\n\nConsole Command Cheat<\/th>\n What it does<\/th>\n<\/tr>\n \ntgm<\/td>\n Toggle God Mode \u2013 Enables invincibility and unlimited ammo.<\/td>\n<\/tr>\n \nplayer.setav carryweight (carryweight number)<\/td>\n Changes carryweight capacity \u2013 Replace (carryweight number) with the amount of carrywight you want.<\/td>\n<\/tr>\n \ntim<\/td>\n Toggle Immortal Mode \u2013 You to take damage, but you never reach 0 health.<\/td>\n<\/tr>\n \npsb<\/td>\n Player Spellbook \u2013 Unlocks all available powers.<\/td>\n<\/tr>\n \nToggleImmortalMode<\/td>\n Toggles Immortal mode \u2013 Health, O2, and\u00a0Magic\u00a0can decrease but never go to 0.<\/td>\n<\/tr>\n \nplayer.removeperk (Perk ID)<\/td>\n Remove Skills, Traits, or Backgrounds \u2013 The specified \u2018(Perk ID)\u2019 Skill, Trait, or Background is removed.<\/td>\n<\/tr>\n \nplayer.addperk (Perk ID)<\/td>\n Add Skills, Traits, or Backgrounds \u2013 The specified \u2018(Perk ID)\u2019 Skill, Trait, or Background is added. You need at least one Skill point for this command to work.<\/td>\n<\/tr>\n \npsb<\/td>\n Player Spell Book \u2013 All\u00a0spells\u00a0are unlocked.<\/td>\n<\/tr>\n \ntdetect<\/td>\n Toggle Detect \u2013 NPCs no longer detect you.<\/td>\n<\/tr>\n \ntcai<\/td>\n Toggle Combat AI \u2013 Combat AI no longer targets you. Re-enter the code to disable and enable again.<\/td>\n<\/tr>\n \ntcl<\/td>\n Toggle No Clip \u2013 Character collision is disabled, allowing you to fly through walls, floors, and other objects. Re-enter the code to disable and enable again.<\/td>\n<\/tr>\n \ntm<\/td>\n Toggle Menus \u2013 Toggle UI menus on and off.<\/td>\n<\/tr>\n \ntfc<\/td>\n Toggle Freefly Camera \u2013 The Camera is detached from the player, so you\u2019re free to fly about the map.<\/td>\n<\/tr>\n \nadditem (Item ID) (Value)<\/td>\n Adds Items \u2013 Specified items in place of \u2018(Item ID)\u2019 will be added to your inventory.<\/td>\n<\/tr>\n \n(Ref ID).amod (OMOD ID)<\/td>\n Attach Weapon Mods \u2013 Specified weapon mods in place of \u2018(OMOD ID)\u2019 will be applied to your \u2018(Ref ID)\u2019 reference weapon.<\/td>\n<\/tr>\n \n(Ref ID).rmod (OMOD ID)<\/td>\n Remove Attached Weapon Mod \u2013 Specified weapon mods in place of \u2018(OMOD ID)\u2019 will be removed to your \u2018(Ref ID)\u2019 reference weapon.<\/td>\n<\/tr>\n \nkillall<\/td>\n Kill All NPCs \u2013 All NPCs in the area are killed.<\/td>\n<\/tr>\n \nkah<\/td>\n Kill All Hostiles \u2013 All hostile NPCs in the area are killed.<\/td>\n<\/tr>\n \nresurrect<\/td>\n Resurrect NPC \u2013 Selected NPC is resurrected. Select the NPC while in the console command menu so their Reference ID appears, then enter the command code.<\/td>\n<\/tr>\n \nunlock<\/td>\n Unlock Doors and Containers \u2013 Unlock your current target door or container. Select the door while in the console menu, and then input the command.<\/td>\n<\/tr>\n \nsexchange<\/td>\n Changes your characters gender<\/td>\n<\/tr>\n \nshowmenu sleepwaitmenu<\/td>\n Shows the sleep \/ wait menu without having to use a bed or chair<\/td>\n<\/tr>\n \nplayer.setlevel (Value)<\/td>\n Increase Character Level \u2013 Increases your character to the \u2018(Value)\u2019 specified level.<\/td>\n<\/tr>\n \nplayer.additem (Item ID) (Value)<\/td>\n Add the specified \u2018(Item ID)\u2019 item to your inventory.<\/td>\n<\/tr>\n \nplayer.placeatme (Item ID) (Value)<\/td>\n Spawns Item \u2013 The specified \u2018(Item ID)\u2019 item is spawned directly in front of your character.