After the UESP's last downage and the removal of my original guide due to its age (and the fact that the pinned one is outdated), I decided to reformat the UESP version of my guide (which I'd originally had to reformat for the wiki in the first place) and rerelease it on the forums where it should always be available. So, without further adieu:
Here's something for those of you who have trouble using, would like to better their understanding of, or would like to learn how to use more of the various console commands. There are literally hundreds, perhaps thousands, of console commands; I obviously won't cover all of these, but I'll do my best to cover the console commands that most people would find use in.
Opening the ConsoleThe console is opened with the tilde (~) key; it's left of the 1 key, below the Esc key, and above the Tab key. If it doesn't open the console then you probably have a remote sensor hooked up to your computer (used for the Windows Media version of Windows). Disconnect it and try again.
Notes- Console commands are not case-sensitive - I only capitalize in this guide for clarity.
- In the case of console commands that require IDs, the initial 0's of an ID can be omitted. This means that if an item's ID says 00032564, then you only have to use 32564 in the console command.
- Some items and NPCs will have multiple IDs all sharing a name. This can mean several things for items: it is leveled; it has several different looks shared under a single name, such as bones; or, it has several different types shared under a single name, such as soul gems. For an NPC, it probably means that it is a spawning enemy NPC such as a bandit or a marauder.
- Any ID's that pertain to objects in a mod, be it official or user-made, will not work in commands unless the first two digits in the ID are the mod's load order (including the base Oblivion.esm file) in hex; hex goes from 00 to 09, then from 0A to 0F, then from 10 to 19, then from 1A to 1F, etc. For example, if the mod is the 3rd mod in the list (including Oblivion.esm), then any ID in that mod will start with 2 (02); if it's the 15th in the list, the IDs will start with E (0E); if it's 42nd, they will start with 29. Alternatively, you can manually change the load order of the desired mod to be first to load and work without the hassle of finding the load order. To do this, you'll need a mod manager: you can download one http://timeslip.chorrol.com/obmm_download.html.
- Pressing up while the console command window is open will bring up the last entered console command, if there are any.
- The maximum value for the level of anything (character level, attributes, skills, etc.) is 255. You can go above this with spells and enchantments, but when using the console you can't increase anything beyond 255.
- If I ever tell you to click something I'm assuming that you have the console open when you click it, and when I say to type something that means hit enter after you've typed it.
- I will make occasional references to "cells." A cell is simply an area; interior areas take up one cell each, while exterior areas may be made up of many cells interconnected.
- An ID is a hex code (an 8-digit code made up of numbers and letters, though they can be shorter with the initial 0's omitted) that the game uses to reference objects, whether they be NPCs, creatures, buildings, flames, anything at all, and most console commands use these references as a parameter to target certain object types.
Finding IDs in the Construction Set (CS)First, you will of course require the CS, downloadable http://static.gamesas.com/Oblivion-Const-Set.exe. Once you have your CS installed and running, go into "File" and "Data" - doubleclick the file Oblivion.esm and hit ok. Once the file's loaded, you can now use the Object Window to find any ID you want to by browsing the categories on the left, finding the desired object, then looking at its ID. The ID column is the second column from the left and by default is too small to see any IDs with, so drag it larger from the top of the column. Also, by default the rows are listed in alphabetical order by their Editor ID; to make it easier to find things, click the top of the "Name" column to list the rows in alphabetical order by their name.
Now, say, for example, I wanted to find the Xivilai's ID: I'd go under "Actors - Creatures - Daedra" then find the Xivilai and look at its ID.
Table of Contents
1. Player-Targeted Commands
1.1 Player.AddItem ItemID #
1.2 Player.RemoveItem ItemID #
1.3 Player.PlaceAtMe NPC/CreatureID #
1.4 Player.SetCrimeGold 0
1.5 Player.PayFine
1.6 Player.PayFineThief
1.7 Player.SetLevel #
1.8 Player.AddSpell SpellID
1.9 Player.RemoveSpell SpellID
1.10 Player.RemoveSpell SpellID -(For custom spell deletion)
1.11 Player.SetScale #
1.12 Player.SetActorRefraction #
1.13 Player.SetFactionRank FactionID #
1.14 Player.MoveTo NPC/CreatureID
1.15 Player.SetAV ActorValue #
1.16 Player.SetAV Value #
2. Other Targeted Commands
2.1 CreateFullActorCopy
2.2 Lock # and Unlock
2.3 Resurrect and Kill
2.4 StopCombat
2.5 SetActorFullName "Name"
2.6 SetBarterGold #
2.7 ModAmountSoldStolen #
2.8 SetIgnoreFriendlyHits 1
2.9 SetOwnership
2.10 SetCellOwnership CellID
2.11 SetQuestObject ItemID #
2.12 CloseOblivionGate
2.13 ModDisposition Player #
2.14 Disable
2.15 RemoveAllItems TargetNPC/ContainerID #
2.16 NPC/ContainerID.DuplicateAllItems TargetNPC/ContainerID
2.17 SetEssential NPC/CreatureID #
3. Toggle Commands
3.1 ToggleCollision (TCL)
3.2 ToggleGodMode (TGM)
3.3 ToggleFlyCam (TFC)
3.4 ToggleMapMarkers 1 (TMM 1)
3.5 ToggleMenus ( TM )
3.6 ToggleAI (TAI)
3.7 ToggleCombatAI (TCAI)
3.8 ToggleDetection (TDetect)
3.9 ToggleGrass (TG)
3.10 ToggleTrees (TT)
4. Other Commands
4.1 AdvSkill SkillName #
4.2 AdvLevel
4.3 MoveToQuestTarget (MoveToQT)
4.4 CenterOnCell CellID (CoC CellID)
4.5 CompleteAllQuestStages (CAQS)
4.6 PlayerSpellBook (PSB)
4.7 Save Name 1
4.8 SetPCFame # and SetPCInfamy #
4.9 ShowQuestTargets (SQT)
4.10 ResetHealth
4.11 ShowEnchantment and ShowSpellmaking
4.12 CloseCurrentOblivionGate
4.13 EnablePlayerControls
4.14 SetWeather WeatherID (SW WeatherID)
4.15 ModPCMiscStat StatNum #
4.16 Set MQ00.AllowGatesToReopon to 1
4.17 Set MQ00.MaxOpenGates to 90 and Set MQ00.RandomGateChance to 100
4.18 SetStage QuestID Stage
4.19 ShowRaceMenu, ShowBirthsignMenu, and ShowClassMenu
4.20 SetDebugText # (SDT #)
5. Vampirism and the Console
5.1 Becoming a Vampire Using the Console
5.2 Curing Vampirism Using the Console
Guide1.Player-Targeted Commands1.1 Player.AddItem ItemID #A very commonly used console command. This will add the specified number of the specified item to your character's inventory. The item ID for gold is simply
F.
