Skyrim talk:Console

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Archive 1: Nov 2011 – Dec 2011
Archive 2: Jan 2012 - Mar 2012
Archive 3: Mar 2012 - Jan 2013


Undo Markfordelete?[edit]

Is it at all possible to undo this command? When attempting to delete a worthless torch I had thrown on the ground, I accidentally deleted an entire cell - no floor, no ceiling, no idea how to undo this! I can prid the cell, but it has the [d] marker. It's very strange that there seems to be no way to revert this. I did it so long ago that reloading an old savegame is highly impractical. 09:55, 12 March 2012 (UTC)Tim Bostick

There is no way to create a reversal for the markfordelete command that I have found in my research. I have not found a way to reverse this command once it is entered as it creates a permanent flag on the item to never render it or allow scripts to run for/including it, and it does not seem to be a toggle type command that can be turned on or off. The best way to think of the console is that it is the "master script" for the game that you are live editing when you enter a command: that is why all of the warnings on using the console for anything. This is no help to you, I know: I hope it is a warning to others though. --Anubis Priest 02:56, 15 March 2012 (UTC)
Just want to confirm something, if i use MarkforDelete, will it affect my other save? Or maybe my next new character? Or this command just affect the current save and forward on that character alone? Thanks in advance. 09:43, 10 September 2012 (EDT)
It does not affect the other save files, so reload and it should be like before. I had the same problem so I copied all my saves somewhere else, just in case. — Unsigned comment by (talk) at 13:04 on 24 September 2012
Actually, it is possible to undo markfordelete, in some cases at least, by directly editing of the save file ".ess" with TESV ESS Files Editor. Before any manipulation, do and use only back-ups of your saves, since this manipulation may corrupt your save files. To undo markfordelete, you need a save file where the object is not marked for delete. Then you need to find the object in both save files in 'Change forms' using the ref id. The trick is that the first digit is some irrelevant info, thus just focus on the last 5 digits. Copy the flags and the data from the good save file to the bad one and save. Load the save file in game and your object should be in the same state as in the good save file. I managed to unmark the East Empire Shipping Map with this method. — Unsigned comment by (talk) at 16:12 on 5 April 2013
If you used markfordelete on an NPC as I have, you can undo this by using prid and resurrect. In my case, I accidentally used markfordelete on Serana. This is how I fixed it; first, open the console and type in 'PRID <refid>'. In my case the refid for Serana was 02002b74, so it was prid 02002b74. When I pressed enter, there apeared in the console the refid with [D] next to it. I assume it means that it has been deleted. Next, just type in resurrect, and voila. My lovely Serana appeared again and oh happy days oh happy days. Wontial (talk) 11:19, 10 August 2013 (GMT)

Question about adding perks[edit]

I used the player.addperk command to add all the heavy armor perks in the smithing skill tree starting from Daedric and working my way back around to Dwarven. What I noticed was that adding the perk only allowed me to create items in those equipment sets, and not improve them twice as much as the perk states. For a while I was only improving Ebony armor and weapons to flawless, instead of increasing them to legendary, as I had hoped. I should mention that my smithing is 100. Though, while playing it recently, I went to upgrade a piece of Ebony armor (Boethiah's ebony armor, in fact), and it increased it's quality rating to legendary. I checked and saw that I had no fortify smithing buffs up, so my question is this, when you add perks using the console, would it be wise to save, quit, and then restart to see the full effects of your perk(s) active? If not, what could cause me to start improving to legendary status? Thanks for the help. Warrenforrest 07:27, 29 March 2012 (UTC)

That's most likely the cause of the perk not operating normally at first. Console commands often give unintended or unexpected results due to the complexity of the game code. Saving and restarting the game is probably what fixed it for you. --Xyzzy Talk 02:58, 31 December 2013 (GMT)

Command to toggle the pause effect that bringing up the steam overlay initiates[edit]

I'm curious to know if there is a reliable way to do this, more to disable it when the overlay crashes then to use it as an alternative to "tfc 1" 21:47, 24 April 2012 (UTC)

The game itself have absolutely zero control over the overlay which is just "painted over" but controlled by another process entirely 09:39, 6 May 2013 (GMT)

known to disable the awarding of Steam achievements?[edit]

In the section about general information, under warnings, there is s line that says "However, you should know that console commands are known to disable the awarding of Steam achievements.". Can anybody confirm this? Personal experience tells me that this line is a falsehood, should this then be removed? — Unsigned comment by (talk) on 5 May 2012

I've seen many other users also claim that commands do not disable the achievments, even to the extent of getting 100,000 gold via commands and receiveing the achievment. I belive it was on either a Gamespot or Steam forum. 16:22, 26 May 2012 (UTC)
I can confirm that Golden Touch can be received via the console. I accidentally got it when I gave one character more than 100,000 gold for testing purposes. --Aaron of Mpls (talk) 15:03, 4 February 2013 (GMT)
You can get the achievements by console manipulation, I accidentally gained most of the quest ones when experimenting with quest staging and using "saq" (eg. it gave me Unbound but not Dragonslayer). Anyway, the line is gone, but if it reappears, it is only a "might happen" line, and should serve as a general warning just in case. Silence is GoldenBreak the Silence 02:14, 28 April 2013 (GMT)
I think the real problem is that one "may" skip a specific "stage" when one will get an achievement. Let's say for example that there is an achievement for getting EXACTLY 100000 gold, then if the user gives himself 1 000 000 gold, he might skip that achievement (of course this is not the case, it was just an example). This is all purely theoretical but I guess you may screw up something somewhere. In any case I don't exactly see the problem it pauses, as first & foremost a player should save before every console input and you can always restart. In the end "console usage" is at your own risk ... 09:52, 6 May 2013 (GMT)

