Semi Protection

Oblivion talk:Console/Archive 1

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This is an archive of past Oblivion talk:Console discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Incomplete List of Commands

Is there some reason why the list of commands is still incomplete? I was just now looking for the command to toggle scripts, but I couldn't find it here. Compare to the CS Wiki version: http://cs.elderscrolls.com/Category:Console_Functions --Dev akm 16:24, 21 April 2009 (EDT)

PS3 with keyboard

Are you guys sure the console can't be accessed on the PS3, even if you have a USB keyboard plugged in? If so, that'd be worth specifying -- otherwise, the reader may suspect that the true story is, you simply can't access the console without a keyboard. — Unsigned comment by 67.174.121.228 (talk)

Quest console codes

I would love to see the information at this site [1] put here. I would do it, but I don't want to violate anyone's ownership.

Dumping Console?

Anyone know a way to dump the console output to a file? Would like to get the full quest list into a table and start playing with it. Endareth 20:48, 6 April 2006 (EDT)

Can't you just do that with the Construction Set? I doubt it's possible to export the console to a file. Garrett 20:57, 6 April 2006 (EDT)
Hmm, good idea. Haven't really played around with the Construction Set, since my pc blew up just after I'd got it all installed... :-( Still, would be useful to have some way of dumping the console output. Endareth 21:08, 6 April 2006 (EDT)
How about instead of having one centralized list of quest codes, we put the console codes needed for each quest on that quest page. People who are stuck on a certain quest are going to be looking at the quest page, not the console page. I've already started doing that with the Mage's Staff quest. Ratwar 11:42, 11 April 2006 (EDT)
Having any relevant console codes on each quest page is probably the best way...it worked well for Morrowind. You are also welcome to create a page listing the console quest codes but I'm not sure how useful it would be. -- DaveH 14:41, 11 April 2006 (EDT)


Comment moved from article

  • I wonder if you can find any character this way such as the atronarch familiar from the Frostcrag spire mod that gets lost so easily. -- Carlcmc, moved by Actreal 10:02, 4 June 2006 (EDT)

I can't succeed to add items to myself by using the "additem" command in the console. if anyone knows how to write the command, please write it down here. is it: player.additem<000733d8><1>? thanks for any help!

The brackets mean that the word is replaced by a value, and neither the word nor the brackets are part of the command. I added a line to the page that explains this. -- marbx 07:48, 16 Jul 2006 UTC

so basically it would be player.additem 000733d8 1 and then you'll see the confirmation at the top of the screen "daedric longsword added" — Unsigned comment by 74.234.50.53 (talk)

  • It looks like it is unnecessary to add the front-zeros. "player.additem c 100" seems to be the same as "player.additem 0000000c 100" 203.91.84.7 08:47, 4 May 2008 (EDT)
That's right, they're just hexadecimal numbers (much like 00010 would be a valid decimal number, 0000a is a valid hexadecimal number). Should save you some typing, especially with the single digit form IDs. However, it seems many authors use the prefix zeroes, this seems really inconvenient and slow. 77.161.184.122 14:27, 3 June 2008 (EDT)
Commonly, hex numbers come in groupings of 2, 4, 8, or sometimes 16 characters, representing how much space is used to store them in the computer. Thus, it's common (though not usually required) in programming to specify numbers using all the digits that would be used by the computer. 8 characters, for example, makes it clear to a programmer that a 32-bit unsigned integer is being used to store the data. It's much like in science class when you were told to use 1.60 because it signified that there were two significant digits in the number, even though in common usage, the trailing 0 would be redundant. In terms of the game itself, the leading 0's are indeed redundant in all cases as far as I know. --Robin Hood (TalkE-mailContribs) 13:47, 5 June 2008 (EDT)

Dead NPC

Is there any way to get a dead NPC? Suurootan who's meant to sell furniture at the Bruma house died whilst stealing some items and was killed by a guard I've tried player.placeatme (creating and angry NPC without the inventory) and player.moveto (which takes me to where he died) so was wondering if there's any way to bring him back. p.s. his corpse went a long time ago -

Fixed it myself, (prid 00036267 --> resurrect)

I have the same problem on the 360 with Suurootan. Any ideas?

On the 360 you're shafted, as you can't access the console (unless someone perhaps finds away to change the variable that enables the console) 74.69.245.119 03:22, 19 April 2007 (EDT)

Console Codes for Oblivion Gates

added this part. --Arcatus 11:10, 26 September 2006 (EDT)

Sidenote: I used these commands to close all gates during the main quest, but these ammounts are triggered BY the main quests, therefore, if you use this not to encounter random gates in the main quests, it'll change almost every storyline quest you pass.

Some help reverting some changes?