<\/td>\n<\/tr>\n \nplayer.paycrimegold 0 0 (Faction ID)<\/td>\n Pay Off Bounties \u2013 Pay off any outstanding Bounties for a specified Faction.<\/td>\n<\/tr>\n \nshowlooksmenu player 1<\/td>\n Open Character Creator \u2013 Opens the\u00a0character creator\u00a0menu.<\/td>\n<\/tr>\n \nsaq<\/td>\n Start All Quests \u2013 All Main Story and Side Quests are started (high chance of crashing your game if used),<\/td>\n<\/tr>\n \ncaqs<\/td>\n Complete Main Quests \u2013 All Main Story Quests are completed (high chance of crashing your game if used).<\/td>\n<\/tr>\n \nShowHighMaxHeights (shmh)<\/td>\n Shows or hides the high res max height data.<\/td>\n<\/tr>\n \nEnableStoryManagerLogging<\/td>\n Enable story manager logging.<\/td>\n<\/tr>\n \nDumpPapyrusStacks (dps)<\/td>\n Dumps all Papyrus stack information the log.<\/td>\n<\/tr>\n \nDumpPapyrusTimers<\/td>\n Dumps all Papyrus timer registrations to the log.<\/td>\n<\/tr>\n \nDumpPapyrusLOSEvents<\/td>\n Dumps all Papyrus LOS event registrations to the log.<\/td>\n<\/tr>\n \nDumpPapyrusDistanceEvents<\/td>\n Dumps all Papyrus distance event registrations to the log.<\/td>\n<\/tr>\n \nDumpPapyrusPersistenceInfo (dppi)<\/td>\n Dumps everything in Papyrus persisting the reference called on, or passed.<\/td>\n<\/tr>\n \nDumpPapyrusEventRegistrations<\/td>\n Dumps all Papyrus event registrations for the specified object (and script).<\/td>\n<\/tr>\n \nRunCompaction<\/td>\n Runs compaction<\/td>\n<\/tr>\n \nSetSubgraphToDebug<\/td>\n Subgraph To Debug.<\/td>\n<\/tr>\n \nEnableRumble<\/td>\n Enables \/ Disables rumble.<\/td>\n<\/tr>\n \nHavokVDBCapture<\/td>\n Havok VDB Capture<\/td>\n<\/tr>\n \nToggleNavmeshInfo<\/td>\n Toggle a view mode similar to the map camera and displays navmesh infos.<\/td>\n<\/tr>\n \nPlaySyncAnim<\/td>\n Play Sync Anim.<\/td>\n<\/tr>\n \nSetFormKnown<\/td>\n Sets the known flag on a form.<\/td>\n<\/tr>\n \nSetDebugQuest<\/td>\n Sets the quest to be the only one startable from its event type.<\/td>\n<\/tr>\n \nSetQuestAliasLogging<\/td>\n Turns alias logging on\/off for a quest.<\/td>\n<\/tr>\n \nSetRace<\/td>\n Sets the passed in actor\u2019s race.<\/td>\n<\/tr>\n \nFindForm (find)<\/td>\n Find a form.<\/td>\n<\/tr>\n \nStartPapyrusScriptProfile (StartPSP)<\/td>\n Starts profiling a Papyrus script.<\/td>\n<\/tr>\n \nStopPapyrusScriptProfile (StopPSP)<\/td>\n Stops profiling a Papyrus script.<\/td>\n<\/tr>\n \nStartPapyrusFormProfile (StartPFP)<\/td>\n Starts profiling Papyrus scripts on a form.<\/td>\n<\/tr>\n \nStopPapyrusFormProfile (StopPFP)<\/td>\n Stops profiling Papyrus scripts on a form.<\/td>\n<\/tr>\n \nStartPapyrusStackRootProfile<\/td>\n Starts profiling all Papyrus stacks starting at a script.<\/td>\n<\/tr>\n \nStopPapyrusStackRootProfile<\/td>\n Stops profiling all Papyrusstacks starting at a script.<\/td>\n<\/tr>\n \nTogglePapyrusGlobalProfiler (TPGP)<\/td>\n Toggles Papyrus global profiling on and off (profiles everything)<\/td>\n<\/tr>\n \nPrintQuestSceneInfo<\/td>\n Prints to the Quest Inf file the current state of scenes.<\/td>\n<\/tr>\n \nIsInvulnerable<\/td>\n Is the actor invulnerable?<\/td>\n<\/tr>\n \nCollisionMesh<\/td>\n Toggle Mesh Collision Info<\/td>\n<\/tr>\n \nHavokWorldStep (hkstep)<\/td>\n Toggle BhkWorld Havok Step Info<\/td>\n<\/tr>\n \nIsolateRendering<\/td>\n Enable isolated rendering for selected object.<\/td>\n<\/tr>\n \nToggleWaterCurrentGeometry<\/td>\n Displays or hides water current geometry.<\/td>\n<\/tr>\n \nPerformAction<\/td>\n Performs the specified action on the selected actor.