Oblivion:Console
The console is an 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. The console is only available on a PC; it cannot be used on Xbox or PlayStation platforms.
Contents
General Information[edit]
To enable the console, bAllowConsole
must be set to 1 in the oblivion.ini file. If this line is not present, it can be manually added below the section below the [Interface]
heading.
The console can be accessed in-game by toggling the "tilde key" (the actual key can be ~, `, º, ¬, |,^, \, §, ², etc., depending on keyboard layout), found near the 1 and Esc keys on most keyboards. The console prompt will appear in the lower left-hand corner of the screen. The console can also be used as a pause function during scenes or dialogue that cannot otherwise be paused. The console output can be scrolled using the Page Up and Page Down keys. Console commands are not case-sensitive; for example, entering any of tai
or TAI
or TaI
will toggle AI on or off. After typing a command, press the Enter key to activate it. The command that was entered will be displayed above the input area.
Some commands can be run using abbreviations, for example tai
works as shorthand for toggleai
. Additionally, most commands beginning with set
have a get
counterpart to display the currently set value.
Targets and IDs[edit]
Many commands are targeted. Prefixing a command with player
(e.g. player.<command>
) will always target the player character. To target a specific actor, area, or object, the command should be prefixed by the target's RefID enclosed within quotes (e.g. "<RefID>".<command>
). A target can also be selected when the console is open by simply clicking on them, which will set them as the target and display its name and hex code outside the console. Commands can then be run on the target without the need to specify its RefID. For example, to unlock a door, open the console, click on the door to set it as the target, then type unlock
.
Some commands require a FormID. Articles listing items on the wiki display the ID(s) for them, but items from mods and official downloads will begin with a variable index value based on their position within the game's load order (see this for information on determined the index value).
Batch files[edit]
Scripts can be created by adding a series of commands to a text file, then executing the file in-game with bat
command. This is useful for executing several commands at once, without any need to type them into the console. Prefixing text with the ; symbol will denote it as a comment, ensuring that any text after the symbol is ignored when the script is executed.
An example of a batch file to execute multiple commands at once:
;Alchemy script for ingredients to resist poison. player.additem 0003365C 1 ; Gives me 1 Alkanet Flower. player.additem 00033673 1 ; Gives me 1 Dreugh Wax.
Oblivion Remastered[edit]
In Oblivion Remastered, the console is replaced by the Unreal Engine 5 Console tool, with many additional functions pertaining to that engine. The Console Slate Debugger has legacy support for the original game's commands, though they will not appear as auto-suggestions while typing. Many new commands created for this release are also available, all of which are prefixed with Altar.
, and some of these new functions supersede functions from the original game. These commands are documented in a section below. Using any commands will disable the ability to earn Achievements on the current save file.
Most legacy commands work by simply typing them in as usual, but they can be prefixed with obvConsole
followed by a space to ensure that they are properly interpreted (e.g. obvConsole tgm
rather than tgm
). Legacy commands pertaining to graphics and UI are valid, but actually have no effect due to the game's original rendering system no longer being in use. Note that, unlike the original game, using the console will not pause the game.
The below table notes whether each legacy command works in this release. Certain legacy commands exhibit different behavior to the original game when used in Oblivion Remastered.
Commands[edit]
How to Read the Command Table[edit]
When a command requires arguments, e.g. additem <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
.
Command | Effect | Works in OR | Notes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Toggle Commands[edit] |
These commands toggle settings on and off. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
showsubtitle | Toggles NPC conversation subtitles | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
toggleai tai |
Toggle AI | Yes | This command can be targeted to selectively turn off AI for specific actors. Disabling the player character's AI (using player.tai ) will cause them to be frozen in place. If the command is used without a target, AI will be toggled on/off for all actors.
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togglecombatai tcai |
Toggle combat AI | Yes | Actors will still engage in combat, but they won't move to fight once they engage. This can also be used as a targeted command. If no actor is targeted will turn off combat AI for all actors. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
togglecollision tcl |
Toggle collision (clipping, noclip) | No | When disabled, the affected actor can pass through any object in the game, and can even walk through the air. This command is targeted; if no actor is selected it will turn off collision for the player only. While collision is disabled, falling items and actors who die will freeze in place.