Ex.:
Player.AddItem 6EE68 2; gives me two Master Mortar and Pestles.
Links: http://www.uesp.net/wiki/Oblivion:ConsoleItemCodes
Other applications: If you click an NPC, creature, or container and type
AddItem ItemID # then it will be added to its inventory instead. This is good for people who like to use NPCs to help them fight but want the NPCs to have better equipment.
Notes: None
1.2 Player.RemoveItem ItemID #It will remove the specified number of the specified item from your character's inventory, permanently. Could be used for something like removing one of those annoying quest items that the game leaves in your inventory and won't let you remove.
Ex.:
Player.RemoveItem 7E9D 1; removes the Filled Collosal Black Soul Gem from my inventory.
Links: http://www.uesp.net/wiki/Oblivion:ConsoleItemCodes
Other applications: You can click an enemy and type
RemoveItem ItemID # to remove items from their inventory. You could use it to remove equipment from an enemy.
Notes: None.
1.3 Player.PlaceAtMe NPC/CreatureID #This will spawn the specified amount of the specified NPC or creature next to your character. The NPC or creature will retain all of the AI that the original NPC or creature had, acting just like a clone of it. It has the same schedule, inventory, stats, and will sell the same things if it's a merchant, as well as complete designated parts of a quest that the original may have been associated with. Very good for when you just can't find an NPC for a quest and assume that they're probably dead.
Ex.:
Player.PlaceAtMe AED40 5; spawns 5 Adoring Fans next to me (God, who'd want to do
that?).
Links: http://tes.ag.ru/oblivion/cheats/npc_.shtml; http://tes.ag.ru/oblivion/cheats/crea.shtml
Other applications: If you click an NPC or creature then type
PlaceAtMe NPC/CreatureID #, you'll spawn that NPC or creature next to the selected object. Could be used for something like spawning a few guards next to an enemy and having them take care of it for you.
Notes: The list of creature IDs is now in the post below this one.
1.4 Player.SetCrimeGold 0This will remove your bounty by setting it to 0, but any pursuing guards will still have to find you before they'll stop following you. Don't worry, though, as soon as they get to you they'll just engage you in a normal conversation. If you've already been caught and decided to resist arrest it gets more complicated. Typing this command in then yielding (holding block and pressing activate on them) they may try to arrest you again, due to the 40-gold bounty for resisting. Keep putting this command in then yielding and they'll eventually stop.
Ex.: N/A
Links: N/A
Other applications: Putting in another number instead of 0 will set your bounty to that number and make the guards pursue you. Good for if you have an itch to kill some guards or want to go to jail for whatever reason.
Notes: If you try to use this command once the guard has engaged you in conversation the game will crash.
1.5 Player.PayFineWill pay your fine and remove all of your stolen items to the nearest Evidence Chest, but will not teleport you to the nearest jail. Only really useful if you've got no stolen items on you, otherwise you'll end up having to head to the nearest jail anyway to steal back your items.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None
1.6 Player.PayFineThiefThis is like the Player.PayFine command but more effective. It removes you bounty and lets you keep all of your stolen goods. As with Player.PayFine, the bounty gold is still removed from your character.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.
1.7 Player.SetLevel #Sets your level to the number specified, but won't count toward any level-ups. This is only any good for if you want to get a better version of a levelled item then set your level back down to what it originally was.
Ex.:
Player.SetLevel 100; sets my level to 100.
Links: N/A
Other applications: Clicking an NPC or creature and typing
SetLevel # will set the NPC or creature's level to the specified number. Useful if you've gone past level 25 and want to cast a level-based spell such as Frenzy or Command on an enemy.
Notes: This command will allow you to increase your level then decrease it without ever changing the internal values, but if you want an actual level-up then use
AdvLevel (4.2).
1.8 Player.AddSpell SpellIDAdds the specified spell ID to your character. Can be used to add any spell already in the game, even if it's not normally available.
Ex.:
Player.AddSpell A9824; gives me the spell Open Easy Lock.
Links: http://www.uesp.net/wiki/Oblivion:Spells; http://www.uesp.net/wiki/Oblivion:Leveled_Spells
Other applications: By clicking an NPC or creature and typing
AddSpell SpellID you can give the selected NPC or creature a spell. Good for giving follower-NPCs better spells to fight or heal with.
Notes: None.
1.9 Player.RemoveSpell SpellIDRemoves the specified spell from your character. A very good console command, as there's no other way to remove spells from you character without a mod.
Ex.:
Player.RemoveSpell A9824; removes the spell Open Easy Lock.
Links: http://www.uesp.net/wiki/Oblivion:Spells; http://www.uesp.net/wiki/Oblivion:Leveled_Spells
Other applications: Though it's of little use, you could remove a spell from an enemy by clicking it and using
RemoveSpell SpellID. I say it's of little use because you'd have to find the exact spell that the enemy is using before you can find its ID, which is difficult at best and would require use of the Construction Set.