<\/td>\n<\/tr>\n \nStartTrackPlayerDoors<\/td>\n Starts tracking player-activiated teleport doors.<\/td>\n<\/tr>\n \nStopTrackPlayerDoors<\/td>\n Stops tracking player-activated teleport doors.<\/td>\n<\/tr>\n \nCheckPlayerDoors<\/td>\n Compares the Tracked Player path with the quest target path.<\/td>\n<\/tr>\n \nSetInChargen<\/td>\n Toggles aspects of Chargen Mode on\/off [savingDisabled] [waitingDisabled][activationMessageDisabled]<\/td>\n<\/tr>\n \nForceReset<\/td>\n Force the game to run a full reset.<\/td>\n<\/tr>\n \nForceCloseFiles<\/td>\n Close masterfile and plugins. Useful for letting CreationKit save to a plugin that is also loaded in-game. See also HotLoadPlugin. [Caution: Use at own risk! Gameplay and new savegames may be unstable.]<\/td>\n<\/tr>\n \nHotLoadPlugin (HLP)<\/td>\n Load or reload the named plugin. Useful for getting changes without restarting (high chance of crashes and corrupted save files).<\/td>\n<\/tr>\n \nGenerateBendableSpline (Spline)<\/td>\n Generate a bendable spline geometry instance.<\/td>\n<\/tr>\n \nReload (Papyrus script)<\/td>\n Reloads the specified \u2018(Papyrus script)\u2019 Papyrus script.<\/td>\n<\/tr>\n \nTestAim<\/td>\n Test an actor\u2019s aim.<\/td>\n<\/tr>\n \nTestLook<\/td>\n Test an actor\u2019s looking.<\/td>\n<\/tr>\n \nPushCamera<\/td>\n Push camera to editor.<\/td>\n<\/tr>\n \nMoveToEditorCamera<\/td>\n Move to the editor camera.<\/td>\n<\/tr>\n \nMoveToEditorSelection<\/td>\n Move to the editor selection.<\/td>\n<\/tr>\n \nPlaceFurnitureTester (PFT)<\/td>\n Place actor, who will use the selected furniture. Can specify actor type via optional parameter.<\/td>\n<\/tr>\n \nDumpConditionsFunctions<\/td>\n Output the current counters for condition function calls.<\/td>\n<\/tr>\n \nReloadAnimationGraphs<\/td>\n Reload the currently loaded animation graphs.<\/td>\n<\/tr>\n \nToggleWeaponOverlay<\/td>\n Toggle the weapon overlay.<\/td>\n<\/tr>\n \nForceDetect<\/td>\n Forces the selected actor to detect the specified actor.<\/td>\n<\/tr>\n \nChangeAnimArchetype (caa)<\/td>\n Change the selected actor\u2019s anim archetype.<\/td>\n<\/tr>\n \nChangeAnimFlavor<\/td>\n Change the selected actor\u2019s animal flavor.<\/td>\n<\/tr>\n \nSetAngryWithPlayer<\/td>\n Set the angry with player flag.<\/td>\n<\/tr>\n \nForceRepath<\/td>\n Force the actor to repath.<\/td>\n<\/tr>\n \nForcePathFailure<\/td>\n Force the actor\u2019s path to fail.<\/td>\n<\/tr>\n \nDumpFormList<\/td>\n Dump the contens of given formlist to the console output.<\/td>\n<\/tr>\n \nTraceAnimationEvents<\/td>\n Trace an actor\u2019s animation events.<\/td>\n<\/tr>\n \nShowMods<\/td>\n Show all property mods on an object.<\/td>\n<\/tr>\n \nDumpInputEnableLayers<\/td>\n Dumps all currently used input enable layers to the console.<\/td>\n<\/tr>\n \nAttachMod<\/td>\n Attach a mod to an object.<\/td>\n<\/tr>\n \nRemoveMod<\/td>\n Remove a mod from an object.<\/td>\n<\/tr>\n \nSpawnTemplatedObject<\/td>\n Spawn a ref to a templated object (object, ilevel, pkeyword1, pkeyword2)<\/td>\n<\/tr>\n \nCallFunction<\/td>\n Calls a papyrus function on the targeted ref. First parameter is the function, the rest are parameters.<\/td>\n<\/tr>\n \nCallQuestFunction (cqf)<\/td>\n Calls a papyrus function on a quest. Second parameter is the function, the rest are parameters.<\/td>\n<\/tr>\n \nCallGlobalFunction (cgf)<\/td>\n Calls a global papyrus function. First parameter is the function, the rest are parameters.