Oblivion Remastered: The equivalent UE5 function is | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 re-entered. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tdetect | Toggle AI detection | This command can be used as a targeted command. If no target is selected, it will turn off detection for all actors. If actors are engaged in combat with you, this will not stop them from seeing and attacking you. Similarly, if a guard is coming to arrest you, this will not stop him. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tdt | Toggle debug text | No | Toggles visibility of debugging information on screen. By default graphics performance information is shown, including FPS. For more information, see SetDebugText
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tfc | Freeflying camera | No | Makes the camera move independently from the player character, which can clip through any object. While enabled, the player cannot be controlled at all. The camera can be moved very far away from the player, but only the current cell they are positioned in will loaded in full detail.
Oblivion Remastered: The equivalent UE5 function is | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tfow | Toggle fog of war | Yes | When enabled, the complete map of the local area is fully revealed. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tfh | Toggle full help | No | Shows additional technical information for the selected target. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tg | Toggle grass | No | Toggles visibility of grass on exterior terrain. Disabling can improve performance.
Oblivion Remastered: The equivalent UE5 function is | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tgm | Toggle god mode | Yes | When enabled, the following effects are applied to the player:
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thd | Toggle Heads-up Picture-in-Picture | No | A small copy of the full screen render will appear in the top left hand corner of the screen, along with two brown boxes. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tlb | Toggle Lite Brite | No | Makes everything bright and lighted, as well as gives tremendous performance boost. Has minor deficiencies with land. It decreases visual quality significantly, but is useful when a performance boost is needed. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tll | Toggle land LOD (level of detail) | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tlv | Toggle leaves | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tm | Toggles menus (HUD) | No | "Menus" refers to the Heads-up Display (HUD) at the bottom of the screen: the health/magicka/fatigue meters, your current weapon and spell, etc. This also removes the crosshair if it's present. This command is useful for taking screenshots without all the clutter. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tmg | Toggle material geometry | No | This shows the normally hidden wires which are how the game determines collision. Useful mostly for modders who wish to have a more detailed look into the map while still in-game. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tmm <n> | Show/hide all map markers | Yes | <n> should be 1 to show all markers, or 0 to hide all markers. Note that hiding markers hides all markers - including the city markers that are automatically visible at the beginning of the game. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ts | Toggle sky | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tt | Toggle trees | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
twf | Toggle wireframe mode | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
twr | Toggle water radius | No | Displays a grid of water (green diamonds) and land (blue diamonds) in a radius around the player. Red diamonds seem to be related to pathing judging from example outputs. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tws | Toggle water rendering | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Targeted Commands[edit] |
These commands require a target reference. Select one with the mouse in the console, use the "prid " command, prefix the command with "player" to target the player character or prefix the command with a RefID to target something else. Remember to enclose the RefID prefix within quotes. e.g. "AED41".Additem F 1000
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activate | Activate target | No | Activates the target (such as a door). Example.: using this on a door from across the room will open the door as though the player were standing nearer to it. This command can also "force" open the Sealed Portal in the quest Where Spirits Have Lease, among other uses. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
additem <BaseID> <qty> | Add item to inventory | Yes | See the various item pages for item BaseIDs. For example, using player.additem F 1000 gives the player 1000 gold.
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disable | Disable an object or NPC | Yes | Removes an object or actor from the world. The object information is still stored in your savegame, but otherwise the object effectively no longer exists.
WARNING: Using this command on the player character will crash the game. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
enable | Enables an object or NPC | Yes | Enables a disable object or actor. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
removeitem <BaseID> <qty> | Remove item from inventory | Yes | The opposite of additem . See the various item pages for item codes.
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equipitem <BaseID> <NoUnequip> | Equip an Item | Yes | Causes an actor to equip the item specified by BaseID, provided that the item is already in the actor's inventory, setting the noUnEquip flag as 1 will prevent the item being unequiped by normal means, setting it as 0 or leaving it blank will equip it with normal behavior.. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
removeallitems | Remove all items from inventory | Yes | Strips a target of all items in their inventory. Does not remove non-playable items, such as the Imperial Watch armor.
