Starfield:Console

The console is a powerful in-game tool 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.

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. The console can also be used as a pause function during scenes or dialogue that cannot otherwise be paused. You can scroll the console output using the Page Up and Page Down keys. Console commands are not case-sensitive; for example, entering any of  or   or   will toggle AI. After you type a command, press the Enter key to activate it. You will see the command you just entered displayed above the input area.

Many commands are targeted: this means that you may use  to affect the player character; for example, type   will set the Player's Carry Weight at 1000. Or, you may want to target the NPC/actor, by first typing, Enter. Then, type the command by itself,, to affect the NPC, specified by &lt;RefID&gt; (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).

You may also target an NPC or object in the console by clicking on them, and then run  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. 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. Note that a complete list of objects and their RefID can be obtained by running  and navigating to the "ACHRs" column.

Commands which are abbreviated (for example: ) can also be run by using their full name;  thus,   is synonymous with , and   is synonymous with. In most cases, the long command is an obvious progression from the abbreviation. Also, most  commands have a counterpart , 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  command can be used to locate IDs. would provide a list of all game objects with Eon in their names. This can be used for items, powers, perks, and more.

Accessing the Console with Non-US Keyboards
If you are using a non-US keyboard, the tilde ( ~ ) / grave accent ( ` ) key might not work, or there may be no key with such markings. Often, the correct key to use is the key below Esc and above Tab ( ↹ ), where the tilde/grave key is on a US keyboard. See the following table for specifics:

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.) F12::SendEvent {vkC0sc029} +F12::SendEvent +{vkC0sc029}
 * Map grave accent/tilde key (`/~)

On some systems you may need to use the less optimal mapping: F12::~
 * Map tilde key (~)

The Console key can also be remapped by editing the file located in Data\Interface\Controls\PC\ControlMap.txt. By default the Console key is assigned the value 0x29 (DIK_GRAVE), changing to 0xb8 will assign it to the "Right Alt" key (DIK_RMENU). See a Direct Input Key (DIK) Code Table for other keys.

Commands
How to Read the Command Table

When a command requires arguments (e.g., ), the brackets <> indicate that  should be replaced with the appropriate ID, and with the appropriate quantity. The brackets are not part of the syntax. So  becomes.

Furthermore, all REFIDs, faction, weather etc can be entered without the leading zeros. (e.g.  has the same effect as above)

{| class="wikitable centered" ! Command !! width=15% | Effect !! Notes
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Toggle Commands

 * These commands toggle settings on and off.

Note: God mode will not protect you from scripted damage.


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Targeted Commands

 * These commands require a target reference. Select one with the mouse in the console, use the  command, prefix the command with   to target the player character or prefix the command with a RefID to target something else.

The full list of attributes is provided at Actor Value Indices

The full list of attributes is provided at Actor Value Indices

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  command on him/her.

The full list of attributes is provided at Actor Value Indices

Example 2 - move an object or NPC to the Player: This code is especially useful for a follower/NPC who's just disappeared after a quest due to a bug in game. You can also select an object and type  which will move the selected object to your feet and orient it based on the camera's angle. Also see