Notes: None.
1.10 Player.RemoveSpell SpellID For custom spell deletionThis is a bit more complicated than deleting a normal spell. First, go into My Computer and to the directory C:\Program Files\Bethesda Softworks\Oblivion and find the file LevelUpData_1 - open this in Wordpad (
not Notepad). Look for the character you're going to be deleting the spell(s) from, find his/her latest level up, then start scrolling right. You'll eventually come upon spell names. In here, find the spell(s) you're going to delete and write down their IDs, which are in parentheses to their right. Now that you have the ID(s) you can delete the spell(s) like you'd delete any other spell.
Ex.: Tricky to do an example since it varies from person to person, but the ID I found for one of my custom spells was FF01E5B4, so to delete that spell I'd do
Player.RemoveSpell FF01E5B4.
Links: N/A
Other applications: N/A
Notes: None.
1.11 Player.SetScale #This will change your character's size depending on the value; the smallest value is 0, the largest is 2, and decimals work up to the hundredths place (second digit). The number isn't necessarily the proportion your size is increased by because 2 will make your character 4 or 5 times bigger. Also, it doesn't seem to have any other effect except to the looks.
Ex.:
Player.SetScale 1.5; greatly increases the size of my character.
Links: N/A
Other applications: By clicking an NPC, creature, item, object, etc. and typing
SetScale # you can change its size. This seems to work on anything at all: people, creatures, items, structures, you name it.
Notes: The default size of your character isn't necessarily 1, it depends on your race. For Imperials, it seems to be 1; for High Elves, it seems to be 0.9. You'll probably have to stand next to another of your race and play with the numbers until it looks right.
1.12 Player.SetActorRefraction #A very nice a command. Depending on the number you use, between 0 and 10, you can add a permanent chameleon effect of varying degrees to your character. 0 is no chameleon, 10 is 100% chameleon.
Ex.:
Player.SetPlayerRefraction 5; gives me a permanent 50% chameleon effect.
Links: N/A
Other applications: By clicking an NPC or creature and typing
SetActorRefraction # gives them chameleon. Good for making companion NPCs or creatures more effective sneakers.
Notes: To remove the chameleon effect, use SetActorRefraction 0.
1.13 Player.SetFactionRank FactionID #Sets your character to a rank depending on the number specified. 0 is the lowest rank, 7 is the highest, and -1 will remove you from the faction.
Ex.:
Player.SetFactionRank 2F872 3; sets me to the Assassin rank in the Dark Brotherhood.
Links: N/A
Other applications: By clicking an NPC or creature and typing
SetFactionRank FactionID #, you can add them to the desired faction. The player has a faction that, when the NPC or creature is added to it, will cause a hostile NPC or creature to become friendly with the player.
Notes: Here are the factions and their IDs:
- Dark Brotherhood - 2F872
- Fighters Guild - 2228F
- Mages Guild - 22296
- Thieves Guild - 24164
- Arena- 299B9
- Player's faction - 1DBCD
- Player's vampire faction - A319
- Nine Divines (from Knights of the Nine expansion) - 223BC
- Nobility - 22431
- Bandit faction - 177E3
- Marauder faction - 35FD1
- Necromancer faction - 4B90C
- Necromancer Cult - C0F2
- Undead faction - 9DB1F
- Daedra faction - 53FED
- Conjurer faction - 4B90B
- Vampire faction - 33F53
- Unicorn faction - 98287
Player.SetFactionRank 22296 1 sets you to Apprentice in the Mages Guild and provides you with full access to the Arcane University and the Spellmaking and Enchanting Altars.
1.14 Player.MoveTo NPC'sID For finding NPCs, creatures, and itemsTo do this, you must first make a save using the console command
Save Name 1. Once this is done, exit/minimized Oblivion and go into My Computer and into the directory My Documents\My Games\Oblivion\Saves, then find a text file with the name of the save you just made - open it in Notepad. Go into Find, under Edit, and do a search for what you're trying to find. Write down the ID (leftmost number) for each thing. Many items and creatures will have more than one of them in-game, so write down the ID for each of them. Also, some items, creatures, and NPCs will not be in this list; I'm not sure how it decides what to save on this list, so just hope that what you want to find is in it. Once you have your ID(s), start up Oblivion again and, using the ID(s) you just wrote down, type this command. You should now be next to the thing you were looking for; if you aren't, and there were more than one of what you were looking for, then put in the next ID until you do find the one you want.
Ex.: Again, this differs from person to person, but if I wanted to find my Shadowmere I'd do
Player.MoveTo 02001C25.
Links: N/A
Other applications: N/A
Notes: None.
1.15 Player.SetAV ActorValue #This will set/add to the value specified to the number specified. The values that can be affected by this include: skills, attributes, health, fatigue, and magicka. When editing skills and attributes it
will not add to it, like the command above, but set it exactly to the number specified. When editing fatigue, health, or magicka it will set the value to the specified number plus its base value.
Ex.:
Player.SetAV Blade 100; sets my Blade skill to 100.
Player.SetAV Health 1000; with a base health of 100, my health is now 1100.
Links: N/A
Other applications: By clicking an NPC or creature and typing
SetAV Value # you can change the specified value of the select NPC or creature. Good for when you want an NPC to have more health or do more damage, or, alternately, if you want an enemy to have less health or do less damage.
Notes: The difference between this command and
AdvSkill is that if it's used to increase a skill it won't change its internal value. This means that the game will tell you that the skill is the level you set it to but it actually isn't. The skill will appear not to level but don't worry, it isn't frozen, you just need to gain enough experience for the internal level to meet the external level. Using this command, any major skills changed also won't count toward a level-up. I'd just suggest using
AdvSkill (4.2) when changing skills, it's much better.
