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Skyrim:Console

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The console is a powerful in-game tool only available to PC players. From the console it is
possible, while playing the game, to enter commands that will alter most aspects of gameplay,
and it is also possible to obtain detailed information about NPCs, creatures, and other items in
the game.

Contents
 [hide]

 1 General Information
 2 Accessing the Console with Non-English Keyboards
 3 Commands
o 3.1 Toggle Commands
o 3.2 Targeted Commands
o 3.3 Untargeted Commands
o 3.4 All Known Commands
 4 Using Batch Files With the bat Command
o 4.1 Guidelines for Using Commands in Batch Files
o 4.2 Example for using a Batch File to create an alternative start

[edit] General Information


The console can be accessed in-game by toggling the 'tilde key' (the actual key can be ~, º, ¬,
|,^, \, §, ², etc.. depending on your keyboard layout), found near the "1" and "Esc" keys on most
keyboards. The console prompt will appear in the lower left-hand corner of your screen. You can
scroll the console output using the "Page Up" and "Page Down" keys. The console is not case
sensitive: entering any of tai or TAI or TaI will toggle AI.

Many commands are targeted: this means that you may use player.command to affect the player
character; for example, type player.setav carryweight 1000 will set the Player's Carry
Weight at 1000. Or, you may want to target the NPC/actor, by first typing prid <RefID>, Enter.
Then, type the command by itself, setav carryweight 1000, to affect the NPC, specified by
RefID (Note: including the zeroes at the beginning of the RefID when targeting NPCs may
produce a "command not found" error. That can be evaded though by placing the RefID in
quotes, e.g. "000A2C94".setav carryweight 1000 will set Lydia's Carry Weight at 1000).

You may also target an NPC or object in the console by clicking on them, and then run command
to affect the NPC or object. When an NPC or object is targeted in this way, their hex code
(RefID) will be displayed at the top of the console. For example, to unlock a door, open the
console, click on the door so it is the active object in the console (its RefID is shown at the top of
the screen), then type unlock. When multiple objects overlap, use the mouse wheel to scroll
through different RefIDs until the correct one is selected. When playing on multiple monitors,
the cursor will display in the secondary monitor but clicking it will select the object in the same
area of the primary monitor.

Commands which are abbreviated (for example: tai) can also be run by using their full name;
thus, toggleai is synonymous with tai, and getactorvalue is synonymous with getav. In
most cases, the long command is an obvious progression from the abbreviation. Also, most
setSomething commands have a counterpart getSomething, even if the counterpart isn't shown
here.

Some commands require a form ID. Most articles on objects provide the id or ids for those items.
In addition the help command can be used to locate ids. Help "elven sword" 0 would provide
a list of all game objects with 'elven sword' in the title. This can be used for items, spells Help
firebolt 0, or perks Help juggernaut 0 .

If you don't know what you're doing, using console commands


can cause your game to malfunction! Executing the wrong
command can cause your game to stop working normally;
furthermore, you may not become aware of such malfunctions
right away, and you may not be able to trace their cause. They
can cause problems like making quests impossible to complete,
altering your game's display, all kinds of game behaviors, your
ability to play your character, and your ability to play the game
at all. Solutions are not always easy, and may involve losing
saved games or reinstalling your game.

Create a permanent saved game before using the console. (This


mitigates only some kinds of risks.) If you need to use the
console to fix a glitch, try to use the least powerful command
possible.

Your best bet for help if your game is crashing or not operating
properly due to a console issue is on the producer's official
forums. You may see if someone in the wiki's irc chatroom has a
suggestion. You may not get any kind of answer right away, or a
solution at all. You might also try asking a question on this
article's talk page with the same idea: you may or may not
receive a timely reply to your question or problem, and you may
not receive a solution at all.

[edit] Accessing the Console with Non-English Keyboards


If you are using a non-US keyboard, the tilde (~)/grave accent (`) key might not work, or there
may be no tilde key.

Often, the key used is the key below Esc and above Tab (↹), where the tilde/grave key is on a
US keyboard:

 On a Danish, Swedish or Finnish keyboard, the console is accessed by pressing the ½


key, the key just below Esc.

 On a French keyboard, the console is accessed by pressing the ² key, the key just below
Esc.

 On a Swiss keyboard, the console is accessed by pressing the § key, the key just below
Esc.

 On a German keyboard, the console is accessed by pressing the ^ key just below Esc. As
this hat-character is usually used together with a normal letter to create letters as ê or ô
the first letter you enter into the console will be usually a Blank Square or not even
appear. Therefore have an eye on what is displayed in the console and delete when
necessary.

 On a Hungarian keyboard, the console is accessed by pressing the 0 key. If you want to
type "0" you must type the one from your numpad. Otherwise, the console will shut.

Another possible solution is to install AutoHotKey and set up a shortcut to send the tilde key
code the game is expecting. Add the following lines to your AutoHotKey script and it will map
F12 to grave accent (`) and Shift+F12 to tilde (~). (The grave accent (`) key is the same physical
key as tilde on US English keyboards.)

; Map grave accent/tilde key (`/~)


F12::SendEvent {vkC0sc029}
+F12::SendEvent +{vkC0sc029}

; On some systems you may need to use the less optimal mapping
F12::~

[edit] Commands
How to Read the Command Table
When a command requires arguments (e.g., additem <Item ID> <qty>), the brackets <>
indicate that <ID> should be replaced with the appropriate ID, and <qty> with the appropriate
quantity. The brackets are not part of the syntax. So additem <ID> <qty> becomes additem
0002299c 1.

Furthermore, all REFIDs, faction, weather etc can be entered without the leading zeros, eg:
additem 2299c 1 has the same effect as above.