Enchantment command[edit]

With the create enchanted object command can you use the item code for an already enchanted item? Like say I used the nightingale armor as the object, could I change the enchantments from the base ones to something else?-- 08:45, 23 May 2012 (UTC)

No. The command has no effect on pre-enchanted gear. Tested on nightingale armor and a ring of stamina. You just get the base version, the new enchantment neither works nor shows.--Kaay (talk) 15:25, 22 September 2013 (GMT)

PlayerEnchantObject examples[edit]

Some examples showcasing unconventional uses of PlayerEnchantObject:

  • Clothing which causes elemental damage over time at great distances:
PlayerEnchantObject 00065B9D 00064459 00064458 ; Psiijic Gloves, AbAtronachCloakFire, AbAtronachCloakFrost
PlayerEnchantObject 00065B9B 0006D51E ; Psiijic Boots, AbAtronachCloakShock
  • Ring which makes the wearer ethereal and invisible:
PlayerEnchantObject 000877C9 00064D68 0001EA6A ; Gold Diamond Ring, VoiceMakeEthereal, InvisibillityFFSelf
  • Weapons which cause huge amounts of elemental damage and push the enemy back, for a very small price in terms of weapon charge:
PlayerEnchantObject 000139B4 0007A82A 0007E8E2 ; Daedric Battleaxe, FireDamageFFSelfArea100, FrostDamageFFSelfArea100
PlayerEnchantObject 000139BA 0010F7EF 0007F82F ; Daedric Warhammer, ShockDamageFFAimed75, VoiceUnrelentingForceEffect03
  • Clothing which makes the wearer appear on fire, covered with frost or translucent like a ghost:
PlayerEnchantObject 0001CF2B 000ED5FF ; Gold Ring, dunSaarthalFlameFX
PlayerEnchantObject 0003B97C 000ED600 ; Silver Ring, dunSaarthalFrostFX
PlayerEnchantObject 0003CA00 00103647 ; Footwraps, AbGhostPotionEffect

Of course not all magic effects work properly; those shown above have been tested to work. This just goes on to show that PlayerEnchantObject can sometimes be as powerful as a custom-made mod. Machina lucis 22:57, 31 May 2012 (UTC)

interesting, this should be added somewhere in my opinion 10:08, 12 September 2012 (GMT)

EnchantObject and god mode[edit]

Enchanted weapons created using the console run out of charge when using god mode. Why is this and can it be prevented? — Unsigned comment by (talk) at 19:21 on 7 July 2012

because the game is not done to be played with god mode on that is all... god mode is here only for testing purposes it's easy enough to give yourself the soul siphon perk, therefore alleviating your "issue" and remove it when you're done. 09:29, 6 May 2013 (GMT)

how to edit tables efficiently[edit]

it seems awfully complicated to edit existing tables just to add a single line isn't there a simpler way than edition in raw code ? or is there an "external" wiki editor (something which would allow to do some color coding and/or formatting then copy/paste/preview/save ...) ?

reason I ask is because I wanted to add two functions I just tested successfully
removefaction <faction ID>, remove the selected actor from a faction, equivalent of "addfac <faction ID> -1"
removefac <faction ID>, short for above
getinfaction <faction ID>, check whether an actor belongs to a faction, a lot of faction ID can be found by using "help faction" or "help <PartialNameOfFaction>" 20:55, 13 September 2012 (GMT)

Yes, there are external wiki editors, but I've never used any and don't know anything about them, so you'd have to look around.
In the meantime, these don't appear to be on the page; can someone double-check them quickly and throw them in the table if they work? eshetalk 16:23, 18 March 2013 (GMT)

Investor perk trouble[edit]

Need some help here please! Used addperk 00058f7b (Investor) for Lucan Valerius 10.000 bug.

When I removed perk with removeperk 00058f7b command,it removed only from the skill menu.

But perk itself remains active! All traders still have 'I want to invest in your business' option.

Any way to fix\disable that??? — Unsigned comment by (talk) at 15:02 on 4 November 2012‎

Pause/Wait x seconds command[edit]

Is there a pause command or script function for the console that will create an interval between commands like for use in a batch file? Also if there is a pause command, would the batch file pause the game untill the batch file completed or would I be able to close the console as it ran? I looked at the extended list at the bottom of the page and I'm still kind of looking but I don't have any coding knowledge so I'm not sure I could pick such a command out of a list.

