Oblivion talk:Console Command Tutorial/Archive 1

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This is an archive of past Oblivion talk:Console Command Tutorial discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Broken Link

Under Notes #4 the last sentence contains a broken link in the word 'here' "You can download a mod manager here."

--Ratwar 22:18, 19 October 2006 (EDT)

This has, of course, long since been fixed. --Robin Hood (TalkE-mailContribs) 14:11, 22 May 2008 (EDT)

Please help

okay, I have windows vista so I need to install the ring of console mod but I cant figure out how to download it off that site, can someone please give me a detailed discription on how to do it.--The Divine Crusader

Once you've clicked the link, click the 'Files' tab, then click the file link and save it to your C:Program Files\Bethesda Softworks\Oblivion\Data folder. Unzip the folder and read the included readme file (though installing it's as simple as moving the 'Ring of console.esp' file to your Data folder). Also, it needs OBSE, which is something I should include and will add now. --NightStryke 12:56, 14 April 2008 (EDT)

Suggestion for title of page

There is a general consensus on UESP that the current console pages probably need to stay as is since they are good concise reference pages for those who are more experienced with console codes. However the detail on this page has the potential to be an excellent tutorial. I would like to suggest that you consider calling this page: Console Command Tutorial. We can insert a link at the top of the current console command page to the tutorial. Think about it. --Hoggwild5 11:26, 21 October 2006 (EDT)

  • Sounds agreeable to me, as that's pretty much what it is. --NightStryke 14:43, 21 October 2006 (EDT)
  • I'll jump onboard with that suggestion --Ratwar 23:07, 21 October 2006 (EDT)
  • I'll add another vote for yes on this. And Night Stryke, nice work on getting all those links done.--Colas 00:59, 23 October 2006 (EDT)

I just renamed the page because the deletion review is over. --Aristeo 02:33, 23 October 2006 (EDT)

Partial Merger?

I've been debating whether or not to do a partial merger with the original console page, merging over the shorter commands that don't have much depth to them. The main problem I come across is that if I were to do this it would merge over every toggle command, which would detract from this page's helpfulness as it would be missing an entire category of commands. I could make a link to the original command page for the toggle category, but the problem is that I'd be sending the people who are new to console commands to over to a page that's designed more for those who've used them before and at least have an idea of what they're doing.

Input? --NightStryke 19:40, 4 November 2006 (EST)


Does Player.SetFactionRank FactionID # work if I type in the ID of the Necromancer faction? :P

--Jojje 12:53, 27 November 2006 (EST)

Yes, it would let you join any faction, and joining an enemy faction should make them friendly toward you, though I haven't tested it. Do you need the Necromancer faction ID?
-- 22:35, 6 December 2006 (EST)

Please tell us the FactionID of the Necromancer's Cult.

Faction Codes

What is the FactionID for the Blackwood Company?

If you join the Unicorn's faction, does it enable you to use it without worrying about it attacking you every time you draw a weapon? 13:26, 15 July 2007 (EDT)

  • I've added the Blackwood Company to the list. And I've never tested it, so I can't be completely sure, but my knowledge of the CS leads me to believe that it won't attack you (unless you attack it). --NightStryke 09:24, 17 July 2007 (EDT)


The 'set pcvampire' command does not work. I get this:

'Script 'SysWindowCompileAndRun', line 1: Syntax Error. Missing "to" in set command.'

-- 08:59, 26 May 2007 (EDT)

Scratch that, a bit of logic figured that one out. -- 09:45, 26 May 2007 (EDT)

Set MQ00.AllowGatesToReopon to 1

First, is this supposed to be "AllowGatesToReopen"? And second, is this supposed to work after you've completed the main quest? --Kementari 14:30, 14 July 2007 (EDT)

