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Toggle Commands

These commands toggle settings on and off.

animcam

Toggle
animator
camera

Toggles a 3rd person camera mode that lets you rotate and zoom the
camera around the player without changing the direction the player
model is facing.

psb

Player Spell
Book

Gives the character a complete spell book, including the shouts, and
unlocks bestial abilities. Dragon souls are still required for shouts.
This can crash Skyrim.

s1st

This only works in 3rd person. It shows your 1st person arms behind
Shows 1st
your character in 3rd person. You control the 3rd person model, but
person model
the 1st person arms mimic your swings. It looks like you're controlling
in 3rd person
a character that's controlling another character.

sucsm <number>

Changes the
speed of the Example: sucsm 50 after typing tfc will allow the camera to move
free-flying
about five times faster than its default speed. The full command name
camera (UFO is "SetUFOCamSpeedMult".
cam)

tai

Toggle AI

Toggles AI (Artificial Intelligence) processing off or on. This command


is targeted; if no actor is selected it will turn off/on AI processing
globally.

tc

Toggle
controls
driven

If used when highlighting an NPC, will transfer control to said NPC,


but any command input will be passed in addition to the player
unless player.tc is used to remove control.

tcai

Toggle
Combat AI

Toggles Combat AI processing off or on.

Toggle
collision
(clipping,
noclip)

Essentially, you can fly. Point in a direction and move wherever you
want. You can also move through buildings and even the landscape.
This command is targeted; if no actor is selected it will turn off
collision for the player while keeping other actors stuck in place. It is
possible to deselect any target reference by double clicking the same
object or area in the landscape, which will cause "tcl" to default itself
to target the player.

tcl

Disables and enables AI detection, meaning if it is toggled off, NPCs


won't be able to "see" you, or anyone else, even if you're right in front
of them or attacking them.

tdetect

Toggle AI
Detection

teofis

Toggle EndOf-Frame
ImageSpace

Disables blur, contrast adjustment, and a few other things. Will give a
huge framerate boost on "weak" video cards, at the expense of some
prettiness.

tfc <1>

Freeflying

Sets your controls to move the camera around, instead of the player.

camera

Use with 3rd person view to get a good look at your character. Adding
the "1" tag at the end freezes all the environment, but still allows you
to move around with the camera.
Toggles display of unexplored areas on the local map. Has no effect
on the world map.

tfow

Toggle Fog of Note: There seems to be a bug when activating this when mining or
woodcutting that causes your character to disappear and not be able
War
to attack or go in to third person. Loading a previous save before this
happened seems to fix this.

tg

Toggle grass

Toggles display of grass.


No damage taken, no magicka consumed, no stamina used, no
encumbrance, unlimited arrows, no shout cooldown. You can only use
this on yourself.

tgm

Toggle god
mode

Note: God mode will not protect you from scripted damage, such as
that from lightning in Sovngarde, or damaging light or darkness
in Twilight Sepulcher or Apocrypha, respectively. It also will not
prevent you from contracting a disease.

tim

Toggle
immortal
mode

Everything behaves as normal except you cannot die as a result of


being reduced to 0 health. You can only use this on yourself. If you
are decapitated or bitten and thrown by a dragon while using this, it
can have some quite frustrating results.[verification needed see talk page]

tll

Toggle LOD

Dramatically reduces draw distance for a performance gain and might


solve glitches related to LOD.

tm

Toggle
"Menus" refers to the Heads-Up Display (HUD) on the screen: the
menus (HUD) health/magicka/fatigue meters, your current weapon and spell, the
compass, etc. This also removes the cross-hair if it's present. This
command is useful for taking screenshots without all the clutter.
Note: the tm command will toggle off ALL menus, including the
console menu itself! To avoid confusion:
1. Press ~.
2. Type 'tm' and press ENTER.
3. At this point, your console is still open but you cannot see it!
Press ~ again to close it.
4. When you wish to toggle menus on again, press ~ to open
the console (you will not see anything, but the game action

will pause).
5. Type 'tm' and press ENTER.
Also see csb.
<nn> should be 1 to show all markers, or 0 to hide all markers. Hiding
markers hides ALL markers - including the city markers that are
automatically visible at the beginning of the game. When adding
tmm
Show/hide all
markers, the 2nd parameter determines if the ones you add are set
<nn>(,<nn>,<nn>) map markers
as discovered (1, default) or not (0), and the 3rd is all (1) or all but
hidden (0,default) (e.g., to add all undiscovered markers without fast
travel, enter tmm 1,0,0).
ts

Toggle sky

Toggles display of the sky.

tscr

Toggle script
processing.

Toggles script processing off or on globally.

tt

Toggle trees

Toggles display of trees.

twf

Toggle
wireframe

Shows wireframe in red or opaque.

tws

Toggle water
system

Toggles display of water (display underwater remains unchanged).

[edit]Targeted Commands

These commands require a target reference. Select one with the


mouse in the console, use the prid command, prefix the command
with player to target the player character or prefix the command
with a RefID to target something else.

Give a
additem <item ID> character the
<count> <flag
specified
(optional)>
amount of an
item

addperk
<perk ID>

E.g., player.additem 000669A5 5 will add five leeks to your


player's inventory. The effects of <flag> are unknown, but it probably
refers to ownership and stolen status. Changes to an NPC's inventory
will usually appear immediately if you're pickpocketing them when
you open the console. It is possible to remove items with this
command by using negative numbers.(Item ids: Skyrim:Items)
For perk ID codes, see the page for the perk's corresponding skill,
indexed at Skills. To find the perk ID code in-game, try help
<perkname> 0.

Give a
character the
selected perk E.g., player.addperk 000c44c0 would give your player the perk
"Adept Destruction".

addspell
<spell ID>

Add a
specific spell
to a
character's
available

Works with powers, abilities, blessings, and diseases, but not shouts.
For a spell's ID code, see the page for its corresponding magic
school, indexed at Spells. For other applicable IDs, see: Powers and
Abilities, Blessings, or Diseases. This command does not work with
dragon shouts; to add those, see the teachword command.