1.16 Player.SetAV ActorValue #This one will explain the usage of the more complex actor values I've found. Keep in mind that when changing these actor values it will often take into account any enchantments you have on you, as they're already applying to the actor value. Note that a number between 1 and 100 usually means the effect is in percentages, and a 0 or 1 number will mean it will turn it off (0) or on (1). 0, for most actor values, will remove the effect.
To get started, here are some simple resistance values: ResistParalyze, ResistPoison, ResistMagic, ResistFire, ResistShock, ResistFrost, and ReistNormalWeapons; depending on what number between 1 and 100 you use, these will increase your resistance to the specified effect ("normal weapons" are any weapons that aren't silver, Daedric, or enchanted).
Some more simple ones are SpellAbsorbChance, SpellReflectChance, and ReflectDamage; depending on what number between 1 and 100 is used, these will increase the chance of absorbing or reflecting spells and reflecting damage.
The simple on/off effects that I found are WaterWalking and WaterBreathing; they use 0 and 1, and are self-explanatory.
There are also the values Chameleon and Invisibility; chameleon takes a number between 1 and 100, while invisiblity takes either 0 or 1. The problem with these that chameleon may stick on (the NPCs won't notice you) even after you've turn it off, and invisibility is bugged (if you go through a door you'll freeze - I wouldn't suggest using it). Note that if you use either, you won't be able to see the invisibility until you go into 3rd-person and back, or vice-versa.
There are two, DetectLifeRange (1 to 100) and NightEyeBonus (0 or 1) that seem to not work at first. You'll need to save the game after you put them in then load that save before you'll get the night eye or detect life effects; the same goes for turning them back off.
Now, there are two here that I don't fully understand myself: AttackBonus and MagickaMultiplier. AttackBonus, as you may guess, will increase the damage of your attack. The problem is that it's hard to say by how much. Use this one carefully, unless you don't mind making yourself do 4000 damage a hit (which is very possible with this). MagickaMultiplier, as you may also have guessed, will increase how much magicka you have. Again, I can't figure out by how much exactly. Setting it to 0 gives you your base magicka, setting it to 10 still gives you your base magicka, and setting it to 100 gives you a bit less than 10x your base magicka - it's rather confusing, so use this one at your own risk as well.
There are also three values to be used as negative effects on your enemies. Just click the NPC or creature you want effected and put in the command, but I wouldn't suggest you put Player before SetAV unless you intend to paralyze yourself. These are all 0 or 1 values and self-explanatory, so I'll just list them off: Paralysis, Silence, StuntedMagicka. Stunted magicka will stop the enemy's magicka from recharging, and all three are permanent effects until you turn them off with 0.
Some other values that may be fun to try changing on NPCs are Aggression and Responsibility. Aggression controls how much the NPC or creature wants to kill the things around it, 0 being passive and 100 being bloodthirsty. Responsibility controls how well the NPC will follow the laws, 0 being law-abiding and 100 being kleptomaniacal.
Ex.: N/A (Too many for me to give adequate examples.)
Links: N/A
Other applications: You can change the positive actor values of allies and companions with these in the same way you'd change their negative values: by clicking them and putting in the command without the Player at the start. You can also turn many positive values into negative values to be used on your enemies by inputting a negative number instead of a positive number (ex. SetAV ResistMagic -50 will give a 50% weakness to magic to the selected NPC or creature).
Notes: There are several actor values that seem to do nothing, but I'll list them in case someone wants to try them: SwimSpeedMultiplier, Telekinesis, DefendBonus, ResistWaterDamage. Watch out if you try these, though, as you may end up triggering a negative effect and not know how to undo it.
2.Other Targeted Commands2.1 CreateFullActorCopyThis is kind of like the Player.PlaceAtMe command, but you don't need to know the ID. Click an NPC or creature then type in the command, and a clone of it will be created; you'll have to keep entering the command if you want more than one clone. The clone will share most of its AI, such as its schedule and combat, but it won't have any dialogue and can't be used to complete a quest. It really has no uses except for fun.
Ex.: N/A
Links: N/A
Other applications: If you click a summoned creature and type in the command, you'll get a real version of that creature rather than another summoned version. This real version will act just like if you'd encountered it in a dungeon, and it will fight you and any NPCs near it.
Notes: You can use this to clone yourself, but your clones will have no dialogue or AI, except for combat AI. This also may crash your game, depending on how many clones you make and whether or not they engage in combat.
2.2 Lock # and UnlockLock and unlock a door or container. Click a door or container that is locked and type Unlock to unlock it (also works on doors that require keys); click a door or container that is unlocked and type Lock # to lock it. The number in the lock command refers to the difficulty of the lock - 1-7 is Very Easy, 8-20 is Easy, 21-40 is Average, 41-80 is Hard, 81-99 is Very Hard, and 100 Needs a Key (which means the door is unopenable, as there is no key set up for it). The numbers themselves are internal, they have little meaning other than the likelyhood of the lock opening with auto attempt and the speed of the tumbelers. It does not relate to skill levels. Leaving the # blank will fill it with a 0, which won't change the current lock level; if there is no lock, it is automatically a very easy lock.
Ex.:
Lock 99; puts a lock with 5 tumblers on the door or container.
Links: N/A
Other applications: N/A
Notes: The lock command seems to be of little use as NPCs can use a door regardless of if it's locked or not. However, it can be used to practice the security skill (a door in one of your homes, for example, can be repeatedly locked in the console, then picked). Just be sure to have enough lockpicks (or give yourself some).
2.3 Resurrect and KillResurrect and kill an NPC or creature, respectively. Clicking a corpse then typing the resurrect command will bring the NPC or creature back to life with full health. It will go about whatever it was last doing when it died like it never died. Great command for if a horse or NPC dies on you. Clicking a living NPC or creature and typing the kill command will kill it or knock it out, depending on if it's marked essential or not.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.
2.4 StopcombatClick an attacking NPC or creature and type this to stop them from attacking you. Depeding on if it's an enemy or a normal NPC, it may immediately attack you again. This is basically a console version of yielding, good for stopping NPCs who are attacking you when they don't like you enough to stop for a yield.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.
