Console Commands
Console Commands
animcam
Toggle
animator
camera
Toggles a 3rd person camera mode that lets you rotate and zoom the
camera around the player without changing the direction the player
model is facing.
psb
Player Spell
Book
Gives the character a complete spell book, including the shouts, and
unlocks bestial abilities. Dragon souls are still required for shouts.
This can crash Skyrim.
s1st
This only works in 3rd person. It shows your 1st person arms behind
Shows 1st
your character in 3rd person. You control the 3rd person model, but
person model
the 1st person arms mimic your swings. It looks like you're controlling
in 3rd person
a character that's controlling another character.
sucsm <number>
Changes the
speed of the Example: sucsm 50 after typing tfc will allow the camera to move
free-flying
about five times faster than its default speed. The full command name
camera (UFO is "SetUFOCamSpeedMult".
cam)
tai
Toggle AI
tc
Toggle
controls
driven
tcai
Toggle
Combat AI
Toggle
collision
(clipping,
noclip)
Essentially, you can fly. Point in a direction and move wherever you
want. You can also move through buildings and even the landscape.
This command is targeted; if no actor is selected it will turn off
collision for the player while keeping other actors stuck in place. It is
possible to deselect any target reference by double clicking the same
object or area in the landscape, which will cause "tcl" to default itself
to target the player.
tcl
tdetect
Toggle AI
Detection
teofis
Toggle EndOf-Frame
ImageSpace
Disables blur, contrast adjustment, and a few other things. Will give a
huge framerate boost on "weak" video cards, at the expense of some
prettiness.
tfc <1>
Freeflying
Sets your controls to move the camera around, instead of the player.
camera
Use with 3rd person view to get a good look at your character. Adding
the "1" tag at the end freezes all the environment, but still allows you
to move around with the camera.
Toggles display of unexplored areas on the local map. Has no effect
on the world map.
tfow
Toggle Fog of Note: There seems to be a bug when activating this when mining or
woodcutting that causes your character to disappear and not be able
War
to attack or go in to third person. Loading a previous save before this
happened seems to fix this.
tg
Toggle grass
tgm
Toggle god
mode
Note: God mode will not protect you from scripted damage, such as
that from lightning in Sovngarde, or damaging light or darkness
in Twilight Sepulcher or Apocrypha, respectively. It also will not
prevent you from contracting a disease.
tim
Toggle
immortal
mode
tll
Toggle LOD
tm
Toggle
"Menus" refers to the Heads-Up Display (HUD) on the screen: the
menus (HUD) health/magicka/fatigue meters, your current weapon and spell, the
compass, etc. This also removes the cross-hair if it's present. This
command is useful for taking screenshots without all the clutter.
Note: the tm command will toggle off ALL menus, including the
console menu itself! To avoid confusion:
1. Press ~.
2. Type 'tm' and press ENTER.
3. At this point, your console is still open but you cannot see it!
Press ~ again to close it.
4. When you wish to toggle menus on again, press ~ to open
the console (you will not see anything, but the game action
will pause).
5. Type 'tm' and press ENTER.
Also see csb.
<nn> should be 1 to show all markers, or 0 to hide all markers. Hiding
markers hides ALL markers - including the city markers that are
automatically visible at the beginning of the game. When adding
tmm
Show/hide all
markers, the 2nd parameter determines if the ones you add are set
<nn>(,<nn>,<nn>) map markers
as discovered (1, default) or not (0), and the 3rd is all (1) or all but
hidden (0,default) (e.g., to add all undiscovered markers without fast
travel, enter tmm 1,0,0).
ts
Toggle sky
tscr
Toggle script
processing.
tt
Toggle trees
twf
Toggle
wireframe
tws
Toggle water
system
[edit]Targeted Commands
Give a
additem <item ID> character the
<count> <flag
specified
(optional)>
amount of an
item
addperk
<perk ID>
Give a
character the
selected perk E.g., player.addperk 000c44c0 would give your player the perk
"Adept Destruction".
addspell
<spell ID>
Add a
specific spell
to a
character's
available
Works with powers, abilities, blessings, and diseases, but not shouts.
For a spell's ID code, see the page for its corresponding magic
school, indexed at Spells. For other applicable IDs, see: Powers and
Abilities, Blessings, or Diseases. This command does not work with
dragon shouts; to add those, see the teachword command.