{{/Entry|removespell | | Needs to be tested with the power system. {{/Entry|resetAI|Reset an NPC's AI.|Can be used to calm down a non-enemy NPC if you attack them. In battle, the enemy is forced to sheath their weapon, then pull it out again and reacquire their target.}} {{/Entry|resethealth|Restore a character to full health.|Example:  Restores your health to 100%}} {{/Entry|resetinventory|Reset a container or a character's inventory.|Resets a character's inventory to its default. Example: If you use  on an NPC and enter   everything will respawn and re-equip to its defaults. Can be used to pickpocket the same item multiple times. Works on dead NPCs and containers/chests, so you can loot the same corpse/container multiple times. Containers are slightly randomized, so items may vary depending on the containers loot settings.}} {{/Entry|RestoreActorValue |Restore the value of attribute by  amount | Restores a damaged skill or attribute up to its normal value. Example: lose 50 health and enter  and you recover 50 health since it can't restore more than its normal value. Doesn't fix attributes/skills damaged by  or   or Also see  }} The full list of attributes is provided at Actor Value Indices {{/Entry|resurrect <1>|Resurrect target actor|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., ) will make the target get up instead of vanishing and reappearing, thus allowing them to keep their equipment. {{vn|section=Resurrect 1}} 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 before the loading message appears, the player will revive, but 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 .}} {{/Entry|rmod| Remove weapon/apparel mod| For mod ID codes, see the page for each mods Crafting.}} {{/Entry|say  |Makes the targeted actor say a specific dialog topic. | Useful for forcing bugged NPCs to say a specific dialog topic if entering the dialog window is impossible for some reason. Any scripts for the dialog topic will also run as if the actor had said it normally. May have unintended effects if the dialog topic is invalid for that particular NPC.}} {{/Entry|setactoralpha <0–100>|Change the selected actor's alpha/opacity. | Useful for repairing unwanted graphic glitches after adding and removing certain permanent spell effects. E.g.,  will reset unwanted invisibility effects and make your character visible again.}} {{/Entry|setAV |Set value of attribute | SetAV sets the level value of the attribute to the stated value. Example: You can  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 using  of an NPC first; then just type   to give the specified NPC 500 Health. sets the speed percentage of the targeted actor to nn. You may need to sprint or sneak/unsneak for it to take effect. Also see  and  }} The full list of attributes is provided at Actor Value Indices {{/Entry|setessential  |Set a character as mortal (0) or immortal (1). | 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  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,  would set Lydia as immortal.}} {{/Entry|setghost |Set ghost mode for the targeted NPC.|Makes the NPC immune to all combat mechanics such as melee attacks, spells, AOE, and shouts while active. The player can still collide with the NPC by running into them.}} {{/Entry|setgs |Set game setting.|Doesn't seem to be preserved in saves; must be reset each time the game loads. Example:  sets the jump height for the player.}} {{/Entry|setlevel   |Set NPC level|Just like other target commands, type   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. You can set your own level with player.setlevel where the value is the target level you desire}} If you input  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. {{/Entry|SetLocationCleared  1|Set whether an area has been cleared.|You must use the {{CSList|ns_base=Skyrim|rec=LCTN|location id}}; if you wish to clear Swindler's Den, for example, use 00018EE2, not the name. Also see .}} {{/Entry|setownership |Sets ownership of the targeted item.|You can set the owner of the targeted item with a faction ID or a character's base ID. If you don't add the parameter, the default owner would be yourself. This can be used to remove the "stolen" tag from any items. Simply drop the item on the ground, open the console, click on the item, and enter the command. It can be difficult to select certain items. Can also be used to remove the "owned" attribute of beds and gain the ownership of a stolen horse.}} {{/Entry|setplayerteammate | Sets the target to be a teammate of the player. | Makes the current actor a teammate of the player (1) or removes their teammate status (0).}} {{/Entry|setrace ||Needs to be tested.}} {{/Entry|setrelationshiprank <#>|Change the relationship between two actors | 3=0=acquaintance, 1=friend, 2=confidant, 3=ally, 4=lover, -1=rival, -2=foe, -3=enemy, -4=archnemesis. (All other values are unassigned ranks and will default to "acquaintance".)}} {{/Entry|setscale <#>|Scale size of target. | Scales the size of a chosen target. Starting from small 0.1, normal 1, and 10 at max size. Acceptable targets can be any NPCs or objects in the world. You cannot change the size of items.