Command Effect Notes


[edit] Toggle Commands These commands toggle settings on and off.
Toggle Toggles a 3rd person camera mode that lets you rotate and zoom
animcam animator the camera around the player without changing the direction the
camera player model is facing.
Gives the character a complete spell book, including the shouts,
Player
psb and unlocks bestial abilities. Dragon souls are still required for
Spell Book
shouts. This can crash Skyrim.
Shows 1st This only works in 3rd person. It shows your 1st person arms
person behind your character in 3rd person. You control the 3rd person
s1st
model in model, but the 1st person arms mimic your swings. It looks like
3rd person you're controlling a character that's controlling another character.
Changes
the speed
Example: sucsm 50 after typing tfc will allow the camera to
of the free-
sucsm <number> move about five times faster than its default speed. The full
flying
command name is "SetUFOCamSpeedMult".
camera
(UFO cam)
Toggles AI (Artificial Intelligence) processing off or on. This
tai Toggle AI command is targeted; if no actor is selected it will turn off/on AI
processing globally.
Toggle If used when highlighting an NPC, will transfer control to said
tc controls NPC, but any command input will be passed in addition to the
driven player unless player.tc is used to remove control.
Toggle
tcai Toggles Combat AI processing off or on.
Combat AI
Essentially, you can fly. Point in a direction and move wherever
you want. You can also move through buildings and even the
Toggle
landscape. This command is targeted; if no actor is selected it
collision
tcl will turn off collision for the player while keeping other actors
(clipping,
stuck in place. It is possible to deselect any target reference by
noclip)
double clicking the same object or area in the landscape, which
will cause "tcl" to default itself to target the player.
tdetect Toggle AI Disables and enables AI detection, meaning if it is toggled off,
Detection NPCs won't be able to "see" you, or anyone else, even if you're
right in front of them or attacking them.
Toggle
End-Of- Disables blur, contrast adjustment, and a few other things. Will
teofis Frame give a huge framerate boost on "weak" video cards, at the
ImageSpac expense of some prettiness.
e
Sets your controls to move the camera around, instead of the
player. Use with 3rd person view to get a good look at your
Freeflying
tfc <1> character. Adding the "1" tag at the end freezes all the
camera
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.
Toggle Fog
tfow Note: There seems to be a bug when activating this when mining
of War
or woodcutting that causes your character to disappear and not be
able to attack or go in to third person. Loading a previous save
before this happened seems to fix this.
Toggle
tg Toggles display of grass.
grass
No damage taken, no magicka consumed, no stamina used, no
encumbrance, unlimited arrows. You can only use this on
yourself.
Toggle god
tgm
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.
Everything behaves as normal except you cannot die as a result
Toggle of being reduced to 0 health. You can only use this on yourself. If
tim immortal you are decapitated or bitten and thrown by a dragon while using
mode this, it can have some quite frustrating results.[verification needed — see talk
page]

Toggle Dramatically reduces draw distance for a performance gain and


tll
LOD might solve glitches related to LOD.
tm Toggle "Menus" refers to the Heads-Up Display (HUD) on the screen:
menus the health/magicka/fatigue meters, your current weapon and
(HUD) 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
Show/hide that are automatically visible at the beginning of the game. When
tmm
all map adding markers, the 2nd parameter determines if the ones you
<nn>(,<nn>,<nn>)
markers add are set 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 Toggles display of the sky.
Toggle
tscr script Toggles script processing off or on globally.
processing.
Toggle
tt Toggles display of trees.
trees
Toggle
twf Shows wireframe in red or opaque.
wireframe
Toggle
Toggles display of water (display underwater remains
tws water
unchanged).
system
These commands require a target reference. Select one with the
mouse in the console, use the prid command, prefix the
[edit] Targeted Commands
command with player to target the player character or prefix the
command with a RefID to target something else.
Short for
addfac addtofactio
n.
E.g., player.additem 000669A5 5 will add five leeks to your
Give a
player's inventory. The effects of <flag> are unknown, but it
character
additem <item ID> probably refers to ownership and stolen status. Changes to an
the
<count> <flag NPC's inventory will usually appear immediately if you're
specified
(optional)> pickpocketing them when you open the console. It is possible to
amount of
remove items with this command by using negative numbers.
an item
(Item ids: Skyrim:Items)
addperk <perk ID> Give a For perk ID codes, see the page for the perk's corresponding
character skill, indexed at Skills. To find the perk ID code in-game, try
the selected help <perkname> 0.
perk
E.g., player.addperk 000c44c0 would give your player the
perk "Adept Destruction".
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):

 player.addspell 00092c48 will add the "Beast Form"


Add a
power to the player's spell book, essentially turning you
specific
into a werewolf.
spell to a
addspell <spell ID>  player.addspell 000b8780 will add the "Sanguinare
character's
Vampiris" disease, turning your character into a vampire
available
over the course of 3 ingame days. (Diseases will only be
arsenal.
added after a random number is checked. The chance to
contract "Sanguinare Vampiris" is 10% i.e. 1 out of 10.)
 player.addspell 000d2056 will add the "Ghost
Ability" effect, essentially turning your character into a
ghost. (If you remove this spell again, you will need to
reset the actor's opacity with setactoralpha command.)

Adding certain permanent abilities this way (e.g., Ancient


Knowledge) will merely add their name to the list of active
effects, but will not actually give the expected benefits. That
requires changing the appropriate Actor Value Indices separately.
addtofaction Add a Valid numbers for the faction rank vary, but 0 will always add
<faction ID> character to the actor with the lowest possible faction rank and -1 will remove
<faction rank> a faction. the actor from the faction.