Here are some examples (note how adding certain magic effects can
have unanticipated consequences):
arsenal.
faction
notes
0005C84D
00019809
xx004290
000E0CD
A
advlevel Adds one level to your character's current level. You are
advlevel
Advance a
character's
level by one.
not given the option to increase an attribute, are not awarded any
perk points, nor, obviously, will any of your skills improve. This
command may therefore seem of limited value; however, remember
that enemies get tougher as your level increases - so if you're a
Tamriel veteran and have already cranked the difficulty to "Master"
but still crave more of a challenge, using advlevel to add ~10 levels
to your character (that's ten levels without skill increases, attribute
gains, or new perks!) should certainly make the enemies more
difficult.(though remember that the loot will also be leveled)
AdvSkill registers the increase and will count toward your next
levelup.
The full list of values recognized by AdvSkill is provided at Actor
Value Indices. The number represents the experience level to add to
the skill (e.g., player.advskill destruction 1 will only add 1
AdvSkill <skill>
<nn>
completequest
<quest ID>
Complete the Be careful when using this command. Often, it merely makes the
quest
quest in the Journal become a completed quest. However, the related
instantly.
actors or NPCs to the quest may not recognize that you have
completed a quest/task in order to give you a following quest/task.
Quest IDs can be found in Quests.
Example: player.damageactorvalue health 50 causes you to
lose 50 health as if you just took damage. It will still recover the same
way it normally does. Attributes can become negative. Can be
restored with restoreactorvalue. This is a better option
than modAV for temporary debuffing, since it can be restored to its
Damage
DamageActorValu value of
original value easier. Stacks with 'modAV' effects. Skills/attributes
e <attribute> <nn> attribute by
damaged with damageactorvalue will still appear white, but will
<nn> amount
correctly restore to what they really are. Can be used to kill NPCs.
Also see RestoreActorValue
The full list of attributes is provided at Actor Value Indices
disable
Don't render
the selected
object
(includes
actors.)
The object will be made invisible, collision will also be turned off and
AI won't process on the object, but scripting on the object will run
(unlike Oblivion, where it would instantly crash to desktop, the player
can't be disabled).
Also see enable
Example: player.dispelallspells dispels any magic effect on
dispelallspells
Dispel all
temporary
spell effects
on target
drop
Force drop
items from a
character's
inventory
duplicateallitems
<container/NPC r
efID>
Duplicate all
items in the
targeted
container and
places them
in the given
container.
NPC's inventory and place the duplicates into the container with refID
89c79. You can get the container/NPC's refID by clicking on them and
committing the ID to memory before selecting the container/NPC
which has the items you want to copy. You can also type in the refID
of the container/NPC with the items to be copied before the command
with a period in between instead of selecting anything with the
mouse. For example, entering a2c94.duplicateallitems
89c79 will copy all items from Lydia's inventory (whose refID is
a2c94) and place the duplicates into the container with the refID
89c79.
Also see removeallitems
enable
Render the
Undoes disable, making the object and its collision and AI appear in
selected
object
(includes
actors.)
equipitem
<Item ID>
forceAV
<attribute> <nn>
Equip
With selected NPCs you can use equipitem ItemID for use. The
selected NPC opposite command is unequipitem, and works with the same syntax.
Also see unequipitem
with Item
Force to
modify the
value of
attribute
getAV <attribute>
Get value of
attribute
This will return the value of the specified attribute (a.k.a. actor value)
for the specified target. You can select a target with the mouse, or
enter the refID of the target followed by a period before the command.
For example, player.getav heavyarmor will return the player's
Heavy Armor skill value. For a list of all of the actor values that can be
used, seeActor Value Indices.
getAVinfo
<attribute>
getlevel <target>
This will print a short list of information about the given attribute
(a.k.a. actor value) of the specified target. You can select a target with
the mouse, or enter the refID of the target followed by a period before
the command. For example, player.getavinfo lightarmor will
Get value
information of
return information about the player's Light Armor skill, such as the
attribute
base value (what it was just after character creation), any current
temporary or permanent modifiers, etc. For a list of all of the actor
values that can be used, see Actor Value Indices.
Get level of
target
Check an
GetLocationClear
area's clear
ed <locationid>
code.