<\/td>\n<\/tr>\n \nResetInputEnableLayer<\/td>\n Resets all control disables on a specific input enable layer.<\/td>\n<\/tr>\n \nForceEnablePlayerControls (fepc)<\/td>\n Force-enables the player\u2019s controls, regardless of layers, see EnablePlayerControls.<\/td>\n<\/tr>\n \nResetForceEnabledPlayerControls<\/td>\n Resets all force-enabled player controls.<\/td>\n<\/tr>\n \nGetActorRefOwner<\/td>\n Prints the owner of the currently selected reference.<\/td>\n<\/tr>\n \nSetActorRefOwner (saro)<\/td>\n Sets ownership of the currently selected reference to the specified actor (or if not actor is specified, to the player).<\/td>\n<\/tr>\n \nHasActorRefOwner (haro)<\/td>\n Returns 1 if the currently selected reference has an owner, or 0 otherwise.<\/td>\n<\/tr>\n \nSetOutfit<\/td>\n Change the default outfit for the actor.<\/td>\n<\/tr>\n \nPassTime<\/td>\n Passes the given number of hours asif the player were sleeping.<\/td>\n<\/tr>\n \nLinkLocations<\/td>\n Links two locations under the given keyword.<\/td>\n<\/tr>\n \nShowLinkedLocations<\/td>\n Outputs all locations linked to the given one under the given keyword.<\/td>\n<\/tr>\n \nSetLinkedRef<\/td>\n Links the current ref to the given one under the given keyword.<\/td>\n<\/tr>\n \nResetContainer<\/td>\n Resets the currently selected container, or if you specify \u201c1\u201d, then it\u2019ll reset all containers.<\/td>\n<\/tr>\n \nSetSceneForDebug<\/td>\n Sets the current debug scene.<\/td>\n<\/tr>\n \nPreloadExterior<\/td>\n Preloads the exterior data for the currently selected ref.<\/td>\n<\/tr>\n \nTestPath<\/td>\n Debug function to test a path.<\/td>\n<\/tr>\n \nToggleControlsOverly<\/td>\n Toggle Controls Overlay.<\/td>\n<\/tr>\n \nRefresh<\/td>\n Rebug function to refresh a reference.<\/td>\n<\/tr>\n \nDynamicResolution<\/td>\n Change the dynamic resolution settings.<\/td>\n<\/tr>\n \nTestLoadingMenu<\/td>\n Debug function to open\/close the Loading menu in the Loading thread.<\/td>\n<\/tr>\n \nRecalcInstanceData<\/td>\n Debug function recalc instance data for the selected ref or all loaded refs if nothing is selected.<\/td>\n<\/tr>\n \nToggleReferencePose<\/td>\n Roggles forcing an animgraph for the selected actor to be in the reference pose. May specify \u201ctarget\u201d or \u201crig\u201d as well.<\/td>\n<\/tr>\n \nSetPersistLocation<\/td>\n Debug function to set the persist loc on reference.<\/td>\n<\/tr>\n \nSetLocationRefType<\/td>\n Debug function to set the loc ref type for a location on a reference.<\/td>\n<\/tr>\n \nShowLocData<\/td>\n Debug function to dump data about a location.<\/td>\n<\/tr>\n \nReserveLoc<\/td>\n Debug function to reserve a location so it can\u2019t be used for most aliases.<\/td>\n<\/tr>\n \nUpdateAwakeSound (UAS)<\/td>\n Update the selected actor\u2019s currentl conscious loop.<\/td>\n<\/tr>\n \nSetHarvested<\/td>\n Mark the current reference as Harvested or not.<\/td>\n<\/tr>\n \nPauseScene<\/td>\n Pause or unpause the specified scene.<\/td>\n<\/tr>\n \nSpawnDupe<\/td>\n Make a duplicate ref of the selected ref.<\/td>\n<\/tr>\n \nDisableDistantReferences<\/td>\n Disable references more than a certain distance from the selected ref.<\/td>\n<\/tr>\n \nFireAssert<\/td>\n Fire an assert (with text passed, if available).<\/td>\n<\/tr>\n \nForcePersistent<\/td>\n Force a reference to become persistent.<\/td>\n<\/tr>\n \nPlayActionCamera (pac)<\/td>\n Play this action camera on the reference with target reference.<\/td>\n<\/tr>\n \nStopActionCamera<\/td>\n Stop the action camera.