EX: drop f 1 wait 2 seconds drop f 1 etc 23:18, 6 November 2012 (GMT)

look out for Wait // StopWaiting commands, it might suit your usage, I didn't test them though. If that doesn't work for what you seem to want to do a papyrus script is probably better suited. 09:37, 6 May 2013 (GMT)

tc command don't work properly[edit]

when i try to use tc on an npc, if i try to attack with said npc, the game automatically cancel the ready weapon action... does someone can help me with that? — Unsigned comment by (talk) at 01:43 on 26 November 2012‎

Real Carriage: Delete old carriage & create a new one[edit]

Hi there, I tryied the Real Carriage mod, didn't like it & removed it. Now, only in my old savegames ( after delting mods, reinstalling the game, etc. ), the carriage has a wierd look ( driver sitting in the carriege with the horse standing on it's back & similiar ). I was thinking that maybe deleting the object & re creating it, would fix the problem. Is there any-way to do so ? ( At first I thought at MarkForDelete, though I red that I can't recreate the object deleted that way ). I know that I can, e.g., create a new Lydia if the original one gets lost/dies/I want two of em, so I was wondering if I could do that with the carriage. Create a new one, & when done, delete the old one. Thank you — Unsigned comment by DDoZ (talkcontribs) at 12:50 on 31 January 2013

I think you are looking for the disable and enable commands. Dbbolton (talk) 01:32, 5 March 2013 (GMT)

Removing 'starting gear' of followers for good. Is that possible?[edit]

Is it possible to permanently remove the starting gear of followers? Every time I remove armor, hunting bow etc. with removeitem or removeallitems it just 'respawns' on the follower the next time the inventory is modified. (by giving them stuff to carry for example) This is very annoying, especially with mage followers who, mostly, don't use better robes you give them. Oh, and does anyone know if the starting gear affects their carrying capacity? Would be great to know that too. Thanks in advance :) — Unsigned comment by (talk) at 10:59 on 20 February 2013

It is possible, but not with console commands alone. The first method is to edit the actor in the Creation Kit and set the inventory to what you want (which could be empty). The easier option is to use a mod called "Amazing Follower Tweaks" (AFT). Be sure to read the documentation first, but it will give you complete control over the actor's inventory from an in-game menu.
( In the future, I recommend that you log in and sign your comment so you will be notified of a response. ) -Dbbolton (talk) 01:30, 5 March 2013 (GMT)

Improving weapon and armor condition/quality[edit]

Is there a console command to set the condition of a weapon (fine, epic, legendary, etc.)?

If not, how does improving weapons and armor work in the game engine? My guess is that perhaps it actually removes the item you had, then replaces it with a copy but with recomputed damage or armor.

I am curious to know how this actually works.

Dbbolton (talk) 09:14, 25 February 2013 (GMT)

To my knowledge, there is no command for that. Unfortunately, I do not have the Creation Kit and cannot tell you how the game handles it. My assumption would be that the game applies the tempered stats in a similar manner as enchantments. This message was written by Rosalia Tell her what you think......of her work here. 09:31, 25 February 2013 (GMT)
I'm not certain of the exact mechanics, but I know your notion of replacing the original item with improved copies is not how it's done. I've removed and improved the armor and weapons for my dead thralls enough times to know that the RefIDs for those objects remain the same after tempering. Just browsing through the weapon template objects in TES5Edit, I see attributes that are likely used to hold the improvement data for individual weapon instances: Value, Damage, Object Effect, Enchantment Amount. Rolandito (talk) 17:19, 27 May 2013 (GMT)

Perks ActorValue?[edit]

Is there an AV for the number of perks that the player has to "spend", similar to the dragonsouls value? Dbbolton (talk) 13:39, 2 March 2013 (GMT)

add location ID link[edit]

I've just tired to add this link into the page location ID for improving commands "getlocationcleared" and "setlocationcleared".It seems that the preview is quite strange, so I didn't save the change. Any help or guidance? — Unsigned comment by Dreamshadow (talkcontribs) on 7 March 2013

Hi I just fixed those links that didn't work. It's because '=' was used by a template (had to replace the '='s with '&#61;'s). Don't worry, I don't know what I just said either, I had to ask around to see what the problem was, which is why I didn't let you know earlier ~ Dwarfmp (talk) 17:14, 7 March 2013 (GMT)
Excellent! Thanks very much. I've pay attention to the location ID for a long time. Finally, I decided to add a link to help find the correct IDs in a convenient way. You know, this promble DO make me upset.Thanks again! Dreamshadow (talk) 23:56, 7 March 2013 (GMT)

TFC and Set Time[edit]

I've discovered a rather odd behavior - when using tfc, attempting to make time pass causes the clock to count down a random number of hours (say I've set seven) and then stop before counting all the way down, while also advancing time in much larger steps than one hour. I have seen it skip one, then four, then six, then two, each notch, being random each time. Playing on PC, Skyrim v. Anyone else? GodRaineTalk 01:56, 9 March 2013 (GMT)

Setstage and papyrus variables[edit]

If I advance through a quest using the setstage commands, will it also set the relevant variables to their appropriate values (to enable other quests or story events), just as if I'd actually gone through and done everything in that quest? — Unsigned comment by Dstarfire (talkcontribs) at 05:41 on 9 March 2013

It should, yes, but sometimes things can still mess up. VycDarkshadow (talk) 02:31, 11 March 2013 (GMT)

Dragons Killed tally?[edit]