Here are some examples (note how adding certain magic effects can
have unanticipated consequences):

player.addspell 00092c48 will add the "Beast Form"


power to the player's spell book, essentially turning you into a
werewolf.

player.addspell 000b8780 will add the "Sanguinare


Vampiris" disease, turning your character into a vampire over the
course of 3 ingame days. (Diseases will only be added after a
random number is checked. The chance to contract "Sanguinare

arsenal.

Vampiris" is 10% i.e. 1 out of 10.)

player.addspell 000d2056 will add the "Ghost Ability"


effect, essentially turning your character into a ghost. (If you
remove this spell again, you will need to reset the actor's opacity
with setactoralpha command.)

Adding certain permanent abilities this way (e.g., Ancient Knowledge)


will merely add their name to the list of active effects, but will not
actually give the expected benefits. That requires changing the
appropriate Actor Value Indices separately.
addfac/addtofactio Add a
Valid numbers for the faction rank vary, but 0 will always add the actor
n <faction ID>
character to a with the lowest possible faction rank and -1 will remove the actor from
<faction rank>
faction.
the faction.
Examples for some factions that can't usually be joined in the game,
are given below:
factionid

faction

notes

0005C84D

Gives the NPC all necessary


PotentialFollowerFactio
dialogue to be selected as a new
n
follower.

00019809

Gives the NPC all necessary


PotentialMarriageFactio dialogue to be available as a spouse.
n
(Will not work with all races or
NPCs with unique voices.)

xx004290

Gives the NPC child necessary


dialogue to be adopted. (May not
always work, some children will
disappear all day and just sleep at
PotentialChildrenFaction your home.)
xx = Hearthfire loading order
number

0005A1A4 Player Ally Faction

Will turn the selected NPC into a


friendly character.

000E0CD9 Bandit Ally Faction

If used on the player, most bandits


will no longer attack.

000E0CD
A

If used on the player, most warlocks


and necromancers will no longer
attack.

Warlock Ally Faction

000E0CDB Draugr Ally Faction

If used on the player, most draugr


will no longer attack.

advlevel Adds one level to your character's current level. You are

advlevel

Advance a
character's
level by one.

not given the option to increase an attribute, are not awarded any
perk points, nor, obviously, will any of your skills improve. This
command may therefore seem of limited value; however, remember
that enemies get tougher as your level increases - so if you're a
Tamriel veteran and have already cranked the difficulty to "Master"
but still crave more of a challenge, using advlevel to add ~10 levels
to your character (that's ten levels without skill increases, attribute
gains, or new perks!) should certainly make the enemies more
difficult.(though remember that the loot will also be leveled)
AdvSkill registers the increase and will count toward your next
levelup.
The full list of values recognized by AdvSkill is provided at Actor
Value Indices. The number represents the experience level to add to
the skill (e.g., player.advskill destruction 1 will only add 1

AdvSkill <skill>
<nn>

experience toward the next skill increase, it will not advance


Advance the
Destruction 1 skill level). Some skills require far more experience
specified skill.
points than other skills, crafting skills level quickly with few points, but
armor skills require much higher numbers.
See the incPCS command for an alternative means of leveling skills,
which in comparison does not use the relative-value experience
points; however, incPCS can only increase a skill by one level per
use.

completequest
<quest ID>

Complete the Be careful when using this command. Often, it merely makes the
quest
quest in the Journal become a completed quest. However, the related

instantly.

actors or NPCs to the quest may not recognize that you have
completed a quest/task in order to give you a following quest/task.
Quest IDs can be found in Quests.
Example: player.damageactorvalue health 50 causes you to
lose 50 health as if you just took damage. It will still recover the same
way it normally does. Attributes can become negative. Can be
restored with restoreactorvalue. This is a better option
than modAV for temporary debuffing, since it can be restored to its

Damage
DamageActorValu value of
original value easier. Stacks with 'modAV' effects. Skills/attributes
e <attribute> <nn> attribute by
damaged with damageactorvalue will still appear white, but will
<nn> amount
correctly restore to what they really are. Can be used to kill NPCs.
Also see RestoreActorValue
The full list of attributes is provided at Actor Value Indices

disable

Don't render
the selected
object
(includes
actors.)

The object will be made invisible, collision will also be turned off and
AI won't process on the object, but scripting on the object will run
(unlike Oblivion, where it would instantly crash to desktop, the player
can't be disabled).
Also see enable
Example: player.dispelallspells dispels any magic effect on

dispelallspells

Dispel all
temporary
spell effects
on target

drop

Force drop
items from a
character's
inventory

the player including buffs/debuffs (not attributes/skills changed with


the console), potions/poisons, DoT effects, and activated powers
(except beast form and other morphs).
You may select a character and use the command Drop <base ID>
<amount> to drop any items in their inventory by force, including
normally undroppable quest items. You may need to
use Showinventory to get a detailed list of items and get the
correct IDs you need.
Example: Selecting an NPC with the mouse then
entering duplicateallitems 89c79 will copy all items in the

duplicateallitems
<container/NPC r
efID>

Duplicate all
items in the
targeted
container and
places them
in the given
container.

NPC's inventory and place the duplicates into the container with refID
89c79. You can get the container/NPC's refID by clicking on them and
committing the ID to memory before selecting the container/NPC
which has the items you want to copy. You can also type in the refID
of the container/NPC with the items to be copied before the command
with a period in between instead of selecting anything with the
mouse. For example, entering a2c94.duplicateallitems
89c79 will copy all items from Lydia's inventory (whose refID is
a2c94) and place the duplicates into the container with the refID
89c79.
Also see removeallitems

enable

Render the

Undoes disable, making the object and its collision and AI appear in

selected
object
(includes
actors.)
equipitem
<Item ID>

forceAV
<attribute> <nn>

the world again.