Yes, it should be "open" not "opon" ;)
However, the description of the command given in the article is, in my opinion, somewhat misleading. My understanding is that all this variable does is determine whether a gate that you have already closed will reappear. For example, normally if you destroy the gate by Vilverin, then that one gate is permanently closed and will never reopen (AllowGatesToReopen is by default set to 0). However, with this set to 1, then every time you walk past Vilverin, the game will check whether to open the gate there, using the exact same probability as any other gate at that time. And looking at the scripts supports this interpretation: first AllowGateToReopen is checked, then the random probability kicks in as a separate step. By itself, setting this variable will have no effect after the main quest is completed, because there is still 0% chance of a gate opening, and a maximum of 0 open gates.
If you want to get gates to open even after the main quest is done, the two most important settings are Set MQ00.MaxOpenGates to 90 and Set MQ00.RandomGateChance to 100. Also setting AllowGatesToReopen to 1 will ultimately allow you to open more than 90 gates, because each of those 90 will keep reopening every time you visit them. --NepheleTalk 01:07, 15 July 2007 (EDT)
  • Thanks for pointing this out, and thanks for fixing the spelling, Nephele. I've clarified it's usage now. --NightStryke 09:18, 17 July 2007 (EDT)


The article currently claims that the ID to use for the Player.Moveto command differs from person to person. But in the case of unique NPCs or creatures, I can't see any evidence that's true. There is a single ACHR FormID used for each unique NPC in the game, and from everything I can tell that ACHR FormID is the same for every single player. It is a fixed number provided in the construction set, that can be looked up for any unique actor. The case used in the article, namely Shadowmere, is somewhat more complicated, but there is still a predetermined list of possible FormIDs (in this case, ACRE FormIDs since Shadowmere is a creature). Those possibilities are:

  • 00032BF5: will work for anyone who has not armored Shadowmere using the Horse Armor Pack mod
  • 0x001C25: will work for anyone who has purchased the Steel Horse Armor for Shadowmere
  • 0x002122: will work for anyone who has purchased the Elven Horse Armor for Shadowmere

As with all mods, the "0x" prefix has to be replaced by the hexadecimal number used to identify the Horse Armor Pack mod (i.e., the load order of the mod). So that part of the number can vary between players. But that doesn't prevent every mod-related article on the site (i.e., Horses, Dunbarrow Cove, Unearthing Mehrunes Razor, etc.) from listing mod FormIDs using the "0x" notation.

Can anyone else confirm this? If others would like to test this information, I can easily provide a list of the ACHR IDs for other NPCs and others could check whether those match the numbers used in their game. (In fact I just proposed at UESPWiki:Community Portal#Oblivion NPC IDs to do exactly that for every NPC in the game... and then I noticed this article claiming that the IDs are not fixed.) Harrow's ACHR ID, for example, is quoted on Oblivion:Console#Find an NPC as being 0003391B; that is the exact same number that I get when I look it up in the construction set. Just to provide another random example, Martin's ACHR ID is 0001E745. Before adding this type of information to all the NPC pages, I'd like to be sure that everyone agrees that the ID numbers really are unique and therefore are worth documenting :) --NepheleTalk 20:55, 3 August 2007 (EDT)

Hm. That command has remained unchanged since I first wrote the guide, and that was so long ago I can't remember what I was thinking at the time, though I'm sure I had a reason for writing that. Perhaps I'd just gotten caught up in the unusual and overlooked the obvious. However, you are right that the base ID will work, and that the mod load order works as in any other command; the only thing the method I'd given would be useful for would be for non-unique objects. I'll have to revise that command. --NightStryke 00:38, 8 August 2007 (EDT)
The codes all work for me (I don't have a character with Shadowmere armored in Steel so can't check that one). Interestingly, using the Shadowmere code on a character who hasn't reached that point yet sent me to the spot in Fort Farragut where the horse eventually appears. Okay, maybe not interesting but I thought I'd mention it anyway. --RpehTalk 13:53, 8 August 2007 (EDT)
That's because Shadowmere's actually there, just disabled. All objects (NPCs, creatures, items, etc.) that appear when triggered by a quest were actually there the entire time and are merely enabled by the quest. If you use PRID 32BF5 then Enable, she'll appear before your very eyes. ;) --NightStryke 15:09, 8 August 2007 (EDT)

Permanint Command?