On the Temple of Miraak page, under the Notes section, i noticed there's a part mentioning Miraak's dialogue changes depending on the number of dragons you've killed. I looked on the Console page for a console command that would show me this info (figured it'd be under getav or getglobalvalue or something like that), but my attempts to discover this myself came up empty. What would be the command used to tell how many dragons you have killed, then? VycDarkshadow (talk) 09:55, 10 March 2013 (GMT)

Try GetGlobalValue DragonsKilled. If that doesn't work, replace DragonsKilled with 0001c0f1, but the first should work. Vely►t►e 20:50, 10 March 2013 (GMT)
Tried that, it told me 0, yet i've gotten 24 words i've unlocked with dragon souls obtained from dragons (non-consoled dragons, at that), not to mention 3 souls not used yet. I haven't gotten the soul in Ustengrav from Jurgen Windcaller's tomb yet. Does this start its count after a given point, or can this count be glitched somehow? VycDarkshadow (talk) 02:16, 11 March 2013 (GMT)
Hm, that's interesting. The default is 0, but that's the value used to determine what Miraak says. Maybe the console command will only show base values and thus not respond correctly.
But try player.GetGlobalValue DragonsKilled, GetGlobalValue DragonsKilled player, or other variations of that. Vely►t►e 02:23, 11 March 2013 (GMT)
Did that, still comes up 0, and Miraak tells me "You've done nothing beyond killing a few dragons" when i get to him. I've tried both of those commands you suggested. VycDarkshadow (talk) 02:28, 11 March 2013 (GMT)
In that case, the value has somehow been set to 0 and so it'll show up as 0. Probably a bug. Try set DragonsKilled to 24 (or another number of your choosing, but don't forget souls you've gotten without kills from the Greybeards if you want), then try GetGlobalValue to make sure it's working. I know that doesn't help you see how many you've killed, but it'll set it to something close to it. Vely►t►e 02:37, 11 March 2013 (GMT)

HELP! - Project Organization[edit]

In Java, you can add a comment command with // (Comment) or */ (Comment) /*which is ignored when the file is executed. Is there any way to create comments in a batch file? — Unsigned comment by (talk) at 03:17 on 12 March 2013

Put the keyword REM at the beginning of the line. Although, you really should've just Googled it. • JAT 03:56, 12 March 2013 (GMT)
Actually anything enclosed in apostrophes such as 'This text is in apostrophes' will be ignored. So <Player.Additem f 1000> will be treated the same as <Player.Additem f 1000 'This code gives 1000 gold'>.DraconisMaximus (talk) 06:46, 18 August 2015 (UTC)

Add or remove the number of perks you've obtained?[edit]

I've searched the page for a command to add or remove the number of perks you have left to use. Somehow, when i made one of my skills Legendary, it gave me the perks back for that skill, plus an extra one. I can't find any way to get rid of this extra perk, and i'd kinda feel like i was cheating if i kept it. It's not something i'd reset the game over (although i DO have a knack for constantly restarting my games for various reasons), but if anyone can let me know the command to modify the number of perks my chari has, period, that'd be great. VycDarkshadow (talk) 23:37, 25 March 2013 (GMT)

If it's impossible to do, i'll probably console-remove one of my perks, then spend my (extra) perk on the perk i just removed. But i'd still like to know if you can modify the number of perks you have remaining, either to increase or decrease them. VycDarkshadow (talk) 00:42, 26 March 2013 (GMT)
I'd recommend using the perk and then removing whatever you got with it. Warrior916 (talk) 16:50, 8 August 2013 (GMT)

Heathfire related cheats dont work[edit]

Ive had hearthfire for about 5 months now and the factionids and locationids added by Hearthfire dont work. any idea why?— Unsigned comment by (talk) at 14:50 on 12 April 2013

Are you using them as is? The xx part of the ID changes depending on load order, so you must replace that with the number specific to your computer. Jeancey (talk) 16:53, 14 April 2013 (GMT)
Jeancey is correct. The xx part of the ID will correspond to the order a particular mod or DLC was loaded. For example, my game loads in this order: Skyrim, Dawnguard, Hearthfires, Dragonborn. So for me, all the console RefIDs I use for Hearthfires objects begin with 03, while all Dawnguard RefIDs begin with 02 and all Dragonborn IDs begin with 04. Rolandito (talk) 16:52, 27 May 2013 (GMT)

Question about sqo[edit]

Many completed quests show as "dormant" if using sqo. What does this mean? Why aren't they "completed"? 19:36, 24 April 2013 (GMT)

Do you have an example of one of the quests? Jeancey (talk) 19:50, 24 April 2013 (GMT)
I have completed all possible quests (incl. all side- and misc quests), and about half of them are marked as "dormant". I found that these ofthen have multiple instance numbers and seemingly are stuck at some stage of the quest - despite they have been completed successfully long ago and are not in my journal under active quests.
Some examples: Become thane of Eastmarch: stuck at stage 15. I'm already thane and bought the house etc, and Ulfric was killed long ago. Another: Delivery quest: Adonato's book, stuck at stage 15. book was dleivered. Some light theft, instance 166, Bring double distilled skooma to Stands-in-Shallows, stage 15. A few words with you: Carlotta and Mikael, stage 15. Another few words with you quest about Torbjorn, has multiple instances and multiple dormant stages. Shahvee's amulet of Zenithar quest... Could go on forever, the list is very long. 09:27, 28 April 2013 (GMT)