2.5 SetActorFullName "Name"Clicking an NPC or creature then typing this command will change their name to the specified name. Unlike most commands, those quotes are actually necessary. Good for renaming a horse or a helper NPC.
Ex.:
SetActorFullName "Dave"; sets the selected NPC or creature's name to Dave.
Links: N/A
Other applications: N/A
Notes: None.
2.6 SetBarterGold #By clicking a merchant and typing this you can set their barter gold to any number you like. Very handy for getting the most profit out of what you sell.
Ex.:
SetBarterGold 10000; sets the selected merchant's gold to 10,000.
Links: N/A
Other applications: N/A
Notes: None.
2.7 ModAmountSoldStolen #Adds the specified number to your "Gold fenced." Useful for the Thieves Guild quests, as you can simply use this command instead of actually going out and fencing things.
Ex.:
ModAmountSoldStolen 500; adds 500 to my "Gold fenced."
Links: N/A
Other applications: N/A
Notes: None.
2.8 SetIgnoreFriendlyHits 1By clicking a friendly NPC and typing this it will change how they act when you hit them. If the selected NPC is in combat, they will allow you an unlimited number of hits and will never turn on you. If they are out of combat, they will allow you three hits before turning on you. Great for those big fights with lots of guards running around.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: To turn this off, click the NPC again and type
SetIgnoreFriendlyHits 0 .
2.9 SetOwnershipClick a horse or item that isn't yours, type this, and it's yours. You could break into someones house, use this on all of their possessions, and walk away without actually stealing a thing. Or you could walk into a stable, use this on a horse, and you've got yourself a free horse that will follow you.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: You can use this command to "launder" items you've already stolen, but you first must place them on the ground to click them.
2.10 SetCellOwnership CellIDWorks much along the same lines as SetOwnership, except that rather than giving you ownership of objects it gives you ownership of cells, which will allow you to own buildings that aren't actually yours.
Ex.:
SetCellOwnership ICMarketDistrictAFightingChance; gives the player ownership of A Fighting Chance.
Links: http://www.uesp.net/wiki/Oblivion:ConsoleLocationCodes; http://www.uesp.net/wiki/Oblivion:ConsoleLocationCodes#..._Beta_Locations_.28Test_Maps.29_....
Other applications: N/A
Notes: None.
2.11 SetQuestObject ItemID #Using this, you can remove the "quest item" tag on those pesky quest items that never get removed from your inventory. Or, if you have an item you don't want to accidently sell or lose you can use this on it to make it an undroppable quest item. 0 removes the "quest item" tag, 1 adds it.
Ex.:
SetQuestItem 7E9C 0; removes the "quest item" tag on the Colossal Black Soul Gem.
Links: http://www.uesp.net/wiki/Oblivion:ConsoleItemCodes
Other applications: N/A
Notes: None.
2.12 CloseOblivionGateBy clicking an Oblivion Gate and typing this, you will destroy that gate. Of course, you won't get the Sigil Stone for the gate, and you won't get the fame that comes with the Sigil Stone, but if you're like me and hate Oblivion Gates ruining the scenery and don't feel like running through them then you can just close them with this.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.
2.13 ModDisposition Player #You can use this command to modify one NPCs disposition to another NPC, the other NPC probably being you. Click the NPC whose disposition you want to modify and type the command. The number used is the number you wish to add to the NPCs disposition (using a negative number will decrease their disposition).
Ex.:
ModDisposition Player 30; adds 30 to the selected NPCs disposition toward me (if it was 40, it's now 70).
Links: N/A
Other applications: You can modify one NPC's disposition to another NPC by using the form
ModDisposition NPC'sID #. First, open the console and click the NPC that you want the other NPC to like/dislike and note the ID that appears at the top next to the name. Now click the NPC whose disposition you want to edit and use the ID you just saw in the
NPC'sID section.
Notes: None.
2.14 DisableBy clicking anything at all - NPC, sword, rock, etc. - and typing this it will basically be removed from the world. Be
very careful with this one, as it has no inhibitors which means you can disable anything at any time.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: You
can bring the disabled object back (it's data remains so the game still knows it was there) with
Enable, but you need to either still have the disabled object selected in the console or know the in-game ID so you can use with the command
PRID ID to select it again. Once you disabled the object there is no way to click it again, so if you deselect it and don't know its in-game ID then there's no way to bring it back.
2.15 RemoveAllItems TargetNPC/ContainerID #Removes all of the items from the selected NPC or container and moves them to the specified target NPC or container; the number specifies whether they retain their ownership flag or become "free loot." There are several ways that this can actually be used. The first and simplest is clicking the NPC or container and typing
RemoveAllItems; this will destroy all non-quest items on the selected NPC/container. The second is a way to move every item from one NPC/container to another NPC/container by clicking the NPC/container and typing
RemoveAllItems TargetNPC/ContainerID 1; this will move all of the non-quest items and make them retain their ownership flag so they still belong to whoever originally owned them. The last is a way to move all of the items from an NPC/container to your inventory by clicking the NPC/container and typing
RemoveAllItems Player; this will not only give you everything in their inventory but remove the stolen flag on them.
Ex.:
RemoveAllItems; destroys all non-quest items on the selected NPC.
RemoveAllItems 356BA 1; moves all non-quest items from the selected NPC to the chest while retaining their ownership flag for the NPC.
Player.RemoveAllItems 356BA 1; moves non-quest items from me to the chest while retaining their ownership for me.
Links: N/A
Other applications: N/A
Notes: None.