WARNING: Using this command on any merchant will freeze the game. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
addspell <SpellCode> | Add spell | Yes | See the list of spell codes. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
removespell <SpellCode> | Remove spell | Yes | See the list of spell codes. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
dispel <SpellCode> | Dispel a specific magic effect from target | Yes | See the list of spell codes. Affects enchantment effects applied to the target. To find enchantment FormIDs, use the Elder Scrolls Construction Set. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
dispelallspells | Dispel all spell-based magic effects from target | Yes | Does not affect enchantment effects applied to the target. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
createfullactorcopy | Clones target actor | Yes | This will create a living clone of the actor even if the target themself is dead. The player character can also be cloned. If the Knights of the Nine questline has been completed, the player's clone may even be recruited as follower.
WARNING: The player will be expelled from a guild if they attack their own clone, or if the clone attacks a fellow guild member. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
deletefullactorcopy | Deletes a clone of the target actor | Yes | Deletes a clone created using the createfullactorcopy command.
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DuplicateAllItems <RefID> | Duplicates all items from the target container to the referenced container. | Yes | For example, DuplicateAllItems 000b15e5 would duplicate all items from a selected target to a container with the RefID 000b15e5 .
WARNING: Any scripted item will be duplicated almost identically: Any script variables will be set to 0 on the duplicate. The duplicate will have a new FormID, meaning if (Original == New) will never be true. More importantly, meaning if any script referenced the original the duplicate will not work. For instance if (player.GetItemCount AmuletOfKings) will never be true if the player has the duplicate. Note that quest items are duplicated as well, so use with care. Many quests assume that a quest item is unique -- creating a second version of it can have undesirable results. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
getactorvalue <attribute> getav <attribute> |
Get value of attribute | Yes | Display the value of the eight basic Attributes (strength, intelligence, etc.), derived attributes (health, magicka, fatigue, encumbrance), NPC-only attributes (aggression, responsibility, etc.), skills (blade, blunt, etc.), and various spell effects. The full list of attributes recognized by getav is provided at Actor Value Indices. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
setav <attribute> <n> | Sets value of attribute | Yes | Setav recognizes the same attributes as getav (see Actor Value Indices). If used on a skill, it will increase the skill without causing inadvertent level-up issues (like with "advskill"); the expertise level message does not show but the expertise level is increased or decreased correctly. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
setscale <n> | Change target height | Yes | Size for a human is 1. Can set a range between .50 (roughly 2ft tall), and 2 (roughly 20ft tall). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
kill <victim> | Kill actor | Yes | Immediately kills non-Essential actors. Essential actors will be knocked unconscious instead. Specifying a <victim> will assign credit for the kill (which can be used for determining quest updates, bounty, etc.) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
lock <n> | Lock Target | Yes | Only affects doors and containers. By default, this command will create a "Very Easy" lock on the target. If an unlocked door was originally locked, then it will be restored to its originally defined lock level. A value can be specified to set a particular lock level:
WARNING: Locking doors can interfere with NPC behaviour and AI packages. Some NPCs, such as guards, may be able to pass through certain locked doors. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
unlock | Unlock Target | Yes | Only affects doors and containers. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
moddisposition <actorid> <n> | Modify disposition | Yes | To use this command, select the NPC whose disposition you want to modify, then type in the ActorID of the NPC the selected NPC's disposition will be modified toward. To modify an NPC's disposition towards the player (the same value used for the purposes of revealing information), select the player (to get the ActorID), type in his/her ActorID, input the amount you want to add to or subtract from (use "-" when decreasing) the NPC's disposition, select the NPC, and press Enter. The effective range is 0–100. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
moveto <RefID> | Teleports the actor to destination | Yes | <RefID> is the Reference ID for an existing object or actor to which you would like to be transported. To move the player to a specified location, the coc command should be used instead.
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payfine | Pay criminal fines | Yes | While you will not be teleported to prison like when you select the "Pay Fines" dialogue option with a guard, all your stolen items will be removed in the same manner. You will have to find the evidence chest to get them back, as usual. When used on NPCs, this command does not set their bounty to 0, but it works like one would expect when used on the player character. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
payfinethief | Pay criminal fines without removing stolen items | Yes | This command is similar to payfine but will not remove stolen items from your inventory. An amount of gold equal to half of your bounty will be removed from your inventory (as if you were using a Thieves Guild Doyen to remove your bounty).
