Oblivion talk:Console

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ModAV command missing[edit]

Not sure why I can't find ModAV on this page or really on any list of Oblivion commands out there, its like SetAV but increases/decreases the value by an increment. I have to use it to refill my health because if I use SetAV it ends up doubling my max health for some reason. Not sure how other people do this but I never would have known to try ModAV if I didn't remember it from FNV since its not listed anywhere. Someone with an account here should add it to this list.

SetEsential command! Hooray, I discovered something![edit]

Simple enough: setessential (refid) 0 (non) or 1(essential). Can someone add this for me? Graphs are amazingly tough for me to understand. Blargh. It might need testing - I haven't tried it too extensively Trentv4 03:55, 13 January 2012 (UTC)

Using setessential <RefID> did not work, however using the BaseID instead did work, for both adding and removing the essential status of an NPC. I haven't really tried it extensively, either, and I'm not entirely sure how to go about adding the information, I just wanted to give some feedback about this... --Dremora Lord 17:16, 19 February 2014 (GMT)
setessential <BaseID> 1 sets an NPC to essential, setessential <BaseID> 0 removes it. I'll add this to the article. <RefID> doesn't work. --Kiz(email - talk) 18:31, 19 February 2014 (GMT)

Change Damage of Weapon[edit]

is it possible to change the damage of a weapon with a console cheat ? — Unsigned comment by 81.164.193.111 (talk) at 00:52 on 24 January 2012

No. About the only thing you can do is to change your Strength. In future, however, please ask this type of question in the forums as it does not relate to editing the content of the page. Robin Hoodtalk 06:02, 24 January 2012 (UTC)

ShowRaceMenu question[edit]

I used "showracemenu" as described to turn my male Breton into a male Khajiit and back into a male Breton. But my Magicka went down from 296 to 196. Everything else (attributes/skills) is as it was before. What did I do wrong? — Unsigned comment by 79.193.84.127 (talk) at 20:59 on 30 January 2012

The short of it is that you didn't read the entire entry for showracemenu before you used it. Some of it would have been because Bretons get a 50 point Magicka bonus as a racial ability bonus. As the text notes, racial abilities aren't awarded properly when you use showracemenu, so it stripped the ability when you switched to a Khajiit and then it didn't give it back when you switched back to being a Breton. I suspect the remaining 50 was from similar changes to various abilities. If you really try hard with the console, you can probably give yourself back everything you lost, but the easiest thing would be to just reload from before you changed anything. Robin Hoodtalk 22:53, 30 January 2012 (UTC)

So is there any console command to arbitrarily add lost racial bonuses without the use of the "showracemenu"? — Unsigned comment by 64.237.80.66 (talk) at 15:13 on 5 April 2012

I believe all you'd need to do is use player.addspell and then use the appropriate ID for whatever abilities you need to add (which you can find on the appropriate race's page). For example, if you're an Orc, the commands would be: player.addspell 00047AD3 and player.addspell 00047ACF. Robin Hoodtalk 04:28, 6 April 2012 (UTC)

renaming cells and items[edit]

Setactorfullname lets you rename creatures and NPCs, but is there a way of renaming items and cells via the console? Or can that only be done with the CS? — Unsigned comment by 69.249.24.50 (talk) at 18:26 on 10 March 2012

I'm not aware of any way to do this for items outside the CS, but for cells, there's a command called, logically enough, SetCellFullName. I've never tried it myself, so you're on your own, but at least you know it's there. According to Oblivion Mod:Script Functions, the syntax is SetCellFullName Cell String, but you'll have to play with the Cell parameter to figure out exactly what it wants. My guess would be the Cell's internal name, like AleswellExterior, but it might be the FormID of the cell instead. Robin Hoodtalk 01:16, 11 March 2012 (UTC)

Factions[edit]

I'm 100% confused. I don't know the command to add myself to a faction. I want to be a Dremora. The only thing left is the Dremora faction - and I don't know the command to adding my character! I tried Skyrim's counterpart, yet it did not work. I also try to add my character to the Dremora faction via the Construction Set, but I don't know how. It's so complicated compared to the Creation Kit. Can anyone help me? 95.209.105.58 11:38, 31 March 2012 (UTC)