Kill command[edit]

I don't have to "close and reopen the console" for this command to work. Never had to. I close the console and they're dead. Playing on PC with Patch 1.9 — Unsigned comment by Eldubya (talkcontribs) at 12:44 on 22 May 2013‎

Agreed. I think what was probably intended was that the actor wouldn't drop until you closed the console, or perhaps that you need to let it die before issuing further commands on the actor, but even if true, I was trying to think of a time when that could possibly matter, and I couldn't, so I just removed the sentence. Robin Hood  (talk) 14:39, 22 May 2013 (GMT)
Correct. Commands entered in the console are effective immediately, and there is no limit to the number of commands you can execute, nor the targets you can run them against. The kill command is instantaneous, but since time freezes in the game world when the console is open, the NPC death animations don't actually play until you exit the console. You do have to make sure you're using the command on the correct target, though. I've noticed many times that using the mouse pointer to select objects or actors while the console is open can be imprecise and I actually end up targeting a background element instead of the NPC I was going for. A quick litmus test is the getlevel command: if it returns zero against your target, then you aren't targeting an NPC and the kill command will have no effect. Rolandito (talk) 16:48, 27 May 2013 (GMT)

Immortal: What kind of "frustrating" results?[edit]

When you make yourself immortal using the console, and then either get decapitated or bitten and thrown, this article says that you can have some "frustrating results."

Well, that doesn't exactly tell me anything! What results, exactly, should I expect? — Unsigned comment by (talk) at 21:28 on 16 June 2013

I think it's because your body will be all screwed up, like you will have no head --AN|L (talk) 21:58, 16 June 2013 (GMT)
Perhaps the fact, that the body model gets damaged, and that the game cannot make a damaged model do animations and stuff, and since there is no fix built in to the gameplay, like a potion or smth, game crashes, or you are simply stuck — Unsigned comment by (talk) at 07:54 on 22 June 2013
You can be decapitated, but you will not die - so your character stands up and will not have a head, but gameplay normal — Unsigned comment by (talk) at 00:27 on 26 December 2013
That doesn't sound frustrating, that sounds fantastic!
What isn't fantastic is you will be unable to perform normal animations after undergoing a death sequence. For example - you will only be able to swing your sword one way instead of the variety of animations and it will be held at an odd angle instead of normally. Vainamoinen -Talk -Stuff 02:45, 16 August 2015 (UTC)

if i accidentally disabled an actor what do i do[edit]

hello everyone long ago i accidentally disabled ysolda so i had to restart the game again and she was back...anyway if i accidentally did it again is there any other way to bring her back? — Unsigned comment by (talk) at 18:07 on 7 July 2013‎

Hello, that's a wild guess, but wouldn't it restore the Ysolda if you enabled her RefID? "0001A69A".enable --HellRider (talk) 17:20, 7 July 2013 (GMT)

Console Usage at Main Menu?[edit]

Just wondering ... purely for the sake of science :)

At the main loading menu, the console can be accessed. What can be done here? (I won't ask what can't, as I imagine that's a much bigger list.) GodRaineTalk 04:49, 3 August 2013 (GMT)

I can't give you an exhaustive list, but I often use it to "coc" to a given area. A default character will be created for you if you do that (Level 1 Male Nord named "Prisoner" with a basic set of equipment). You can also do things like view settings, which take on the default values found in Skyrim.esm. As far as I can tell, if you try to do anything silly, like modifying a character or changing the weather, etc., before you've actually moved somewhere where that would be applicable, it'll just fail silently. Robin Hood  (talk) 19:58, 3 August 2013 (GMT)
Good to know - thanks for the insight. :) GodRaineTalk 02:04, 4 August 2013 (GMT)

how to use "enable"?[edit]

Hi, I have problem with the command "enable". Once a dragon appeared inside Whiterun and it killed a few people before I was able to kill it. I thought that I resurrected them all with the help of "resurrect <1>" command but later I found out that Adrianne Avenicci disappeared. I suppose that she was killed too but I didn't noticed it/didn't find her body and her body vanished. I would like to have her back in the game but I don't know how to use the "enable" command. Should I write "enable Adrianne Avenicci" or "enable 0001A67C" or "enable 00013BB9" or what? Thanks in advance for any advice. — Unsigned comment by (talk) at 17:08 on 3 August 2013

Sometimes you can use things like <RefID>.enable, but Skyrim seems to be a bit picky about things like that. I suspect it might have to do with whether or not there are letters in the ID, but I haven't tested that. Using Adrianne as an example, I would usually use prid 1a67c, enable, resurrect. It makes no difference if you use the leading zeroes or leave them out, or if you use upper- or lower-case.
Having covered the technical aspect, I'll also add a warning: resurrecting characters can be tricky. Sometimes, the game checks how often things have been killed, so it'll still act like they're dead. Other things, like switching to a substitute shopkeeper, won't necessarily be undone just because you resurrect the original shopkeeper. Finally, sometimes effects that were present at the character's death will continue permanently rather than expiring, which can make resurrecting them fairly useless. On the other hand, sometimes none of the above applies, and you can bring back a character you really want to keep around with no problems at all. You kinda roll the dice when it comes to resurrection. Robin Hood  (talk) 20:07, 3 August 2013 (GMT)