Also see disable

Equip
With selected NPCs you can use equipitem ItemID for use. The
selected NPC opposite command is unequipitem, and works with the same syntax.
Also see unequipitem
with Item

Force to
modify the
value of
attribute

ForceAV modifies the attribute value by registering a permanent


modifier (positive or negative) of the amount required to force the
attribute to the stated value. Displayed player attributes modified in
this way will be highlighted (default is green text) to indicate a
modifier ('buff' or 'debuff') is being applied.
Also see modAV and setAV
The full list of attributes is provided at Actor Value Indices

getAV <attribute>

Get value of
attribute

This will return the value of the specified attribute (a.k.a. actor value)
for the specified target. You can select a target with the mouse, or
enter the refID of the target followed by a period before the command.
For example, player.getav heavyarmor will return the player's
Heavy Armor skill value. For a list of all of the actor values that can be
used, seeActor Value Indices.

getAVinfo
<attribute>

getlevel <target>

This will print a short list of information about the given attribute
(a.k.a. actor value) of the specified target. You can select a target with
the mouse, or enter the refID of the target followed by a period before
the command. For example, player.getavinfo lightarmor will

Get value
information of
return information about the player's Light Armor skill, such as the
attribute
base value (what it was just after character creation), any current
temporary or permanent modifiers, etc. For a list of all of the actor
values that can be used, see Actor Value Indices.
Get level of
target

Check an
GetLocationClear
area's clear
ed <locationid>
code.
Get the
getrelationshipran relationship
k <target>
rank of two
actors.
getstage <quest
ID>

Gets the level of the targeted character or creature.


0 = not cleared, 1 = cleared. You must use the location id, not the
name; for example, GetLocationCleared 00018EE2 will check
Swindler's Den.
Also see SetLocationCleared.

Should range from -3 to +4. See setrelationshiprank.

Show the
Shows the current stage that the quest is at based on the game's
current active internal stage numbering.

quest stage.

Check if the
selected
hasperk <perk ID> actor has a
perk with the
selected ID

For perk ID codes, see the page for the perk's corresponding skill,
indexed at Skills. To find the perk ID code in-game, try help
<perkname> 0.
E.g., hasperk 3af84 would return Perk Rank >> 1 if the
selected actor has taken the first level of the Two-handed Skull
Crusher perk.
For example, entering incpcs lightarmor will increase the

incPCS
<skill name>

player's light armor skill to the next level. No integer or variable may
be used after the command - it can only be used to increase a skill
Increase the one level at a time. Using this command will lead to a normal increase
given skill to in the player's level with attribute selection and a perk point, unlike
the next level. the advlevelcommand.
As an alternative to incPCS, see the advskill command. By
comparison, advskill uses a more complex leveling system but
can be used to advance a skill by any number of levels at once.
Open the console, click on the actor you want to die, type kill and

kill <Actor ID
(optional)>

Kill the
selected
actor (NOT
the optional
Actor ID).

press Enter. Entering an optional Actor ID will treat that actor as the
person who killed the target[verification needed], which can cause other NPCs
to attack the actor as they would a murderer. Specifying the Player as
the Actor ID will assign blame to the player, counting the kill as a
murder if the target was non-hostile and possibly incurring a bounty if
other NPCs witness the death.
Some actors (primarily NPCs, not creatures) can be flagged as
"essential" by the game and thus will not die. In this case, the
character will instead crouch and stumble around for a while;
however, this stumbling can usually be ended early by using
the resurrect command on him/her.

lock <level>

MarkForDelete

Lock targeted
object (i.e.
door,
Values of <level> will display in the tooltip for the locked object as
container)
follows: 0 - 25: Apprentice, 26 - 50: Adept, 51 - 75: Expert, 76 - 100:
with a
Master, 101+: Requires Key.
difficulty of
<level>.
Delete an
object.

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 as there's no way to restore deleted objects.
Objects marked for delete will show [D] next to their ref ID 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.

modAV
<attribute> <nn>

ModAV modifies the attribute value by registering a permanent


modifier (positive or negative) of the value stated. Displayed player
Modify value attributes modified in this way will be highlighted (default is green
of attribute by text) to indicate a modifier ('buff' or 'debuff') is being applied.
<nn> amount Also see forceAV and setAV
The full list of attributes is provided at Actor Value Indices
Example 1 - move Player to an object or NPC: player.moveto
0002BFA2. Using this code will instantly teleport you to Hadvar's
position. You must use RefID
Example 2 - move an object or NPC to the Player: type prid

Move a
character to
moveto <actor ID> specified
actor and
vice versa.

000A2C94, Enter. Then, type moveto player, Enter. Using this


code will instantly put Lydia next to you. This code is especially useful
for a follower/NPC who's just disappeared after a quest due to a bug
in game; e.g. Lydia is disappeared after The Break of Dawn quest.
You can also select an object and type moveto player which will
move the selected object to your feet and orient it based on the
camera's angle.
Also see placeatme
Example: movetoqt da01. Using this code will instantly teleport you

movetoqt
<quest ID>

Move to
quest target

to the target (i.e., the marker on the map) of the quest. It does not
advance the quest in and of itself, but may bring you into a situation
which might immediately do so. It takes you to the ultimate current
target of the quest in its respective cell - so it doesn't just take you to
the next doorway you need to go through. It doesn't skip over to the
final stage of the quest, either - you are delivered to the target of the
current stage of the 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. See the main index of Questsfor the quest ID codes.

Open a
openactorcontaine
character's
r1
inventory.

Opens selected NPC's inventory to allow the player to add/remove


items as if it were any other container.

paycrimegold <01> <0-1>


<faction ID>

Pay the bounty for the faction targeted NPC belongs to (the bounty
gold will be removed from your inventory). The first 0-1 choice refers
to being sent to jail: entering 1 will let you be teleported to the
respective faction's jail, entering 0 won't. The second 0-1 choice

Pay the
bounty.

refers to keeping your stolen items: entering 0 means you do not lose
your stolen items, entering 1 means you do. If you don't add any
choice you will be sent to jail without losing your stolen items. The
faction ID is needed if you can't target an NPC. May also help in case
guards attack you on sight. Faction ID's are given below:
factionid

placeatme
<actor/object ID>

Spawn
specified
actor or
object at
current
position.

faction

00028170

Crime Faction Falkreath

000267E3

Crime Faction Eastmarch (Windhelm)

00029DB0

Crime Faction Haafingar (Solitude)

0002816D

Crime Faction Hjaalmarch (Morthal)

0002816e

Crime Faction The Pale (Dawnstar)

0002816C

Crime Faction The Reach (Markarth)

0002816B

Crime Faction The Rift (Riften)

000267EA

Crime Faction Whiterun

0002816F

Crime Faction Winterhold

xx018279

Crime Faction Raven Rock (Solstheim)

Example: player.placeatme 000fea9b. Using this code will


instantly summon an instance of an object or NPC at your position.
The above example summons a dragon. Not recommended for
named NPCs. This code uses the Object (base) ID and not specific
reference ID as it is creating a new instance of that object/actor in the
world; using it with named NPCs can result in duplicates unless the
original was somehow removed.

