Starfield:Console - Starfield Wiki (2024)

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.

There are no dragons in Starfield. Someone should probably remove the part that talks about dragons (and beheading, since Bethesda have made Starfield PG 13 unlike their previous games).

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 tai or TAI or TaI 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. Multiple commands can be entered at once if they are seperated by a semicolon, followed by a space. For example, running the command SetGS fDiffMultHPByPCVE 100; setgs fDiffMultHPByPCE 100 would be the same as running SetGS fDiffMultHPByPCVE 100 followed by setgs fDiffMultHPByPCE 100.

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).

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. Note that a complete list of objects and their RefID can be obtained by running save funclist 1 and navigating to the "ACHRs" column.

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 "Eon" 0 would provide a list of all game objects with Eon in their names. This can be used for items, powers, perks, and more.

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.)

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.

When a command requires arguments (e.g., additem <ItemID> <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 00028A02 1.

Furthermore, all REFIDs, faction, weather etc can be entered without the leading zeros. (e.g. additem 28A02 1 has the same effect as above)

CommandEffectNotes

Toggle Commands[edit]

These commands toggle settings on and off.psbUnlock all powerspsb is short for Player Spell Book.s1stShows 1st person model in 3rd personThis only works in 3rd person. It shows your 1st person arms behind your character in 3rd person. You control the 3rd person model, but the 1st person arms mimic your swings. It looks like you're controlling a character that's controlling another character.sucsm <number>Changes the speed of the free-flying camera (UFO cam)Example: sucsm 50 after typing tfc will allow the camera to move about five times faster than its default speed. The full command name is "SetUFOCamSpeedMult".taiToggle AIToggles AI (Artificial Intelligence) processing off or on. This command is targeted; if no actor is selected it will turn off/on AI processing globally.tbToggle BordersToggles cell border visibility. Borders appear as a thin white line on the terrain.tcToggle controls drivenIf used when highlighting an NPC, will transfer control to said NPC, but any command input will be passed in addition to the player unless player.tc is used to remove control.tcaiToggle Combat AIToggles Combat AI processing off or on.tclToggle collision (clipping, noclip)Essentially, you can fly. Point in a direction and move wherever you want. You can also move through buildings and even the landscape. This command is targeted; if no actor is selected it will turn off collision for the player while keeping other actors stuck in place. It is possible to deselect any target reference by double clicking the same object or area in the landscape, which will cause "tcl" to default itself to target the player.tdetectToggle AI DetectionDisables and enables AI detection, meaning if it is toggled off, NPCs won't be able to "see" you, or anyone else, even if you're right in front of them or attacking them.tfc <1>Freeflying cameraSets your controls to move the camera around, instead of the player. Use with 3rd person view to get a good look at your character. Adding the "1" tag at the end freezes all the environment, but still allows you to move around with the camera.tgToggle grassToggles display of grass.tgmToggle god modeNo damage taken, no stamina used, no encumbrance, unlimited ammo, no cooldowns. You can only use this on yourself.

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

timToggle immortal modeEverything behaves as normal except you cannot die as a result of being reduced to 0 health. You can only use this on yourself. If you are decapitated or bitten and thrown by a dragon while using this, it can have some quite frustrating results (e.g. you will walk around with your head cut off). These effects can be avoided by setting the character as essential.tmToggle menus (HUD)"Menus" refers to the Heads-Up Display (HUD) on the screen.. This also removes the cross-hair if it's present. This command is useful for taking screenshots without all the clutter.

Also see csb.

tmm <show?>(,<discovered?>,<includehidden?>)Show/hide all map markers<show?> should be 1 to show all markers, or 0 to hide all markers. Hiding markers hides all markers - including any markers available at the start of the game. When adding markers, the 2nd parameter <discovered?> determines if the ones you add are set as discovered (1, default) or not (0), and the 3rd parameter <includehidden?> is all (1) or all but hidden (0,default) (e.g., to add all undiscovered markers without fast travel, enter tmm 1,0,0).tmoveToggle Player MovementToggles ability of player to move.tsToggle skyToggles display of the sky.tscrToggle script processing.Toggles script processing off or on globally.twfToggle wireframeShows wireframe in red or opaque.