According to the Elder Scrolls Wikia, setscale also affects damage and speed when used on an actor. Currently, this article doesn't mention either. Is this information verifiable? Dbbolton (talk) 16:53, 5 August 2013 (GMT)

AFAIK, an actor's scale affects speed (e.g. Altmer running the fastest and jumping the highest since they're the tallest race). I've also used setscale 10 before and my character ran much, much faster. —<({Quill-Tail>> 17:04, 5 August 2013 (GMT)
I think it was Rpeh and I that did a bunch of testing on this in Oblivion, and setscale definitely affected speed there, though silently, so it's not unreasonable that it would work the same in Skyrim. I don't remember doing any testing on damage, though. Robin Hood  (talk) 20:30, 5 August 2013 (GMT)
I have done a small amount of testing on this in Skyrim: it is my opinion that a stride or swing is the same action taking place over the same time. For running this means the large scale character (think tall and long legs) will move a leg from forward to backwards over the same time, but the scale makes that stride longer and thus cover distance faster. It seems to also work for one handed attacks, I am not sure if it works on two handed weapons, and I don't see any change for drawing a bow and casting as they seem to be simply timed. Anubis Priest (talk) 05:15, 10 March 2015 (GMT)


just to confirm my understanding prid [refid] followed by several commands is functionally identical to prefixing each of those commands with [refid]. right?


prid 000C3B2B
AddToFaction 5C84D 3
AddToFaction 19809 3

is the same as

000C3B2B.AddToFaction 5C84D 3
000C3B2B.AddToFaction 19809 3

That's correct. Robin Hood  (talk) 00:45, 23 September 2013 (GMT)


if i play an orc and setrace breton do I get dragonskin and lose beserker too? — Unsigned comment by Pseudoname (talkcontribs) at 02:00 on 27 September 2013

I would assume so, since you are changing your character's race. Only one way to find out: try it and see. --Xyzzy Talk 02:17, 28 September 2013 (GMT)

Additem Not Working[edit]

Going back and exploring the Soul Cairn for pages two and nine of Juib's Opus falls under the category of "Let's not and say we did." But when I try to use player.additem ITEMNUMBER QTY it doesn't work like normal items. Is there a trick? I tried 000, xx0 and just the last six numbers. In case you were wondering UESP shows xx014011 as the ID. I'm gettin tired of looking at them in my inventory. :D King Mango (talk) 16:38, 21 October 2013 (GMT)

You have to replace xx with whatever number addon Dawnguard is for you. --AN|L (talk) 16:44, 21 October 2013 (GMT)
If you've got all the DLC, probably the Mod ID you're looking for will be 04, so try additem 04014011 1 and see if that gets you the opus page you're looking for. If not, then you'll have to figure out the correct Mod ID. The long description of how to figure out the number is here. You can also just look at the "Load Order" column in Nexus Mod Manager to get the correct first two digits. Lastly, there's always trial and error: save your game, then just keep doing additem xx014011 1, bumping up the xx each time, until you add the items you were trying to. If you accidentally add something from a different mod, just reload and move onto the next one. Robin Hood  (talk) 18:16, 21 October 2013 (GMT)

Swedish Keyboard error?[edit]

I noticed that it says that on Swedish keyboards the console key is ½, for me it's in the same spot but a §. Anyone Swedish who can tell me if my keyboard's weird or if the wiki's flawed? — Unsigned comment by (talk) at 17:28 on 24 October 2013

I'm no expert on Swedish anything, but the first Google image I found for a Swedish keyboard showed that key as typing "1/2" when unshifted and "§" when shifted. --Xyzzy Talk 18:51, 24 October 2013 (GMT)
It's probably the wiki that's flawed. Swedish standard keyboards have §, with ½ with shift, one key left of the 1-key. At least all they Swedish keyboards I've used since mid-90's have had such layout, and I'm a Swede.— Unsigned comment by (talk) at 12:32 on 20 August 2014
Ok. I checked another Swedish keyboard site ( and it agrees with both of the IP editors that have chimed in. I will edit the article accordingly. --Xyzzy Talk 18:32, 20 August 2014 (GMT)

TGM and Spells[edit]

According to our TGM documentation, all spells are available when god mode is on, but that's not what I'm seeing. Was this, perhaps, only in an older version? Or am I doing something wrong? Robin Hood  (talk) 19:25, 31 October 2013 (GMT)

I get the same result: no spells added for my level one character when toggling god mode on. As far as I can recall, tgm has never made more spells available. --Xyzzy Talk 02:30, 1 November 2013 (GMT)
Okay, fixed. Robin Hood  (talk) 03:14, 1 November 2013 (GMT)

Abandon a quest to redo a previous one[edit]

Hi there, I am currently experiencing some problems in Dawnguard and would like to abandon the final main quest, and reset the stage of the previous one to the last stage (Talking to Serena). Is there any way to do so? Simply resetting will simply reset the current quest (Talking to Isran), which automatically started. ~ Carl — Unsigned comment by (talk) at 01:30 on 20 November 2013‎

Juib's opus[edit]

Discussion moved to Skyrim talk:Impatience of a Saint#Moved from Skyrim talk:Console

Resurrect 1[edit]

This page says "Adding a tag of "1" at the end (i.e., resurrect 1) will make the target get up instead of vanishing and reappearing, thus allowing them to keep their equipment."