Also see moveto which can summon named NPCs by refID using the
following commands: prid RefID & moveto player

playidle <idle ID>

Play an
animation
(idle) on the
specified
actor.

pushactoraway
<actor ID>
<number>

Push an actor
away in a
random
direction.

Example: playidle IdleOffsetArmsCrossedStart. See


the list of idles.

Example: pushactoraway 14 1337. Will push or launch your


character in a random direction. If you enter negative amount,
example: pushactoraway 0001A6B8 -200, will pull the selected
actor to your character position.
Can be used to reset an NPCs reference/revive dead NPCs. If you've
already looted a corpse, they may come back headless (especially
Nords). Their inventory isn't reset, except for their weapon. Enemies
will prioritize other NPCs of opposing factions (like Stormcloak vs
Imperial), and ignore the player until the opposing NPCs are dead.
The optional Destination Reference is untested, probably refers to
coordinates or a cell id.

recycleactor
Revive/Reset
<destination refer targeted NPC
ence (optional)>
or object.

When used on containers, it acts like resetinventory.


When used on objects, it will reset them to their original
positions and states. It can be convenient if you mess something
up and want to restore the order.

When used on the player, their inventory is not replaced, but


the following items are added:
[show]Equipment

removeallitem
s <actor or
container ID>

removeitem
<item ID>
<count>

Remove
all items
from a
character
's
inventory.

E.g., player.removeallitems will remove all items from your

Remove
the
specified
amount
of an
item from
a
character

E.g., player.removeitem 000669A5 5 will remove five leeks

character's inventory or "removeallitems <click on character> for


remove all items of particular character. Optionally, after the
command, enter the reference ID of an actor or container to
transfer all the items in question into the referred actor/container.
Also see duplicateallitems
from your player's inventory. Changes to an NPC's inventory will
usually appear immediately if you're pickpocketing them when
you open the console.

's
inventory.
For perk ID codes, see the page for the perk's corresponding
skill, indexed at Skills.

removeperk
<perk ID>

Remove
the
specified
perk from
a
character
's skills.

Important note: To remove perks from an established tree, you


will need to backtrack through the entire tree. Meaning, start from
the top and work your way down. In perks with ranks, you will
need to remove rank 5/5, then 4/5, etc. Also, using removeperk
will only remove the perk. It will not refund the perk points.
E.g., player.removeperk 000babe8 will remove Barbarian
rank 1/5.

removespell
<spell ID>

Removes
a specific
spell
from a
character
's spell
book.
Also
works
with
powers,
abilities,
blessings
, and
diseases,
but not
shouts

For a spell's ID code, see the page for its corresponding magic
school, indexed at Spells. For other applicable IDs, see: Powers
and Abilities, Blessings, or Diseases.
E.g., player.removespell 00092c48 will remove the "Beast
Form" power from the player's spell book.

resetAI

Reset an
NPC's AI.

Can be used to calm down a non-enemy NPC if you attack them.


In battle, the enemy is forced to sheath their weapon, then pull it
out again and reacquire their target.

resethealth

Restore
a
character
to full
health.

Example: player.resethealth Restores your health to 100%

Reset a
container
or a

Resets a character's inventory to its default. Example: If you


use removeallitems on an NPC and
enter resetinventory everything will respawn and re-equip to

resetinventory

character
's
inventory.

RestoreActor
Value
<attribute>
<nn>

Restore
the value
of
attribute
by <nn>
amount

its defaults. Can be used to pickpocket the same item multiple


times. Works on dead NPCs and containers/chests, so you can
loot the same corpse/container multiple times. Containers are
slightly randomized, so items may vary depending on the
containers loot settings.
Restores a damaged skill or attribute up to its normal value.
Example: lose 50 health and
enter player.restoreactorvalue health 100 and you
recover 50 health since it can't restore more than its normal
value. Doesn't fix attributes/skills damaged
by modAV or forceAV or setAV
Also see DamageActorValue
The full list of attributes is provided at Actor Value Indices
Unless you use this command the instant the NPC is killed, the
game will still register the target as "Dead" and they will
subsequently not be mentioned in dialogue and sometimes
specifically referred to as "Dead" during a quest. Adding a tag of
"1" at the end (i.e., resurrect 1) will make the target get up

resurrect <1>

Resurrec
t target
actor

setactoralpha
<0-100>

Change
the
selected
actor's
alpha/op
acity.

instead of vanishing and reappearing, thus allowing them to keep


their equipment. [verification needed see talk page] If an NPC's corpse has
vanished already, you will also need to enable the NPC. Using
this on the player character will not dismiss the "Load last save?"
screen, and the camera will behave as if you were still lying dead
on the ground. However, if you use the resurrect command
before the loading message appears, the player will revive, but
the camera will be centered on the feet rather than the head.
Note that accidentally using this command on yourself while
you're still alive can also have unexpected consequences, among
them losing the ability to dual-cast spells (which will be fixed on
reload), and losing any blessing effects (but not the blessing itself
- which can be complicated in the case of Standing Stones. The
game will not let you restore that Standing Stone power unless
you first visit another Standing Stone and come back.) NPCs who
are dead at the beginning of the game (such as Mage) cannot be
resurrected via this command.
Also see kill.
Useful for repairing unwanted graphic glitches after adding and
removing certain permanent spell effects.
E.g., player.setactoralpha 100 will reset unwanted
invisibility effects and make your character visible again.