The command you need is AddToFaction faction 0, but I don't know the faction id you need to use. --Gaebrial 08:53, 5 April 2012 (UTC)
Actuly its player.setfactionrank 0003e9a6 (then type in a number between 0-5) Dunehelm (talk) 06:44, 21 August 2013 (GMT)

Conflicting description[edit]

Someone should probably check the description on modpca, 'cause the way I'm reading it it tells me I can use negative values, then states using negative values causes crashes. 71.179.88.78 22:58, 1 May 2012 (UTC)

getting rid of beds[edit]

Say you have a house with multiple bedrooms, like Arborwatch, and with the help of mods like Redecoration, you wanted to repurpose one of the bedrooms for something completely un-sleep-related, like a library. How can you get rid of the bed? The original dingy bed, not the nice bed you get with the upgrade. The nice one can just be disabled with the console, assuming you buy it at all, but typing "disable" into the console doesn't seem to be able to affect the original bed. Is there any way to get rid of it short of the CS? — Unsigned comment by 69.249.24.50 (talk) at 17:57 on 1 September 2012

createfullactorcopy vs placeatme[edit]

What's the difference between the two codes, and which is preferable for cloning animals (as opposed to NPCs)? Also, I've heard that actors created by placeatme are purged after three days; is this true? — Unsigned comment by 108.2.125.92 (talk) at 16:04 on 17 November 2012

Sadly Yes Dunehelm (talk) 06:38, 21 August 2013 (GMT)

StopQuest[edit]

I've read that there's a "stopquest <refid>" console command. However, it does not appear to work. 184.166.10.61 23:58, 14 March 2013 (GMT)

AddToFaction[edit]

I'm trying to use this command, it isn't on the page but someone mentioned it above. The command does not work, I am inputting "player.AddToFaction Faction id 0" but it claims that there is no such function, does anyone know the correct command Emzi43 (talk) 10:01, 9 June 2013 (GMT)

Are you sure you have the correct faction id?--Ratwar (talk) 13:44, 9 June 2013 (GMT)
Yes, checked several times, and the console doesn't say it's wrong, just says that the command "AddToFaction" is unknown Emzi43 (talk) 13:58, 9 June 2013 (GMT)
AddToFaction is a Skyrim console command, but it's not available in Oblivion (see the full list at Oblivion Mod:Script Functions). I don't believe there's any way of changing faction membership from the Oblivion console, only through scripting. Robin Hood  (talk) 15:29, 9 June 2013 (GMT)
Oh thanks then, changing people's disposition should still work, but it takes a little longer Emzi43 (talk) 17:05, 9 June 2013

'Setav'Command[edit]

If a skill or attribute is changed via this, does it alter the base skill/attribute level? Or does it include any fortifications from birthsign, race, etc.? Cas (talk) 04:43, 7 August 2013 (GMT)

Actor IDs[edit]

When a console command requires an actor ID, what exactly are you supposed to type, just having an actor selected doesn't seem to work, and writing their ID in quotes doesn't work either, how should I write it out? Emzi43 (talk) 17:01, 14 November 2013 (GMT)

If you're trying to select an actor through the console using their ID, the command would be, without the quotation marks, "prid <RefID>". So say you want to select Jauffre, you would enter prid 00023999. Quotes are not necessary for Actor IDs, as far as I'm aware. Actors added by both official and unofficial mods typically have 01, 02, etc. in the beginning of their ID, depending on the install order for those mods. --Dremora Lord 22:52, 18 February 2014 (GMT)

ModDisposition Command[edit]

This section is confusing. It refers to an ActorID rather than a RefID or BaseID. I know that I can change the disposition of an NPC towards me by clicking on the NPC, then typing ModDisposition, "player", and the amount of the change. Is there a way to change the disposition of an NPC at another location who can't be clicked? What about the disposition of one NPC towards another NPC? TyroTipcat (talk) 20:20, 26 February 2014 (GMT)

Coordinates[edit]

Is there a way of determining the player's current coordinates in-game? Dbbolton (talk) 21:00, 27 June 2014 (GMT)