Get the
getrelationshipran relationship
k <target>
rank of two
actors.
getstage <quest
ID>
Show the
Shows the current stage that the quest is at based on the game's
current active internal stage numbering.
quest stage.
Check if the
selected
hasperk <perk ID> actor has a
perk with the
selected ID
For perk ID codes, see the page for the perk's corresponding skill,
indexed at Skills. To find the perk ID code in-game, try help
<perkname> 0.
E.g., hasperk 3af84 would return Perk Rank >> 1 if the
selected actor has taken the first level of the Two-handed Skull
Crusher perk.
For example, entering incpcs lightarmor will increase the
incPCS
<skill name>
player's light armor skill to the next level. No integer or variable may
be used after the command - it can only be used to increase a skill
Increase the one level at a time. Using this command will lead to a normal increase
given skill to in the player's level with attribute selection and a perk point, unlike
the next level. the advlevelcommand.
As an alternative to incPCS, see the advskill command. By
comparison, advskill uses a more complex leveling system but
can be used to advance a skill by any number of levels at once.
Open the console, click on the actor you want to die, type kill and
kill <Actor ID
(optional)>
Kill the
selected
actor (NOT
the optional
Actor ID).
press Enter. Entering an optional Actor ID will treat that actor as the
person who killed the target[verification needed], which can cause other NPCs
to attack the actor as they would a murderer. Specifying the Player as
the Actor ID will assign blame to the player, counting the kill as a
murder if the target was non-hostile and possibly incurring a bounty if
other NPCs witness the death.
Some actors (primarily NPCs, not creatures) can be flagged as
"essential" by the game and thus will not die. In this case, the
character will instead crouch and stumble around for a while;
however, this stumbling can usually be ended early by using
the resurrect command on him/her.
lock <level>
MarkForDelete
Lock targeted
object (i.e.
door,
Values of <level> will display in the tooltip for the locked object as
container)
follows: 0 - 25: Apprentice, 26 - 50: Adept, 51 - 75: Expert, 76 - 100:
with a
Master, 101+: Requires Key.
difficulty of
<level>.
Delete an
object.
Deletes the targeted object the next time the area (cell) it resides in is
reloaded. Useful for removing specific unwanted furniture/decoration
from homes. Be careful as there's no way to restore deleted objects.
Objects marked for delete will show [D] next to their ref ID if you re-
target (re-click) them. Can be used to remove Ash Piles and Ghost
Remains, which otherwise never get removed from the world.
modAV
<attribute> <nn>
Move a
character to
moveto <actor ID> specified
actor and
vice versa.
movetoqt
<quest ID>
Move to
quest target
to the target (i.e., the marker on the map) of the quest. It does not
advance the quest in and of itself, but may bring you into a situation
which might immediately do so. It takes you to the ultimate current
target of the quest in its respective cell - so it doesn't just take you to
the next doorway you need to go through. It doesn't skip over to the
final stage of the quest, either - you are delivered to the target of the
current stage of the quest. Use caution, as you will be placed right on
top of or as close to the current marker as possible, which may
position you in the middle of a group of enemies, or on top of a
trapdoor, etc. See the main index of Questsfor the quest ID codes.
Open a
openactorcontaine
character's
r1
inventory.
Pay the bounty for the faction targeted NPC belongs to (the bounty
gold will be removed from your inventory). The first 0-1 choice refers
to being sent to jail: entering 1 will let you be teleported to the
respective faction's jail, entering 0 won't. The second 0-1 choice
Pay the
bounty.
refers to keeping your stolen items: entering 0 means you do not lose
your stolen items, entering 1 means you do. If you don't add any
choice you will be sent to jail without losing your stolen items. The
faction ID is needed if you can't target an NPC. May also help in case
guards attack you on sight. Faction ID's are given below:
factionid
placeatme
<actor/object ID>
Spawn
specified
actor or
object at
current
position.
faction
00028170
000267E3
00029DB0
0002816D
0002816e
0002816C
0002816B
000267EA
0002816F
xx018279
Also see moveto which can summon named NPCs by refID using the
following commands: prid RefID & moveto player
Play an
animation
(idle) on the
specified
actor.
pushactoraway
<actor ID>
<number>
Push an actor
away in a
random
direction.
recycleactor
Revive/Reset
<destination refer targeted NPC
ence (optional)>
or object.
removeallitem
s <actor or
container ID>
removeitem
<item ID>
<count>
Remove
all items
from a
character
's
inventory.