SetAV sets the level value of the attribute to the stated value.
Example: You can player.setav block 100 to set your

setAV
<attribute>
<nn>

Set value
of
attribute

Block to 100 and take advantage of having a high level Block


without receiving any levels (and therefore any perks). The same
works for dropping the skill level. You can also do it for Health,
Stamina, or Magicka etc. And you can target it for an NPC by
using prid <RefID> of an NPC first; then just type setav
health 500 to give the specified NPC 500 Health.
Also see forceAV and modAV
The full list of attributes is provided at Actor Value Indices

setessential
<base ID>
<1/0>

Set a
character
as
immortal
(1) or
mortal
(0).

This command can be used to make any NPC unkillable. When a


character set as essential takes nearly fatal damage, they
collapse onto their hands and knees (Also known as Bleedout)
and stumble around for a period of time, instead of dying.
Note that the base ID and not the ref ID must be used. The ref ID
is what appears when clicking on an object with the console
open. To find an NPC's base ID, however, you can either a)
browse to their respective page (see: People and/or NPCs) or b)
use the help function in-game to search for them by name,
recording whatever value matches their name under the "NPC_"
category of result. Once you have the base ID, enter the
command using either 1 to set him/her immortal or 0 to set
him/her mortal. For example,setessential a2c8e 1 would
set Lydia as immortal.

Be careful when making an Essential NPC mortal, if they die


you will likely be unable to access the associated quest or
story. However, a simple save reload will fix if you haven't
save over all the files where the character is still alive(and
either non-essential or essential)

Related functions: To check whether an NPC is essential to


begin with, select him/her in the console (so that the ref
ID appears), and enter IsEssential - if the console returns
"1.00", the NPC is essential.

It is also possible to set the player them self as essential with


the base ID of 00000007, However upon entering the
'bleedout' stage, the player will sometimes not get back up
(usually upon the first time in a new area or after having
recently set yourself as essential), however, simply entering
your inventory and drinking a health potion will fix this

immediately (any health potion used during bleedout will


return you to full health). Usually, your character will drop
down to their hands and knees, and then immediately get
back up with full health.
setgs
<setting>
<value>

Set game
setting.

Doesn't seem to be preserved in saves; must be reset each time


the game loads. Example: setgs fJumpHeightMin
<height> sets the jump height for the player.
Just like other target commands, type prid <RefID> of an
actor/NPC first. If you prefer to click on the npc while in the
command console, make sure the ID you see is of the targeted
npc and not an object.
If you input setlevel 1000 0 1 100 that npc will be equal
level you are and will level with you up to level 100 and will start
at level 1 if you're level 1.
Variable

setlevel A B C
D

SetLocationCl
eared
<locationid> 1
setnpcweight
<0-100>
(snpcw)

Set NPC
level

Set
whether
an area
has been
cleared.
Set the
weight of
the
selected
NPC and

Description

Level of npc compared to player where 1000=100%

Levels above or below variable A (50 will set npc 50 levels


above variable A). Set 0 to be equal to A.

Sets minimum level of npc. Must be a value of 1 or higher.

Maximum desired npc level. Maximum is 100 unless you install


v1.9 patch or use the level uncapper mod.

You must use the location id; if you wish to clear Swindler's Den,
for example, use 00018EE2, not the name. Also
see GetLocationCleared.
Despite its name, this also works on the player's model.
e.g. player.setnpcweight 0 changes the player's
appearance to be as if the "Weight" slider were all the way left.
100 would be all the way to the right. Saving and re-loading a
game after it's been used on an NPC may result in neck seams,

setownership
<base ID>

updates
the
model to
reflect
the new
weight.

as NPC head meshes are pre-modeled and not procedurally


generated to the new weight value.

Sets
ownershi
p of the
targeted
item.

You can set the owner of the targeted item with a character's
base ID. If you don't add the parameter, the default owner would
be yourself. This can be used to remove the "stolen" tag from any
items. Simply drop the item on the ground, open the console,
click on the item, and enter the command. It can be difficult to
select certain items. If the displayed ID code does not begin with
"ff", you have not selected an item, but rather an object in the
world (ground texture, light, container, etc.). Can also be used to
remove the "owned" attribute of beds and gain the ownership of a
stolen horse.
Doing this will allow you to change the race of an actor.
If player.setrace is used, you can change your own race

setrace
<race>

Change
a
character
's race.

without using showracemenu. Upon using this code, the


character's hand will be bound like in the beginning of the game,
but this can be undone by drawing a weapon. This will not mess
up attributes/skills. Creatures are available as races as well
(e.g., player.setrace dragonrace), but most creatures will
have a buggy camera position in third person. You can get most
race codes with the help race 0command. Use PageUp and
PageDown to scroll to the races at the top of the list. Unlike most
other commands, the race needs to be specified in plain text and
not the race's BaseID (i.e. player.setrace nordrace).
See setplayerrace for additional details.
[show]Playable Races

setrelationshi
prank
<target> <#>

Change
the
relations
hip
between
two
actors

0=acquaintance, 1=friend, 2=confidant, 3=ally, 4=lover, -1=rival,


-2=foe, -3=enemy, -4=archnemesis. (All other values are
unassigned ranks and will default to "acquaintance.")

setscale <#>

Scale
size of
target.

Scales the size of a chosen target. Starting from small 0.1,


normal 1, and 10 at max size. Acceptable targets can be any
NPCs or objects in the world. You cannot change the size of
items.

setstage
<quest ID>
<stage #>

Set the
current
stage of
the given
quest.

Example: setstage ms01 100. The setstage command is


useful for advancing broken quests, finishing quests instantly, or
for skipping ahead to a certain point in a quest. You can find the
quest's ID code, as well as the various stages of the quests and
their corresponding stage numbers, on the respective quest
page. To start, see the main index ofQuests.
Example: setunconscious 1 makes an NPC or the player
stand in place as if it's in a trance or their AI is disabled. You can
do what ever you want to them and they won't react. They remain
that way until you use setunconscious 0. They will act like

setunconscio
us <integer>

A value
of 1 will
be
unconsci
ous

inv/showinven
tory

Display
the base
IDs of
every
item in a
character
's
inventory.