Examples for some factions that can't usually be joined in the


game, are given below:

factionid faction notes


Gives the NPC all
necessary dialogue to be
0005C84D PotentialFollowerFaction
selected as a new
follower.
00019809 PotentialMarriageFaction Gives the NPC all
necessary dialogue to be
available as a spouse.
(Will not work with all
races or NPCs with
unique voices.)
Gives the NPC child
necessary dialogue to be
adopted. (May not always
work, some children will
xx004290 PotentialChildrenFaction disappear all day and just
sleep at your home.)

xx = Hearthfire loading
order number
Will turn the selected
0005A1A4 Player Ally Faction NPC into a friendly
character.
If used on the player,
000E0CD9 Bandit Ally Faction most bandits will no
longer attack.
If used on the player,
most warlocks and
000E0CDA Warlock Ally Faction
necromancers will no
longer attack.
If used on the player,
000E0CDB Draugr Ally Faction most draugr will no
longer attack.
advlevel Adds one level to your character's current level. You
are 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,
Advance a
remember that enemies get tougher as your level increases - so if
character's
advlevel you're a Tamriel veteran and have already cranked the difficulty
level by
to "Master" but still crave more of a challenge, using advlevel
one.
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 <skill> Advance AdvSkill registers the increase and will count toward your next
<nn> the levelup.
specified The full list of values recognized by AdvSkill is provided at
skill. Actor Value Indices. The number represents the experience level
to add to the skill (e.g., player.advskill destruction 1 will
only add 1 experience toward the next skill increase, it will not
advance Destruction 1 skill level). Some skills require far more
experience points than other skills, crafting skills level quickly
with few points, but armor skills require much higher numbers.
See the incPCS command for an alternative means of leveling
skills, which in comparison does not use the relative-value
experience points; however, incPCS can only increase a skill by
one level per use.
Be careful when using this command. Often, it merely makes the
Complete quest in the Journal become a completed quest. However, the
completequest
the quest related actors or NPCs to the quest may not recognize that you
<quest ID>
instantly. 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
Damage
than modAV for temporary debuffing, since it can be restored to its
value of
DamageActorValu original value easier. Stacks with 'modAV' effects.
attribute by
e <attribute> <nn> Skills/attributes damaged with damageactorvalue will still
<nn>
appear white, but will correctly restore to what they really are.
amount
Can be used to kill NPCs.
Also see RestoreActorValue

The full list of attributes is provided at Actor Value Indices


Don't
The object will be made invisible, collision will also be turned
render the
off and AI won't process on the object, but scripting on the object
selected
disable will run (unlike Oblivion, where it would instantly crash to
object
desktop, the player can't be disabled).
(includes
Also see enable
actors.)
Dispel all
Example: player.dispelallspells dispels any magic effect on
temporary
the player including buffs/debuffs (not attributes/skills changed
dispelallspells spell
with the console), potions/poisons, DoT effects, and activated
effects on
powers (except beast form and other morphs).
target
Force drop You may select a character and use the command Drop <base
items from ID> <amount> to drop any items in their inventory by force,
drop a including normally undroppable quest items. You may need to
character's use Showinventory to get a detailed list of items and get the
inventory correct IDs you need.
duplicateallitems Duplicate Example: Selecting an NPC with the mouse then entering
<container/NPC ref all items in duplicateallitems 89c79 will copy all items in the NPC's
ID> the targeted inventory and place the duplicates into the container with refID
container 89c79. You can get the container/NPC's refID by clicking on
and places them and committing the ID to memory before selecting the
them in the container/NPC which has the items you want to copy. You can
given also type in the refID of the container/NPC with the items to be
container. 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
Render the
selected Undoes disable, making the object and its collision and AI
enable object appear in the world again.
(includes Also see disable
actors.)
Equip With selected NPCs you can use equipitem ItemID for use. The
equipitem selected opposite command is unequipitem, and works with the same
<Item ID> NPC with syntax.
Item Also see unequipitem
ForceAV modifies the attribute value by registering a permanent
modifier (positive or negative) of the amount required to force
Force to the attribute to the stated value. Displayed player attributes
forceAV modify the modified in this way will be highlighted (default is green text) to
<attribute> <nn> value of indicate a modifier ('buff' or 'debuff') is being applied.
attribute Also see modAV and setAV

The full list of attributes is provided at Actor Value Indices


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
Get value period before the command. For example, player.getavinfo
getAVinfo
information lightarmor will return information about the player's Light
<attribute>
of target Armor skill, such as the base value (what it was just after
character creation), any current temporary or permanent
modifiers, etc. For a list of all the actor values that can be used,
see Actor Value Indices.
Get level of
getlevel <target> Gets the level of the targeted character or creature.
target
0 = not cleared, 1 = cleared. You must use the location id, not the
Check an
GetLocationCleare name; for example, GetLocationCleared 00018EE2 will check
area's clear
d <locationid> Swindler's Den.
code.
Also see SetLocationCleared.
Get the
getrelationshiprank relationship
Should range from -3 to +4. See setrelationshiprank.
<target> rank of two
actors.
Show the
getstage <quest current Shows the current stage that the quest is at based on the game's
ID> active quest internal stage numbering.
stage.
hasperk <perk ID> Check if 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
the selected
help <perkname> 0.
actor has a
perk with
E.g., hasperk 3af84 would return Perk Rank >> 1 if the
the selected
selected actor has taken the first level of the Two-handed Skull
ID
Crusher perk.
For example, entering incpcs lightarmor will increase the
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
Increase
a skill one level at a time. Using this command will lead to a
incPCS the given
normal increase in the player's level with attribute selection and a
<skill name> skill to the
perk point, unlike the advlevel command.
next level.
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 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.
Kill the Specifying the Player as the Actor ID will assign blame to the
selected player, counting the kill as a murder if the target was non-hostile
kill <Actor ID
actor (NOT and possibly incurring a bounty if other NPCs witness the death.
(optional)>
the optional
Actor ID). 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
targeted
object (i.e.
Values of <level> will display in the tooltip for the locked object
door,
lock <level> as follows: 0 - 25: Apprentice, 26 - 50: Adept, 51 - 75: Expert, 76
container)
- 100: Master, 101+: Requires Key.
with a
difficulty
of <level>.
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
Delete an
MarkForDelete restore deleted objects. Objects marked for delete will show [D]
object.
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 Modify ModAV modifies the attribute value by registering a permanent
<attribute> <nn> value of modifier (positive or negative) of the value stated. Displayed
attribute by player attributes modified in this way will be highlighted (default
is green text) to indicate a modifier ('buff' or 'debuff') is being
applied.
<nn>
Also see forceAV and setAV
amount
The full list of attributes is provided at Actor Value Indices
Example 1 - move Player to an object or NPC: player.moveto
0002BFA2. Using this code will instantly teleport you to Hadvar's
position. You must use RefID