Is there a permanint command code? — Unsigned comment by (talk)

What is a "permanint" (or, for that matter, "permanent") command code supposed to be?? A few more details about what you want this command to do, or what you are trying to accomplish would be somewhat helpful. --NepheleTalk 01:07, 1 September 2007 (EDT)
A way to make people follow you forever — Unsigned comment by (talk)
Hey i hear all this talk about a console command that lets you permanantly command someone...but no matter how hard i look i cannot seem to find it anywhere. Can anyone help me? lol — Unsigned comment by Shadekilla12 (talkcontribs)
I agree. Despite that fellow's unfortunate spelling above, there certainly has been talk all over about a permanent command humanoid/creature console command. Anyone have any ideas about this? Ghola8
Perhaps I've just been out of touch with the ES community for too long, but I've never heard talk of such a command; I've heard questions as to whether one exists, but never statements that one does. However, I've never seen such a command, and after a check of the commands listed on the CS Wiki (aka all of them) I still see no such command. --NightStryke 10:55, 7 December 2007 (EST)


Can you make yourself an essential character?

If you mean un-killable, yes - tgm. It doesn't work quite the same as essential NPCs - I'm pretty sure that's impossible. But it makes you immune to most damage, which is pretty much just as good. --TheRealLurlock Talk 01:01, 3 October 2007 (EDT)

Magicka editing?

Is it possible for one to edit your Max Magicka? I switched one of my characters to Breton and didn't get the Magicka bonus, and didn't see anything in the tutorial or general console article regarding editing the max magicka.

Thanks, if its there and I missed it, sorry!

If you used the console to change your character's race, it's possible that your racial bonuses did not get updated. To add the Breton magicka bonus, type player.addspell 47AD2. To also get the magic resistance and shield spell, use player.addspell 47AD1 and player.addspell 47AD0. Technically, you should also use the player.removespell to get rid of your original racial bonuses, but I'm not feeling up to listing all the codes for every possible race right now ;)
In general, if you wanted to further increase your magicka, you could continue to add other fortify magicka abilities using the addspell command. You could create a custom ability in the construction set, or you could take advantage of one of the many abilities that already exist for various characters/races/birthsigns/etc. --NepheleTalk 01:53, 15 October 2007 (EDT)
Well, there's also the MagickaMultiplier that goes with the Player.SetAV command (Player.SetAV MagickaMultiplier #), but I never did figure out how to use that one reliably; it'll increase your magicka, but by how much I can't say. --NightStryke 16:59, 16 October 2007 (EDT)

extra console command

is there any way to close game from console? rofl

Try qqq. --RpehTCE 02:54, 14 October 2007 (EDT)

quest items?

Can you drop quest items with the console, and if yes, how?

The only way to do that would be to make them no longer quest items via the SetQuestObject command. If you want to, you can make them quest items again after dropping them. --NightStryke 13:09, 10 November 2007 (EST)

Order of the Dragon

It may not have an Oblivion entry, but that doesn't make it any less an Oblivion faction. As the faction page states, it's the faction that the player joins when they become Champion of Cyrodiil. Because the player can join it through normal gameplay, it belongs with the minor factions; and because there is no other source for it's ID on the UESP, it belongs in the list. --NightStryke 13:54, 28 March 2008 (EDT)