<\/td>\n<\/tr>\n \nChangeStance<\/td>\n Change the actor\u2019s stance.<\/td>\n<\/tr>\n \nAuditionWwiseEvent<\/td>\n Set of commands for auditioning Wwise events.<\/td>\n<\/tr>\n \nAuditionReverbForm (arf)<\/td>\n Force a given Reverb form to be active.<\/td>\n<\/tr>\n \nSetWwiseState (sws)<\/td>\n Sets a global Wwise State.<\/td>\n<\/tr>\n \nBuildAnimationData (bad)<\/td>\n Build the animation data for the actor.<\/td>\n<\/tr>\n \nSwitchSkeleton<\/td>\n Toggles between standard and chargen skeletons for an actor.<\/td>\n<\/tr>\n \nGetHelloorGreeting ()<\/td>\n Add bone tint data to an object\u2019s 3d given a region ID (integer) of that object.<\/td>\n<\/tr>\n \nSendDialogueEvent<\/td>\n Sends a dialogue event for the selected and target actor.<\/td>\n<\/tr>\n \nSetForceSpeechChallengeAlwaysSucceed ()<\/td>\n Player will always succeed at speech challenge.<\/td>\n<\/tr>\n \nSetForceSpeechChallengeAlwaysFail ()<\/td>\n Player will always fail at speech challenge.<\/td>\n<\/tr>\n \nRunMaterialsAnalysis (rma)<\/td>\n Compares the materials of the selected reference.<\/td>\n<\/tr>\n \nCaptureMessages (Message)<\/td>\n Captures specified \u2018(Message)\u2019 DebugString, USER1 and USER2 messages using a Message Event Listener and sends the outout to CaptureMessage.Iua<\/td>\n<\/tr>\n \nToggleTrijuice<\/td>\n Toggles Trijuicing in the renderer (may slightly degrade texture filtering quality in exchange for improved performance).<\/td>\n<\/tr>\n \nSetPresentThreshold (spt)<\/td>\n Set percentage (0-100) of scanlines covered before swap threshold is hit: default 0 (always swap)<\/td>\n<\/tr>\n \nLinkFullAccount<\/td>\n Link full Bnet account to game-account: (username) (password)<\/td>\n<\/tr>\n \nIsLoggedIn (isonline)<\/td>\n Is the player logged in to Bethesda.net?<\/td>\n<\/tr>\n \nGetLegalDocs (getlegaldocs)<\/td>\n Retrieves a list of all required legal documents.<\/td>\n<\/tr>\n \nAcceptLegalDoc<\/td>\n Accepts a legal document based on its ID: acceptlegaldoc (id)<\/td>\n<\/tr>\n \nGetDataAttachment<\/td>\n Prints data from Bethesda.net Profile Data Attachment: getattachment (type) (id)<\/td>\n<\/tr>\n \nDeleteDataAttachment<\/td>\n Deletes a Bethesda.net Profile Data Attachment: deleteattachment (type) (id)<\/td>\n<\/tr>\n \nUploadCharacterData<\/td>\n Uploads character data playload as bnet Profile Data Attachment.<\/td>\n<\/tr>\n \nGetAttachmentLeaderboard (getattachmentleaderboard)<\/td>\n Gets attachment leaderboard page: getattachmentleaderboard (attachment type) (leaderboard type)<\/td>\n<\/tr>\n \nLoadUnitedData<\/td>\n Gets character data from leadersboard and caches it.<\/td>\n<\/tr>\n \nMakeUnityNPC<\/td>\n Updates NPC with data from unity cache.<\/td>\n<\/tr>\n \nSetVolumetricLighting Parameters (vl)<\/td>\n Set volumetric lighting parameters.<\/td>\n<\/tr>\n \nStartWorkshop (workshop)<\/td>\n Enter Workshop mode if the player is within the buildable area of a Workshop.<\/td>\n<\/tr>\n \nToggleVBlankOptim<\/td>\n Toggles VBlank optim<\/td>\n<\/tr>\n \nAddKeyword<\/td>\n Add the given keyword to the reference<\/td>\n<\/tr>\n \nRemoveKeyword<\/td>\n Remove the given keyword on the reference.<\/td>\n<\/tr>\n \nSetAmbientParticlesEnabled<\/td>\n Enables(1)\/disables(0) ambient particles.<\/td>\n<\/tr>\n \nRemoveOutposts ()<\/td>\n Removes the given Outpost and all built items.<\/td>\n<\/tr>\n \nSetESRAMSetup<\/td>\n Force specific ESRAM setup (-1 for automatic setup).<\/td>\n<\/tr>\n \nCallStackTraceDepth<\/td>\n Set the callstack depth when tracing it.