Hi. I have a problem. Recently, my little sister messed with my game. The results are essentially devestating: my only save game now has Rindir, of Rindir's staffs dead, and me with 1 murder and 1 assault (but no bounty, at least I had powerful equipment that allowed her to kill him with one strike). As I am playing a "good" type character, and use Rindir as a merchant, I would like to know how to do the following:

  1. Remove my Murder and Assault. I assume there is some flag in the CS, but I don't know what it is.
  2. Remove the chance of Lucian coming to me in my sleep, if the flag is different.
  3. Get Rindir back alive, or at least a clone-like Rindir, if possible. (OK, noticed the resurrect command above, still need to fix Murder/Assult records and DB).

Thanks, --Dylnuge 20:51, 15 October 2006 (EDT) I don't know about resetting your murder statistics, but after lucien talks to you, if you don't do his quest, you'll never see him again. Him merely showing up does not affect your fame/infamy nor does it add you to the Dark Brotherhood faction. 74.69.245.119 03:20, 19 April 2007 (EDT)

Hello. Sounds like a right shame.

To remove your murder and assault figure in your statistics, use these console commands:

modpcmiscstat 31 0 - reverts your 'Assaults' to 0
modpcmiscstat 32 0 - reverts your 'Murders' to

And finally, the way to stop Lucien from coming to you is to sleep, hear what he has to say, and kill him. This will complete the quest and prematurely end the Dark Brotherhood questline. I'm not sure if this will count as a murder or not. Tentacle 15:45, 26 April 2007 (EDT)

Command has no effect. I checked the stat menu. I'm making a mod that requires your record be clean and Lucien doesn't appear on sleep. Also, the AI has a skill for getting right in front of you and getting killed. I discovered it too late for backups. setpcinfamy does work. Lord Valarian
The modpcmiscstat command is a relative command, so you need to enter the amount by which you want the stat adjusted (not the final desired value of the stat). In other words, you're right, 0 would never do anything ;) Assuming you just have the one assault and one murder, then the commands would be:
  • modpcmiscstat 31 -1
  • modpcmiscstat 32 -1
There's some chance, though, that even if you clean your stat sheet, it won't work. The Dark Brotherhood scripts check the flag IsPCAMurderer; hopefully that flag gets reset by modpcmiscstat but I don't know. Even so, at the same time that you receive the murder warning, several other changes get made, specifically:
 StartQuest Dark01Knife^M
 ;Message "You have murdered an innocent in cold blood...."^M
 Message "Your killing has been observed by forces unknown...."^M
 LucienLachanceMurderRef.Enable^M
 set Murderer to 1^M
 set Dark00General.fQuestDelayTime to 0^M
Some of these changes cannot be undone, in particular the StartQuest Dark01Knife; there is no way to "unstart" a quest. --NepheleTalk 12:44, 25 January 2008 (EST)

You missed infamy. So, it's:

  • modpcmiscstat 31 -1
  • modpcmiscstat 32 -1
  • setpcinfamy 0
  • set Murderer to 0
  • set Dark00General.fQuestDelayTime to 0

Quests make use of local and global variables. If I can't unstart a quest, then I can add code that takes it into account. If character has has been resurected or still alive, don't do dark brotherhood. You get the message, "unseen forces...". Your marked as a murderer. It just be a matter of clearing flags and/or adding additional code to the dark brotherhood quest. I still have to figure out how the DBC works. Which scripts are involved? There are two luciens in the construction set. Press sig on the buttons isn't working? Lord Valarian January 25, 2008 4:37pm (PST)

Missing Console Command

I'm not sure why this is the case, but I noticed that a relatively important console command is missing in both this Console article but also in the Tutorial linked to from this article. I'm referring to the command "forceav".

I encountered several bugs while playing, e.g. constant negative effects that were impossible to get rid of or praying at the altar was not restoring anything. But trying the command "player.setav" did not change anything for me, I had to use "player.forceav" to actually achieve a result. Not sure why this is so, but I feel that it's worth adding it to the list.

This seems like a good topic in which to suggest the addition of the TAIS console toggle to the main console page. When used it toggles 'Off' and 'On' (default) "AI processing of Actor's Editor Schedules". Despite the singular inference this command affects every actor in the game world. When disabled, people stop moving and remain where they are no matter what time of day it is. Unlike TAI this leaves actors 'alive' such that they will react if you approach, and you can interact with them as usual. Merchants remain open or closed depending on when you disable the processing, and guards won't patrol or perform shift changes. I'm not certain what game versions this might apply to; I'm running Oblivion and Shivering Isles, version 1.2.0416. Wistrik 21:49, 3 February 2009 (EST)

Guild Expullsion Commands

I was expelled from the fighters guild after accidentally attacking a member during a battle. Unfortunately I didn't realize it until after I had played for another hour. Rather than go back and do everything I had just done again, a few minutes of seaching through the CS yielded these commands: SetPCFactionSteal, SetPCFactionMurder, SetPCExpelled. You'll need the faction ID.

Key binding?