Move a Example 2 - move an object or NPC to the Player: type prid


character to 000A2C94, Enter. Then, type moveto player, Enter. Using this
moveto <actor ID> specified code will instantly put Lydia next to you. This code is especially
actor and useful for a follower/NPC who's just disappeared after a quest
vice versa. due to a bug in game; e.g. Lydia is disappeared after The Break
of Dawn quest. You can also select an object and type moveto
player which will move the selected object to your feet and
orient it based on the camera's angle.
Also see placeatme
Example: movetoqt da01. Using this code will instantly teleport
you 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
movetoqt Move to doesn't just take you to the next doorway you need to go through.
<quest ID> quest target 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 Quests for the quest ID codes.
Open a
openactorcontainer Opens selected NPC's inventory to allow the player to
character's
1 add/remove items as if it were any other container.
inventory.
paycrimegold <0- Pay the Pay the bounty for the faction targeted NPC belongs to (the
1> <0-1> bounty. bounty gold will be removed from your inventory). The first 0-1
<faction ID> 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 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 faction
00028170 Crime Faction Falkreath
000267E3 Crime Faction Eastmarch (Windhelm)
00029DB0 Crime Faction Haafingar (Solitude)
0002816D Crime Faction Hjaalmarch (Morthal)
0002816e Crime Faction The Pale (Dawnstar)
0002816C Crime Faction The Reach (Markarth)
0002816B Crime Faction The Rift (Riften)
000267EA Crime Faction Whiterun
0002816F Crime Faction Winterhold
xx018279 Crime Faction Raven Rock (Solstheim)
Example: player.placeatme 000fea9b. Using this code will
instantly summon an instance of an object or NPC at your
Spawn
position. The above example summons a dragon. Not
specified
recommended for named NPCs. This code uses the Object (base)
placeatme actor or
ID and not specific reference ID as it is creating a new instance
<actor/object ID> object at
of that object/actor in the world; using it with named NPCs can
current
result in duplicates unless the original was somehow removed.
position.
Also see moveto which can summon named NPCs by refID using
the following commands: prid RefID & moveto player
Play an
animation
(idle) on Example: playidle IdleOffsetArmsCrossedStart. See the
playidle <idle ID>
the list of idles.
specified
actor.
Push an
Example: pushactoraway 14 1337. Will push or launch your
pushactoraway actor away
character in a random direction. If you enter negative amount,
<actor ID> in a
example: pushactoraway 0001A6B8 -200, will pull the selected
<number> random
actor to your character position.
direction.
Can be used to reset an NPCs reference/revive dead NPCs. If
you've already looted a corpse, they may come back headless
(especially Nords). Their inventory isn't reset, except for their
weapon. Enemies will prioritize other NPCs of opposing factions
(like Stormcloak vs Imperial), and ignore the player until the
opposing NPCs are dead. The optional Destination Reference is
Revive/ untested, probably refers to coordinates or a cell id.
recycleactor Reset
<destination refere targeted  When used on containers, it acts like resetinventory.
nce (optional)> NPC or
 When used on objects, it will reset them to their original
object.
positions and states. It can be convenient if you mess
something up and want to restore the order.
 When used on the player, their inventory is not replaced,
but the following items are added:

[show]Equipment
E.g., player.removeallitems will remove all items from your
Remove all
character's inventory or "removeallitems <click on character> for
removeallitems items from
remove all items of particular character. Optionally, after the
<actor or a
command, enter the reference ID of an actor or container to
container ID> character's
transfer all the items in question into the referred actor/container.
inventory.
Also see duplicateallitems
Remove
the
specified E.g., player.removeitem 000669A5 5 will remove five leeks
removeitem amount of from your player's inventory. Changes to an NPC's inventory will
<item ID> <count> an item usually appear immediately if you're pickpocketing them when
from a you open the console.
character's
inventory.
For perk ID codes, see the page for the perk's corresponding
skill, indexed at Skills.

Remove Important note: To remove perks from an established tree, you


the will need to backtrack through the entire tree. Meaning, start
removeperk specified from the top and work your way down. In perks with ranks, you
<perk ID> perk from a will need to remove rank 5/5, then 4/5, etc. Also, using
character's removeperk will only remove the perk. It will not refund the perk
skills. points.

