The console is accessed by pressing the key to the left of the "1" key: on standard American English language keyboards this is the tilde (~) key. On British English keyboards, this is the backtick (`) key. If it doesn't work, check Engine Bugs § Tilde and other keys not working and discussion archives.

When you enter a valid command in the console, nothing should be returned and the typed command will turn blue compared to the normal brown. If you receive an error message, you did something wrong. An example command is:

which will add 12345 gold to player, or

which turns the collision (clipping) in the game on/off.

There should be no whitespace between the target name (if any), the -> (used only with a target name), and the first command. Numeric entries should never have commas or spaces in them (it's 12345 , not " 12,345 " or " 12 345 "). Most numeric entries are integers not floating-point (i.e., are whole numbers without decimal places).

Commands and values (if any) must be separated by a space, a comma, or both. These are all equivalent:

These are invalid:

Double, straight quotation marks must surround any ID or value that contains a space, as do most NPC and many item IDs. They are optional around those without spaces, but it is best to habitually include them to avoid errors. These are equivalent:

These are invalid:

Underscores and spaces cannot be swapped for each other. Some commands themselves (e.g., Set GameHour To ) contain spaces, are not quoted, and must retain the spaces.

The entire commandline is case-insensitive. These are equivalent:

The following is a selection from the complete list.

Targeted commands are used with a player-> prefix to affect the player character. But any "actor" (NPC or creature) or object can be targeted that way by using an " ID "-> prefix, giving the person or object's in-game ID, though many commands have no function with non-lifeforms and/or non-containers. Another way to target an object (especially a non-unique one, which cannot precisely be addressed by prefix) is to click on it while in the console. The title of the console window will change to the object selected, and any targeted command without prefix will now apply to it. Some commands that should work with a prefix on unique NPCs will not, and require the Console-click technique. A complete listing of targeted commands can be found at the function list.

Command Description

AddItem "Gold_001" value Adds value amount of gold (septims).

AddItem " ItemID " number Adds number amount of a specific item to the inventory. Items' IDs can be found in the items articles on this wiki, or in the Construction Set.

AddSoulGem " CreatureID " "misc_soulgem_ type " [ 1 ] Adds to the inventory a soul gem filled with the soul of whatever creature's ID is specified in place of CreatureID (the ID can be looked up in the Construction Set, or at the article about the creature at this wiki). The type is replaced by the type of soul gem you wish to use (e.g. grand , greater , lesser , etc.). Depending on game build, this command may or may not require a number to be specified at the end. The soul gem type must have sufficient capacity for the soul of the creature chosen.

AddSpell " SpellID " Adds the specified spell to those currently known by the player (or other specified target). This command can only be used to add stock spells – the ones you buy from spell-selling NPCs, not the custom ones from Spellmakers – by their spell IDs (which usually coincide with their names, including the spaces). Aside from the obvious cheat potential, an "anti-cheat" is to give key enemies more (and more powerful) spells, as well as more Magicka (see SetMagicka , below) if you've become so over-powered that the game seems too easy even at maximum difficulty.

GetPos { x , y , or z } Gives the coordinates of the player/object on the map. Takes the literal one-letter name for a single axis – x , y , or z – per command, and returns a floating-point value. The command can help when you're attempting to find something that's listed by its coordinates. Also used to get current player coordinates to reuse in a PositionCell command (to move a unique NPC or item to you without making a duplicate, as PlaceAtPC would), or in SetPos commands (to reposition something precisely to where you were just standing or to somewhere relative to where you are standing).