Is there any way to configure the console to run a particular command every time a certain key is pressed? For example, it would be convenient to be able to to "player.additem f 100" everytime I pressed 'g' or "Player.ResetHealth: whenever I pressed 'h'. Is there any way to do this? 70.39.162.14 20:28, 30 January 2007 (EST)

Not without 3rd-party script extenders. It's not possible to add more keyboard commands for anything without an extender of some sort. And even with a script extender, you'd need some pretty good knowledge of scripting along with the special new commands added by the extender to deal with key-inputs. I know of a couple such extenders for Morrowind, but not sure about Oblivion. --TheRealLurlock Talk 09:14, 16 March 2007 (EDT)

Sexchange command

I've moved this comment here from main page:

May cause game to crash if you select an npc for a sex change, comfirmation needed

Confirmation should be done before posting a note on the main page; the talk page is the more appropriate place for posting speculation/rumors. --Nephele 14:24, 10 February 2007 (EST)

I can confirm that the command causes a CTD more often than not, whether on the PC or a NPC. --68.110.235.31 02:04, 16 February 2007 (EST)

tfc question

When I invoke tfc, I just get stuck with a POV somwhere inside the character's chest, sort of looking out at everything through a shell. I can look in any direction but I cannot get an external view, regardless of whether I hit r or roll the scroll wheel on the mouse backward, which usually achieves the same effect on my PC. Is there a bug on the PC console or do I have something set wrong? I've got the Orrery, Frostcrag, and Horse Armor add-ons. Can't remember the game rev I am running, offhand. -thanks, DarkElf 23:50, 15 March 2007 (EDT)

What happens if you use w/a/s/d to move the camera? r doesn't do too much when you're using tfc (it just changes what parts of your character are invisible, but it doesn't change the position of the camera at all). And are you exiting from the console before trying to move? --Nephele 02:12, 16 March 2007 (EDT)

That was it. Thanks! My--wrong--expectation was for the mouse to move it around. -DarkElf 23:46, 19 April 2007 (EDT)

Conversational tone near end of article

Noticed that about at the mentions of Harrow the article gains a conversational tone. Will need to look over that. --Edwin Herdman 22:00, 7 April 2007 (EDT)

Changing appearance to an npc's ?

Is there any console command that can allow me to take the appearance of an npc . Lets say I like the emperor's skin , could I have the appearance of the emperor?— Unsigned comment by 65.92.19.244 (talk)

No, nope there is no console command. But there is a program that can copy the face of another savegame, and paste it in your current savegame. The program is called Wrye Bash. It is located here (Wrye Bash)
It is close to your answer, but unfortunately, I do not know any solution to this. (By mrkaki, if you found a solution, you can edit this message)

Changing your appearance

I wanted to change my main (lv. 16 custom-made Argonian Druid) but when I do it resets the character to the starting stats. In the main topic it says to save the game while the "showracemenu" is still up, but how? The "Save" command in ESC key and both the console "save <name>" commands don't work. Is there any way to save?

Of course there is, you need to open your console before saving, leave the console open and then you'll be able to save.

(By mrkaki)

No idea what you're talking about, you cannot save it with the race menu open, period. ~Graphic

I've been able to save, so long as I don't close the console during race/face editing. -lf

I have the same problem for changing my major skill ("showclassmenu"). I can save by having the console open, but then it won't save the changes I've just made.

  • in order to save your game with racemenu open you have to press escape to bring up the menu. even though the save option is disabled you can still use the command save Kotekzot 22:53, 26 July 2008 (EDT)

batch command

new to editing wiki so bear with me, there is another console command missing from this section, namely the bat command. i've looked this up on another site,

(http://www.tweakguides.com/Oblivion_12.html),

and it says you can use "bat somefile.txt" in order to execute multiple commands, which you saved in a textfile. i'll test this later, but does anyone know it already?

if im correct you might want to add it to both this article, and the command console tutorial.

it indeed works, so im going to add it, if someone would edit my writing style into proper wikified stuff, go ahead please, i cant be bothered.
added it, looks like junk :S , anyways, if someone could change it, would be great.
I've added it in the table (By Mitsos Rogas)
maybe it should be added to command console tutorial as wel?
You're right, it does add up batch commands. It is even explained in the page you've entered. (Again, by mrkaki)
Added some verbiage about the batch file needing to be in your Oblivion installation directory. --71.132.147.196 15:29, 23 November 2008 (EST)

Follow my lead!

I was wondering, is there a console command to make an NPC, such as a guard or other character, follow you? If there was, then the player (such as myself) could try assembling their own army of guards to fight off the enemy.--71.112.182.197 06:14, 27 May 2007 (EDT)

Windows Media Center

Sorry I don't have an account, but can someone please tell me why the console doesn't open. I do have windows media center which someone on www.about.com says affects it, but I think its a load of c*#p but if it does have something to do please remove this text and tell me how to fix it. please don't delete it because I will just delete over that with this again I am really annoyed with it not working. — Unsigned comment by 203.212.128.252 (talk)