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placeatme <BaseID> | Spawns new copy of object in front of actor | Yes | <BaseID> is a base Form ID as seen in the "Object Window" of the Construction Set. BaseIDs exist for items, NPCs, creatures, etc. This command will spawn a new copy of the object. UESP articles (e.g. Oblivion:Items) provide the BaseIDs for all listed objects, or the same IDs are available at PlanetElderScrolls. This command should not be used for unique NPCs; see NPCs and prid instead.
WARNING: Spawning many objects using this command can bloat save files, potentially leading to save file corruption. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
resurrect <1> | Resurrects target actor | Yes | 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. 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.
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SetActorFullName <name> | Sets actor's name | Yes | <name> must be in quotes if it contains a space, e.g. player.SetActorFullName "Jagar Tharn" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
setcellfullname <editor id> <name> | Sets cell name | Yes | Used in the scripts for house-for-sale quests to change names of houses for sale from "House for Sale" to "My (insert city here) House". Example: setcellfullname icwaterfrontshackforsale "My Imperial City House" .
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getBarterGold | Gets the target's shop gold | Yes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
setBarterGold <qty> | Sets the target's shop gold. | Yes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
getcrimegold | Gets the target's current bounty. | Yes | Shows what the targeted actor's current bounty is. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
setcrimegold <qty> | Sets bounty on target | Yes | Does not automatically stop guards from attacking you if set to 0; you still have to yield to them. In some situations you may incur further bounty before you can yield. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
setessential <BaseID> <state> | Sets the target's essential flag | Yes | 1 = Essential, 0 = Non-essential. If the player is set as essential, they will be knocked down rather than killed; however, the camera will be stuck at their feet once they awaken. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
setlevel <n> | Changes target's level | Yes | Does not bring up the usual level advance screen; also see "advlevel" below. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
SetOpenState <state> | Changes the opened/closed/locked state of a door | Yes | Changes the state of a targeted door. Setting a state of 1 will unlock and - if possible - open any door; including those that require a key. Setting a state of 0 will close a door if it is possible to do so. Doors cannot be locked or re-locked with this command; use lock . Other integers have no effect.
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SetOwnership [<owner>|<Faction>] | Changes ownership of targeted item to Player Character (if no <owner> parameter is specified), or to the specified <owner> or <Faction> | Yes | Potentially useful for situations where the game does not recongnize that an item (e.g. door or bed) should rightfully 'belong' to the player (example). The <owner> parameter is the BaseID of an NPC and <faction> is the FormID of a specific faction. For a list of factions and corresponding FormIDs, see Oblivion:Factions. See also constwiki:SetOwnership. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
stopcombat | Stop target combat | Yes | Depending on circumstances, the actor may immediately re-engage in combat. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
startcombat <RefID> | Start target combat | Yes | Make a creature or NPC attack a creature, NPC or player specified by <RefID> | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
startconversation <RefID>, <topic> | Starts NPC conversation | Make an NPC have a conversation with another NPC. <topic> refers to a dialogue topic as listed in the Construction Set. greeting is the topic name for when the conversation opens, so targeting an NPC and entering startconversation player greeting would start a conversation as though the player had walked up to the NPC and pressed their activate button (useful if the NPC is hostile due to a bug, though if the NPC is meant to be hostile it may trigger "I HAVE NO GREETING"). If you want to bypass a greeting that automatically exits the conversation (such as Count Indarys berating you for killing his son), use startconversation player infogeneral and the NPC will tell you a rumor, which will then bring you to the topics menu as usual.
WARNING: Failed use may cause player to get stuck in cinematic mode, NPCs to freeze, and for random dialogue to play.