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.additem <itemID> <count> <flag (optional)>Give a character the specified amount of an itemE.g., player.additem 002543B7 5 will add five sandwiches to your player's inventory. The effects of <flag> are unknown, but it probably refers to ownership and stolen status. Changes to an NPC's inventory will usually appear immediately if you're pickpocketing them when you open the console. It is possible to remove items with this command by using negative numbers.(Item ids: Starfield:Items)addperk <perkID>Give a character the selected perkFor perk ID codes, see the page for the perk's corresponding skill, indexed at Skills. To find the perk ID code in-game, try help <perkname> 0.addspell <spellID>Needs to be tested with the power system.addfac/addtofaction <factionID> <factionrank>Add a character to a faction.Valid numbers for the faction rank vary, but 0 will always add the actor with the lowest possible faction rank and -1 will remove the actor from the faction.advlevelAdvance a character's level by one.advlevel Adds one level to your character's current level.AdvSkill <skill> <nn>Advance the specified skill.Needs to be tested with the skill system.amod<modID>Attach weapon/apparel modFor mod ID codes, see the page for each mods Crafting.completequest <questID>Complete the quest/mission instantly.Be careful when using this command. Often, it merely makes the quest in the Journal become a completed quest. However, the related actors or NPCs to the quest may not recognize that you have completed a quest/task in order to give you a following quest/task. Quest IDs can be found in Starfield:Missions.DamageActorValue <attribute> <nn>Damage value of attribute by <nn> amountExample: player.damageactorvalue health 50 causes you to lose 50 health as if you just took damage. It will still recover the same way it normally does. Attributes can become negative. Can be restored with restoreactorvalue. This is a better option than modAV for temporary debuffing, since it can be restored to its original value easier. Stacks with 'modAV' effects. Skills/attributes damaged with damageactorvalue will still appear white, but will correctly restore to what they really are. Can be used to kill NPCs.
Also see RestoreActorValue

The full list of attributes is provided at Actor Value Indices

disableDon't render the selected object (includes actors.)The object will be made invisible, collision will also be turned off and AI won't process on the object, but scripting on the object will run.
Also see enabledropForce drop items from a character's inventoryYou may select a character and use the command Drop <base ID> <amount> to drop any items in their inventory by force, including normally undroppable items. You may need to use Showinventory to get a detailed list of items and get the correct IDs you need.duplicateallitems <container/NPCrefID>Duplicate all items in the targeted container and places them in the given container.Example: Selecting an NPC with the mouse then entering duplicateallitems 89c79 will copy all items in the NPC's inventory and place the duplicates into the container with refID 89c79. You can get the container/NPC's refID by clicking on them and committing the ID to memory before selecting the container/NPC which has the items you want to copy. You can also type in the refID of the container/NPC with the items to be copied before the command with a period in between instead of selecting anything with the mouse. For example, entering a2c94.duplicateallitems 89c79 will copy all items from Lydia's inventory (whose refID is a2c94) and place the duplicates into the container with the refID 89c79.
Also see removeallitemsenableRender the selected object (includes actors.)Undoes disable, making the object and its collision and AI appear in the world again.
Also see disableequipitem <ItembaseID> <0/1> <left/right>Equip selected NPC with ItemWith a selected NPC, you can typically use equipitem <ItemID> for use (if one is not already in their inventory, it will be added); the player-character equivalent is player.equipitem.
  • An optional extra parameter is 0 or 1: the latter seems to make the item not be unequippable (sometimes – the results are not entirely consistent), e.g. to keep a weapon drawn at all times; the default is 0, and leaves the item contextually unequippable (or resets it to be so, if 1 was used earlier).
  • A second optional parameter is left or right, which puts Item in a specific hand, if applicable; if this parameter is used, then 0 or 1 must precede it (usually 0).
  • It only works on baseIDs. Consequently, it will equip an item of that type already in inventory, or a create a new copy of the item if it is not already in inventory. You cannot use it to transfer a specific item from your inventory (or the ground, or a container) to an NPC.