From the main article "Note: If you are running Oblivion on Windows XP Media Center Edition, your console may not function properly. In order to restore its functionality, unplug the receiver for your Media Center Remote. This will allow you to use the console, as the receiver interferes with Oblivion's programming." — Unsigned comment by 66.170.10.117 (talk)
  • Sigh of relief* you had me scared there. my new (and pretty competent) PC has media center edition. but i read the last sentence, and *another sigh* i don't have a PC remote. -m'aiq the liar 14:43, 4 August 2007 (EDT)
I have the same problem on vista... I have no IR remote/receiver and the console (which worked at one time) no longer works. Anyone have any suggestions?--~7ru7h 01:56, 10 August 2007 (EDT)
Make sure you press shift when you press the tilde key.--Puddle 10:06, 5 March 2008 (EST)
I have tried everything to pull up this cheat console. I do not have a remote and I press shif "~" and nothing so please if you have anything a all please let me know

Can someone Help me? Ive got Windows Media Centre, Now some folks say i must unplug it? what? does it have a wire connected to my computer and i have to unplug it? theres something else, ive lost the remote to my computer any other solution for that? HELP! i want to cheat Oblivion lol.

Try the Ring of Console mod. It may help. Darkle 22:03, 1 October 2008 (EDT)
You have to turn off any Infrared devices that are on your computer. I have Vista installed and it's helps (Go to Start->Control Panel->Device Manager->Human Interface Devices->ITECIR Infrared Receiver (EC)->Context menu->Disable on my OS)
^^^Hey, I have a HP Vista laptop and I got an Infrared Transceiver, but where do I go to find Context Menu? I can't seem to find any options to disable the device, only uninstall it. And if I do that, will I be able to reinstall it? Please help, I really don't want the ring mod because I also have to get OBSE. I just want a quick fix without having to download multiple things.

Resurrect Command..

Just curious, anyone ever resurrected the emperor? and if so... what happened?


Lol, tried that :p

I tried the "kill" command on the dude that knifed the emporer, and the "resurrect" command on the emporer once dead, however neither work -

quite ingenious realy, as the door opens up and you see the dude running in, the emporer switches to a pre-animated model, not a "character" (as recognised by the console), so there is no way that the dude knifing the emporer can be averted, as both are not npc's but are preanimated models. But yeah, it would have been fun! ~Doug

I Actualy Selected The Emperor before he started talking to me about the Amulet of Kings so i had his NPC code selected in my console and thus was able to bring him back after... Then i tried it later once i saw this message without preselecting him and was still able to resurrect him and his assassin. I think it might just be your computer that wont let you, or maybe my computer is just special and lets me get away with things ;)

Using tcl to get behind the wall works. kill the assassin,and it's funny baurus says he's dead but he's standing right there.--Puddle 10:08, 5 March 2008 (EST)

Just another question regarding resurrection. Alval Uvani is a target for one of the DB Quests. He is usually long dead before I even start this quest, and i know ressurect will not clear the dead tag from the game, which will mean that i wont be able to murder him. Any console command available to fully turn a character from dead to alive so I can do his quest?
yeah, go and search for the quest's name here on UESP. at the bottom of the page you will see a table with the quest stages. SO do this: setstage <questid> <stage>. questid being the actual quest's ID and the stage, write the number that is suppose to initiate the stage right after killing the guy. hope that helps
I don't know if it works or not, but try using Disable and then Enable and see if that helps. --Robin Hood (TalkE-mailContribs) 14:18, 22 May 2008 (EDT)


I ressurected the Emperor, he looked very annoyed, and when I tried talking to him, he just said his "come with us..." line. Tommo400 16:20, 7 June 2008 (EDT)

Owner Changes?

Is it possible to use a console command to change the owner of an item or container? I've noticed that especially with Oscuro's there's a lot of chests that are marked that it would be stealing to access them, and carrying stolen goods is always a bother. Any other way around that?

Click the object or container, open the console and type 'setownership'. Or you could just be a man about it and accept your punishment for stealing stuff... --Saruuk 07:33, 25 July 2007 (EDT)

Gold Fenced Command

Is there a way I can enter a command into the console that sets the value of gold that I fenced? I encountered a glitch and instead of having to fence 500 gold, then 750, then 1000, I have to fence 5000, 7500, and then 10000. Any help would be appreciated greatly. 69.116.177.57 14:50, 6 August 2007 (EDT)

I'm not sure if there is a way to change the fenced gold, but you could use that old bow and arrow item duplication trick on an expensive, stolen item. I wouldn't see the problem with actually getting that much though. Thieve's guild doesn't have that good of a payout anyway...

"SetAmountSoldStolen <amount>" changes the amount you have fenced.

Create full actor copy

createfullactorcopy sayys needs a referance when i enter it... — Unsigned comment by 67.58.255.158 (talk)

Essentially, that means you need to click on the actor so that their ID is selected, before typing in the command. --Saruuk 03:55, 11 August 2007 (EDT)

showclassmenu

WARNING: Using this menu will reset all of your skills to their default initial settings. (If you edit your class, instead of clicking "done" when you are done, leave the class menu open and save your game. When you reload it your Class will be changed like you wanted them to be and your skills will not be reset.)