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Other Commands[edit] |
These commands don't really lend themselves to a category. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
advlevel | Forces a levelup | This command does display the usual levelup dialog where you select the attributes to increase. When using this, the number of times you have to level up your major skills to level again does NOT advance. This means that if you had 3 major skill levels until your next level, and you used the advlevel command to level three times, you will need 23 major skill improves before the game starts leveling you again. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
advskill <skill> <n> | Forces a skill level up | Using this method the game's internal mechanics will report a skill increase when you enter this command, and it will advance normally (unlike modpcs on pre 1.1.511 versions of Oblivion which was subject to a bug that caused locking the skill in place until internal re-synch). However, using this command to increase the level of a major skill too high will result in messing up your level-ups, as it will register several major skill increases. Using negative or extremely high numbers may crash the game. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
bat <filename> | Executes the file with name <filename> | The batch file should be in your Oblivion installation directory (for example, C:\Program Files\Bethesda Softworks\Oblivion) and may contain console commands separated by a line break. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
completequest <questid> | Complete current quest | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
caqs | Complete all quest stages | This will complete ALL quests in the game, including test quests left in the game by the developers and quests added by mods. Does not affect the player's faction ranks. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
centeroncell <X>,<Y>coc <location> | Center on Cell (i.e. teleport to cell) | See individual Place pages for that location's console codes. When teleporting, you may not appear where you expect to. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
centeronexterior <X>,<Y> coe <X>,<Y> |
Center on Exterior Cell (i.e. teleport to exterior cell) | The difference between this and coc is that this command takes two coordinates for an exterior cell. Most place pages will give the location of the exterior coordinates. Example: coe -9,19 .
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enableplayercontrols | Enables player control during cinematic mode | This command is used to enable controls during 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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
essentialdeathreload | Forces you to reload after displaying a message | This command is used in Martin's and Jauffre's death scripts to force the player to reload the game if they die. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
fov <value> | Changes the FOV (field of view) of the player | Has issues | This command works only with the first person camera and it unfortunately resets every time you speak to a character or change camera. The <value> is in degrees. The default FOV is 75, but a FOV of 90 may be desirable. Setting fDefaultFov in Oblivion.ini to a desired FOV to will keep the FOV from reseting; however changing the value in Oblivion.ini will alter the size of the menu layer causing a number of visual bugs and clicking issues. Due to how 3D to 2D projection works, edges will look stretched with high FOVs. Values over 180 and under 0 will have no effect. Setting a FOV of 0 will restore the default FOV. This command can be useful for zooming into distant areas of the environment (it is essentially how "zooming" works in many video games) but obviously, it will not override the game's drawing distance for objects and scenery.
Oblivion Remastered: This command works, but the "FOV 1st Person" value in Graphics settings will not be affected and modifying the setting will no longer have any effect. Use the | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
fw <ID> | Force Weather | Yes | Instantly set the weather to a particular type. The ID must be one that corresponds to an existing weather type:
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getstage <questid> | Returns the current stage of the specified quest | This shows you the current quest stage. 10 generally indicates quest accepted, other than that, it's all quest dependent. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
load <name> | Load save file | Loads a save file with the specified name. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
setstage <questid> <stage> | Sets the current stage of a quest | Quest stages can be found on each individual quest page. First, select the quest you want to change in your journal. Use the SQT command to see the quest id, then use the getstage command to see the stage. Usually you add or subtract 10 to change the stage, but there are exceptions. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
killall | Kills all creatures in a large radius | Yes | Kills all actors in the loaded area. In an exterior, this will affect a 5x5 cell range around the player. In an interior, only the cell that the player is currently in will be affected. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
modpca <attribute> <n> | Adds n points to an attribute | Attributes are subject to the same rules as skills in the entry below, except that you may use negative values. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
modpcs <skill> <n> | Adds n points to the skill | Skill name to use is the name minus spaces, e.g. handtohand . If you enter a value that would cause the skill to exceed 255 it will reset back to 0 and continue adding the remaining. This command was subject to a bug that was fixed in Oblivion 1.1.511. Using it on older versions will appear to end the ability of a skill to level up, but the skill will resume to level, once its internal level (the level it would be at without using the Console Command) has caught up with the level dictated by the Console Command. Abilities such as Vampirism alter the base value of the skill, and are subject to the 255 limit.
WARNING: Using a negative value will crash the game. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
movetoqt | Teleports you to your quest target | This sometimes results in you being stuck in a wall, stuck in cinematic mode (can't move etc.), or can mess up the current quest. Be prepared to toggle collision (tcl) or reload. For quests with multiple targets, movetoqt X , with X being an integer variable will teleport you between specific targets - e.g. movetoqt 2 .
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prid <RefId> | Pick reference by ID | Select an existing copy of an object/creature/NPC using its reference FormID. 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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
psb | Player Spellbook (i.e. add all spells to player) | Yes | Using this command adds all spells in the game (including those part of any active mods) to the player's spellbook. This also includes test spells, and spells intended for use by NPCs and creatures. At a minimum, more than 600 spells will be added, which can impact performance when opening the Magic menu. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
qqq | Exit game without using menus | Has issues | Will quickly print the word "Bye" to the console before exiting.