These IDs can be used in the console to modify a character's or


the player's inventory. E.g., with five Leeks in a person's
inventory, player.showinventory will display "5 - Leek
(000669A5)", and you can use player.additem 000669A5
5 to obtain five more leeks.

shp
<parameter #
1-parameter #
9>

Set HDR
paramete
rs

The 9 HDR parameters are in floating point. Each one affects


something different. The effects stay until you load a save or
switch areas. Example: shp 1.00 0 0.50 0.01 9.00 .1 .
99 100 1.0000

sifh <#>

Set
whether
an actor
should
ignore
friendly
hits.

E.g., sifh 1 will make the selected actor ignore friendly hits.

sqs
<quest ID>

Display
stages of
a quest

Lists all stages of that quest and shows if a stage is achieved.

str <01.000000>

Set the
refraction
value of
the
selected

nothing happened, so if you steal from them and wake them back
up it will be as if they didn't see anything. They can also wake up
if you get their health to a critical level, and will either fight back
or run away. The effect is equivalent to the player using wait and
coming out of it early due to an attack.

E.g., str 1.000000 will set refraction to its maximum


value, str 0.000001 will make the target completely
invisible, str 0.000000 turns off refraction reverting the target
to its normal appearance. str 0.000000 will completely mess
up a character's eyes and eyelashes. Can be used on any

target.

targetable object from NPC/player to pieces of the architecture.

teachword
<word>

Teach a
dragon
shout.

Teaches a specific dragon shout by code. Each level of a word


has a specific code. Use the help command to find the shout's

unequipitem
<Item ID>

Unequip
item from
selected
NPC

With selected NPC you can use unequipitem ItemID for use. The
opposite command is equipitem, and works with the same
syntax. No error or other horrible fate seems to await you if you
unequip an item the NPC doesn't have.
Also see equipitem

unlock

Unlock
the
targeted
object.

Unlocks the targeted door, container, etc., including "Requires


Key"-level locked objects.

unlockword
<word>

Unlock a
dragon
shout.

[edit]Untargeted

Commands
bat

caqs

code, or see Dragon Shouts.

Unlocks a specific dragon shout by code. Each level of a word


has a specific code. Use the help command to find the shout's
code, or see Dragon Shouts.
These commands do not require a target reference.

Execute
a batch
file

Executes a .txt file with console commands in it, handy for certain
otherwise tedious actions.

Complete
all quest
stages

Finishes every quest in the game, not just the ones you've
started, essentially completing the game. Not recommended for
general use. May crash your game. Note: This will unlock several
quest related Steam achievements if they have not been
unlocked yet. See also: saq
Transports to the center of a named cell (coc stands
for center on cell.); i.e., if you want to go to Riverwood write coc
Riverwood in the console. coc qasmoke will transport to the

coc
<cellname>

Transport
to
<cellnam
e>

Skyrim testing hall (for QA testing; inaccessible otherwise.) Note:


Opening the enchanted armor and weapons cabinets may crash
Skyrim.<--(note opening any weapons or armor chest at the
testing hall doesn't crash the game, it just takes a moment to load
all the wonderful stuff you're about to get)
You can get most location codes with the help location
0 command. I.e. help breezehome 0 will tell you that the
correct code is WhiterunBreezehome or that Sovngarde can
be reached with Sovngarde01.

cow

Transport

Transports to the center of cell [cell x, cell y] in world space. (cow

stands for center on world.) The outdoor worldspace of Skyrim


is Tamriel so to transport to the center of cell 5,7 in Tamriel you
would put cow tamriel 5,7 in the console. (Whiterun 4,-4

<worldspace>
<cell x, cell y>

s to cell
<cell x,
cell y> in
<worldsp
ace>

csb

Clear
screen
blood

Removes all blood from the screen. Useful when taking


screenshots.

Set fov
<angle>

Will change the Field of View to <angle>. Default is about 65 and


using the command with no value will set the fov to 75. This
change will reset if the game is restarted or if settings are
changed by the Launcher. Values between 80 and 107 may be
most suitable for wide screen PC users. 180 is the maximum,
values higher will be accepted, but will still have the effects of
180.

fov <angle>

fw <formid>

Force
Weather

Dawnstar 8,25 Solitude -15,25 Markarth -42,0 Morthal -10,15


Falkreath -7,-21 Winterhold 27,24 Windhelm 33,7 Riften 42,-23
High Hrothgar 10,-10 (These points will put you at the stables or
right in front of each city but not inside. Having god mode acitve
is highly recomended if you're going to experiment with this.))

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). Valid formids are:
[show]Weather formids

GetGlobalVal
ue <Variable>

Returns
the value
of a
single
global
game
setting.

GetInCellPara
m <Cell ID>
<Object ID>

Checks if
an object
is in a
specified
cell.

GetPCMiscSt
at <Stat>

Returns
the value
of the
(typically
meaningl
ess) stats

Example:GetGlobalValue DragonsReturned would tell you


whether or not random dragon attacks will take place.
See ShowGlobalVars.

Example:GetInCellParam 5de24 14 would tell you whether


or not the player is in helgen keep. getincell >> 0.00= not
present, 1.00=present. Can be used to confirm if your character
or an NPC is in a particular cell.
Shorthand is GetPCMS. Example: GetPCMS "barters" would
tell you how many times you've gone shopping or GetPCMS
"days as a werewolf" will tell you how many days you have
been a werewolf. The quotation marks are required in the
command to properly identify multiword stat IDs.

shown in
the ESC
menu.

help <Text>

killallactors

Returns
the IDs of
all items,
spells,
game
settings,
etc.
which
have the
entered
text in
their
name.
Kill all
actors.

This is a useful command to find the item ID of an object, which


can then be used with other console commands.
E.g., help "Daedric" will list all items, etc. which have
"Daedric" in their name. There is no need to put a "0" for the help
command. Quotation marks are required for queries of more than
one word (e.g., help "ancient nord").