<\/td>\n<\/tr>\n \nCommandedActivated<\/td>\n Commands selected actor to use a reference.<\/td>\n<\/tr>\n \nEnableGalaxyMode<\/td>\n Enables\/Disables galaxy mode.<\/td>\n<\/tr>\n \nToggleStarFieldDebug<\/td>\n Toggles the StarField debug on or off.<\/td>\n<\/tr>\n \nSetStarFieldCoordinateScale ()<\/td>\n Sets the StarField coordinate scale.<\/td>\n<\/tr>\n \nSetStarSystemScale (sss)<\/td>\n Sets the star system scale.<\/td>\n<\/tr>\n \nMoveToPlanet<\/td>\n If target player ship, move to or give path to pilot to (target) (1 to do full jump sequence).<\/td>\n<\/tr>\n \nSetOrbitSpeedScale<\/td>\n Sets global orbit speed scale.<\/td>\n<\/tr>\n \nInstanceNamingRules<\/td>\n Export instance naming rule data to file INRExport.txt.<\/td>\n<\/tr>\n \nGetOrbisModInfo<\/td>\n Prints info relating to Orbis mod game data files.<\/td>\n<\/tr>\n \nToggleSceneDebug<\/td>\n Show debug state for scene.<\/td>\n<\/tr>\n \nSetFarClip<\/td>\n Set far clip value (-1 to clear override).<\/td>\n<\/tr>\n \nToggleOverdraw<\/td>\n Toggle overdraw.<\/td>\n<\/tr>\n \nRecordScene<\/td>\n Capture screen shots of scene. (Scene EditorID, [FPS 60 default])<\/td>\n<\/tr>\n \nLandOnPlanet (lop)<\/td>\n Land on a planet. (lop\u00a0)<\/td>\n<\/tr>\n \nTakeOffToSpace<\/td>\n Take off to space.<\/td>\n<\/tr>\n \nPreviewBodyResources (pbr)<\/td>\n Previews resources for a planet.<\/td>\n<\/tr>\n \nSendAffinityEvent<\/td>\n (AffinityEvent [ObjRef]) Run an affinity event on an optional object reference.<\/td>\n<\/tr>\n \nAddPower<\/td>\n AddPower (part) #<\/td>\n<\/tr>\n \nRemovePower<\/td>\n RemovePower (part) #<\/td>\n<\/tr>\n \nMatlockCapture<\/td>\n Force matlock to realize a capture.<\/td>\n<\/tr>\n \nToggleSnapNodeMarkers<\/td>\n Force matlock to realize a capture.<\/td>\n<\/tr>\n \nToggleSnapNodeMarkers<\/td>\n Toggle snap node markers.<\/td>\n<\/tr>\n \nSetVoiceType<\/td>\n Set an override voice type on an actor.<\/td>\n<\/tr>\n \nAddWorldSpaceToPlanet<\/td>\n Adds a world space to a planet.<\/td>\n<\/tr>\n \nDebugDataProvider<\/td>\n Set the name of the UI Data Provider we want to debug.<\/td>\n<\/tr>\n \nLoadAll3D<\/td>\n Load all queued 3D.<\/td>\n<\/tr>\n \nPrintAllMenus (pam)<\/td>\n Print all active menus.<\/td>\n<\/tr>\n \nPrintAllInputContext (paic)<\/td>\n Print the input context stack.<\/td>\n<\/tr>\n \nAddPlotToBody (AddPlot)<\/td>\n Plot a route to this body.<\/td>\n<\/tr>\n \nReloadFaceData<\/td>\n Reload face data.<\/td>\n<\/tr>\n \nSetGravityScale<\/td>\n Sets gravity scale on a ref\u2019s parent cell.<\/td>\n<\/tr>\n \nPreviewBlock<\/td>\n PreviewBlock (blockname) (biome).<\/td>\n<\/tr>\n \nExportTerrainTextures<\/td>\n Export terrain textures.<\/td>\n<\/tr>\n \nExportTerrainGrids<\/td>\n Export terrain grids.<\/td>\n<\/tr>\n \nExportTerrainHeightMap<\/td>\n Export terrain height map.<\/td>\n<\/tr>\n \nExportTerrainSplatMap<\/td>\n Explort terrain splat map.<\/td>\n<\/tr>\n \nExportTerrainMaterialIndexMap<\/td>\n Export terrain material index map.<\/td>\n<\/tr>\n \nExportTerrainFiles<\/td>\n Export terrain files.<\/td>\n<\/tr>\n \nUpdateTerrainClipmaps<\/td>\n Refresh Terrain Clipmaps.<\/td>\n<\/tr>\n \nToggleDebugCamera<\/td>\n Toggle debug camera (mode name)<\/td>\n<\/tr>\n \nCyclePrevDebugCamera<\/td>\n Cycle to previous debug camera.<\/td>\n<\/tr>\n \nCycleNextDebugCamera<\/td>\n Cycle to next debug camera.<\/td>\n<\/tr>\n \nToggleDebugCameraControls<\/td>\n Toggle debug camera controls.<\/td>\n<\/tr>\n \nSetImGuiWindowFunction (siw)<\/td>\n Activate an ImGui window.