}} {{/Entry|setstage  |Set the current stage of the given quest. | Example:. The  command is useful for advancing broken quests, finishing quests instantly, or for skipping ahead to a certain point in a quest. You can find the quest's ID code, as well as the various stages of the quests and their corresponding stage numbers, on the respective quest page. To start, see the main index of Quests.}} {{/Entry|setunconscious |A value of 1 will be unconscious | Example:  makes an NPC or the player stand in place as if it's in a trance or their AI is disabled. You can do whatever you want to them and they won't react. They remain that way until you use. They will act like nothing happened, so if you steal from them and wake them back up it will be as if they didn't see anything. They can also wake up if you get their health to a critical level, and will either fight back or run away. The effect is equivalent to the player using wait and coming out of it early due to an attack.}} {{/Entry|inv/showinventory|Display the base IDs of every item in a character's inventory.|These IDs can be used in the console to modify a character's or the player's inventory. E.g., with five Leeks in a person's inventory,  will display "5 - Leek (000669A5)", and you can use   to obtain five more leeks.}} {{/Entry|shp |Set HDR parameters | The 9 HDR parameters are in floating point. Each one affects something different. The effects stay until you load a save or switch areas. Example: }} {{/Entry|sifh <#>|Set whether an actor should ignore friendly hits.|E.g.,  will make the selected actor ignore friendly hits.}} {{/Entry|sqs |Display stages of a quest | Lists all stages of that quest and shows if a stage is achieved.}} {{/Entry|stopcombat|Stop combat with a targetted NPC | Stop all aggression from a NPC, if other NPCs in the faction are hostile, it will fight again}} {{/Entry|StopCombatAlarmOnActor|Stops all aggression towards an actor. This is most useful when a group of otherwise friendly NPCs are attacking the player (i.e., ).}} {{/Entry|str <0–1.000000>|Set the refraction value of the selected target. | E.g.,  will set refraction to its maximum value,   will make the target completely invisible,   turns off refraction reverting the target to its normal appearance. will completely mess up a character's eyes and eyelashes. Can be used on any targetable object from NPC/player to pieces of the architecture.}} {{/Entry|teachword | | Needs to be tested.}} {{/Entry|unequipitem &lt;Item baseID&gt;|Unequip item from selected NPC | With the selected NPC you can use  to get them to unequip an item but leave it in their inventory. The opposite command is, and works with the same basic syntax. No error results from unequipping an item the NPC doesn't have. The player-character equivalent command is .}} {{/Entry|unlock|Unlock the targeted object.|Unlocks the targeted door, container, etc., including "Requires Key"-level locked objects.}} {{/Entry|unlockword || Unused.}} {{/Entry|modAngle | Changes the orientation of the object by degrees on the axis (x, y, or z). | This allows for easy alignment of an object in-place. E.g.,. Allowed values are positive and negative integers or decimals. Tested down to 0.001 and up to around quadrillions for values. All reoriented as expected but things got "weird" when values too high were used, i.e. items started disappearing. A full rotation is only 360 degrees anyway!}} {{/Entry|modPos | Changes the position of the object by distance on the axis (x, y, or z). | This allows for easy positioning of an object in the world. E.g.,. Allowed values are positive and negative integers or decimals. Tested down to 0.001 and up to 1 billion using. When operation was reversed (negative same amount), object did not come back down correctly and instead floated about 10m above the hab it started in.}} {{/Entry|getAngle | Prints the given axis' angle value to the command console | Makes it easy to see if an object is slightly off. E.g.,  next line prints:  }} {{/Entry|getPos | Prints the position of the object along the given axis to the command console | Helps align objects seamlessly by matching values, assuming the angles are correctly set as well. E.g.,  next line prints:  }} {{/Entry|setAngle | Sets the orientation of the object to degrees on the axis (x, y, or z). | This allows for easy alignment of an object in-place. E.g.,. Allowed values are positive and negative integers or decimals.}} {{/Entry|SetPos | Sets the position of the object to on the axis (x, y, or z). | This allows for easy positioning of an object in the world, mostly precise alignments. E.g.,. Allowed values are positive and negative integers or decimals. Tested down to 0.01 from .}}
 * Be careful when making an Essential NPC mortal, if they die you will likely be unable to access the associated quest or story. However, a simple save reload will fix if you haven't save over all the files where the character is 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  - 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.