Move { x , y , or z } value Allows the relative positioning of objects within the cell (interior or exterior), away from their current position. Takes the one-letter name – x , y , or z – and a numeric (integer or floating point) value for a single axis per command. Examples: Move z 10 will very slightly raise an item, if it is clipping with the surface it is laying on (this often happens with Dwemer schematics). Move y -1000 will notably move a person or object backward (from their vantage point of the front of the character/object). Precise positioning of objects (usually done for player home decoration) takes some practice. An object may reset to an earlier position (after a game reload or after leaving and returning to the cell) if your manual moving caused it to clip with another surface. The most practical use for this command is moving out of the way an NPC who has slowly migrated and is blocking passage or standing on top of a small item. It can also be used to cheat, e.g. to move a guard to where he cannot see your crime. The proper way to do this is with a Command Humanoid spell. Using a value like Move z 5000 can be used to move an object into the air and it will stay there (e.g., to hang a lantern on a rafter, or to just have a hovering sword for fun). If used on an NPC or creature, they will, however, fall to the ground, possibly taking damage or dying if the z height is excessive.`

PCJoinFaction " FactionID " Forces the player to join the designated faction.

PCRaiseRank " FactionID " Raises the player's rank in the designated faction.

PCLowerRank " FactionID " Lowers the player's rank in the designated faction.

PCClearExpelled " FactionID " Clears the player's expulsion status from the designated faction.

PositionCell xPosition , yPosition , zPosition , direction , " CellID " Sets a unique actor's or object's exact position in the current cell, by moving it in its current state from anywhere in the game (not by duplicating it from its original state, as is done with the PlaceAtPC command). This takes all three numeric x , y , and z axis values (not axis names) in series and in that order (usually obtained with player->GetPos x , etc., then moving out of the way to make room for the incoming person or object). These values can be rounded to integers, though the z (height) value should always be rounded up to keep someone from spawning in, and possibly falling through, the ground/floor. Be mindful of negative values and don't give them as positive by accident. The direction parameter can most concisely be given as 0 , though another value can be specified, such as 16200 . The CellID is the full cell name as shown in the local map, and must be quoted if it has spaces, e.g. "Caldera, Guild of Mages" . As of June 2017, not all location articles at this wiki provide the in-game ID of the place, so the map is best. Complete example: "Dabienne Mornardl"->PositionCell, -564, -61, 934, 0, "Rethan Manor" – to move a useful enchanter, who is not tied to any quests, into the Hlaalu player stronghold without bothering with a tedious Command Humanoid walk. PositionCell can also be used to recover a follower NPC who has gone missing and whose quest state should not be reset. If used with the ID of a non-unique person (e.g., generic guard) or object as the named target, the command appears to move the first one the game encounters in the present cell, and will fail with an error if there isn't one, or fail silently if the only such item in the cell is in the inventory of a person or container. Behavior with unique NPCs and items is inconsistent: while this command can be used to move a unique NPC to a new cell, you cannot use it do things like bring Artifacts to you from a distance (though you can clone them to yourself with PlaceAtPC or AddItem ).

Rotate { x , y , or z } value Allows the relative rotation of an object (including an NPC, though many of them are mobile and will not stay in the position you shift them to) within the cell (interior or exterior). Takes the one-letter name – x , y , or z – and a numeric (integer or floating point) value for a single axis per command. Examples: Rotate z 100 will slightly turn an item clockwise. Rotate x 5000 will stand a horizontal object nearly vertical. Only Rotate z works on NPCs, including corpses (and will only work for a moment if a live one is engaged with you, since they'll turn to face you again). This command is mostly used for decorating player homes, but also has cheat potential, in that it can be used to about-face someone to make Sneak easier in their presence. A practical use for it is to get a stuck NPC to stop walking into a wall, especially if they are blocking passage. It can also get a slowly-migrating NPC to drift in a different direction, if you do not cause them to turn away from the new direction in which you've pointed them for a good long while. An object may reset to an earlier orientation (after a game reload or after leaving and returning to the cell) if your rotation caused it to clip with another surface.

SetFatigue value Sets maximum fatigue, and applies it as the current value.

SetFlying { 1 or 0 } Setting this to 1 turns on Levitation (with an additional step). To get this command to work, enter the Console command and then start Levitation by spell, potion, or any other usual means. The effect (at the magnitude, i.e. speed, that you started it with) should now last until you disable the flying with the console by setting this to 0 (which you must do eventually if you've used this on yourself, or you cannot use Rest).