E.g., player.removeperk 000babe8 will remove Barbarian


rank 1/5.
Removes a
specific
spell from
a
character's
For a spell's ID code, see the page for its corresponding magic
spell book.
school, indexed at Spells. For other applicable IDs, see: Powers
Also works
removespell and Abilities, Blessings, or Diseases.
with
<spell ID>
powers,
E.g., player.removespell 00092c48 will remove the "Beast
abilities,
Form" power from the player's spell book.
blessings,
and
diseases,
but not
shouts
Can be used to calm down a non-enemy NPC if you attack them.
Reset an
resetAI In battle, the enemy is forced to sheath their weapon, then pull it
NPC's AI.
out again and reacquire their target.
resethealth Restore a Example: player.resethealth Restores your health to 100%
character to
full health.
Resets a character's inventory to its default. Example: If you use
removeallitems on an NPC and enter resetinventory
Reset a
everything will respawn and re-equip to its defaults. Can be used
container
to pickpocket the same item multiple times. Works on dead
resetinventory or a
NPCs and containers/chests, so you can loot the same
character's
corpse/container multiple times. Containers are slightly
inventory.
randomized, so items may vary depending on the containers loot
settings.
Restores a damaged skill or attribute up to its normal value.
Example: lose 50 health and enter player.restoreactorvalue
Restore the
health 100 and you recover 50 health since it can't restore more
value of
RestoreActorValue than its normal value. Doesn't fix attributes/skills damaged by
attribute by
<attribute> <nn> modAV or forceAV or setAV
<nn>
Also see DamageActorValue
amount
The full list of attributes is provided at Actor Value Indices
Unless you use this command the instant the NPC is killed, the
game will still register the target as "Dead" and they will
subsequently not be mentioned in dialogue and sometimes
specifically referred to as "Dead" during a quest. Adding a tag of
"1" at the end (i.e., resurrect 1) will make the target get up
instead of vanishing and reappearing, thus allowing them to keep
their equipment. [verification needed — see talk page] If an NPC's corpse has
vanished already, you will also need to enable the NPC. Using
this on the player character will not dismiss the "Load last save?"
screen, and the camera will behave as if you were still lying dead
on the ground. However, if you use the resurrect command
Resurrect
resurrect <1> before the loading message appears, the player will revive, but
target actor
the camera will be centered on the feet rather than the head. Note
that accidentally using this command on yourself while you're
still alive can also have unexpected consequences, among them
losing the ability to dual-cast spells (which will be fixed on
reload), and losing any blessing effects (but not the blessing itself
- which can be complicated in the case of Standing Stones. The
game will not let you restore that Standing Stone power unless
you first visit another Standing Stone and come back.) NPCs who
are dead at the beginning of the game (such as Mage) cannot be
resurrected via this command.
Also see kill.
Change the
Useful for repairing unwanted graphic glitches after adding and
selected
setactoralpha <0- removing certain permanent spell effects. E.g.,
actor's
100> player.setactoralpha 100 will reset unwanted invisibility
alpha/opaci
effects and make your character visible again.
ty.
setAV <attribute> Set value SetAV sets the level value of the attribute to the stated value.
Example: You can player.setav block 100 to set your Block
to 100 and take advantage of having a high level Block without
receiving any levels (and therefore any perks). The same works
for dropping the skill level. You can also do it for Health,
Stamina, or Magicka etc. And you can target it for an NPC by
<nn> of attribute
using prid <RefID> of an NPC first; then just type setav
health 500 to give the specified NPC 500 Health.
Also see forceAV and modAV

The full list of attributes is provided at Actor Value Indices


This command can be used to make any NPC unkillable. When a
character set as essential takes nearly fatal damage, they collapse
onto their hands and knees (Also known as Bleedout) and
stumble around for a period of time, instead of dying.
Note that the base ID and not the ref ID must be used. The ref ID
is what appears when clicking on an object with the console
open. To find an NPC's base ID, however, you can either a)
browse to their respective page (see: People and/or NPCs) or b)
use the help function in-game to search for them by name,
recording whatever value matches their name under the "NPC_"
category of result. Once you have the base ID, enter the
command using either 1 to set him/her immortal or 0 to set
him/her mortal. For example, setessential a2c8e 1 would set
Lydia as immortal.

Set a  Be careful when making an Essential NPC mortal, if they


character as die you will likely be unable to access the associated
setessential
immortal quest or story. However, a simple save reload will fix if
<base ID> <1/0>
(1) or you haven't save over all the files where the character is
mortal (0). still alive(and either non-essential or essential)
 Related functions: To check whether an NPC is essential
to begin with, select him/her in the console (so that the ref
ID appears), and enter IsEssential - if the console
returns "1.00", the NPC is essential.
 It is also possible to set the player them self as essential
with the base ID of 00000007, However upon entering
the 'bleedout' stage, the player will sometimes not get
back up (usually upon the first time in a new area or after
having recently set yourself as essential), however,
simply entering your inventory and drinking a health
potion will fix this immediately (any health potion used
during bleedout will return you to full health). Usually,
your character will drop down to their hands and knees,
and then immediately get back up with full health.

setgs <setting> Set game Doesn't seem to be preserved in saves; must be reset each time
the game loads. Example: setgs fJumpHeightMin <height>
<value> setting.
sets the jump height for the player.
Just like other target commands, type prid <RefID> of an
actor/NPC first. If you prefer to click on the npc while in the
command console, make sure the ID you see is of the targeted
npc and not an object.

