that Horses in particular may not teleport {fast travel} with PC but may show up at the destination with some {indefinite} lag. Perhaps that is what happened ??

Try looking up "Horses" info in the Elder Scrolls Wikia. :steamsalty:
DerEider  [author] Feb 24, 2018 @ 3:55pm 
@kittikitti4, Was the ELIZABETH's Mod from the Workshop ? {Your original "Subscription"}

If so, that may be the source of the problem ? You might try looking for it in Nexus as an alternative.

The mods may be conflicting with each other. There may be a way to "merge" the mods. However, I am not familiar with the process. Wrye Bash is the tool used. Ilja is author of a post that is a good starting point for finding info about Skyrim and its mods. Here's a link: http://steamcommunity.com/app/72850/discussions/0/594821545176386165/
DerEider  [author] Feb 24, 2018 @ 3:55pm 
@kittikitti4, PART 2
This is an extract from Ilja 's post: 1. Introduction
We have a bunch of new players here. I see that same questions keep popping up, our support posts are a bit spread out and (as usual) peoples do not seem to pay much attention to pinned topics. I decided to write a short post to cover most questions.

First things first.
- Stay calm. Basic modding is not hard. Bugs are annoying, but most of them are fixable. You should be able to finish the game in it's vanilla form, but game may toss you some game breaking bugs. Patches below are meant to deal with them. :Norse:
DerEider  [author] Feb 24, 2018 @ 3:35pm 
AND, Yes you may take items out of the Dev Cells. :steamhappy:
Since you "know" the items, you should be able to simply ADD each using the Console Commands. :steamsalty:

Another option exists if Carryweight is a problem. Make note of the refID of a high capacity storage container at your “Base” {home, Manor, whatever}. THEN, while in a Dev Cell, use the RemoveALLitems [Player | RefID] command to directly transfer desired items {Collected in a single container in the Dev Cell} from that container to the container at your base. REMOVEallItems causes Target NPC/Object to remove all items from its inventory and [optionally] transfers to Player or other RefID "container". This empties the Target Actor's inventory. :Norse:
DerEider  [author] Feb 24, 2018 @ 3:12pm 
I cannot help with Mod / Nexus questions. Mods are a mystery to me and I have not used the "new" Nexus yet. {btw, Nexus is the preferable source for Mods over Steam's Workshop ... Too many bugs historically in the Workshop. :steamfacepalm:}

Those Dev Cells are supposed to have 1 {at least} of every {NPC/creature-type} and Object used by Bethesda , BUT will not have stuff originated by Mods. Also I'm not sure the DLC stuff is included. You may have to search around a bit to find what you are looking for in the several Cells. Also, you might have to fight off NPCs or creatures in some Cells. Most will just ignore you as long as you don't attack. :coolsquare:
DerEider  [author] Feb 24, 2018 @ 3:12pm 
@kittikitti4
PART 2
If you have {or can make a close guess at} the official names of the missing objects, you may use ADDitem refID # to make a new one of each. Use HELP "object name" to retrieve refIDs. You may use HELP "object name" to make best guesses at object names. It will report whatever the game has with the spelling you input. Then you may adjust your guesses until you find what you are looking for. :Norse:
kittikitti4 Feb 24, 2018 @ 1:14pm 
ps: i DID NOT download/re-download the mod from nexus. i always had the original subscribed one.. just fyi.