Oblivion Remastered: Using this command causes the game to immediately freeze. The equivalent UE5 function is | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
save <name> [1] | Save game | Saves the game using the name specified. Using the optional "1" will also save a text file (name.ess.txt) which contains information about the save file (see Save File Format for more information). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
saveini | Save ini settings | Forces a save of the oblivion.ini file with current settings in the Options menu. Useful to save your settings if your game crashes when exiting (some custom mods cause this). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
set <globalvar> to <value> | Set Global Variable | Sets a global variable to the given value. Use show to see the current value.
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setdebugtext | Selects Debugging Info | Selects what info tdt displays. See SetDebugText for more info.
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setpcfame <qty> | Set Player Fame | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
setpcinfamy <qty> | Set Player Infamy | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
setquestobject <BaseID> <flag> | Set Quest Object | Changes the quest object status of the specified object. Setting <flag> to "1" will turn an object into a quest object: setting it to "0" clears quest item status. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
sexchange | Changes your gender | Has issues | Swaps the target from their current gender to the opposite one, i.e. if the target is male, they will become female, and vice versa. This command can be used on NPCs if player is in separate cell from target NPC. If you use the command on an NPC in the same cell as you, the game will crash.
Using this command only changes the target's clothing and some dialogue. The target's face will remain unchanged, though sometimes with Argonians their face may change color. If the subject has unique dialogue or a unique voicetype, then there will be no audio when they speak. When used on the player, their head will vanish, but their voice and body will change. Oblivion Remastered: The command can now be used when in the same cell as a target NPC, though it only affects their dialogue when the players engages them in conversation. Their voicetype outside of this will remain the same, and their appearance will be unchanged. The command has no effect when used on the player. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
set timescale to <qty> | sets the speed of how fast time advances in-game | Default value is 30. Setting the value to 1 will make time advance at the same rate as the real world. Setting value to negative will reverse time, but will turn the clock to negative values if allowed to past midnight. To fix glitches related to negative time, use the console command set gamehour to 0 Altering the value of timescale can cause bugs to occur during various quests (e.g., A Brush with Death, Where Spirits Have Lease). Resetting timescale to the default value of 30 fixes the bugs. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
show <var> | Show Value of Global Variable | Use set to set a variable.
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showbirthsignmenu | Allows you to change your birthsign | Yes | Displays the Character Birthsign menu, allowing the player character's birthsign to be modified. Using this command doesn't remove all spells like it does in Morrowind. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
showclassmenu | Change Class | Yes | Displays the Character Class menu, allowing the player character's class to be modified.
Important Notes:
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showenchantment | Enchanting window | Yes | Displays the Enchanting interface. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
showracemenu | Change Race/Appearance | Yes | Displays the Character Creation menu, allowing the player character to be modified.
Important Notes:
WARNING: Using this command when the player has Bound items equipped can crash the game. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
showspellmaking | Spellmaking window | Displays the Spell Making interface. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
sq | Show all quests | List all quests in the game, not just ones you're on, along with their current stage. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
sqt | Show current quest | Shows the status of the current quest. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ssg | Creates a window with the full game scene graph | You may need to Alt-Tab out of Oblivion to see the window. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
sw <ID> | Set Weather | Allow the weather to, more gradually, morph into a particular type. See for the codes.
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swdp | Show Who's Detecting Player | Displays actors currently detecting the player. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
getgs <game setting> | Get Game Setting | Returns the value of the referenced game setting. For example, getgs fSneakSleepBonus would return -10
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setgs <game setting> <value> | Set Game Setting | Sets the referenced game setting to the selected value. For example, setgs fSneakSleepBonus -40 would change the sneak bonus against sleeping NPCs to -40
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Altar commands[edit]
Oblivion Remastered contains many new commands specific to this release, some of which supersede functions from the original game's engine. Each of these commands are prefixed with Altar.
and the console also displays a text description for each one. "Altar" is the internal project codename for Oblivion Remastered.
Note that Unreal Engine 5-specific commands are not documented here. Please refer to Epic's documentation for information on these.