Kills all loaded (in currently rendered cells) non-essential actors


(NPCs and creatures) immediately. Essential actors will be
knocked down. The code killall can be used for identical
effect.
Loads the corresponding save. E.g.: load autosave1 will load

load <name>

Loads
<name>
gamesav
e.

ModPCMiscS
tat <Stat>
<nn>

Adjusts
the value
of the
(typically
meaningl
ess) stats
shown in
the ESC
menu by
<nn>
amount.

pcb

Purge
cell
buffer

last autosave. If the name contains spaces, it must be enclosed


in double-quotes, E.g.: load "My Skyrim Save"
Useful when stuck, or if showracemenu is opened. See
also: save

Shorthand is ModPCMS. Modifies the Player Character


Miscellaneous Statistic value by registering a permanent
modifier (positive or negative) of the value stated.
Example:ModPCMS "days as a werewolf" -100 will modify
how many days you have been a werewolf by a negative 100.
The quotation marks are required in the command to properly
identify multiword stat IDs.

This will free up used memory, often times increasing fps after
any given amount of time in game. Best used while in interior
cells. However, since it purges cached cells, any cells you visited
in the recent past will have to be reloaded completely when
reentered.

playercreatep
otion
<MGEF ID#1
>
<MGEF ID#2
(optional)>
<MGEF ID#3
(optional)>

Example: playercreatepotion 6b10C gives you a potion of


Creates
a potion
with up to
3 effects.

improved nighteye for X seconds. Alchemy Skill determines effect


magnitude(based on alchemy skill 1=1%/1Pt,) and
duration(duration = Alchemy Skill +1 Sec). Some MGEF effects
don't work with potions.
damageactorvalue and modAV will effect the magnitude of
alchemy effects without messing with your level/skill progress.
Example: playerenchantobject 136D5 109637
109637 would give you imperial armor with two magic resist
enchantments.
The Magnitude used for any magic effect is set to your
enchanting skill, so 85 enchanting skill = 85% magnitude,85
damage/+85 health/magicka/stamina, 85+1 sec
duration(weapons only).
Any effect with an MGEF ID can be added, including special
effects normally restricted to NPCs and some perk effects. Perk
MGEFs don't show up on equipment or passive effects, but still

playerenchant
object
<object ID>
<MGEF ID>
<MGEF ID
(optional)>

Spawns
an object
with
specified
enchant
ments

work. They also use enchanting skill instead of the perks usual
value, and stack with the real perk.
Weapons made through the console will always have about 11.5
charges(regardless of enchanting level), and can be recharged.
Some effects don't require charges unless grouped with an effect
that does require charges. When used on weapons some MGEF
are toggled on hit(first hit= on,second hit= off), like improved
nighteye.
Enchanted weapons/equipment created with this command
cannot be disenchanted, the game will tell you that you already
have the effect.
damageactorvalue and modAV will effect the magnitude of
enchantments without messing with your level/skill progress.

prid <RefId>

Pick
reference
by ID

Select an existing copy of an object/creature/NPC using its


reference FormID (the one associated with that particular placed
object). All subsequent targeted commands will use this object as

the target. This is the same as clicking on the object in the


console, but can be used even if the object is invisible or in a
different area. Shorthand forPickReferenceID

qqq

resetinterior
<cellid>

Fast quit.

Reset an
entire
cell.

Quits Skyrim to desktop immediately without further prompting.


This sometimes results in crashing or mouse click problems.
Mouse problems can be resolved by re-opening and closing
Skyrim.
This command will reset an entire dungeon or location to default,
including monsters, traps, chests and loot. E.g., ResetInterior
Stillborncave01 or ResetInterior 00015206 would reset the
dungeon Stillborn Cave to default; all monsters, traps, and loot
would be respawned. If you reset a cell you have just been to,
you'll need to use pcb command (purge cell buffer) as well, or the
game will reload the buffered version of the cell, with all the
modifications you've made to it. Both editorID and formID are
acceptable in this command. Using this command in player
homes appears to reset the furnishings without clearing the
contents of initially empty containers (viz., the bedroom chest)
[verification needed]

resetquest
<questid>

saq

Reset a
quest.

This command will reset a quest. This command will set all
stages of the quest to 0.

Start all
quests

Begins every quest in the game and adds them all to your
journal. Not recommended for non-experimental use due to the
large number of quests. May crash your game. Note: This will
unlock several quest related Steam achievements if they have
not been unlocked yet. See also: caqs
Save game to a named save <name>. If the name contains
spaces, it must be enclosed in double-quotes, i.e. save "My
Skyrim Save" Note that this will overwrite an existing save of

save <name>

Write
<name>
gamesav
e.

<name> without prompting.


Appending the parameter "1" will create a file <name>.ess.txt
and open a texteditor upon it. This textfile contains a lot of
dumped data and takes a while to write out (15 minutes
observed) - the console and game is unresponsive during that.
See also: load

set
<globalvariabl
e> to <value>

Sets a
global
variable

Sets the value for a global variable. See ShowGlobalVars.

setplayerrace
<ID>

Set
player

Doing this will allow you to change your race without using
showracemenu. If ID is not provided race menu will appear.

You can get most race codes with the help race 0 command.
Use PageUp and PageDown to scroll to the races at the top of
the list. Unlike most other commands, the race needs to be
specified in plain text and not the race's BaseID
race.

(i.e. setplayerrace nordrace). Creatures are available as


race as well, but most creatures will have a buggy camera
position in 3rd person. SetRace racename can also be used.
Upon using this code, the character's hand will be bound like in
the beginning of the game, but this can be undone by drawing a
weapon. Will mess up attributes/skills.

set
playeranimalc
ount to <qty>

sets
number
of animal
followers

used to remove a lost pet from your party set


playeranimalcount to 0
Note: doesn't remove any actual follower, just reset the count to
the selected number (1 or 0). If used with a animal follower next
to you that isn't lost, you can recruit another one.

set
playerfollower
count to
<qty>

set timescale
to <qty>

sets
number
of
followers

sets the
speed of
how fast
time
advances
in-game

used to remove a lost follower from your party set


playerfollowercount to 0
Note: doesn't remove any actual follower, just reset the count to
the selected number (1 or 0).
Default value is 20. Setting the value to 1 will make time advance
at the same rate as the real world. Values down to 0 are possible,
where less than 1 represents game time at a fraction of real time
and 0 freezing the time of day completely.
Note: NPCs are unable to cross cell boundaries when timescale
is less than 1. Fast traveling while timescale = 0 may also
prevent your game from loading properly.