Welp, I'm an idiot, and I'm surprised no one called me on it. Somewhat unrelated, but I realized that all of the guilds and other minor factions are in the lists with the miscellenous factions, and while I still think it's a good idea to have a quick-reference list for them, it would be much more simple to provide links to each of their entries in the Oblivion:Factions list. I'll go back and redo the links to go to the entries in the list instead of the factions' pages (which are much pretty useless given the context). However, I still support the Order of the Dragon's inclusion on the list. --NightStryke 14:19, 28 March 2008 (EDT)
My original reasoning was that if the faction is so minor that nobody else has gone to the trouble of creating an Oblivion faction page, then it's unlikely that anyone is going to be interested in looking up that particular faction's code. And as you said, all of the faction codes are listed in the various faction codes, so it didn't seem like it was necessary to provide a complete list.
But you're right that Order of the Dragon is (was) the only player-joinable faction that did not have an Oblivion page describing the faction. And the main Factions page had the same problem of artificially creating a link to a Tamriel article instead of pointing to an Oblivion article; game-specific details, such as what happens when the player joins the faction, can only be provided on an Oblivion page, not a Tamriel page. So I've gone ahead and created Oblivion:Order of the Dragon.
Probably some of the additional details from the factions pages should be incorporated into the various minor faction pages. Bascially for every other CS object, the site's article on that object provides the FormID, and I don't think there's any reason why factions should be an exception. And a page titled "Order of the Dragon" should provide more complete information on the Order of the Dragon than a page title "Factions O." But that's more reorganization (and potential infobox creation) than I'm up for right now. --NepheleTalk 15:11, 28 March 2008 (EDT)

PRID Player

Just thought it should be in the command tutorial, using "PRID Player" in the console will allow you to target yourself, whether to add/remove items or warp yourself to NPCs and such.

Edit: removed the dot between the info. — Unsigned comment by (talk)

You can just prefix the command with 'player.', rather than using PRID. --Gaebrial 06:50, 2 April 2008 (EDT)
Also, PRID'ing yourself is seldom necessary. You can click the mouse on yourself in 3rd person to automatically target yourself with the console. You can target other people this way too, but PRID saves you from having to find them first, while there's obviously never a problem with finding yourself, since wherever you go, there you are, after all. The only time I could see this coming in handy is if you got trapped in a wall in such a way that it was impossible to click on yourself, but even then, Gabriel's suggestion is easier to use, I think. --TheRealLurlock Talk 17:10, 2 April 2008 (EDT)

Missing Commands

These are not all the commands, I am in need of the command which lets you force a dialog between characters(forcing them to talk to each other) I had this cheat once but am unable to locate it anywhere.

  • Well of course it's not all of them - there are literally thousands of commands, and I only picked out most of the ones that would be useful to players - especially new players - for this guide. I'm guessing that the command you want is StartConversation; in my experience helping people on the official TES forums (which is how I decided which commands to include) not many people need such a command, but the bigger reason why that command can't effectively be included is that there is no online list of conversation topic IDs and so you'd have to go find them yourself in the CS, which many people can't do due to a complete ineptitude with and intimidation by the program - thus the purpose of having lists of various item, NPC, and creature IDs online. Now, if you want to find those conversation topic IDs, and you don't know how, you'll need to access the dialogue window either through finding one of the NPCs who partake in the conversation in the object window, pulling up their entry window, and clicking the Dialogue button, or selecting the Character menu on the top bar and clicking Filtered Dialogue (the former will give you just the target NPC's dialogue, while the latter will give you all of the dialogue in the game); you'll then need to select the Conversation tab, go to the second list box from the left, and expand the second column from the left enough to see the IDs, then find the desired conversation topic and note its ID. --NightStryke 17:50, 23 May 2008 (EDT)

Need Help installing Ring of Console

I installed OBSE and it works fine but im not sure how to install the ring,please help!

Location Codes

I don't see why you insist on linking to the Places page, or why you want to remove a perfectly good list of location codes. I changed the link for the specific reason that I referred someone to that code and they couldn't find the location code for the cell they wanted to use it on; I tried myself, and neither could I, because the location code wasn't even there - the cell had no page, thus no space for the code. If your eventual intention is to make a page for every cell and include the location code on each page, fine, but leave the link to the list of location codes until you finish the project; you're doing no good to the people seeking information by directing them to a place where they can't find it. --NightStryke 14:17, 16 July 2008 (EDT)