Remove
the
specified
amount
of an
item from
a
character
's
inventory.
For perk ID codes, see the page for the perk's corresponding
skill, indexed at Skills.
removeperk
<perk ID>
Remove
the
specified
perk from
a
character
's skills.
removespell
<spell ID>
Removes
a specific
spell
from a
character
's spell
book.
Also
works
with
powers,
abilities,
blessings
, and
diseases,
but not
shouts
For a spell's ID code, see the page for its corresponding magic
school, indexed at Spells. For other applicable IDs, see: Powers
and Abilities, Blessings, or Diseases.
E.g., player.removespell 00092c48 will remove the "Beast
Form" power from the player's spell book.
resetAI
Reset an
NPC's AI.
resethealth
Restore
a
character
to full
health.
Reset a
container
or a
resetinventory
character
's
inventory.
RestoreActor
Value
<attribute>
<nn>
Restore
the value
of
attribute
by <nn>
amount
resurrect <1>
Resurrec
t target
actor
setactoralpha
<0-100>
Change
the
selected
actor's
alpha/op
acity.
SetAV sets the level value of the attribute to the stated value.
Example: You can player.setav block 100 to set your
setAV
<attribute>
<nn>
Set value
of
attribute
setessential
<base ID>
<1/0>
Set a
character
as
immortal
(1) or
mortal
(0).
Set game
setting.
setlevel A B C
D
SetLocationCl
eared
<locationid> 1
setnpcweight
<0-100>
(snpcw)
Set NPC
level
Set
whether
an area
has been
cleared.
Set the
weight of
the
selected
NPC and
Description
You must use the location id; if you wish to clear Swindler's Den,
for example, use 00018EE2, not the name. Also
see GetLocationCleared.
Despite its name, this also works on the player's model.
e.g. player.setnpcweight 0 changes the player's
appearance to be as if the "Weight" slider were all the way left.
100 would be all the way to the right. Saving and re-loading a
game after it's been used on an NPC may result in neck seams,
setownership
<base ID>
updates
the
model to
reflect
the new
weight.
Sets
ownershi
p of the
targeted
item.
You can set the owner of the targeted item with a character's
base ID. If you don't add the parameter, the default owner would
be yourself. This can be used to remove the "stolen" tag from any
items. Simply drop the item on the ground, open the console,
click on the item, and enter the command. It can be difficult to
select certain items. If the displayed ID code does not begin with
"ff", you have not selected an item, but rather an object in the
world (ground texture, light, container, etc.). Can also be used to
remove the "owned" attribute of beds and gain the ownership of a
stolen horse.
Doing this will allow you to change the race of an actor.
If player.setrace is used, you can change your own race
setrace
<race>
Change
a
character
's race.
setrelationshi
prank
<target> <#>
Change
the
relations
hip
between
two
actors
setscale <#>
Scale
size of
target.
setstage
<quest ID>
<stage #>
Set the
current
stage of
the given
quest.
setunconscio
us <integer>
A value
of 1 will
be
unconsci
ous
inv/showinven
tory
Display
the base
IDs of
every
item in a
character
's
inventory.
shp
<parameter #
1-parameter #
9>
Set HDR
paramete
rs
sifh <#>
Set
whether
an actor
should
ignore
friendly
hits.
E.g., sifh 1 will make the selected actor ignore friendly hits.
sqs
<quest ID>
Display
stages of
a quest
str <01.000000>
Set the
refraction
value of
the
selected
nothing happened, so if you steal from them and wake them back
up it will be as if they didn't see anything. They can also wake up
if you get their health to a critical level, and will either fight back
or run away. The effect is equivalent to the player using wait and
coming out of it early due to an attack.
target.
teachword
<word>
Teach a
dragon
shout.
unequipitem
<Item ID>
Unequip
item from
selected
NPC
With selected NPC you can use unequipitem ItemID for use. The
opposite command is equipitem, and works with the same
syntax. No error or other horrible fate seems to await you if you
unequip an item the NPC doesn't have.