Command | Description | Notes |
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Altar.AddAllItemOfType | Try to give to the player all currently loaded form of the given type | |
Altar.AllowAimAssist | Activate the aim assist for controller | |
Altar.Ambient.Delimiter.UpdateDelay <n> | Delay between each ambient delimiter update, in seconds | |
Altar.Audio.AmbienceVolume <n> | Volume of Ambients, between 0 and 10 | |
Altar.Audio.AsyncMusicLoadPriority <n> | Async priority to use when loading music events (default to 100) | |
Altar.Audio.BassManagement | Type of mixing for bass sounds | |
Altar.Audio.DialogueVolume <n> | Volume of Dialogues, between 0 and 10 | |
Altar.Audio.FootstepsVolume <n> | Volume of Footsteps, between 0 and 10 | |
Altar.Audio.HapticEnabled [0|1]</kbd> | ON/OFF settings for the Haptics, between 0 and 1 | |
Altar.Audio.HapticStrength <n> | Strength for the haptics generated by the controller, between 1 and 3 | |
Altar.InterfaceVolume <n> | Volume of Interface sounds, between 0 and 10 | |
Altar.MusicVolume <n> | Global Volume, between 0 and 10 | |
Altar.OutputType | Type of output device | |
Altar.SfxVolume <n> | Volume of SFXs, between 0 and 10 | |
Altar.Audio.SplashVerticalSpeedRatio <n> | Ratio applied to vertical velocity of any pawn to play splash sounds | |
Altar.AutoSave | Manually trigger an autosave | |
Altar.BloodVFXVisibility | Toggles the display of blood in VFX | |
Altar.Buoyancy.CellOverlapCheckRadiusRatio <n> | Ratio applied to the radius of sphere overlap checks over the smallest length of a cell, to decide where pontoons are created within a partition | |
Altar.Buoyancy.MaxAxisPartitionStep <n> | The maximum number of steps to process when partitioning a body, one step being a subdivision along the axis with the longest cell size | |
Altar.Buoyancy.PontoonBoxMaxRatio <n> | Maximum ratio allowed for a box to welcome 1 single pontoon without subdivision | |
Altar.Buoyancy.PontoonBoxMinLength <n> | The length under which a box stops adding subdivisions for pontoons along an axis | |
Altar.Buoyancy.ShowPartition [true|false] | If true, shows debug geometry when a buoyanacy partition is created | |
Altar.Buoyancy.UseOffsetToFixOrientation [true|false] | If true, pontoons will use dynamic offsets to reorient bodies so they float on their largest surface | |
Altar.ChangeBloodVisibility [true|false] | If true, the blood vignette will be visible | |
Altar.Character.AsyncHairPriority | The async priority at which the hair meshes should be loaded | |
Altar.Character.AsyncRefreshPriority | Async priority to use when refreshing character (default to 95) | |
Altar.Character.AsyncHair | Should hair meshes be loaded asynchronously? | |
Altar.Character.DialogueLoadCountReset <n> | Number of frames to wait before resetting the dialogue loaded count. Between 0 and 60. | |
Altar.Character.DialogueLoadLimit | Nuumber of dialogues (VO + facial anim) authorized to load in a given number of frames. Between 0 and 20. | |
Altar.Character.HairPhysics | Enable the physics on the hair | |
Altar.Character.HeadAnimationLOD | If the current mesh LOD is higher that [sic] the value, the head of NPC will not process its animations BP | |
Altar.Character.OriginalFaceGenData | Should Altar try to compute and store the legacy face gen data? | |
Altar.Cheat.AllowSetStage | Prevent the setstage to be used in the console | |
Altar.ControllerAimCameraSensitivity | Adjusts controller sensitivity while aiming | |
Altar.ControllerAimFocusCameraSensitivity | Adjusts controller sensitivity while aiming and zooming | |
Altar.ControllerCameraHorizontalSensitivity | Adjusts horizontal controller sensitivity while using the camera | |
Altar.ControllerCameraVerticalSensitivity | Adjusts vertical controller sensitivity while using the camera | |
Altar.Debug.EnableDebugVersionNumber | The debug version number displays useful debugging data about config, stream name and CL number | |
Altar.DebugMainMenu | Turns on debug features in Main Menu | Doesn't do anything in the retail version of the game. |