The opposite command is unequipitem, and works with the same basic syntax.

forceAV <attribute> <nn>Force to modify the value of attributeForceAV modifies the attribute value by registering a permanent modifier (positive or negative) of the amount required to force the attribute to the stated value. Displayed player attributes modified in this way will be highlighted (default is green text) to indicate a modifier ("buff" or "debuff") is being applied.
Also see modAV and setAV

The full list of attributes is provided at Actor Value Indices

getAV <attribute>Get value of attributeThis will return the value of the specified attribute (a.k.a. actor value) for the specified target. You can select a target with the mouse, or enter the refID of the target followed by a period before the command. For a list of all of the actor values that can be used, see Actor Value Indices.getAVinfo <attribute>Get value information of attributeThis will print a short list of information about the given attribute (a.k.a. actor value) of the specified target. You can select a target with the mouse, or enter the refID of the target followed by a period before the command. For a list of all of the actor values that can be used, see Actor Value Indices.getlevel <target>Get level of targetGets the level of the targeted character or creature.GetLocationCleared <locationID>Check an area's clear code.0 = not cleared, 1 = cleared. You must use the Template:CSList, not the name.getrelationshiprank <target>Get the relationship rank of two actors.Should range from -4 to 4. See setrelationshiprank.getstage <quest ID>Show the current active quest/mission stage.Shows the current stage that the quest is at based on the game's internal stage numbering.hasperk <perkID>Check if the selected actor has a perk with the selected IDFor perk ID codes, see the page for the perk's corresponding skill, indexed at Skills. To find the perk ID code in-game, try help <perkname> 0.incPCS <skillname>Increase the given skill to the next level.kill <Actor ID (optional)>Kill the selected actor (NOT the optional Actor ID).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. Specifying the Player as the Actor ID will assign blame to the player, counting the kill as a murder if the target was non-hostile and possibly incurring a bounty if other NPCs witness the death.

Some actors (primarily NPCs, not creatures) can be flagged as "essential" by the game and thus will not die. In this case, the character will instead crouch and stumble around for a while; however, this stumbling can usually be ended early by using the resurrect command on him/her.

lock <level>Lock targeted object (i.e. door, container) with a difficulty of <level>.Values of <level> will display in the tooltip for the locked object as follows: 0 - 25: Apprentice, 26 - 50: Adept, 51 - 75: Expert, 76 - 100: Master, 101+: Requires Key.MarkForDeleteDelete an object.Deletes the targeted object the next time the area (cell) it resides in is reloaded. Useful for removing specific unwanted furniture/decoration from homes. Be careful as there's no way to restore deleted objects. Objects marked for delete will show [D] next to their ref ID if you re-target (re-click) them.modAV <attribute> <nn>Modify value of attribute by <nn> amountModAV modifies the attribute value by registering a permanent modifier (positive or negative) of the value stated. Displayed player attributes modified in this way will be highlighted (default is green text) to indicate a modifier ('buff' or 'debuff') is being applied.
Also see forceAV and setAV

The full list of attributes is provided at Actor Value Indices

moveto <actorID>Move a character to specified actor and vice versa.You must use RefID

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 moveto player which will move the selected object to your feet and orient it based on the camera's angle.
Also see placeatme

movetoqt <questID>Move to quest targetUsing 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 doesn't just take you to the next doorway you need to go through. It doesn't skip over to the final stage of the quest, either - you are delivered to the target of the current stage of the quest. Use caution, as you will be placed right on top of or as close to the current marker as possible, which may position you in the middle of a group of enemies, or on top of a trapdoor, etc. See the main index of Missions for the quest ID codes.openactorcontainer 1Open a character's inventory.Opens selected NPC's inventory to allow the player to add/remove items as if it were any other container.paycrimegold (<jail?> <confiscate?> <factionID>)Pay the bounty.Pay the bounty for the faction targeted NPC belongs to (the bounty gold will be removed from your inventory). The <jail?> parameter controls whether you are sent to jail: entering 1 means you will be teleported to the respective faction's jail (the default), entering 0 means you will stay put. The <confiscate?> parameter controls what happens to your stolen items: entering 1 means they are confiscated, entering 0 means you keep them (the default). If you don't specify either parameter, you will be sent to jail but keep your stolen items. The faction ID is only needed if you can't target an NPC. May also help in case guards attack you on sight.placeatme <actor/objectID>Spawn specified actor or object at current position.Example: player.placeatme 000fea9b. Using this code will instantly summon an instance of an object or NPC at your position. The above example summons a dragon. Not recommended for named NPCs. This code uses the Object (base) ID and not specific reference ID as it is creating a new instance of that object/actor in the world; using it with named NPCs can result in duplicates unless the original was somehow removed.
Also see moveto which can summon named NPCs by refID using the following commands: prid RefID & moveto playerplayidle <idleID>Play an animation (idle) on the specified actor.Example: playidle IdleOffsetArmsCrossedStart. See the Template:CSList.pushactoraway <actorID> <number>Push an actor away in a random direction.Example: pushactoraway 14 1337. Will push or launch your character in a random direction. If you enter negative amount, example: pushactoraway 0001A6B8 -200, will pull the selected actor to your character position.recycleactor <destinationreference (optional)>Revive/Reset targeted NPC or object.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 untested, probably refers to coordinates or a cell id.
  • When used on containers, it acts like resetinventory.
  • When used on objects, it will reset them to their original 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
removeallitems <actoror containerID>Remove all items from a character's inventory.E.g., player.removeallitems will remove all items from your character's inventory or "removeallitems <clickoncharacter> for remove all items of particular character. Optionally, after the command, enter the reference ID of an actor or container to transfer all the items in question into the referred actor/container.
Also see duplicateallitemsremoveitem <itemID> <count>Remove the specified amount of an item from a character's inventory.E.g., player.removeitem 002543B7 5 will remove five sandwiches from your player's inventory. Changes to an NPC's inventory will usually appear immediately if you're pickpocketing them when you open the console.removeperk <perkID>Remove the specified perk from a character's skills.For perk ID codes, see the page for the perk's corresponding skill, indexed at Skills.