If you input setlevel 1000 0 1 100 that npc will be equal


level you are and will level with you up to level 100 and will
start at level 1 if you're level 1.
Set NPC
setlevel A B C D
level Variable Description
A Level of npc compared to player where 1000=100%
Levels above or below variable A (50 will set npc 50
B
levels above variable A). Set 0 to be equal to A.
Sets minimum level of npc. Must be a value of 1 or
C
higher.
Maximum desired npc level. Maximum is 100 unless
D
you install v1.9 patch or use the level uncapper mod.
Set whether
You must use the location id; if you wish to clear Swindler's
SetLocationCleare an area has
Den, for example, use 00018EE2, not the name. Also see
d <locationid> 1 been
GetLocationCleared.
cleared.
Set the
weight of Despite its name, this also works on the player's model. e.g.
the selected player.setnpcweight 0 changes the player's appearance to be
setnpcweight <0- NPC and as if the "Weight" slider were all the way left. 100 would be all
100> updates the the way to the right. Saving and re-loading a game after it's been
(snpcw) model to used on an NPC may result in neck seams, as NPC head meshes
reflect the are pre-modeled and not procedurally generated to the new
new weight value.
weight.
Use this to remove the "stolen" tag from any items. Simply drop
Sets the the item on the ground, open the console, click on the item, and
player as enter the command. It can be difficult to select certain items. If
the owner the displayed ID code does not begin with "ff", you have not
setownership
of the selected an item, but rather an object in the world (ground
targeted texture, light, container, etc.). Can also be used to remove the
item. "owned" attribute of beds and gain the ownership of a stolen
horse.
setrace <race> Change a Doing this will allow you to change the race of an actor. If
character's player.setrace is used, you can change your own race without
race. using showracemenu. Upon using this code, the character's hand
will be bound like in the beginning of the game, but this can be
undone by drawing a weapon. This will not mess up
attributes/skills. Creatures are available as races as well (e.g.,
player.setrace dragonrace), but most creatures will have a
buggy camera position in third person. 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 (i.e. player.setrace nordrace). See
setplayerrace for additional details.
[show]Playable Races
Change the
0=acquaintance, 1=friend, 2=confidant, 3=ally, 4=lover, -1=rival,
setrelationshiprank relationship
-2=foe, -3=enemy, -4=archnemesis. (All other values are
<target> <#> between
unassigned ranks and will default to "acquaintance.")
two actors
Scales the size of a chosen target. Starting from small 0.1, normal
Scale size
setscale <#> 1, and 10 at max size. Acceptable targets can be any NPCs or
of target.
objects in the world. You cannot change the size of items.
Example: setstage ms01 100. The setstage command is
useful for advancing broken quests, finishing quests instantly, or
Set the
for skipping ahead to a certain point in a quest. You can find the
setstage current
quest's ID code, as well as the various stages of the quests and
<quest ID> stage of the
their corresponding stage numbers, on the respective quest page.
<stage #> given
To start, see the main index of Quests.
quest.

Example: setunconscious 1 makes an NPC or the player stand


in place as if it's in a trance or their AI is disabled. You can do
what ever you want to them and they won't react. They remain
A value of
that way until you use setunconscious 0. They will act like
setunconscious 1 will be
nothing happened, so if you steal from them and wake them back
<integer> unconsciou
up it will be as if they didn't see anything. They can also wake up
s
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.
Display the
These IDs can be used in the console to modify a character's or
base IDs of
the player's inventory. E.g., with five Leeks in a person's
every item
showinventory inventory, player.showinventory will display "5 - Leek
in a
(000669A5)", and you can use player.additem 000669A5 5 to
character's
obtain five more leeks.
inventory.
The 9 HDR parameters are in floating point. Each one affects
shp <parameter #1- Set HDR something different. The effects stay until you load a save or
parameter #9> parameters switch areas. Example: shp 1.00 0 0.50 0.01 9.00 .1 .99
100 1.0000
sifh <#> Set whether E.g., sifh 1 will make the selected actor ignore friendly hits.
an actor
should
ignore
friendly
hits.
Display
sqs <quest ID> stages of a Lists all stages of that quest and shows if a stage is achieved.
quest
E.g., str 1.000000 will set refraction to its maximum value,
Set the
str 0.000001 will make the target completely invisible, str
refraction
0.000000 turns off refraction reverting the target to its normal
str <0-1.000000> value of the
appearance. str 0.000000 will completely mess up a character's
selected
eyes and eyelashes. Can be used on any targetable object from
target.
NPC/player to pieces of the architecture.
Teach a Teaches a specific dragon shout by code. Each level of a word
teachword <word> dragon has a specific code. Use the help command to find the shout's
shout. code, or see Dragon Shouts.
With selected NPC you can use unequipitem ItemID for use. The
Unequip
opposite command is equipitem, and works with the same syntax.
unequipitem item from
No error or other horrible fate seems to await you if you unequip
<Item ID> selected
an item the NPC doesn't have.
NPC
Also see equipitem
Unlock the
Unlocks the targeted door, container, etc., including "Requires
unlock targeted
Key"-level locked objects.
object.
Unlock a Unlocks a specific dragon shout by code. Each level of a word
unlockword
dragon has a specific code. Use the help command to find the shout's
<word>
shout. code, or see Dragon Shouts.
[edit] Untargeted Commands These commands do not require a target reference.
Execute a Executes a .txt file with console commands in it, handy for
bat
batch file certain otherwise tedious actions.
Finishes every quest in the game, not just the ones you've started,
Complete essentially completing the game. Not recommended for general
caqs all quest use. May crash your game. Note: This will unlock several quest
stages related Steam achievements if they have not been unlocked yet.
See also: saq
coc <cellname> Transport Transports to the center of a named cell (coc stands for center on
to cell.); i.e., if you want to go to Riverwood write coc Riverwood
<cellname> in the console. coc qasmoke will transport to the Skyrim testing
hall (for QA testing; inaccessible otherwise.) Note: Opening the
enchanted armor and weapons cabinets may crash Skyrim.<--
(note opening any weapons or armor chest at the testing hall
doesn't crash the game, it just takes a moment to load all the
wonderful stuff you're about to get)