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Untargeted Commands

 * These commands do not require a target reference.

{{/Entry|coc |Transport to | Transports to the center of a named cell (coc is short for CenterOnCell.) You can get most location codes with the  command.

fTPWorldFOV= {{/Entry|fw  |Force Weather | Changes the current weather to the specified value (Note: Using this command will not permanently change the weather). It is only temporary, and will reset after some moving around. Typing ,1 after the formid without spaces will prolong the weather of your choice (for example, ).}} {{/Entry|GetGlobalValue |Returns the value of a single global game setting. | Example: would tell you whether or not random dragon attacks will take place. See .}} {{/Entry|GetInCellParam <Cell ID> <Object ID>|Checks if an object is in a specified cell. | 3=Example: would tell you whether or not the player is in helgen keep. getincell >> 0.00= not present, 1.00=present. Can be used to confirm if your character or an NPC is in a particular cell.}} {{/Entry|GetPCMiscStat <Stat>|Returns the value of the (typically meaningless) stats shown in the ESC menu. | Shorthand is. Example:  would tell you how many times you've gone shopping or   will tell you how many days you have been a werewolf. The quotation marks are required in the command to properly identify multiword stat IDs.}} {{/Entry|help <Text> |Returns the IDs of all items, spells, game settings, etc. which have the entered text in their name. | This is a useful command to find the item ID of an object, which can then be used with other console commands.}} E.g.,  will list all items, etc. which have "Daedric" in their name. There is no need to put a "0" for the help command. Quotation marks are required for queries of more than one word (e.g., ). Use page up and page down to scroll through the results. {{/Entry|killallactors|Kill all actors.|Kills all loaded (in currently rendered cells) non-essential actors (NPCs and creatures) immediately. Essential actors will be knocked down. The code  can be used for identical effect.}} {{/Entry|load |Loads gamesave.|Loads the corresponding save. E.g.:  will load last autosave. If the name contains spaces, it must be enclosed in double-quotes, E.g.: Useful when stuck, or if showracemenu is opened. See also: }} {{/Entry|ModPCMiscStat <Stat> <nn>|Adjusts the value of the (typically meaningless) stats shown in the ESC menu by <nn> amount. | Shorthand is. Modifies the Player Character Miscellaneous Statistic value by registering a permanent modifier (positive or negative) of the value stated. Example:  will modify how many days you have been a werewolf by a negative 100. The quotation marks are required in the command to properly identify multiword stat IDs.}} {{/Entry|passtime |Pass time for x hour|Unlike sleep, this will not heal you}} {{/Entry|pcb|Purge cell buffer|This will free up used memory, often times increasing fps after any given amount of time in game. Best used while in interior cells. However, since it purges cached cells, any cells you visited in the recent past will have to be reloaded completely when reentered.}} {{/Entry|prid <RefID>|Pick reference by ID | Select an existing copy of an object/creature/NPC using its reference FormID (the one associated with that particular placed object). All subsequent targeted commands will use this object as the target. This is the same as clicking on the object in the console, but can be used even if the object is invisible or in a different area. Shorthand for }} {{/Entry|qqq|Fast quit.|Quits Starfield to desktop immediately without further prompting. This sometimes results in crashing or mouse click problems. Mouse problems can be resolved by re-opening and closing Starfield.}} {{/Entry|resetinterior <cellID>|Reset an entire cell. | This command will reset an entire dungeon or location to default, 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 {{CSList|ns_base=Skyrim|rec=CELL|editorID}} and {{CSList|ns_base=Skyrim|rec=CELL|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, however, all weapon racks and cases will be empty and mannequins will need to have their inventories removed and replaced. (viz., the bedroom chest){{vn|plain}}}} {{/Entry|refini|Refreshes all settings. | This command loads and re-applies all settings from Starfield.ini and any .ini with filenames matching currently loaded .esp files.}} {{/Entry|resetquest <quest ID>|Reset a quest. | This command will reset a quest. This command will set all stages of the quest to 0.}} {{/Entry|saq|Start all quests|Begins every quest in the game and adds them all to your journal. Not recommended for non-experimental use due to the large number of quests. May crash your game. Note: This will unlock several quest related Steam achievements if they have not been unlocked yet. See also: }} {{/Entry|save |Write gamesave. | Save game to a named save. If the name contains spaces, it must be enclosed in double-quotes, i.e.  Note that this will overwrite an existing save of without prompting. Appending the parameter "1" will create a file .ess.txt 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: }} {{/Entry|saveini|Save settings to file. | This command saves all current settings to an ini file in the Data folder. The file will be named after the last loaded plugin, and will thereafter only automatically load if that plugin is included in the load order.}} {{/Entry|set  to  |Sets a global variable | Sets the value for a global variable. See. }} {{/Entry|SetOrbitSpeedScale  |Sets global orbal | The higher the value the faster your ship will orbit in space, making the planet rotate faster }} {{/Entry|setpqv <quest form ID> <quest variable ID> | Sets a quest variable| Sets the quest variable to something else, typically either true/false or a number. Works only on boolean ( or int ) variables ! Use the sqv command to check all the current quest variables for a quest ( setpqv does not work on most types )