Note: Needs to be tested with the skill systems.

{{/Entry|removespell <spellID>| | Needs to be tested with the power system.

resetAIReset 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.resethealthRestore a character to full health.Example: player.resethealth Restores your health to 100%resetinventoryReset a container or a character's inventory.Resets a character's inventory to its default. Example: If you use removeallitems on an NPC and enter resetinventory 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.RestoreActorValue <attribute> <nn>Restore the value of attribute by <nn> amountRestores a damaged skill or attribute up to its normal value. Example: lose 50 health and enter player.restoreactorvalue health 100 and you recover 50 health since it can't restore more than its normal value. Doesn't fix attributes/skills damaged by modAV or forceAV or setAV
Also see DamageActorValue

The full list of attributes is provided at Actor Value Indices

resurrect <1>Resurrect target actorUnless 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 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 kill.rmod<modID>Remove weapon/apparel modFor mod ID codes, see the page for each mods Crafting.say <dialog topic ID>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.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., player.setactoralpha 100 will reset unwanted invisibility effects and make your character visible again.setAV <attribute> <nn>Set value of attributeSetAV 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 using prid <RefID> of an NPC first; then just type setav health 500 to give the specified NPC 500 Health. setav speedmult <nn> 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 forceAV and modAV

The full list of attributes is provided at Actor Value Indices

setessential <baseID> <0 or 1>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 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.
  • 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 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.
setghost <0 or 1>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.setgs <setting> <value>Set game setting.Doesn't seem to be preserved in saves; must be reset each time the game loads. Example: setgs fJumpHeightMin <height> sets the jump height for the player.setlevel <multiplier> <modifier> <min> <max>Set NPC levelJust 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. You can set your own level with player.setlevel <value> where the value is the target level you desire

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.