<\/td>\n<\/tr>\n \nHotReloadUI<\/td>\n Hot Reloads the User Interface SWFs.<\/td>\n<\/tr>\n \nSetPosRelativeToRef<\/td>\n Script function to set the position of the picked ref relatively to another ref (defaulted to the player).<\/td>\n<\/tr>\n \nFaceRef<\/td>\n Make a ref face towards another ref (defaulted to the player), with an extra angle offset.<\/td>\n<\/tr>\n \nSetWorkshopItem<\/td>\n Set the Workshop menu\u2019s Node Cursor to the currently selected reference, if any.<\/td>\n<\/tr>\n \nGenerateNavMesh<\/td>\n Generates nav-mesh on the current cell.<\/td>\n<\/tr>\n \nLandOnPlanetAnimated<\/td>\n Land players spaceship with animation.<\/td>\n<\/tr>\n \nstartNewGame<\/td>\n Command to trigger new game on main menu without UI.<\/td>\n<\/tr>\n \nForcedBleedout<\/td>\n Force an actor to enter bleedout.<\/td>\n<\/tr>\n \nForceConditionFormTrue<\/td>\n Force a condition form to true. args: FromID, (enable)0\/1, (permanent)0\/1.<\/td>\n<\/tr>\n \nForceConditionFormFalse<\/td>\n Force a condition form to false. args: FromID, (enable)0\/1, (permanent)0\/1.<\/td>\n<\/tr>\n \nLandOnPlanetBiome<\/td>\n Land on a planet\u2019s biome. (lopb (planetname) (biome index) [(centered)0\/1])<\/td>\n<\/tr>\n \nLandOnPlanetMarker<\/td>\n Land at a marker on the current planet.<\/td>\n<\/tr>\n \nTestAllPlanets<\/td>\n TestPlanets.<\/td>\n<\/tr>\n \nClearLinkedRef<\/td>\n Clear a linked reference.<\/td>\n<\/tr>\n \nSetLocalTime<\/td>\n Sets the local time on the current planet, optionally updating the galaxy sim.<\/td>\n<\/tr>\n \nReloadMaterials<\/td>\n Reloads all materials.<\/td>\n<\/tr>\n \nPlacementOnCell<\/td>\n Test overlay placement on a cell. (poc (cellindex.x)(xellindex.y))<\/td>\n<\/tr>\n \nToggleWorkshopFlyCam<\/td>\n Toggle workshop flycam.<\/td>\n<\/tr>\n \nCheckBiomeMarker<\/td>\n Finds uses in the loaded area of the given biome marker.<\/td>\n<\/tr>\n \nTestBiomePlanet (tbp)<\/td>\n Creates a full planet set to use the given biome exclusively and puts the player there.<\/td>\n<\/tr>\n \nPreviewPattern<\/td>\n Preview Pattern (patternname)(biome)<\/td>\n<\/tr>\n \nSetHavokDynamic<\/td>\n Set reference motion to dynamic with optional mass in kg.<\/td>\n<\/tr>\n \nSetHavokKinematic<\/td>\n Set reference motion to kinematic.<\/td>\n<\/tr>\n \nSetHavokActive<\/td>\n Set reference havok activity.<\/td>\n<\/tr>\n \nSetHavokLOD<\/td>\n Set reference collision lod.<\/td>\n<\/tr>\n \nSetHavokLinearVelocity<\/td>\n Set reference linear velocity.<\/td>\n<\/tr>\n \nSetHavokAngularVelocity<\/td>\n Set reference angular velocity.<\/td>\n<\/tr>\n \nSetHavokCollisionLayer<\/td>\n Set havok collision layer.<\/td>\n<\/tr>\n \nSetHavokRagdollFriction<\/td>\n Set havok ragdoll friction.<\/td>\n<\/tr>\n \nSetHavokParam<\/td>\n Set havok param.<\/td>\n<\/tr>\n \nShowHavokRagdollValues<\/td>\n Show havok ragdoll values.<\/td>\n<\/tr>\n \nStartHavokPartTest<\/td>\n Start\/reset havok particles test.<\/td>\n<\/tr>\n \nStopHavokPartTest<\/td>\n Stop havok particles test.<\/td>\n<\/tr>\n \nSetOrientation<\/td>\n Set reference orientation<\/td>\n<\/tr>\n \nToggleDebugText3D<\/td>\n Toggle in game debug text.<\/td>\n<\/tr>\n \nToggleBioOverlay<\/td>\n Toggle the BI Overlay.<\/td>\n<\/tr>\n \nToggleMetricViewer<\/td>\n Spawn Metric Viewer<\/td>\n<\/tr>\n \nPrintMessage<\/td>\n Print a message to the screen (print (message) (time) (clear previous messages flag))<\/td>\n<\/tr>\n \nAddDebugTest<\/td>\n Add debug text to a reference (AddDebugText (debug text) (size) (color) (background color) (border color) (offsetX) (offsetY) (offsetZ) (pinned flag)<\/td>\n<\/tr>\n \nDisableActorPackage<\/td>\n Disable or enable an actor\u2019s package (DisableActorPackage (0\/1))<\/td>\n<\/tr>\n \nStopBatchFile<\/td>\n Stop a running batchfile.