Altar.DeltaCursorSize | Delta of the Cursor's Size | |
Altar.DLSS.Enabled <n> | [default:0] Set to 1 to enable DLSS SR | |
Altar.DLSS.FG.Enabled [0|1|2] | [default:0] Set DLSS Frame Generation Setting. 0: Off (Default) 1: On 2: Auto | |
Altar.DLSS.Quality [2|4|5|6|7] | [default:5] Set DLSS SR quality setting. 2: DLAA 4: Quality 5: Balanced (default) 6: Performance 7: Ultra Performance | |
Altar.DLSS.Sharpness <n> | [default:0] Apply NIS second pass for sharpening, set to 0 to disable, set to 100 to get the sharpest result | |
Altar.Fade.ForceFadeToGame | Force fade to game by triggering a whole fade process | |
Altar.FastTransition.ClearCache | Clear FastTransition cache | |
Altar.FirstPersonFOV <n> | Adjusts the field of view for the 1st person camera | Does not modify the value seen in Graphics settings, but changing the setting does properly update FOV. |
Altar.Footstep.FootstepSurfaceDetectionLowerOffset <n> | Offset applied to the end point of the raycast checking for landscape surface requested by footstep notify | |
Altar.Footstep.FootstepSurfaceDetectionUpperOffset <n> | Offset applied to the start point of the raycast checking for landscape surface requested by footstep notify | |
Altar.Freeze.ModeChangeAttempt <n> | How many time [sic] the freeze subsytem [sic] will have to test if changing mode is allowed | |
Altar.FSR3.Enabled [0|1] | [default:0] Set to 1 to enable FidelityFX Upsampler | |
Altar.FSR3.FI.Enabled [0|1] | [default:0] Set to 1 to enable FidelityFX Frame Interpolation, need FidelityFX Upsampler enabled | |
Altar.FSR3.Quality [1|2|3] | [default:2] Set FSR3 quality setting. : Native AA 1: Quality 2: Balanced (default) 3: Performance | |
Altar.FSR3.Sharpness <n> | [default:0] Apply RCAS(Robust Contrast Adaptive Sharpering [sic]) filter, set to 0 to disable, set to 100 to get the sharpest result | |
Altar.GameDifficulty | Change the game difficulty | Does not modify the value seen in Gameplay settings. |
Altar.GamepadSensititivty <n> | Multiply the gamepad sensitivity in the Enhanced Input subsystem | |
Altar.GamepadSensitivtyScale <n> | Scale of the gamepad sensitivity in the Enhanced Input subsystem | |
Altar.GeneralFontSize <n> | Size delta of the General channel for font | |
Altar.UpscalingMethod <n> | [default:0] Set upscaling method. 0: Off (Default) 1: DLSS 2: FSR3 3: XeSS | |
Altar.XeSS.Enabled <n> | [default:0] Set to 1 to use XeSS instead of TAAU or any other upscaling method. | |
Altar.XeSS.Quality <n> | [default:2] Set XeSS quality setting. 1: Ultra Performance 2: Performance 3: Balanced (default) 4: Quality 5: Ultra Quality 6: Ultra Quality+ 7: XeSS AA | |
Altar.ZoomInDialogue | Adjusts the level of camera zoom when starting a dialogue |
Notes[edit]
- Oblivion does not generally respond well to pressing Alt+Tab to minimise the gameplay window on PC when playing in fullscreen. Opening the console before doing so can help prevent the game from crashing.
- If you are running Oblivion on Windows XP Media Center Edition or Windows Vista, and an infrared remote receiver is plugged in (note that many laptops have this built in), your console may not function properly. In order to restore its functionality, unplug the receiver for your Media Center Remote (or if it's built in use the device manager to disable or uninstall "ITECIR Infrared Receiver" from "Human Interface Devices"). This will allow you to use the console, as the receiver interferes with Oblivion's programming. Additionally, a built-in infrared receiver on laptops can cause the same issue and disabling it in the Device Manager has proven to fix the console function. Alternatively, a Ring of Console mod has been created to circumvent this problem. You can also use Change Console Key mod (requires OBSE and latest oblivion patch) to change the key or use Oblivion Console Spell (requires OBSE) to open the console. Using either of these will avoid any difficulties that the Ring of Console may have saving the game while toggling menus.