You can get most location codes with the help location 0
command. I.e. help breezehome 0 will tell you that the correct
code is WhiterunBreezehome or that Sovngarde can be reached
with Sovngarde01.
Transports to the center of cell [cell x, cell y] in world space.
(cow stands for center on world.) The outdoor worldspace of
Transports Skyrim is Tamriel so to transport to the center of cell 5,7 in
to cell Tamriel you would put cow tamriel 5,7 in the console.
cow <worldspace> <cell x, (Whiterun 4,-4 Dawnstar 8,25 Solitude -15,25 Markarth -42,0
<cell x, cell y> cell y> in Morthal -10,15 Falkreath -7,-21 Winterhold 27,24 Windhelm
<worldspac 33,7 Riften 42,-23 High Hrothgar 10,-10 (These points will put
e> you at the stables or right in front of each city but not inside.
Having god mode acitve is highly recomended if you're going to
experiment with this.))
Clear
Removes all blood from the screen. Useful when taking
csb screen
screenshots.
blood
Will change the Field of View to <angle>. Default is about 65
and using the command with no value will set the fov to 75. This
change will reset if the game is restarted or if settings are
Set fov
fov <angle> changed by the Launcher. Values between 80 and 107 may be
<angle>
most suitable for wide screen PC users. 180 is the maximum,
values higher will be accepted, but will still have the effects of
180.
Changes the current weather to the specified value (NOTE:
Using this command will NOT permanently change the weather).
Force
fw <formid> It is only temporary, and will reset after some moving around.
Weather
Valid formids are:
[show]Weather formids
Returns the
value of a
Example:GetGlobalValue DragonsReturned would tell you
GetGlobalValue single
whether or not random dragon attacks will take place. See
<Variable> global
ShowGlobalVars.
game
setting.
Checks if
Example:GetInCellParam 5de24 14 would tell you whether or
GetInCellParam an object is
not the player is in helgen keep. getincell >> 0.00= not present,
<Cell ID> in a
1.00=present. Can be used to confirm if your character or an
<Object ID> specified
NPC is in a particular cell.
cell.
GetPCMiscStat Returns the Shorthand is GetPCMS. Example: GetPCMS "barters" would tell
<Stat> value of the you how many times you've gone shopping or GetPCMS "days
(typically as a werewolf" will tell you how many days you have been a
meaningles werewolf. The quotation marks are required in the command to
s) stats properly identify multiword stat IDs.
shown in
the ESC
menu.
Returns the
IDs of all
items, This is a useful command to find the item ID of an object, which
spells, can then be used with other console commands.
game
help <Text> settings, E.g., help "Daedric" will list all items, etc. which have
etc. which "Daedric" in their name. There is no need to put a "0" for the
have the help command. Quotation marks are required for queries of more
entered text than one word (e.g., help "ancient nord").
in their
name.
Kills all loaded (in currently rendered cells) non-essential actors
Kill all (NPCs and creatures) immediately. Essential actors will be
killallactors
actors. knocked down. The code killall can be used for identical
effect.
Loads the corresponding save. E.g.: load autosave1 will load
Loads last autosave. If the name contains spaces, it must be enclosed in
load <name> <name> double-quotes, E.g.: load "My Skyrim Save"
gamesave.
Useful when stuck, or if showracemenu is opened. See also: save
Adjusts the
value of the
Shorthand is ModPCMS. Modifies the Player Character
(typically
Miscellaneous Statistic value by registering a permanent modifier
meaningles
(positive or negative) of the value stated. Example: ModPCMS
ModPCMiscStat s) stats
"days as a werewolf" -100 will modify how many days you
<Stat> <nn> shown in
have been a werewolf by a negative 100. The quotation marks
the ESC
are required in the command to properly identify multiword stat
menu by
IDs.
<nn>
amount.
This will free up used memory, often times increasing fps after
any given amount of time in game. Best used while in interior
Purge cell
pcb cells. However, since it purges cached cells, any cells you visited
buffer
in the recent past will have to be reloaded completely when
reentered.
playercreatepotion Creates a Example: playercreatepotion 6b10C gives you a potion of
<MGEF ID#1> potion with improved nighteye for X seconds. Alchemy Skill determines
<MGEF ID#2 up to 3 effect magnitude(based on alchemy skill 1=1%/1Pt,) and
(optional)> effects. duration(duration = Alchemy Skill +1 Sec). Some MGEF effects
<MGEF ID#3 don't work with potions.
(optional)>
damageactorvalue and modAV will effect the magnitude of
alchemy effects without messing with your level/skill progress.
Example: playerenchantobject 136D5 109637 109637
would give you imperial armor with two magic resist
enchantments.

The Magnitude used for any magic effect is set to your


enchanting skill, so 85 enchanting skill = 85% magnitude,85
damage/+85 health/magicka/stamina, 85+1 sec duration(weapons
only).

Any effect with an MGEF ID can be added, including special


effects normally restricted to NPCs and some perk effects. Perk
MGEFs don't show up on equipment or passive effects, but still
work. They also use enchanting skill instead of the perks usual
playerenchantobjec Spawns an
value, and stack with the real perk.
t <object ID> object with
<MGEF ID> specified
Weapons made through the console will always have about 11.5
<MGEF ID enchantme
charges(regardless of enchanting level), and can be recharged.
(optional)> nts
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.