Example: }} {{/Entry|SexChange|Switches the player or an NPC's gender|Switches the player's gender; does not require a value. Can be used on an NPC if you target them. A fun thing to note is that this code does not change the face and voice of a character. Can be used on mannequins to show female outfits. It is possible to use this command to fix the lingering sound effect bug that some characters seem to suffer, just remember to use the command twice to return to your original gender.}} {{/Entry|SGTM|Changes the Gametime Multiplier to a specified value for slow motion, and fast forward type effects| Allows you to control the gamespeed, making it easier to capture screenshots of action on slower speeds. Causes issues above 2.0 and below 0.10, except when 0. This is different from timescale as timescale does not affect combat and movement and dialog where this setting does. Example: sgtm 2 will make the game run in fastforward.}} {{/Entry|ShowGlobalVars|Shows all current game variables|This will list all current game variables, which can then be changed with the  command. You can scroll through the list with the PgUp and PgDown keys. }}{{/Entry|ShowMessage <ID> |Shows a message | E.g.,  will display the "Playtesting Temporary Message".}} showlooksmenu

{{/Entry|showmenu |Shows game menu| Ie:  will show the wait/sleep menu without bed/chair.}} {{/Entry|slm player <preset ID>|Open character creation| This will allows you to change not only player look but also background and traits. The player can have multiple background and the starting skills will also increased. Traits still limited to maximum of 3.}} {{/Entry|spf |Save PC Face|Saves the player face i.e. slider settings in showracemenu into a text file in your Starfield folder, which can be later imported into Creation Kit. Do not use any file extension, .npc will be added automatically. }} {{/Entry|sqo|Itemizes quest objectives and their states|Shows a human friendly list of active and completed quest objectives for currently active quests}} {{/Entry|sqt|List quest ids and targets|List all active quest IDs and their targets. Useful for finding the "quest ID" parameter for targeted quest commands such as  <Quest ID>}} {{/Entry|sqv <quest ID>|Show quest variables|Check all the "quest ID" quest variables. Use the setpqv command to modify a variable.}} {{/Entry|stp   |Set tint parameters|The chroma value ranges from 0 to 1 and is inverted, so   produces a black & white image, while   disables tint filtering altogether.}}
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Using Batch Files with the Command
Starfield provides a simple batch file mechanism so you can customize your game play quickly and without repeatedly typing console commands.

Example: bat mybatchfile; runs all of the console commands in the file Starfield\mybatchfile or Starfield\Data\mybatchfile.txt. Notice that the file you put in Starfield directory mustn't have an extension, while the one in Starfield\Data needs a .TXT extension. The second option is preferable - first because you don't need to change file extension and second because it keeps the root directory clean. Also a file that goes to Data folder can be shipped along with mod and placed by all Mod Managers.

To use the feature you:


 * Create a text file that contains a list of console commands (one per line).
 * Place the file in your Starfield installation directory or in Starfield\Data.
 * Start the game.
 * Bring up the console.
 * Type  followed by the name of your batch file, for example.

Starfield 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.

Guidelines for Using Commands in Batch Files
Most Starfield 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.


 * 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.


 * Miscellaneous commands such as FOV or FW can also be run from batch files.


 * The  command cannot be run from within a batch file (the game will crash to desktop).