VariableDescription
<multiplier>Determines the base level in terms of the player's current level. Specified in tenths of a percent (i.e. 1000 means 100%, 500 means 50%).
<modifier>This number is added to the base level determined by <multiplier>. Can be negative or zero.
<min>The minimum level of the NPC (must be at least 1).
<max>The maximum level of the NPC.
SetLocationCleared <locationID> 1Set whether an area has been cleared.You must use the Template:CSList; if you wish to clear Swindler's Den, for example, use 00018EE2, not the name. Also see GetLocationCleared.setownership <ID>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.setplayerteammate <0 or 1>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).setrace <race>Needs to be tested.setrelationshiprank <target> <#>Change the relationship between two actors0=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".)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.setstage <questID> <stage#>Set the current stage of the given quest.Example: setstage ms01 100. The setstage 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.setunconscious <integer>A value of 1 will be unconsciousExample: 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 whatever you want to them and they won't react. They remain that way until you use setunconscious 0. 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.inv/showinventoryDisplay 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, player.showinventory will display "5 - Leek (000669A5)", and you can use player.additem 000669A5 5 to obtain five more leeks.shp <parameter#1-parameter#9>Set HDR parametersThe 9 HDR parameters are in floating point. Each one affects something different. The effects stay until you load a save or switch areas. Example: shp 1.00 0 0.50 0.01 9.00 .1 .99 100 1.0000sifh <#>Set whether an actor should ignore friendly hits.E.g., sifh 1 will make the selected actor ignore friendly hits.sqs <questID>Display stages of a questLists all stages of that quest and shows if a stage is achieved.stopcombatStop combat with a targetted NPCStop all aggression from a NPC, if other NPCs in the faction are hostile, it will fight againStopCombatAlarmOnActorStops all aggression towards an actor. This is most useful when a group of otherwise friendly NPCs are attacking the player (i.e., player.StopCombatAlarmOnActor).str <0–1.000000>Set the refraction value of the selected target.E.g., str 1.000000 will set refraction to its maximum value, str 0.000001 will make the target completely invisible, str 0.000000 turns off refraction reverting the target to its normal appearance. str 0.000000 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.teachword <word>Needs to be tested.unequipitem <ItembaseID>Unequip item from selected NPCWith the selected NPC you can use unequipitem<ItemID> to get them to unequip an item but leave it in their inventory. The opposite command is equipitem, 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 player.unequipitem.unlockUnlock the targeted object.Unlocks the targeted door, container, etc., including "Requires Key"-level locked objects.unlockword <word>Unused.modAngle <axis> <decimal>Changes the orientation of the object by <decimal> degrees on the <axis> axis (x, y, or z).This allows for easy alignment of an object in-place. E.g., modangle z -10. 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!modPos <axis> <decimal>Changes the position of the object by <decimal> distance on the <axis> axis (x, y, or z).This allows for easy positioning of an object in the world. E.g., modpos x 2. Allowed values are positive and negative integers or decimals. Tested down to 0.001 and up to 1 billion using getpos z. 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.getAngle <axis>Prints the given axis' angle value to the command consoleMakes it easy to see if an object is slightly off. E.g., getangle z next line prints: GetAngle: Z >> 90.00getPos <axis>Prints the position of the object along the given axis to the command consoleHelps align objects seamlessly by matching values, assuming the angles are correctly set as well. E.g., getpos y next line prints: GetPos: Y >> 482.32setAngle <axis> <decimal>Sets the orientation of the object to <decimal> degrees on the <axis> axis (x, y, or z).This allows for easy alignment of an object in-place. E.g., setangle y -10. Allowed values are positive and negative integers or decimals.SetPos <axis> <decimal>Sets the position of the object to <decimal> on the <axis> axis (x, y, or z).This allows for easy positioning of an object in the world, mostly precise alignments. E.g., setpos z 5. Allowed values are positive and negative integers or decimals. Tested down to 0.01 from getpos.

Untargeted Commands[edit]

These commands do not require a target reference.batExecute a batch fileExecutes a .txt file with console commands in it, handy for certain otherwise tedious actions.caqsComplete all quest stagesFinishes every quest in the game, not just the ones you've started, essentially completing the game. Not recommended for general use. May crash your game. Note: This will unlock several quest related Steam achievements if they have not been unlocked yet. See also: saqcocTransport to <cellname>Transports to the center of a named cell (coc is short for CenterOnCell.) You can get most location codes with the help location 0 command.

coc qasmoke will transport to the Starfield testing hall (for QA testing; inaccessible otherwise.)

cowTransports to cell <cellx, celly> in <worldspace>Transports to the center of cell [cell x, cell y] in world space. (cow is short for CenterOnWorld.)csbClear screen bloodRemoves all blood from the screen. Useful when taking screenshots.EnablePlayerControls <Movement> <Fighting> <POV> <Looking> <Sneaking> <Menu> <Activate> <Journal Tabs> <POV Type>Re-enables player controlsRemoves restrictions on player's control. Unlike the script command, this does not appear to allow controls to be disabled. Note: If used in carriage at the game start, unexpected bugs may occur or the game may crash.fovIt doesn't work, edit StarfieldCustom.ini instead.