Is that confirmed? I know it works with showracemenu, but I don't think it does with showclassmenu. At least I could not get it to work .

Actually when I played on PC it boosted up some of my skills. I used it on my character to switch blade with illusion on my major skills and I kept alchemy as a major skill. It then went up by about 20 points! But your minor skills will drop back down to 5.--Willyhead 08:18, 3 September 2007 (EDT)

Is your horse running at Mach 5?

Here is a quick solution for the player whose horse runs at 100 mph when they ride it. I had a similar problem and this worked. A couple of things to keep in mind before proceeding: Make sure you dismount first or weird things will happen. If you have saddlebags, clean them out as there is no guarantee that your hard won loot will respawn with your horse, and finally save your game (don't rely on the autosave!) beforehand, that way if something goes wrong with your game, you will have the save file to go back to.

Pull down the console via the tilde key (~), which is located in the upper left hand corner of your keyboard (adjacent to the number 1), then point and click on your horse. You should see the horse's object name along with its 8 digit hexadecimal ID number at the top of the screen (example: Black Armored Horse 00C32134). Then type the following:


kill ID NUMBER or OBJECT NAME

resurrect ID NUMBER or OBJECT NAME

Once you enter the first command and close the console the horse will fall over dead. Then IMMEDIATELY reopen the console and type in the second command which will respawn your horse. If you wait too long to resurrect, the game will assume that the horse is out of the game and you will not be able to interact with him after you resurrect him. Look at the console commands section on this site for further details on kill and resurrect commands. Hope this helps.

Vincenzo

Can you copy yourself?

If you copy yourself then kill yourself will u die 2? I need know just in case i got something good then killed my self(my self being the clone) Plese help! --Dark Oblivion 22:46, 24 September 2007 (EDT)

If you kill your clone, your true self will not die. However, it will count as killing a member of whatever guilds you happen to belong to, at which point you will be expelled from those guilds. For example, if you belong to the Fighter's Guild, killing your close will get you banned from that guild. SubtleCynicism 00:17, 25 September 2007 (EDT)


Will this result in a boundty and if you copy an npc and then kill him/her and since its just the same npc will this result in more than 1 boundty?


Coping a stolen item

if you copy a stolen item via the arrow glitch will all the other copies of items be stolen too? just wanted to know --Dark Oblivion 23:44, 26 September 2007 (EDT)

As far as I know, the arrow glitch does not work with items marked as stolen. If you try it, the item will simply be dropped but not duplicated. If you have access to a fence you can sell and rebuy an item, clearing the stolen tag.

Removing item effects?

Hey, everyone. My Oblivion game has long been bugged, with the effects of two quest items stuck on my character long after the items are removed and gone. I had the unfortunate luck of having the Necromancer's Amulet and Ring of the Vipereye equipped when I did the Daedra quest in which you cast a spell to strip a duchess' party (and yourself). The effects (ability/stat drains and bonuses) of the Necromancer's Amulet and the Ring of the Vipereye are now permanantly stuck on my character, and I would like to find a way to remove them. It's the highest leveled versions of those items. Thanks in advance if anyone has a way.

If it's definitely the highest leveled version then SetQuestObject 0007BE2B 0 will remove quest item status from the Necromancer's Amulet and SetQuestObject 0006B658 0 will do the same for the Ring of the Vipereye. You will then be able to drop the items normally. If it turns out you have a lower level version, you can get the ids to use here. --RpehTalk 03:38, 9 October 2007 (EDT)

Edit: I'm sorry, I must not have been clear enough in the original statement. I don't have the items anymore, but the game thinks I have them equipped all the time. Even if I spawn new ones with the console, it tells me I can't equip them.

No I'm sorry - misread your original. The only thing I can think of would be to install the Unofficial Oblivion Patch and hope. It definitely fixes the Permanent Bound glitch so might make a difference here. Good luck! --RpehTCE 02:29, 10 October 2007 (EDT)

Changing time (Timescale)

If I use the set timescale to <qty> command to change the rate that time passes in game. When I exit and next load up the game will time still pass at that speed or will it be back to the default? -- 216.36.151.217 (anonymous), 25 October 2007

Answer: The value you set (using set timescale to x) becomes part of your save. This is true for just loading a save while in-game, or exiting the game completely and then restarting and loading.
Try it yourself: change the value, make a new save game, then change the value again to the default. Exit (or load later), restart and load the saved game in which you changed the value, then issue the console command [~]: show timescale.
-- Laisren 18 February 2008 (EST)

Disappeared Quests

Hi fellow Oblivion Players ? Is there a console command to add quests ? I have lost my Shivering Isle quests, after a cleanup of my hard disk. I copied my saved games back AFTER reinstalling Oblivion + Shivering Isles. All normal Quests are back, but the Shivering Isle quests not.... Does anyone know how add quests manually in the Console ? I allready tried addquest and player.addquest, but that doesn't help. DOES SOMEONE WANT TO HELP ME ? Show me it makes some sence to ask my questions here instead of my own talk like RPeh recommends. — Unsigned comment by 82.173.100.145 (talk)