2.16 NPC/ContainerID.DuplicateAllItems TargetNPC/ContainerIDThis will duplicate every item in the NPC's or container's inventory. A bit more complex than the other commands, and you need to watch out what you duplicate as quest items aren't exempted from it. The first ID used can be either an NPC or container ID (barrels, chests, etc.) This is the object which has the items you want to duplicate. The second ID is the NPC or container that you want the duplicated items you be put into. The IDs used in this are the in-game IDs,
not the CS IDs[/i]. You can find something's in-game ID by opening the console and clicking the object - its ID appears at the top. Of course, if you're within range to click the object, then you'd might as well just leave it selected and omit the first ID from the command.
Ex.:
356BA.DuplicateAllItems Player; duplicates everything in the chest to my inventory. Alternatively, I could click the chest and leave out the 356BA.
Player.DuplicateAllItems 356BA; duplicates all of my items to the chest's inventory. Alternatively, I could click the myself and leave out the Player.
Links: N/A
Other applications: N/A
Notes: If you want to duplicate your own items, or duplicate the items into your inventory, use Player as the ID.
2.17 SetEssential NPC/CreatureID #Makes the NPC or creature belonging to the ID essential or non-essential depending on the number used (1 for essential, 0 for non-essential). Be careful if you use this on a creature as it will effect every creature of that name.
Ex.:
SetEssential A288 0; removes Countess Millona Umbranox's essential flag.
Links: http://tes.ag.ru/oblivion/cheats/npc_.shtml; http://tes.ag.ru/oblivion/cheats/crea.shtml.
Other applications: N/A
Notes: Be careful with this one as you can break quests if you make the wrong NPC non-essential at the wrong time, but you can also protect a quest by making a non-essential NPC essential.
3.Toggle Commands3.1 ToggleCollision TCL
Not much to this one, it simply removes all clipping from the area. NPCs and creatures will fall through stairs, streets, etc., while you'll be free to run through the air and go through any object. Additionally, when an NPC or creature is killed it will be frozen in place until the clipping is turned back on.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Type TCL again to turn the clipping back on.
3.2 ToggleGodMode TGM
Another simple one. It turns god mode on, which does quite a bit. You health, magicka, and fatigue will never lower, you can cast any spell regardless of magicka cost, you never run out of arrows, and you can carry an unlimited amount without being slowed down or overencumbered.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Type TGM again to turn god mode off. If you were above your encumberance with god mode on then you'll be stuck in place with it off.
3.3 ToggleFlyCam TFC
This toggles the freeflying camera. With this on, your camera will detach from your character and be able to fly around on its own. It's great for taking screenshots or checking out an area without entering it. Note that with this on you will lose control of your character until you turn it off.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: If your view is set to first person then the only thing you'll be able to see of your character is his/her arms. Just hit the 'view change' key (default R) to switch to third person and you'll be able to see your character.
3.4 ToggleMapMarkers 1 TMM 1
This will mark every location on your map as found and available for fast travel, as well as updating your "Places found" to reflect it.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: It won't mark any Oblivion Gate locations that haven't appeared yet. If you do this when you start the game you won't get any Oblivion Gate locations (except the one at Kvatch), and you'll have to type it again once you get to the point in the main quest when Oblivion Gates start appearing.
3.5 ToggleMenus TM
Remove the HUD (health, magicka, and fatigue bars, compass, etc.). Good to use before taking a screenshot.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Type TM again to put the HUD back.
3.6 ToggleAI TAI
Completely disables the AI of all NPCs and creatures. This stops them from moving, talking, fighting, etc. Useful for getting through tough or dangerous places.
Ex.: N/A
Links: N/A
Other applications: By clicking an NPC or creature and typing the command it will disable the AI for that character only.
Notes: Type
TAI again will turn the AI back on.
3.7 ToggleCombatAI TCAI
This is similar to TAI, except that it only disables the combat AI. NPCs and creatures will still wander and talk as usual, but no matter what you do to them they will not fight (though you'll still get arrested for assaults and murders).
Ex.: N/A
Links: N/A
Other applications: By clicking an NPC or creature and typing the command it will disable the combat AI for that character only.
Notes: Type
TCAI again to turn the combat AI back on.
3.8 ToggleDetect TDetect
This disables the detection AI of all NPCs and creatures. Guards will still follow you if you have a bounty and you can engage in conversations, but when around enemies you can walk around as if you had a 150% Chameleon enchantment on - none of them will ever catch you.
Ex.: N/A
Links: N/A
Other applications: By clicking an NPC or creature and typing the command it will disable the detection AI for that character only.
Notes: Type
TDetect again to turn the detection AI back on.
3.9 ToggleGrass TG
Quite simple: it toggles the grass on and off. Great for when that blasted tall grass is hiding a nice Daedric sword from you.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Type once to toggle the grass off, type again to toggle the grass on.
3.10 ToggleTrees TT
Simple again: it toggles the trees on and off. Makes it easier to travel around forests, and helps you to see things in the distance when there are a lot of trees in the way.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Type once to toggle the trees off, type again to toggle the trees on.
4.Other Commands4.1 AdvSkill SkillName #Will add the specified number to the specified skill and count towards your level if it's a major skill.
Ex.:
AdvSkill Blade 100; adds 100 to my Blade skill.
Links: N/A
Other applications: N/A
Notes: If the number you add to the specified skill would increase the skill beyond 255 then it will decrease the skill instead. Inputting a negative number may crash the game, so don't try it.
4.2 AdvLevelLevels you up once and displays the level-up screen so you can increase your attributes. This isn't a substitute for resting as it doesn't set the number of major-skill-levels required to level-up back to 0, but it doesn't leave them as they were, either. It will add 10 to the number of major-skill-levels required to level-up so that you have to make up for the free level. For example, if you needed 4 more major-skill-levels to level-up, then used this command, you now need 14 major-skill-levels before you can start levelling normally again.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.
4.3 MoveToQuestTarget (MoveToQT)
This will move you to the target of your currently active quest. Whether it's a location, NPC, creature, etc. doesn't matter, you'll end up wherever your compass was pointing. However, if the quest updates when you get to that point or do something there, then you'll have to use the command again to go to the next quest target.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.