The simple reason is that the page is an anachronism and it's no longer wanted. It's a dead-end page that presents information out of context in an unhelpful list. Furthermore, it's not even complete: all the dungeon pages were removed some time ago and there's another batch that will be removed soon. If we end up with some codes not on other pages then, maybe, a link could stay on this article. –RpehTCE 01:00, 17 July 2008 (EDT)
Well why are you removing information from the list? Seems to me that you should leave the complete list with all of the location codes intact until you actually finish a full replacement for it. As it is, you're just making it very difficult to find information. The only reason the list is no longer helpful is because it was made incomplete, but there is still information on it that's not located elsewhere; yes, the places page covers many codes, but also misses many more (all places not dungeons or of prominence, such as NPCs' homes and guards' towers, as well as Oblivion planes). I'm using an off-site link until there's actually a suitable on-site replacement. --NightStryke 11:24, 17 July 2008 (EDT)
Because this is a wiki, not a forum. Plain lists of text that don't link to anything are not the sort of thing we want to encourage. All the important places now have a console code listed on their page so there is no need to plaster PES links over the site. –RpehTCE 12:25, 17 July 2008 (EDT)
And other places? NPC's houses? Where are people supposed to find those location codes? Is not the purpose of this site to help people by making information readily available to them? Because all this is accomplishing is confusing them. We tell them that they can find the location code they're looking for by following the link to the Places page, and when they get there they find that they can't find it at all as it has no Places page - what do they do then? How is this helping anyone? It seems to me that in an attempt to ensure eveything is kept inside the site, you're forgetting the purpose of the site itself. (And I'm hardly "plastering PES links over the site", I'm linking to a relevant list off-site because of contains very useful information that can't be found on this site. As I said, I intended to change it to an on-site link just as soon as the site actually displayed the information.) --NightStryke 12:49, 17 July 2008 (EDT)
The page we're talking about is a page that was basically just dumped on the site as a copy of the PES page, and then abandoned, as can be seen from checking the page history. If all that the list is supposed to be is a copy of the the PES page, then we might as well just link to the PES page. But as a wiki page, it's a page that has never been integrated with the rest of the wiki (even before I got involved in cleaning it up, there were almost no links to it; it has never had links to the rest of the site); if there are no cross-links to or from the page, again, there is no reason to have it here instead of PES.
Furthermore, nobody has apparently had any interest in maintaining it. In fact, several of the junk edits made to the page have caused major server problems because the page was so large. 100 KB lists of data don't work well on a wiki. It's never truly been a complete list, and it has contained various mistakes and problems.
So the apparent options for the page have been:
  • Ignore the page. In other words keep a page on the wiki that's a duplicate of PES, contains errors, and causes server problems when someone tries to edit it.
  • Revamp the page to fix it. Nobody has wanted to do that, and it is a huge, potentially impossible task to try to take a list of thousands of codes and make it work as a viable wiki page.
  • Find a better way to incorporate the page's contents into the wiki. That's the approach that makes the most sense to me. It means the page will eventually become redundant, but in the meantime it's being kept because it contains information that is not available elsewhere on the wiki.
If you have any better suggestions for how to maintain the console codes page, you're welcome to share the ideas. If you're willing to tackle changing it into a proper wiki page, even better. --NepheleTalk 13:32, 17 July 2008 (EDT)
I don't care about the list page itself, I only care about the information. If you're working on integrating the location codes with other pages, cool, that works fine. But, as it's not yet complete, all I want is to have a link to somewhere people can find that information in the meantime. Just linking to the Places page as Rpeh insists on doing doesn't work, as I know from experience that, in the context of these commands, the location codes missing from the Places pages - namely NPCs' houses - are vastly important. I don't see the harm in using an off-site link so that people looking for the information will have access to it; yes, we should keep as much inside the site as possible, but when the site lacks the required information we're doing no one any favors by continuing to stubbornly direct them to places where they can't find it. The only other solution I can think of is to use a link to the Places page with another link to the list and a note that some location codes will only be found there; it's an imperfect solution, but if a PES link is unacceptable then I'll cope. --NightStryke 13:58, 17 July 2008 (EDT)

Attack Speed?