Although this was true of previous Bethesda games, it's not true of Skyrim. The command "resurrect 1" acts the same as "resurrect" and reloads all their original equipment. The "1" at the end seems to be disabled for some reason. — Unsigned comment by (talk) at 16:52 on 20 December 2013

Is it? When I use Resurrect 1 it does make them get up, although the getting up animation doesn't play like it does when they get up from something like Unrelenting Force, instead it seems to go much faster. They also keep the equipment they had when they died. If, however, I don't type the 1, a console output will appear with a lot of getters, the character disappears briefly and reappears, this time with new equipment. 13:39, 17 May 2014 (GMT)
I must disagree. I once killed a bandit, took her weapon, and then resurected her with the '1' and she had a new different weapon. Maybe it's because I took it, but the '1' doesn't seem to do anything different from regular resurrect. -- Sees-the-Stars (talk) 19:19, 16 July 2014 (GMT)
I have often looted bodies so they're empty, then used the "resurrect" or the "resurrect 1" on them. In every case, there is no difference. No matter which command I use, they get up with a complete set of equipment. And in Bethesda's previous games such as Oblivion, when I've used "resurrect 1", they get up naked.— Unsigned comment by (talk) at 12:52 on 26 August 2014
Think about this? Some unique NPCs are scripted or have related quests/events. I guess that resurrect 1 keeps the status of those events, while without this 1, the events are reset, which might interfere quests.Penuser (talk) 17:41, 9 September 2014 (GMT)

WoodElf under setrace?[edit]

Just noticed that in the list of races available under the setrace command, that it has 10 races, but it includes elder and does not include the Wood Elf. Is that on purpose, or should it be added in? 19:43, 2 February 2014 (GMT)

I think it is an oversight. But the CK shows Elder not as playable race, so it probably shouldn't be in the list at all. --Alfwyn (talk) 19:52, 2 February 2014 (GMT)

Clearing smoke/fog in dungeons?[edit]

Has anyone found a way to clear out the thick white smoke or fog found in some interiors? (such as Nchuand Zel, where the smoke is blinding and makes me want to cough.) FW does nothing, as far as I can see; Disable can sometimes clear out a particular patch of smoke temporarily, but it's hard to select smoke and you often end up disabling a chunk of the wall or floor instead. Wordmama (talk) 15:53, 17 June 2014 (GMT)

There's no easy way, at least not that I'm aware of, since the same mechanism is used for a number of other things besides fog. Try something like the Interior and Dungeon Fog Remover. There are probably others out there as well if that one doesn't work for you for some reason. Robin Hood  (talk) 16:22, 17 June 2014 (GMT)
Thanks! I'll give it a try and see if it helps. Wordmama (talk) 02:12, 18 June 2014 (GMT)

SexChange? Untargeted Commands?[edit]

I'm not quite sure, why SexChange should be listed as an untargeted command. It does require a specific target. In this case, it should be noted as a targeted command. Any ideas? Dreamshadow (talk) 03:28, 16 July 2014 (GMT)

Fixing broken quests?[edit]

I've come across two broken quests in my current play through, and both times the SetStage and SetQuestObjective commands did nothing. Do they ever work? The first time was during the quest A Night to Remember. I was at the part where I was supposed to ask about Sam in Rorikstead, but before I went there I talked to Ysolda for another unrelated quest. That triggered her part in the Night to Remember quest, but the quest was stuck telling me to go to Rorikstead. Going to Roriksted didn't trigger the encounter there, and speaking with the guy there that was supposed to run up to me, it seems the game thinks I've already talked to him. The only option I had with him was something like "tell me about the staff again." I tried using the SetStage and SetQuestObjective commands to make the game forget I talked to Ysolda, but neither would change the quest. I managed to finish the quest by boosting my speech and persuading Ysolda to give me the information I needed to trigger the next part.

Now I have a stuck quest for The Companions. I had completed the Silver Hand quests previously, but was given the Stealing the Plans quest again. I just noticed it was still in my quest log, but no map marker exists for it. In the description, the location for the quest is Lost Knife Hideout. I went there and cleared it out, but the plans aren't there. I believe what broke it was not finishing this quest before finishing Glory of the Dead. I have a save from just before entering Ysgramor's Tomb for Glory of the Dead. If I load the save and travel to the Lost Knife Cave, the plans are there and the quest will complete, but if I reload the save and complete the Glory of the Dead, that is when the quest marker goes away and the quest becomes broken. I didn't immediately return to the Companions after finishing Glory of the Dead, but after completing it, it gave me the quest to ask the Companion Leaders for work. Now I have two options to ask for work. Choosing one has them telling me I'm already doing a job for Aela, and the other gives me the generic radiant quests. I'm afraid this is preventing me from getting the Totems of Hircine and the Purity quests. Choosing one of the work dialog lines has them telling me I'm already doing a job and the other just gives me the generic radiant quests.