SexChange

SGTM

Switches
the
player or
an NPC's
gender

Switches the player's gender; does not require a value. Can be


used on an NPC if you target them. A fun thing to note is that this
code does not change the face and voice of a character. Can be
used on mannequins to show female outfits. It is possible to use
this command to fix the lingering sound effect bug that some
characters seem to suffer, just remember to use the command
twice to return to your original gender.

Changes
the

Allows you to control the gamespeed, making it easier to capture


screenshots of action on slower speeds. Causes issues above

Gametim
e
Multiplier
to a
specified
value for
slow
motion,
and fast
forward
type
effects
ShowGlobalV
ars

Shows all
current
game
variables

ShowMessag
e <ID>

Shows a
message

showracemen
u

Opens
the
character
creation
menu.

2.0 and below 0.10, except when 0. This is different from


timescale as timescale does not affect combat and movement
and dialog where this setting does. Example: sgtm 2 will make
the game run in fastforward. Note: This setting is automatically
reset back to 1 (default) when killmoves are executed.

This will list all current game variables, which can then be
changed with the set command. You can scroll through the list
with the PgUp and PgDown keys.
E.g., ShowMessage 000A81FF will display the "Playtesting
Temporary Message."
Note: Using this command to alter one's race will reset skills and
health/magicka/stamina to default levels. This command can be
safely used to alter a character's appearance without causing any
unwanted side-effects as long as race is not changed. However,
it should be noted that upon completing your changes and
choosing a name for your character, all temporary active effects
(such as Gift of Charity or shrine blessings) will be removed.
Racial resistances will no longer be listed in Active Effects until
the game is loaded from the main menu, at which time racial
resistances will be automatically reapplied. Permanent active
effects such as those from guardian stones or perks will not be
lost. Active effects granted from enchanted items will not be listed
until the items are re-equipped.
Example: showracemenu bretonrace will make your
character into a Breton. This variation of showracemenu doesn't

showracemen
u <race>

Changes
the
player's
race.

actually show the race menu, but instead works


likesetplayerrace <race>. Skills bonuses/powers change to
reflect new race, but it messes up skills/attributes
like showracemenu past lv1. Setting race to 'nordrace' from any
other race seems to result in a no head glitch unless used from
the chargen menu.

sqo

Itemizes
quest
objective

Shows a human friendly list of active and completed quest


objectives for currently active quests

s and
their
states
List quest
ids and
targets

sqt
[edit]All

List all active quest IDs and their targets. Useful for finding the
"questID" parameter for targeted quest commands such
as movetoqt <QuestID>

Known Commands
Table of Commands [ Show ]

[edit]Using

Batch Files With the bat Command

Skyrim provides a simple batch file mechanism so you can customize your game play quickly and without
repeatedly typing console commands.
Ex.: bat mybatchfile; runs all of the console commands in the file mybatchfile.
To use the feature you:

Create a text file that contains a list of console commands (one per line).

Place the file in your Skyrim installation directory.

Start the game.

Bring up the console.

Type bat followed by the name of your batch file, for example bat mybatchfile.

Skyrim batch files are lists of console commands that are run one after the other. They have no loops,
tests, or other logic and execution doesn't stop if there's a problem with one of the commands. You can
create any number of batch files, each with its own purpose.
[edit]Guidelines

for Using Commands in Batch Files

Most Skyrim console commands can be run from a batch file. For example:

Toggle commands work in batch files. These include showing and hiding NPC conversation
subtitles (ShowSubtitle), turning on and off grass display (TG), enabling and disabling god mode
(TGM), and so forth.

Targeted commands with an explicit reference work fine. For example, you can
use Player.Additem f 1000 in a batch file to add 1000 gold to your inventory. If you want to give
Lydia 1000 gold, use A2C94.Additem F 1000(A2C94 being the Reference ID of Lydia).

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

Miscellaneous commands such as FOV or FW can also be run from batch files.

The COC command cannot be run from within a batch file (the GAME
desktop).

will crash to

[verification needed see talk page]

[edit]Example

for using a Batch File to create an alternative start

With the above method you can actually create an alternative start to the GAME . In addition to a batch
file, you also need to edit the Skyrim.ini file, which can be found in
your C:\Users\YOUR_USER_NAME\Documents\MY GAMES \Skyrim folder.
1. Open your Skyrim.ini file and add the line SStartingCell=WhiteRiverWatch01 under
the [General] tab.
2. Adding this line causes Skyrim to bypass the Continue - New - Load - Credits - Quit screen, and
starts a New game - without the prisoner video sequence. Once you have created a new
character, you will need to remove it again.
3. Create an empty .txt-file in your Skyrim folder (where the TESV.exe is located) and name
it bandit (not bandit.txt).
4. Paste the code sniplet below the numbered list into the new file.
5. Start a new game and you will not see the intro but stand within the White River Watch cave.
6. Open the console and type bat bandit.
7. Create your character.
Code to copy into the bandit file:
player.removeallitems
;Leather Armor, Bracers and Boots
player.additem 3619e 1
player.equipitem 3619e
player.additem 13921 1
player.equipitem 13921
player.additem 13920 1
player.equipitem 13920
;Steel Sword and Shield
player.additem 13989 1
player.equipitem 13989
player.additem 13955 1
player.equipitem 13955
;Hunting Bow and Iron Arrows
player.additem 13985 1
player.additem 1397D 25

;Gold and Lockpicks


player.additem f 100
player.additem a 15
;Bandit Ally Faction
player.addtofaction e0cd9 0
;Create Character
showracemenu

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