Also see equipitem
unlock
Unlock
the
targeted
object.
unlockword
<word>
Unlock a
dragon
shout.
[edit]Untargeted
Commands
bat
caqs
Execute
a batch
file
Executes a .txt file with console commands in it, handy for certain
otherwise tedious actions.
Complete
all quest
stages
Finishes every quest in the game, not just the ones you've
started, essentially completing the game. Not recommended for
general use. May crash your game. Note: This will unlock several
quest related Steam achievements if they have not been
unlocked yet. See also: saq
Transports to the center of a named cell (coc stands
for center on cell.); i.e., if you want to go to Riverwood write coc
Riverwood in the console. coc qasmoke will transport to the
coc
<cellname>
Transport
to
<cellnam
e>
cow
Transport
<worldspace>
<cell x, cell y>
s to cell
<cell x,
cell y> in
<worldsp
ace>
csb
Clear
screen
blood
Set fov
<angle>
fov <angle>
fw <formid>
Force
Weather
GetGlobalVal
ue <Variable>
Returns
the value
of a
single
global
game
setting.
GetInCellPara
m <Cell ID>
<Object ID>
Checks if
an object
is in a
specified
cell.
GetPCMiscSt
at <Stat>
Returns
the value
of the
(typically
meaningl
ess) stats
shown in
the ESC
menu.
help <Text>
killallactors
Returns
the IDs of
all items,
spells,
game
settings,
etc.
which
have the
entered
text in
their
name.
Kill all
actors.
load <name>
Loads
<name>
gamesav
e.
ModPCMiscS
tat <Stat>
<nn>
Adjusts
the value
of the
(typically
meaningl
ess) stats
shown in
the ESC
menu by
<nn>
amount.
pcb
Purge
cell
buffer
This will free up used memory, often times increasing fps after
any given amount of time in game. Best used while in interior
cells. However, since it purges cached cells, any cells you visited
in the recent past will have to be reloaded completely when
reentered.
playercreatep
otion
<MGEF ID#1
>
<MGEF ID#2
(optional)>
<MGEF ID#3
(optional)>
playerenchant
object
<object ID>
<MGEF ID>
<MGEF ID
(optional)>
Spawns
an object
with
specified
enchant
ments
work. They also use enchanting skill instead of the perks usual
value, and stack with the real perk.
Weapons made through the console will always have about 11.5
charges(regardless of enchanting level), and can be recharged.
Some effects don't require charges unless grouped with an effect
that does require charges. When used on weapons some MGEF
are toggled on hit(first hit= on,second hit= off), like improved
nighteye.
Enchanted weapons/equipment created with this command
cannot be disenchanted, the game will tell you that you already
have the effect.
damageactorvalue and modAV will effect the magnitude of
enchantments without messing with your level/skill progress.
prid <RefId>
Pick
reference
by ID
qqq
resetinterior
<cellid>
Fast quit.
Reset an
entire
cell.
resetquest
<questid>
saq
Reset a
quest.
This command will reset a quest. This command will set all
stages of the quest to 0.
Start all
quests
Begins every quest in the game and adds them all to your
journal. Not recommended for non-experimental use due to the
large number of quests. May crash your game. Note: This will
unlock several quest related Steam achievements if they have
not been unlocked yet. See also: caqs
Save game to a named save <name>. If the name contains
spaces, it must be enclosed in double-quotes, i.e. save "My
Skyrim Save" Note that this will overwrite an existing save of
save <name>
Write
<name>
gamesav
e.
set
<globalvariabl
e> to <value>
Sets a
global
variable
setplayerrace
<ID>
Set
player
Doing this will allow you to change your race without using
showracemenu. If ID is not provided race menu will appear.
You can get most race codes with the help race 0 command.
Use PageUp and PageDown to scroll to the races at the top of
the list. Unlike most other commands, the race needs to be
specified in plain text and not the race's BaseID
race.
set
playeranimalc
ount to <qty>
sets
number
of animal
followers
set
playerfollower
count to
<qty>
set timescale
to <qty>
sets
number
of
followers
sets the
speed of
how fast
time
advances
in-game
SexChange
SGTM
Switches
the
player or
an NPC's
gender
Changes
the
Gametim
e
Multiplier
to a
specified
value for
slow
motion,
and fast
forward
type
effects
ShowGlobalV
ars
Shows all
current
game
variables
ShowMessag
e <ID>
Shows a
message
showracemen
u
Opens
the
character
creation
menu.