Have you tried sq? It's effect is "List all quests in the game, not just ones you're on, along with current stage". May be it will work. Let us know if it works. --Mankar CamoranTCE 09:01, 8 November 2007 (EST)

Well..... The Shivering Isle Quests excisted but don't anymore.... Have you thought about that. I am thankfull for your help, but your help doesn't make any sence....How can quests that disappeared be listed ??? Why are people helping who don't really read what I write ??? That happens VERY often....I just need the command for adding or setting up quests....Does anybody know ????? — Unsigned comment by 82.173.100.145 (talk) I have experienced similar problems with Reinstalling the Shivering Isles expansion. Part of the problem may reside in the load order of any mods. Even wyrebash appears to count as a mod as far as the load order and related formids for items. My problem is that having juggled the load orders around to match those in previous saves, no quest information from the shivering isles is being displayed. The related quests are still flagged as complete or in progress in a ess.txt file output and as far as I can see, can be completed. Seeing these in the journal would be most helpful. On a related note and interestingly, Shivering Isles items in containers are no longer present in chests and soforth however ARE present in certain cells (for example as ornaments in owned houses). ALso, ruinous felldew withdrawal is now apparently a permanent stat adjustment. I have now advanced the game a further 50 hours so have no particular desire to go back to an older save. How much of this mess can be fixed via the console? — Unsigned comment by 61.245.116.102 (talk)

Are you sure that SI is actually installed? Simply activating the DLCShiveringIsles.esp file does nothing because Shivering Isles is not a "true" mod. The .esp file is a stub containing none of the game information. The actual game information is all added directly into the main Oblivion.esm file. If you have reinstalled Oblivion, you need to go through the SI re-installation process to get the SI data back. --NepheleTalk 18:05, 25 December 2007 (EST)

adding a code

Shouldn't setquestobject <formid> 0 be added to the charts?-Mr. V 16:31, 7 November 2007 (EST)

Done --RpehTCE 16:22, 19 November 2007 (EST)

Screenshot

I'm sorry if I missing something, but how exactly do you take a screenshot? I've been under the impression that there's a console command to do it, since my normal Printscreen button doesn't work. Audeuro 21:21, 13 November 2007 (EST)

See Help:Images#Oblivion. --NepheleTalk 22:27, 13 November 2007 (EST)

SetQuestObject

Just noticed that this isn't listed here. The code allows you to get rid of quest items which remain in your inventory long after the end of the quest. SetQuestObject <formid> 0 --202.7.166.180 20:53, 16 November 2007 (EST)

Done --RpehTCE 16:22, 19 November 2007 (EST)

Mod Items and the console

Is it impossible to player.additem items added to the game by mods?

No it's definitely possible. This site lists items added by mods with two "x"s at the start of their ids, for instance, xx011f1e for Lord Kelvyn's Bulwark. You need to replace those xs with the correct number for your installation. See this page for details of how to find these out. Or you can use good old trial and error. Try the id 01011f1e, 02011f1e etc and don't forget that this is in hex so you have a-f to use as well as 0-9. --RpehTCE 09:32, 4 December 2007 (EST)
Thanks for the speedy response. And in the load-order sequence, the core OBLIVION file is always listed as 01, right? — Unsigned comment by 76.111.51.49 (talk)
The core Oblivion file (Oblivion.esm and therefore all items that exist in the game without mods) is always listed as 00. On UESP, all items that come from Oblivion.esm are provided with their actual FormIDs (e.g., Goldbrand is 00027105, rather than a FormId starting with xx) since there is a never a need to alter those FormIDs. If you only have one mod installed, its items will all start with 01. --NepheleTalk 01:16, 5 December 2007 (EST)
And if I have 3 mods the first mod will be 01, the second 02, and the third 03? — Unsigned comment by 76.111.51.49 (talk)
Yes. Up to the 10th, which is "0A", 11th, "0B" ... 15th "0F", 16th "10" (hex). But it's about load order, not necessarily the order in which you installed them. Download one of the tools on the page I originally linked to and they'll help you work out which number to use. --RpehTCE 04:23, 5 December 2007 (EST)

Savegame Bloating

What is savegame bloating and what are the signs of it, because I use the placeatme command a lot, but I dont save after I use it. — Unsigned comment by 75.137.99.153 (talk)

Save game bloating is caused by objects (including NPCs) being added to the game and later disabled. The reference to the object is not removed from the save game, and can therefore lead to an increased save game size. This can cause slowdowns, most noticeably when loading a saved game, but also when moving to an area with a number of disabled references.
The biggest culprit appears to be the PlaceAtMe function, which creates a permanent copy of an object. If the object in question is an NPC or creature, the reference is not removed from the save game even after their death and the removal of their corpse.
--Gaebrial 03:36, 17 December 2007 (EST)
In case anyone has the problem, the excellent Wrye Bash tool can remove bloat. —RpehTCE 04:37, 17 December 2007 (EST)