Add this line to StarfieldCustom.ini inside Documents/MyGames/Starfield:
[Camera]
fFPWorldFOV=<angle>
fTPWorldFOV=<angle>

fwForce WeatherChanges 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, fw 10e1ec,1).GetGlobalValue <Variable>Returns the value of a single global game setting.Example:GetGlobalValue DragonsReturned would tell you whether or not random dragon attacks will take place. See ShowGlobalVars.GetInCellParam <CellID> <ObjectID>Checks if an object is in a specified cell.Example:GetInCellParam 5de24 14 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.GetPCMiscStat <Stat>Returns the value of the (typically meaningless) stats shown in the ESC menu.Shorthand is GetPCMS. Example: GetPCMS "barters" would tell you how many times you've gone shopping or GetPCMS "days as a werewolf" 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.helpReturns 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., help "Daedric" 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., help "ancient nord"). Use page up and page down to scroll through the results.

killallactorsKill all actors.Kills all loaded (in currently rendered cells) non-essential actors (NPCs and creatures) immediately. Essential actors will be knocked down. The code killall can be used for identical effect.loadLoads <name> gamesave.Loads the corresponding save. E.g.: load autosave1 will load last autosave. If the name contains spaces, it must be enclosed in double-quotes, E.g.: load "My Starfield Save"

Useful when stuck, or if showracemenu is opened. See also: save

ModPCMiscStat <Stat> <nn>Adjusts the value of the (typically meaningless) stats shown in the ESC menu by <nn> amount.Shorthand is ModPCMS. Modifies the Player Character Miscellaneous Statistic value by registering a permanent modifier (positive or negative) of the value stated. Example: ModPCMS "days as a werewolf" -100 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.passtime <hour>Pass time for x hourUnlike sleep, this will not heal youpcbPurge cell bufferThis 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.prid <RefID>Pick reference by IDSelect 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 PickReferenceIDqqqFast 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.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 Template:CSList and Template:CSList 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)[verification needed]refiniRefreshes all settings.This command loads and re-applies all settings from Starfield.ini and any .ini with filenames matching currently loaded .esp files.resetquest <quest ID>Reset a quest.This command will reset a quest. This command will set all stages of the quest to 0.saqStart all questsBegins 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: caqssaveWrite <name> gamesave.Save game to a named save <name>. If the name contains spaces, it must be enclosed in double-quotes, i.e. save "My Starfield Save" Note that this will overwrite an existing save of <name> without prompting.

Appending the parameter "1" will create a file <name>.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: load

saveiniSave 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.set <Global Variable> to <Value>Sets a global variableSets the value for a global variable. See ShowGlobalVars.SetOrbitSpeedScale <value>Sets global orbalThe higher the value the faster your ship will orbit in space, making the planet rotate fastersetpqv <quest form ID> <quest variable ID> <desired variable>Sets a quest variableSets 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: setpqv DLC1NPCMentalModel LockedIn_var False

SexChangeSwitches the player or an NPC's genderSwitches 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.SGTMChanges the Gametime Multiplier to a specified value for slow motion, and fast forward type effectsAllows 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.ShowGlobalVarsShows all current game variablesThis will list all current game variables, which can then be changed with the set command. You can scroll through the list with the PgUp and PgDown keys. ShowMessageShows a messageE.g., ShowMessage 000A81FF will display the "Playtesting Temporary Message".

showlooksmenu

showmenu <menu name>Shows game menuIe: showmenu sleepwaitmenu will show the wait/sleep menu without bed/chair.slm player <preset ID>Open character creationThis 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.spf <file name>Save PC FaceSaves 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.sqoItemizes quest objectives and their statesShows a human friendly list of active and completed quest objectives for currently active questssqtList quest ids and targetsList all active quest IDs and their targets. Useful for finding the "quest ID" parameter for targeted quest commands such as movetoqt <Quest ID>sqv <quest ID>Show quest variablesCheck all the "quest ID" quest variables. Use the setpqv command to modify a variable.stp <unknown1> <unknown2> <unknown3> <chroma>Set tint parametersThe chroma value ranges from 0 to 1 and is inverted, so stp 1 1 1 1 produces a black & white image, while stp 1 1 1 0 disables tint filtering altogether.

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.

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.

Most Starfield console commands can be run from a batch file. For example:

Note that batch files can also be stored in your "Documents" user folder in Windows (for example: C:\Users\myUsername\Documents\My Games\Starfield). In fact, if you have batch files stored in the Starfield game directory and another batch file with the same filename in your "Documents\My Games\Starfield" directory, the batch file in your "Documents" folder will take precedent when attempting to call the bat [filename] command.

Starfield:Console - Starfield Wiki (2024)

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