Select an existing copy of an object/creature/NPC using its


reference FormID (the one associated with that particular placed
Pick
object). All subsequent targeted commands will use this object as
prid <RefId> reference
the target. This is the same as clicking on the object in the
by ID
console, but can be used even if the object is invisible or in a
different area. Shorthand for PickReferenceID
Quits Skyrim to desktop immediately without further prompting.
This sometimes results in crashing or mouse click problems.
qqq Fast quit.
Mouse problems can be resolved by re-opening and closing
Skyrim.
resetinterior Reset an This command will reset an entire dungeon or location to default,
<cellid> entire cell. including monsters, traps, chests and loot. E.g., ResetInterior
Stillborncave01 or ResetInterior 00015206 would reset the
dungeon Stillborn Cave to default; all monsters, traps, and loot
would be respawned. If you reset a cell you have just been to,
you'll need to use pcb command (purge cell buffer) as well, or
the game will reload the buffered version of the cell, with all the
modifications you've made to it. Both editorID and formID are
acceptable in this command. Using this command in player
homes appears to reset the furnishings without clearing the
contents of initially empty containers (viz., the bedroom chest)
[verification needed]

resetquest Reset a This command will reset a quest. This command will set all
<questid> quest. stages of the quest to 0.
Begins every quest in the game and adds them all to your journal.
Not recommended for non-experimental use due to the large
Start all
saq number of quests. May crash your game. Note: This will unlock
quests
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
<name> without prompting.
Write
save <name> <name>
Appending the parameter "1" will create a file <name>.ess.txt
gamesave.
and open a texteditor upon it. This textfile contains a lot of
dumped data and takes a while to write out (15 minutes
observed) - the console and game is unresponsive during that.
See also: load
set Sets a
<globalvariable> to global Sets the value for a global variable. See ShowGlobalVars.
<value> variable
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
Set player
setplayerrace <ID> in plain text and not the race's BaseID (i.e. setplayerrace
race.
nordrace). Creatures are available as race as well, but most
creatures will have a buggy camera position in 3rd person.
SetRace racename can also be used. Upon using this code, the
character's hand will be bound like in the beginning of the game,
but this can be undone by drawing a weapon. Will mess up
attributes/skills.
set sets used to remove a lost pet from your party set
playeranimalcount number of playeranimalcount to 0
to <qty> animal
followers Note: doesn't remove any actual follower, just reset the count to
the selected number (1 or 0). If used with a animal follower next
to you that isn't lost, you can recruit another one.
used to remove a lost follower from your party set
set sets playerfollowercount to 0
playerfollowercoun number of
t to <qty> followers Note: doesn't remove any actual follower, just reset the count to
the selected number (1 or 0).
Default value is 20. Setting the value to 1 will make time
sets the advance at the same rate as the real world. Values down to 0 are
speed of possible, where less than 1 represents game time at a fraction of
set timescale to how fast real time and 0 freezing the time of day completely.
<qty> time
advances Note: NPCs are unable to cross cell boundaries when timescale is
in-game less than 1. Fast traveling while timescale = 0 may also prevent
your game from loading properly.
Switches the player's gender; does not require a value. Can be
Switches used on an NPC if you target them. A fun thing to note is that
the player this code does not change the face and voice of a character. Can
SexChange or an be used on mannequins to show female outfits. It is possible to
NPC's use this command to fix the lingering sound effect bug that some
gender characters seem to suffer, just remember to use the command
twice to return to your original gender.
Changes
the
Gametime
Allows you to control the gamespeed, making it easier to capture
Multiplier
screenshots of action on slower speeds. Causes issues above 2.0
to a
and below 0.10, except when 0. This is different from timescale
specified
SGTM as timescale does not affect combat and movement and dialog
value for
where this setting does. Example: sgtm 2 will make the game run
slow
in fastforward. Note: This setting is automatically reset back to 1
motion,
(default) when killmoves are executed.
and fast
forward
type effects
Shows all
This will list all current game variables, which can then be
current
ShowGlobalVars changed with the set command. You can scroll through the list
game
with the PgUp and PgDown keys.
variables
ShowMessage Shows a E.g., ShowMessage 000A81FF will display the "Playtesting
<ID> message Temporary Message."
showracemenu Opens the Note: Using this command to alter one's race will reset skills and
character health/magicka/stamina to default levels. This command can be
creation safely used to alter a character's appearance without causing any
menu. 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 actually
Changes show the race menu, but instead works like setplayerrace
showracemenu
the player's <race>. Skills bonuses/powers change to reflect new race, but it
<race>
race. messes up skills/attributes like showracemenu past lv1. Setting
race to 'nordrace' from any other race seems to result in a no head
glitch unless used from the chargen menu.
Itemizes
quest
Shows a human friendly list of active and completed quest
sqo objectives
objectives for currently active quests
and their
states
List quest List all active quest IDs and their targets. Useful for finding the
sqt ids and "questID" parameter for targeted quest commands such as
targets movetoqt <QuestID>

[edit] All Known Commands

Table of Commands [ Show ]

[edit] Using Batch Files With the bat Command


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).
 Place the file in your Skyrim installation directory.
 Start the game.
 Bring up the console.
 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 for Using Commands in Batch Files

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 will crash to
desktop). [verification needed — see talk page]

[edit] Example for using a Batch File to create an alternative start

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
;Gold and Lockpicks
player.additem f 100
player.additem a 15
;Bandit Ally Faction
player.addtofaction e0cd9 0
;Create Character
showracemenu

Using this method you can visit Helgen before it is destroyed and you can also do the side
missions, but without further editing the main quest will not start (see the Quest Stages section of
Unbound to find out how to start the main quest anyway).

Another method to use batch files is to place it under Skyrim\Data\ and name it bandit.txt
instead of just bandit. The console command will be the same - bat bandit. This method is
better because any TXT editor (like Notepad) will automatically recognize the file, allowing you
to easily open and edit it. Also, you may want to place this file in the same folder as other mods,
which will help keep the root folder clean.

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