4.4 CenterOnCell CellID (CoC CellID)
Teleports you to the center of the specified cell. An alternative to fast-travel, as it's instant, but you need to know the ID of the place you're heading to. This is also the only way to get into most of the test cells.
Ex.:
CoC ICMarketDistrictAFightingChance; teleports me to A Fighting Chance.
Links: http://planetelderscrolls.gamespy.com/View.php?view=OblivionCheats.List&game=4&category_select_id=13; http://planetelderscrolls.gamespy.com/View.php?view=OblivionCheats.List&game=4&category_select_id=14
Other applications: N/A
Notes:
CoC TestingHall will take you to a room filled with doors leading to dozens of test cells and is a great place to check out.
4.5 CompleteAllQuestStages (CAQS)
Will complete every quest in the game, including a few test quests that aren't available. Not much purpose to this, other than if you want to see what every quest in the game is and how many there are.
Ex.: N/A
Links: N/A
Other applictions: N/A
Notes: None.
4.6 PlayerSpellBook (PSB)
Will give you every spell in the game, including many test spells, any spells added by mods, and some spells run by scripts that were deleted (they do nothing now).
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: This will add some interesting spells, such as Wabbajack's effect, Sanguine Rose's effect, and Bound Mythic Dawn Armor.
4.7 Save Name 1Makes a save game with the specified name. The name has to all be one word.
Ex.:
Save Oblivion 1; makes a save named Oblivion.
Other applications: This is used in a method of finding almost any NPC, creature, or item in the game which is explained below.
Notes: Using this method of saving creates a text file that contains the in-game IDs of almost every NPC, creature, and item in it. This is used in a method of finding an NPC, creature, or item in the game explained below.
4.8 SetPCFame # and SetPCInfamy #Sets your character's fame and infamy to the specified number, respectively.
Ex.:
SetPCFame 1000; sets my fame to 1000.
Links: N/A
Other applications: N/A
Notes: None.
4.9 ShowQuestTargets (SQT)
Shows the ID and current stage of your active quest. Not much use to you on its own, but it can be applied when forcing a quest to update.
Ex.: N/A
Links: N/A
Other applications: The information this supplies can be used in
SetStage QuestID Stage commands, explained below.
Notes: None.
4.10 ResetHealthActs like a full heal. Great for when you're about to die and don't have any spells or potions to heal yourself with.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.
4.11 ShowEnchantment and ShowSpellmakingTwo of the best commands I found, in my opinion. They will pull up the Enchanting and Spellmaking windows, respectively. This allows you to enchant equipment and make spells no matter where you are, and regardless if you even have access to any altars.
EX.: N/A
Links: N/A
Other applications: N/A
Notes: None.
4.12 CloseCurrentOblivionGateSimilar to the above except that it will close the Oblivion Gate that you're currently inside. Could be handy if you get stuck somewhere inside an Oblivion Gate and can't find you're way out or don't feel like going back. It will close the gate and set you back outside of it.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.
4.13 EnablePlayerControlsThis is used to enable your controls during those cinematics when they're disabled. Occasionally the game will glitch and not enable your controls again - instead of reloading, put in this command and carry on.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.
4.14 SetWeather WeatherID (SW WeatherID)
Changes the current weather to the specified weather.
Ex.:
SW 38EF0; changes the weather to cloudy.
Links: N/A
Other applications: By putting a 1 at the end of the command (
SW WeatherID 1) you can make the selected weather permanent. To reset the weather so that it changes again, type
ReleaseWeatherOverride.
Notes: Here are the weather IDs:
- Paradise - 370CE
- Clear - 38EEE
- Cloudy - 38EF0
- Default - 15E
- Fog - 38EEF
- Overcast - 38EEC
- Rain - 38EF2
- Snow - 38EED
- Thunderstorm - 38EF1
- Oblivion sky - 836D5
Also, note that fast travelling may revert the weather back to normal. In the case that you want the weather to stay as it is everywhere you go you may want to use
FW WeatherID instead. It will immediately change the current weather to the specified weather, rather than have a transition phase, but it will be permanent until you release it with
ReleaseWeatherOverride.
4.15 ModPCMiscStat StatNum #This allows you to add to or subtract from your miscellaneous stats such as murders, assaults, items stolen, days in prison, etc. To add to it, use a positive number; to subtract from it, use a negative number.
Ex.:
ModPCMiscStat 4 5000; adds 5000 to my 'Largest bounty' stat.
Links: N/A
Other applications: N/A
Notes: Here are the stat numbers and their coresponding stats:
- 0- Days in prison
- 1- Days passed
- 2- Skill increases
- 3- Training sessions
- 4- Largest bounty
- 5- Creatures killed
- 6- People killed
- 7- Places discovered
- 8- Locks picked
- 9- Picks broken
- 10- Souls trapped
- 11- Ingredients eaten
- 12- Potions made
- 13- Oblivion gates shut
- 14- Horses owned
- 15- Houses owned
- 16- Stores invested in
- 17- Books read
- 18- Skill books read
- 19- Artifacts found
- 20- Hours slept
- 21- Hours waited
- 22- Days as a vampire
- 23- Last day as a vampire
- 24- People fed on
- 25- Jokes told
- 26- Diseases contracted
- 27- Nirnroots found
- 28- Items stolen
- 29- Items pickpocketed
- 30- Trespasses
- 31- Assaults
- 32- Murders
- 33- Horses stolen
4.16 Set MQ00.AllowGatesToReopen to 1Makes the random Oblivion Gates have a chance of reopening every time you enter a cell containing one.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Using 0 instead of 1 will turn the respawn off. Also, no gates will respawn if the maximum number of open Oblivion Gates has been reached; before and after the main quest the maximum number of gates that can open is set to 0, and throughout the main quest the number is occasionally changed. Refer to the commands below to rectify this.