I tried the console command SetStage cr10 20, but it doesn't do anything. I believe I have found the problem, but don't know how to solve it. When I use the console command sqv cr10 I get the following at the end:

--- Quest State ---
Enabled? No
State: Stopped
Current stage: 10
Priority: 70

It looks like the quest has become disabled and stopped, yet it still appears in my quest log and Aela still thinks I am on the job. How can I re-enable the quest so it can be completed? Using ResetQuest cr10 does reset the quest stages to 0, but SetStage and SetObjectiveCompleted don't have any effect. I can use completequest cr10 and it marks it completed and removes it from my quest log, but the Companions still act like I'm on the job.

--jimnms (talk) 15:41, 14 September 2014 (GMT)

SetObjectiveCompleted broken[edit]

Pretty simple, this console command no longer works. Was it patched out? The console itself still recognizes it as a valid command and tells me what it does, or rather is supposed to do. 20:42, 4 October 2014 (GMT)

Convenient way to add perks[edit]

Set level to 1, go to trainer (let's say restoration in Winterhold). You set your restoration to 60 (this specific trainer can't train above 75). You train your restoration skill up by 5, but it will give you so much exp that you'll level up 3 times.

You can repeat this process infinite times. Remember to reset your level to 1, because otherwise you won't get enough exp to level up, and you won't be able to train again until you level up by normal means.

IMHO this is a more convenient way to add perks than looking up their ID: you can pick the perk on the usual GUI and it's easier to pick up the proper prerequisites (i.e. it won't bug up your game).

So the needed two console commands are:

player.setav restoration 60
player.setlevel 1

— Unsigned comment by (talk) at 22:50 on 26 December 2014

COC in Batch file[edit]

This confirms the note that Skyrim CTDs. Haven't tried using the wait command with it: Skyrim_talk:Console#Pause.2FWait_x_seconds_command--Lmstearn (talk) 21:21, 15 January 2015 (GMT)

not listed: dispel[edit]

dispel <spell ID> - removes effects of spell <spell ID> from the targeted actor. (see dispelAllSpells)

found this while faffing about with the console. It is not on the list of all known commands. Somebody who can wrap their head around editing lists please confirm and add this. kthxbye 22:37, 5 June 2015 (UTC)

placeatme brings corpses to life[edit]

It doesn't say so in the article, but clicking on a dead body that's meant to be dead according to the creation kit, gaining their base ID code, then using player.placeatme that base ID, you can effectively resurrect a corpse NPC. (is it because I have mfg console?) Sometimes with hilarious results, such as women with voices of men. Some of you may be rolling your eyes and thinking "we've known that in Skyrim forever", but some might not have this knowledge. — Unsigned comment by (talk) at 20:24 on 10 August 2015 (GMT)

There is actually a resurrect command. — Unsigned comment by DraconisMaximus (talkcontribs) at 07:44 on 12 August 2015 (GMT)
Yes, I've used it probably thousands of times. I'm talking about bodies set to be dead already. That command won't work on them. 01:40, 25 August 2015 (UTC)
placeatme creates a new copy of a certain (base)object, where moveto moves a certain object reference (something placed in the world). Most dead NPC's simply have their reference flagged as Starts Dead, so if you create a new reference with placeatme, it won't have that flag, and therefore it is alive. So what you say is technically incorrect, it doesn't bring corpses to life but creates a living copy. -- SarthesArai Talk 16:04, 25 August 2015 (UTC)

Batch File Format[edit]

Both this page and the elder scrolls wikia say that batch files in the root skyrim directory (C:\Program Files (x86)\Steam\steamapps\common\Skyrim) cannot have a file extension (.txt) but I have always used them in the root directory with the .txt extension without any problems. Has anyone else found this this to be true?

Remove reset missing teammate - not follower.[edit]

In game console, typing "GetPlayerTeammateCount" returns to me "Player teammate count > 3", but I have no idea who/what/where these teammates are. Is there a way to remove them or reset the player teammate count?

Does this have something to do with player factions/relationships? I use a few different addon followers, Inigo and 3DNPC mainly.

I have no followers either, I have tried "set playerfollowercount to 0" and also "set playeranimalcount to 0", both of these did not work.

I have also tried waiting in game for up to a week, in hope that the teammates would "get tired of waiting and go home", but this did not work.

Any help will be greatly appreciated!

Edit: Turns out this setting is not what I was looking for, explanation here: 19:20, 11 March 2016 (UTC) 22:12, 10 March 2016 (UTC)

showracemenu bug[edit]

I don't know if this goes here, so feel free to point me in the right direction. So, I started playing with a Dunmer, but after a while I grew tired and used the showracemenu command to change into a Nord, and in the process I changed skin, eyes and hair colour. After being a Nord for a while I used the Beast Form power to slay a group of bandits and earn some perk points, but when the effect passed I turned back to a Dunmer instead of a Nord BUT kept my skin, eyes and hair colour as I've set them, despite the fact that those options are not available to Dunmer characters. Any thoughts? --Manu (talk) 17:58, 22 April 2016 (UTC)