Open the console and enter SetDebugText 0 or SDT 0 for short. Then enter TDT to toggle the debug text on/off. You can refer to this page for more information. AquaticPossum (talk) 00:21, 28 June 2014 (GMT)

movetoqt crash[edit]

movetoqt can reliably crash the game if the target is not available. By way of example, during Molag Bal's quest, movetoqt with Petilius already dead causes the load screen to appear, the bar to go all the way over, the screen blank and then the load window comes back, hanging forever there. 172.8.223.16 04:24, 18 July 2014 (GMT)

Setlevel can do more[edit]

I found that setlevel on an NPC takes 4 parameters. The second one makes it PC-relative.

- The level (default) or an addition relative to the PC.

- 0 (default) or 1 if you want the NPC to level up with the PC.

- Minimum level, only relevant if the second parameter is 1.

- Maximum level (0 = unlimited), only relevant if the second parameter is 1.

So, clicking on an NPC and typing

 setlevel -1 1 3 0

you get one level less than the PC (or 3 if the PC is level 3 or less).

There has been a report of a crash when the NPC has a bow equipped while doing this. — Unsigned comment by 46.190.56.140 (talk) at 17:49 on 27 September 2014

Knights of the Nine faction[edit]

This page says that if a clone is made of your player character, then you can have them follow you if you were in the Knights of the Nine faction when you made the clone. Does that mean that any NPC placed in that faction through Console commands can be one, too? As in, you could make, say Audens Avidius, or even a Dremora follow you if they happen to be placed in that faction? Bauglir100 (talk) 19:56, 2 January 2015 (GMT)

Moving entrances to other cells[edit]

So I can use console commands to move other objects to other cells. Well, I discovered you can actually move doors, trapdoors, and other such entrance objects to other cells so that you can use them to gain entry to previously unconnected cells. For example, you can move a trapdoor from the "TestCastleInterior" test cell into the PalePass interior and it will take you to the Test CastleInterior Cell's ladder. However, if you activate the ladder to go back to the PalePass interior, you end up floating in the void outside of the cell itself instead of at the spot where the trapdoor was moved. Outside of using the CS, is there anyway for one to to fix that with Console Commands so that you actually come out of where the moved "entrance" was actually placed? Because I think it would be pretty cool to be able to turn what were previously dead-ends in a dungeon into a doorway to a whole other area. Bauglir100 (talk) 00:20, 16 January 2015 (GMT)

No, you need to set up doors properly in the CS. Moving the object will just mess things up. —Legoless (talk) 00:55, 16 January 2015 (GMT)
I see. Well, on that note, I've also moved pieces (furniture, walls, etc.) of some interior cells into others to try and make the place seem more spacious/lively, but while they usually stay put, some of these objects tend to vanish when I re-load the game, and don't come back unless I first return to the cell I originally moved them from and went back to where I put them. While, yes, I think it's pretty clear at this point that the CS is a more reliable tool when it comes to adding doors and furniture and stuff to rooms, I wonder why some objects temporarily disappear after moving them with Console Commands and others don't. Maybe the other cell is somehow "rejecting" the added/moved stuff? Bauglir100 (talk) 03:48, 16 January 2015 (GMT)

Disable[edit]

The disable cheat doesn't always work, e.g. if you wanna disable Oblivion Gates the cheat doesn't work, the Gates remain there. Is there any other way to do that? --212.186.14.29 12:49, 3 June 2016 (UTC)

There's a specific command to close an Oblivion gate, and it's detailed in the Oblivion Gate article. --Sandbox (talk) 16:56, 21 October 2016 (UTC)

Can't change my class with showclassmenu[edit]

I am trying to change my class using showclassmenu and I simply can't--when I load the "test" savegame, nothing has changed. Exactly the same procedure works well to change my race, but there's no way to change my class. Anybody can help? --Sandbox (talk) 16:58, 21 October 2016 (UTC)

There's more detail at the Console Tutorial section. Hopefully it helps. Silence is GoldenBreak the Silence 17:49, 21 October 2016 (UTC)
Nothing, it simply does not work. Thank you though. --Sandbox (talk) 18:54, 21 October 2016 (UTC)