4.17 Set MQ00.MaxOpenGates to 90 and Set MQ00.RandomGateChance to 100The first one will set every possible gate to have a chance of opening; the second will guarentee that any possible gate to open when you the cell containing it. Combined, they will make all 90 gates open no matter what point you are at in the main quest, or even if you haven't started it yet.
Ex.: N/A
Links: N/A
Other applications: 90 and 100 are just the extremes; you can control how many gates can spawn and the chances that they will by using any numbe from 0-90 for the first command and 0-100 in the second, or you can completely stop them from opening by setting both to 0.
Notes: Certain points in the main quest will change these values so that you'll have to put them in again. These points are: when you take Martin to Weynon Priory, when you bring Martin the Mysterium Xarxes, when you finish Paradise, and when you finish the main quest.
- Thanks to Arcatus for finding these codes and the points in the MQ.4.18 SetStage QuestID StageThis command will force a quest to update, which is extremely useful as a lot of times a quest will get bugged and stop you from Advancing it for one of many reasons. There are a couple ways to go about doing this. The first is to use the console command
SQT to find your current quest's ID and what stage you're on. Most quests' stages increase by 10 for each part completed, so you can input the quest's ID and stage with this information. For example, if it gave me Dark01Knife for the quest ID and 20 for the quest stage, I'd put in the command
SetStage Dark01Knife 30 to update it. The problem, however, is that in some cases the stages don't increase by 10, but instead by a larger or smaller number. That's where the second method comes in, which requires you use http://tes.ag.ru/oblivion/quests/index_eng.shtml to find the quest's ID and the stage that you want it to update to.
Ex.:
SetStage MQ02 20; forces my quest to update to the next part.
Links: http://tes.ag.ru/oblivion/quests/index_eng.shtml
Other applications: N/A
Notes:
- It is not possible to undo this command. So, for example, if you type SetStage MQ03 20 by mistake (instead of MQ02), there is no way to reverse that command and make the game think that you have not started MQ03. In particular, SetStage MQ03 0 will have no effect. Overall, it is not possible to decrease a quest's stage. So even entering SetStage MQ03 10 would not change the quest stage (e.g., GetStage MQ03 would still return 20, not 10).
- Internally, the game has flags that keep track of the status of each individual quest stage. So the command SetStage MQ03 20 does not set a "stage" variable to 20; it actually sets the "stagedone" variable for MQ03 stage 20 to true (or 1). The command GetStage MQ03 just figures out which is the highest numbered stage that has been flagged as done, and returns that number. There is no known way to directly alter the "stagedone" variables, which is why it is impossible to undo a setstage command.
- Some game scripts are based upon the the overall quest stage (i.e., the value returned by GetStage); other scripts are based upon whether or not specific stages have been done (i.e., the value returned by GetStageDone). Therefore, skipping ahead in a quest, for example by entering SetStage MQ03 100 can have unpredictable effects, because the individual stages of the quest are not marked as complete. Also, there are invariably many other scripts that are supposed to get executed as a quest progresses; skipping ahead in a quest will '''not''' cause any of the other scripts to be run. It may subsequently be impossible to ever reproduce the missing events using the console. Therefore indiscriminate use of this command can lead to permanently bugged games.
4.19 ShowRaceMenu, ShowBirthsignMenu, and ShowClassMenuAll three of these work in a similar way. The first will pull up the menu that lets you change your race, gender, name, and facial features, the second will let you change your birth sign, and the third will let you change your major attributes and skills. These things are touchy, though, so you need to follow these instructions on using them. First, type in the command but
do not close the console window. Make the desired changes to your character, with the window open, then hit Esc and make a new save - load this new save. You can now close the console window, if it's still open, but at no time before now should you close it or it will revert all of your character's stats in that menu to their default.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Some people can't save from the menu; if this happens to you then you can make a save through the console with the command
Save SaveName 1. Alternately, you can have the console active when you access the escape menu; the Save option should then be available.
4.20 SetDebugText # (SDT #)First you will need to toggle the debug text on with
ToggleDebugText (TDT). This can show a variety of different information, some useful and some not, depending on which value it's set to.
Ex.:
SDT 6; displays combat information.
Links: http://www.uesp.net/wiki/Oblivion:SetDebugText.
Other applications: N/A
Notes: Many of the debug texts will display other NPC's and creature's information if they're selected - just click one. To see your character's information again you can go into third-person and click him/her.
5. Vampirism and the Console5.1 Becoming a Vampire Using the ConsoleThis will work even if you've been previously cured of vampirism and are now immune to it, and is also your only choice for becoming a vampire again. It's rather simple, really, just put in the two commands:
- Set PCVampire to 2
- Player.SetAV Vampirism 25
You're now a vampire. You don't need the "vampire disease," Porphyric Hemophilia, beforehand, but be warned that you'll turn into a vampire at 50%, and thus take sun damage, so don't do it out in the sun.
5.2 Curing Vampirism Using the ConsoleThere are two ways to go about this. The first, and simplest, is to give yourself the vampirism cure potion you'd normally get at the end of the vampirism cure quest, using the command Player.AddItem 977E4 1, and drink it. This may not work due to occasional glitches, which is where the second way comes in. You'll have to use this string of commands to forcibly remove the vampirism and all traces of it:
- Set PCVampire to -1
- player.setfactionrank A319 -1
- player.removespell 2C2A5
- player.removespell 2C2A4
- player.removespell 2C2A2
- player.removespell 3DB3A
- player.removespell 2C2B0
- player.removespell 2C2AD
- player.removespell 2C2AA
- player.removespell 2C2A8
- player.removespell 2C2B1
- player.removespell 2C2AE
- player.removespell 2C2AB
- player.removespell 2C2A7
- player.removespell 3BEDA
- player.removespell 3BEDB
- player.removespell 3BEDC
- player.removespell 3BED9
For more information on vampires and vampirism, check out http://www.uesp.net/wiki/Oblivion:Vampires.