I doubt it, but is it possible to modify your unarmed or armed attack speed, and to modify your unarmed attack damage? I am trying to be a master of kung fu, and the kung fu mod just doesnt cut it with extremely deadly attacks. I need to be faster than the eye can see to be a true skillful.... um... guy. Any help is appreciated. NOTE:Odds are it would be something having to do with setAV

I may not be understanding what you're trying to say, but have you tried changing this with the individual weapons through the Oblivion Construction Set?

Stupid question...

Will this stuff work if you have a PS3 with the keyboard attachment, or the 360 with that keyboard?


Here's a thought. Something I like to do when I have completed the DB questline is bring the people back to life who I had to kill earlier on. The big sanctuary is a bit bare and boring without other NPCs. I used to do that by simply respawning them with their BaseIDs, which isn't the most sensible option. I then move on to the RefID method, and enabling them if necessary. However, I was wondering... if I killed them and then made their bodies into quest objects would they not disappear? That way, all I'd have to do is resurrect them, and I wouldn't need to worry about them not being able to open doors (if using BaseID respawn) or not being able to bring them back at all (using RefID doesn't always work). Thanks.

(Very) minor suggestion

Would it be worth the effort saying something like 'This can be useful to remove your stunted magicka ability if you're born under the atronach' in the notes section of 'Player.SetAV ActorValue # -(for more complex actor values)'? I'd gladly add it, and it might be useful as this is a guide oriented more towards new players, but am not sure whether it's more useful than it is vandalism or trolling. — Unsigned comment by (talk) on 1 October 2008

Considering that a great deal of other examples are there as well, I don't think it's a problem. Try to phrase it as a guide on how to do it though, rather than just listing the possibility.
And don't worry, edits made out of good faith will never be considered to be vandalism or trolling. --Timenn < talk > 08:01, 3 October 2008 (EDT)

Batch File (bat) Tutorial?

There's a brief mention on the Oblivion Console talk page (Oblivion_talk:Console#batch_command) about a batch file tutorial, but nothing on the Oblivion:Console_Command_Tutorial page. Searching the site for "batch file," "tutorial" and so forth yields no hits for such a tutorial.

In experimenting with batch files, there seem to be some non-obvious things. For example, targeted commands only seem to work on the player ... e.g., player.additem works but not prid RefID followed additem. Also, it wasn't immediately obvious that the batch file needed to be in the Oblivion install directory. (I added that notation to the bat entry on the Oblivion:Console page a few moments ago.) The brief discussion at the Tweak Guide site ([1] doesn't help much, IMO.

Unless I'm overlooking something, I'm going to start writing a batch file tutorial and place it here on the Console Command Tutorial page as a subsection. Suggestions for better locations (such as a page of its own) are more than welcome. --Oblivoid 16:03, 23 November 2008 (EST)

Added a fairly detailed, new section that walks through the process of creating batch files and adds notes about things that weren't intuitively obvious (at least to me when I started trying to use batch files.) --Oblivoid 18:32, 28 November 2008 (EST)

Targeted commands in batch files will work on NPCs but only if the target is explicitly stated. For example, additem 95360 1 will generate an error message, but aed41.additem 95360 1 will add Shadowrend (Blade, highest version) to the Adoring Fan. I have a batch file that adds Shadowrend and Madness Armor to the Adoring Fan, then equips them, and it's tested and works with strictly vanilla commands. It's possible that OBSE is causing this to work, so if someone without OBSE would give it a try and update the page if it works, I'd appreciate it. Deadlykris 14:28, 21 May 2009 (EDT)

about the batch tutorial, "Batch files are lists of console commands that are run one after the other. Unlike a script, a batch file has 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." normal windows batch files have the ability to loop, test, create variables etc. you might want to detail that this is not the case for oblivion (that is, if it is infact not the case)