Does it affect me if I don't save after I use it and quit the game? Sometimes in combat certain npc's seem to be frozen, but it doesn't really seem to slow down anything... — Unsigned comment by 72.159.133.22 (talk)

No, it shouldn't affect you if you don't save after using PlaceAtMe. NPCs 'freezing' or being unresponsive is usually caused by AI overload, rather than bloating. AI overload is where there are too many AI processes and scripts running at the same time for the game to handle in one 'frame', which results in some of the processes not running. Scripts appear to be given priority over AI, so if you have one or more mods that contain substantial scripting, this is likely to be the cause. It's more apparent on slower processors, for obvious reasons. --Gaebrial 07:59, 17 December 2007 (EST)

Oh! that makes sense, because it only happens when about 30 people are fighting in the town, no wonder...

Ok now it doesn't make sense.... when I fight one npc they freeze and move slowly, so what can I do to fix it?

Mouse Stops Functioning After Console Is Accessed

I recently ran into a save game corruption issue that blanked my character somehow, so I had to start all over... yeah... and was trying to use the console to compensate for at least some of the things lost. Every time I open the console though, I can type a command line into an invisible box(can't see what I'm typing, not sure if this is normal), and upon entering it will say it worked "Added 10,000 Gold" etc. However when I exit the console mode, all of my keyboard keys work but my mouse stops working(just the clicking function), so I can't click to change tabs or essentially do anything. Outside the game mouse works fine. Don't have windows media center, though my keyboard mouse is Logitech media-accessible wireless, has anyone else experienced this problem or know the answer to it? Thanks in advance.

modpcs

Isn't the description bit out of date? The locking of skills using this command was fixed in 1.1. It's not an issue anymore, it's even written on Free_Skill_Boosts page. — Unsigned comment by Havner (talkcontribs)

Good point: it probably does need some rewording. Some info on the bug probably should be kept (because there are more than a few players who for whatever reason do install the patches), but it should be made clear that for most players it won't be an issue. Any interest in tackling it? --NepheleTalk 18:29, 15 January 2008 (EST)
I'll try to fix it later today. It'll just require modifications of advskill and setav descriptions as well as they comment on modpcs issue. And probably would require changing emphasizing of usability of these commands. For now cause of this bug it's suggested to use advskill/setav combo. Now advskill is IMO obsolete (it does the same as modpcs) so for changing skill without level ups one could use sestav+modpcs combo, for normal leveling modpcs is enough (its used in game scripts for example for Oghma book). Just keep an eye on me as I'm not that familiar with wiki and I'm not native english :-) Havner 07:52, 16 January 2008 (EST)

Wait command

I don't know if this has been covered somewhere else, but i've searched the internet and i can't find a console command that allows me to force a "wait" (normally achieved by pressing "T")in situations where it normally won't allow me to like when i am trespassing. Does anyone know the command i need to enter?

If passing time quickly is what you're looking for, try entering: set timescale to <qty> If it is set to 30, time passes regularly. If set to 1, time passes along with the real world. M'aiq the Liar 19:20, 4 August 2008 (EDT)

Revamp

I just did some major rewriting of this page. In addition to basic stuff like adding linkable entries and starting to (though definitely not finishing) crosslinking entries, I also made a few more substantial changes that may need explanation:

  • I deleted the entire section "Using the Console To". It only provided info on NPCs, including some very convoluted suggestions on how to get RefIDs that are now going to be shown on every NPC page. Furthermore, a more detailed section is instead being added to Oblivion:NPCs#Console IDs containing all of this info and more.
  • I cleaned up other various references to using placeatme commands for spawning new NPCs. I really don't think we should ever be recommending spawning duplicates of unique NPCs.
  • I started introducing the terms BaseID and RefID (see Reference vs. Base FormIDs). Probably more of an explanation of these terms is needed on this page, but I'm running out of steam and have a ton of other pages to update ;)

Other things I think would be useful on this page (just jotting down thoughts that are occurring to me and I know I won't be able to do right now):

  • Make sure that all commands are cross-referenced (e.g.., instead of "see prid below", have a link: "see [[#prid|prid]]").
  • Add links to Console Command Tutorial (and vice versa?). Be careful with the linkable entries. The format needs to be [[Console Command Tutorial#prid|{{Linkable Entry|prid}}]] not {{Linkable Entry|[[Console Command Tutorial#prid|prid]]}}

--NepheleTalk 21:38, 18 January 2008 (EST)

COC not working

I don't know what im doing wrong. I Can't COC anywhere. I use window's vista, and use the ring of console mod. As such, i cannot make the " marks. Could that be it? --Scxe 01:32, 27 February 2008 (EST)

Same here but I haven't got that mod I have GOTY and windows vista, perhaps vista is the problem... I think this should definitely be looked into though.