This will list all current game variables, which can then be
changed with the set command. You can scroll through the list
with the PgUp and PgDown keys.
E.g., ShowMessage 000A81FF will display the "Playtesting
Temporary Message."
Note: Using this command to alter one's race will reset skills and
health/magicka/stamina to default levels. This command can be
safely used to alter a character's appearance without causing any
unwanted side-effects as long as race is not changed. However,
it should be noted that upon completing your changes and
choosing a name for your character, all temporary active effects
(such as Gift of Charity or shrine blessings) will be removed.
Racial resistances will no longer be listed in Active Effects until
the game is loaded from the main menu, at which time racial
resistances will be automatically reapplied. Permanent active
effects such as those from guardian stones or perks will not be
lost. Active effects granted from enchanted items will not be listed
until the items are re-equipped.
Example: showracemenu bretonrace will make your
character into a Breton. This variation of showracemenu doesn't
showracemen
u <race>
Changes
the
player's
race.
sqo
Itemizes
quest
objective
s and
their
states
List quest
ids and
targets
sqt
[edit]All
List all active quest IDs and their targets. Useful for finding the
"questID" parameter for targeted quest commands such
as movetoqt <QuestID>
Known Commands
Table of Commands [ Show ]
[edit]Using
Skyrim provides a simple batch file mechanism so you can customize your game play quickly and without
repeatedly typing console commands.
Ex.: bat mybatchfile; runs all of the console commands in the file mybatchfile.
To use the feature you:
Create a text file that contains a list of console commands (one per line).
Type bat followed by the name of your batch file, for example bat mybatchfile.
Skyrim batch files are lists of console commands that are run one after the other. They have no loops,
tests, or other logic and execution doesn't stop if there's a problem with one of the commands. You can
create any number of batch files, each with its own purpose.
[edit]Guidelines
Most Skyrim console commands can be run from a batch file. For example:
Toggle commands work in batch files. These include showing and hiding NPC conversation
subtitles (ShowSubtitle), turning on and off grass display (TG), enabling and disabling god mode
(TGM), and so forth.
Targeted commands with an explicit reference work fine. For example, you can
use Player.Additem f 1000 in a batch file to add 1000 gold to your inventory. If you want to give
Lydia 1000 gold, use A2C94.Additem F 1000(A2C94 being the Reference ID of Lydia).
PRID (Pick by Reference ID) selects an item, NPC, etc. Using PRID to select an NPC before
performing additional commands that you want to apply to that NPC works fine, for example prid
a2c94 then setclass 13176 will cause Lydia to level up correctly.
Miscellaneous commands such as FOV or FW can also be run from batch files.
The COC command cannot be run from within a batch file (the GAME
desktop).
will crash to
[edit]Example
With the above method you can actually create an alternative start to the GAME . In addition to a batch
file, you also need to edit the Skyrim.ini file, which can be found in
your C:\Users\YOUR_USER_NAME\Documents\MY GAMES \Skyrim folder.
1. Open your Skyrim.ini file and add the line SStartingCell=WhiteRiverWatch01 under
the [General] tab.
2. Adding this line causes Skyrim to bypass the Continue - New - Load - Credits - Quit screen, and
starts a New game - without the prisoner video sequence. Once you have created a new
character, you will need to remove it again.
3. Create an empty .txt-file in your Skyrim folder (where the TESV.exe is located) and name
it bandit (not bandit.txt).
4. Paste the code sniplet below the numbered list into the new file.
5. Start a new game and you will not see the intro but stand within the White River Watch cave.
6. Open the console and type bat bandit.
7. Create your character.
Code to copy into the bandit file:
player.removeallitems
;Leather Armor, Bracers and Boots
player.additem 3619e 1
player.equipitem 3619e
player.additem 13921 1
player.equipitem 13921
player.additem 13920 1
player.equipitem 13920
;Steel Sword and Shield
player.additem 13989 1
player.equipitem 13989
player.additem 13955 1
player.equipitem 13955
;Hunting Bow and Iron Arrows
player.additem 13985 1
player.additem 1397D 25