Thanks for the feedback. I've updated the tutorial to indicate the lack of flow/loop/etc. control is for Oblivion batch files. I've also tested the syntax <RefID>.<Command> <ObjectID> <nn> you mention and it does indeed work with non-OBSE Oblivion so I'll update the batch file tutorial and other places that describe console commands accordingly. Oblivoid 17:53, 17 September 2009 (UTC)

Corpses Persist

Is there a code for preventing (select) corpses vanishing in time? Were that there were, it would be vastly preferable to toggling the Corpses Persist option in the editor. 18:19, 8 April 2009 (EDT)

Yup - it's the quest object flag so see this for more information. –RpehTCE 00:47, 9 April 2009 (EDT)
Thanks, Rpeh! But, just a quick bit of clarification--Would I actually use this on their corpse so that, in a sense, their body becomes a quest item, or would I use it to make an item in their inventory a quest item, so that it would keep the body from vanishing, in which case it would likely be easier just to place a colossal black soul gem in their inventory via console? 10:47, 10 April 2009 (EDT)
You use it on the corpse itself. –RpehTCE 12:27, 10 April 2009 (EDT)

Set Cell Ownership


I'm planning to move a mage character in to Chorrol castle, after I get rid of the thief Channel. Just fancied a bit of slightly different role playing. Am I right that all I'd need to do in that instance, to stop guards and people claiming I'm tresspassing, is use the command:

SetCellOwnership ChorrolCastlePrivateQuarters SetCellOwnership ChorrolCastlePrivateQuarters02

Similarly, is there a way to reverse this code; to turn off your ownership of items/places?


If the cells are owned by a faction (likely) then all you need to do is add yourself to that faction, and you'll be able to roam the halls of Castle Chorrol freely. Deadlykris 14:32, 21 May 2009 (EDT)

how to find base i.d. of custom character

i need to know how to find a base i.d. of a character i created by using showracemenu than creating a copy of myself. — Unsigned comment by (talk) on 6 June 2009

The Base ID of the character you create by copying yourself will remain the same (00000007). Since you only create a new Reference (and hence a Ref ID) you won't create a Base Object. You cannot create such Base Objects (and hence Base IDs) in-game. --Timenn < talk > 11:21, 11 June 2009 (EDT)

Finding the RefID or BaseID of a quest item in inventory

I have a quest item (Empty Colossal Black Soul Gem) that the UESP Wiki does not supply the base or refID of (the ID supplied is of the full gem), and I would like to remove it's quest status. However, I can't without the ID and I haven't yet found a way I could get the ID. Is there one?

--Verhalthur 23:58, 18 August 2009 (UTC)

Did you try here? I don't recall if it is any different than the Empty one. You can also try Tes4Mod:FormId. Good luck! –Elliot talk 00:05, 19 August 2009 (UTC)
I apologize, I forgot to say: that is the one you get when you begin the quest to fill it. The one I would like to un-quest-ify is the one you receive directly from Falcar when you kill him. And yes, that ID is not the one I am looking for.
--Verhalthur 00:11, 19 August 2009 (UTC)
I don't have the construction set, otherwise I could help more. Perhaps you could use the construction set? Sorry I can't offer more :/ –Elliot talk 00:13, 19 August 2009 (UTC)
Thanks for the help ^^
--Verhalthur 00:17, 19 August 2009 (UTC)


I was wondering, seeing as the article states that making any creature essential makes the EVERY one of that creature essential, If I wanted to own a lich and have them be an essential character, if I rename the lich first, then make it essential, will that still make all Liches essential, or just the lich that I rename? — Unsigned comment by (talk) on 6 September 2009

It wouldn't make a difference. Since the Essential property is part of the base object, modifying that will alter all existing instances of them. Renaming one instance won't affect that. --09:40, 7 September 2009 (UTC)
if you change the name unless its a fullactorcopy you will end up changing the name of every single lich that owns the same ID as him but if you try it on a copy it should work — Unsigned comment by (talk) on 2 February 2010
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