SetLevel value Sets level to the integer specified. For this to work properly on the player character, you'll have to either save the game and restart, or gain a level in the normal fashion, after using this command. While people have experimentally used this to raise their level into the thousands, there's no practical reason to do so; it will increase some player stats, like Health, to cheaty levels of invincibility against NPCs (who have pre-set levels), and similarly increase stats of leveled creatures, resulting in very lengthy fights against them, in which gear may wear out before the fight is over. The command (along with others here, like SetMagicka ) can be used to increase the stats of an opponent for a more challenging fight, if a "boss" turns out to be disappointingly easy to beat against your over-powered character.

SetHealth value Sets maximum Health, and applies it as the current value. You may want to use ModCurrentHealth instead. Warning: Using a SetHealth 0 command on NPCs to kill them in an out-of-game way – perhaps to find out what they're carrying, then use Resurrect to bring them back – can have negative effects. While such a killing by the player rather than the player character has no effect on Bounty (other NPCs do not notice the death or blame you for it), it is still registered by the Journal processes. Even temporarily killing a quest-related NPC may change the quest outcome, e.g. finish the quest early, not give the quest at all, or force it to have a negative outcome even if you actually performed the quest steps properly otherwise. It can even cause more serious glitches. For example, killing and resurrecting Joncis Dalomax this way will trigger Imsin the Dreamer to ask about him, condemn you for not rescuing him in a quest you may not be doing for a faction you may not belong to, then kick you out of the faction even if you're not in it, and get stuck in a loop asking about Dalomax if you talk to her again. While the console's Journal and PCClearExpelled commands can be used to correct the situation, it is much safer to experiment with SetHealth by doing a savegame first then reloading after the corpse examination.

SetMagicka value Sets maximum Magicka, and applies it as the current value.

SetPos { x , y , or z } position Allows the absolute positioning of objects within the cell (interior or exterior). Takes the one-letter name – x , y , or z – and a numeric (integer or floating point) value for a single axis per command. An objects positioned in this manner may or may not retain this position after a load/reload event, or after leaving and returning to the cell, and will be more apt to reset if your manual positioning caused it to clip with another surface. Using the Move command (within the same cell) is more reliable for precise positioning, perhaps after PlaceAtPC (spawns a copy) or PositionCell (moves the original) to get it in the general area. If the item and its desired final location are both visible at the same time, you may find the Move command easier to use.

SetReputation value Adjusts the Reputation to the given integer value. It seems that the nominal maximum value is 255, but if a higher value is entered it appears to be applied. This command has no effect if not used with the player-> prefix, since only the PC has a Reputation stat.

SetDisposition value Adjusts an NPC's Disposition toward the player character to the given integer value. The maximum is 100. This command has no effect if used with the player-> prefix or the prefix of a creature, since only NPCs have a Disposition stat.

SetSuperJump { 1 or 0 } Setting this to 1 allows super jump ( 0 disables). Note: Without Acrobatics boosted abnormally high (at least 125), you're likely to be killed by the fall back down if you do not use this to jump up to and land on something above you. Treat this as a Console version of the Scroll of Icarian Flight. This command does not appear to work in OpenMW as of v0.41.

SetWaterBreathing { 1 or 0 } Setting this to 1 allows breathing under water ( 0 disables). If it does not work, try casting Water Breathing and the effect should turn on and remain permanent until disabled with the Console. This can safely be left on, except for one quest which requires the player character to drown. A helpful use of this command is to apply it to follower NPCs, who would blissfully drown themselves while following you underwater for very long, though properly one should cast an on-touch Water Breathing spell on them.

SetWaterWalking { 1 or 0 } Setting this to 1 allows walking on water ( 0 disables). If it does not work, try casting Water Walking and the effect should turn on and remain permanent until disabled with the Console. Disabling it will be necessary eventually, since some quests and other activities require you to go underwater.