I have GOTY edition with a few heavy user mods (just to let you know: Last paladin of the devines, Francesco's, myths and legends, etc.) and windows vista and also ring of console (console doesn't work without) so this might be a very close setup to you guys. All you have to do is make sure you type player.coc [location]. i think thats the problem.
try player.coc testinghall and see what happens. that the best i can help out, good luck. --Ganoes Paran

Turning NPCs to Essential

Is it possible to turn a Non-essential NPC into a Essential one? If so, what are the console commands, because everything can be done on the console ^_^

Yes. See this. –RpehTCE 02:52, 5 March 2008 (EST)

Add 'tlb'?

tlb - Toggle Lite Brite (sic) basically disables all the fancier lighting and lights all textures to the maximum

potentially useful for cheaters to avoid Night-eye stuff

however i find it invaluable, being on the lowest-end system you can Oblivion with (FX 5200, Oldblivion), tlb is amazingly helpful, even if it greatly detracts from the lighting experience

figured i'd throw that out here before adding it to the command page — Unsigned comment by 76.113.242.5 (talk)

Editing Weapon Stats

I have guessed every combo of commands I can think of to edit weapons in game to change damage, what is the proper syntax to do so? *I would use the construction set but I don't know where i put the disk*71.112.198.228


No worries, you can get the Construction Set for free from Bethesda's TES Utilites page.
Even better, it's probably a newer version than was on your disc anyway. You might also want to check out the official CS wiki.
Happy modding!

Ketchup Soup 05:13, 24 July 2008 (EDT)

How do i use COC to move to an specific cell?

Im trying to move to a cell in the wilderness , but i cant get it to work.

I can teleport to 'wilderness' but if i put wilderness -9,19 it doesnt work. — Unsigned comment by 201.230.58.172 (talk)

For exterior cells you need to use CenterOnExterior - coe x,y. So, coe -9,19 would work in this case. –RpehTCE 14:40, 9 June 2008 (EDT)

How do I...

Spawn a Deadric Seage Crawler? I see people do it in pictures. Please write back.

Is it possible to

Spawn a Trap? — Unsigned comment by 68.193.151.35 (talk)

No. You'd need to make your own dungeon in the Construction Set to do that. –RpehTCE 06:54, 19 June 2008 (EDT)

oblivion 12 luck 3 intelligence and 1 willpower constant drain

Hello I have a constant drain of luck, intelligence and willpower. ever since around level 6. the drain is of 12 luck, 3 intelligence and 1 willpower. nothing shows up in active effects and I hoped it would just go away but as I'm not on level 11 and its still there I would like to know if there is any console command to remove it?

my stats are:

  • base level luck is 59 now drained its 47
  • base level intelligence is 57 now drained its 54
  • base level Willpower is 52 now drained its 51

as you can see the luck drain is a big problem. Thanks for your help

oh and my fame and infamy are 9 fame and 26 infamy. Thanks for you help

ps I know this is more of a bug help but I am asking for a console command to fix it.— Unsigned comment by 92.1.43.214 (talk) on 24 June 2008

There is no need for a console command because this is not even a bug. Your attributes have simply been damaged, which can be healed using any of the standard options, for example using Restore Luck, Restore Intelligence, and Restore Willpower. --NepheleTalk 13:28, 24 June 2008 (EDT)

Thanks it worked :-)

Editing script variables in-game

Is it possible to change local script variables in-game if it's a "begin gamemode" type script, where the script is constantly running?

The "goto" Command

Hi,

I've just entered the "goto" command, which isn't on the list, and the game crashed the whole system, forcing a hardware reset. What is this command for? Id didn't display any "parameter missing" text, the whole pc just crashed right after I pressed enter.

What mods are you using? and how old/new is your computer, it could be a number of things, and goto? where did you come up with the console code? Chibiace 12:25, 21 August 2008 (EDT)

Verified: Enemies freeze when killed while collision is off

I'll make it brief. Just for grins I've gone and tried it:

  • With/without Shivering Isles
  • With/without OBSE
  • With/without the Unofficial Patch.


Enemies do indeed freeze when killed while collision is off. This applies both to NPCs and creatures, anything killable.

Steps to reproduce:

  1. Find enemy and engage or wait for them to.
  2. Just before you kill them, pull up the console (~ key) and enter the command "tcl" without quotes. Close the console.
  3. Kill enemy.
  4. Creep out as their corpse stands exactly as it was.
  5. (optional) Walk up to creature/npc and clean out their inventory.
  6. (optional) Pull up the console and toggle collision back on. Watch the naked corpse slump down as it does normally.

Ketchup Soup 04:55, 24 July 2008 (EDT)

I've put the tag back. The question isn't about whether or not enemies freeze. As far as I know, nobody is questioning that. The question is the "fly[ing] out of the game" part and the bit about the game crashing. –RpehTCE 05:03, 24 July 2008 (EDT)
Ah, my bad. The verification needed tag came after the enemies freeze note, but before the part about what happens when the player dies, so I thought it applied to the enemies part. Rather than fight over where the tag goes, which would be dumb, I just verified it out of existence. :) -KS


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