<\/td>\n<\/tr>\n \nCenterOnSpaceCell<\/td>\n Move to the specified space cell, optionally specify a ship.<\/td>\n<\/tr>\n \nDependencyGraphDump<\/td>\n Dump Dependency Graph.<\/td>\n<\/tr>\n \nToggleExperimentalShaders<\/td>\n Toggles experimental shaders on\/off.<\/td>\n<\/tr>\n \nSetTestPlanetAndBiome<\/td>\n Sets a test planet and biome for interior testing with biome markers. (stpb [planetname] [biome form]<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/figure>\n<\/span>All Starfield Item IDs List<\/span><\/h2>\n\n\n\n\nCredits<\/td>\n 0000000F<\/td>\n<\/tr>\n \nDigipicks<\/a><\/td>\n 0000000A<\/td>\n<\/tr>\n \nShip Spare Parts<\/td>\n 0003FB19<\/td>\n<\/tr>\n \nMed Pack<\/td>\n 0000ABF9<\/td>\n<\/tr>\n \nTrauma Pack<\/td>\n 0029A847<\/td>\n<\/tr>\n \nHeart+<\/td>\n 0029CAD9<\/td>\n<\/tr>\n \nBreach<\/td>\n 000547A3<\/td>\n<\/tr>\n \nMagSniper<\/td>\n 0002EB45<\/td>\n<\/tr>\n \nBig Bang<\/td>\n 0026D963<\/td>\n<\/tr>\n \nShotty<\/td>\n 0026D960<\/td>\n<\/tr>\n \nAuto-Rivet<\/td>\n 0026D964<\/td>\n<\/tr>\n \nRegulator<\/td>\n 0002CB5F<\/td>\n<\/tr>\n \nMagshot<\/td>\n 0002EB42<\/td>\n<\/tr>\n \nBridger<\/td>\n 0026D96A<\/td>\n<\/tr>\n \nRazorback<\/td>\n 00000FD6<\/td>\n<\/tr>\n \nCoachman<\/td>\n 0026D96B<\/td>\n<\/tr>\n \nMagpulse<\/td>\n 23606<\/td>\n<\/tr>\n \nUrban Eagle<\/td>\n 0026D96D<\/td>\n<\/tr>\n \nSidestar<\/td>\n 0026D95D<\/td>\n<\/tr>\n \nOld Earth Shotgun<\/td>\n 00278F74<\/td>\n<\/tr>\n \nOld Earth Hunting Rifle<\/td>\n 0021BBCD<\/td>\n<\/tr>\n \nOld Earth Assault Rifle<\/td>\n 0026ED2A<\/td>\n<\/tr>\n \nVaRuun Inflictor<\/td>\n 0026D8A0<\/td>\n<\/tr>\n \nVaRuun Starshard<\/td>\n 0026D8A4<\/td>\n<\/tr>\n \nIncendiary Experimental Nishina Spacesuit (Legendary)<\/td>\n 65925<\/td>\n<\/tr>\n \nSentinel\u2019s UC Antixeno Spacesuit (Legendary)<\/td>\n 0007B2B9<\/td>\n<\/tr>\n \nRepulsing Explorer Spacesuit (Epic)<\/td>\n 0022B8F6<\/td>\n<\/tr>\n \nPeacemaker Spacesuit<\/td>\n 0013F97D<\/td>\n<\/tr>\n \nMonster Costume<\/td>\n 00225FC9<\/td>\n<\/tr>\n \nGran-Gran\u2019s Spacesuit<\/td>\n 001F22BC<\/td>\n<\/tr>\n \nVa\u2019Ruun Spacesuit.<\/td>\n 00227CA3<\/td>\n<\/tr>\n \nArmor-Plated UC AntiXeno Pack (Legendary)<\/td>\n 0010A25D<\/td>\n<\/tr>\n \nMark 1 Pack<\/td>\n 0001754E<\/td>\n<\/tr>\n \nUC Shock Power Pack<\/td>\n 0021A86C<\/td>\n<\/tr>\n \nReactive Experimental Nishina Helmet (Legendary)<\/td>\n 65926<\/td>\n<\/tr>\n \nIncendiary UC AntiXeno Space Helmet (Legendary)<\/td>\n 0010A25E<\/td>\n<\/tr>\n \nPeacemaker Space Helmet<\/td>\n 0013F97B<\/td>\n<\/tr>\n \nMark I Space Helmet<\/td>\n 0001754F<\/td>\n<\/tr>\n \nGran-Gran\u2019s Space Helmet.<\/td>\n 001F22BC<\/td>\n<\/tr>\n \n.27 Caliber ammo<\/td>\n 002B559C<\/td>\n<\/tr>\n \n.45 ACP ammo<\/td>\n 002B5598<\/td>\n<\/tr>\n \n.43 MI Array ammo<\/td>\n 002B559A<\/td>\n<\/tr>\n \n.50 Caliber Caseless ammo<\/td>\n 002B5597<\/td>\n<\/tr>\n \n.50 MI Array ammo<\/td>\n 002B5596<\/td>\n<\/tr>\n \n1.5kV LZR Cartridge ammo<\/td>\n 002BAE3F<\/td>\n<\/tr>\n \n3kV LZR Cartridge ammo<\/td>\n 0000E8EC<\/td>\n<\/tr>\n \n11MM Caseless ammo<\/td>\n 002B5595<\/td>\n<\/tr>\n \n12.5MM ST Rivet ammo<\/td>\n 002B5594<\/td>\n<\/tr>\n \n12G Shotgun Shell ammo<\/td>\n 000547A1<\/td>\n<\/tr>\n \n15X25 CLL Shotgun Shell ammo<\/td>\n 002B4AFB<\/td>\n<\/tr>\n \n40MM XPL ammo<\/td>\n 002B5592<\/td>\n<\/tr>\n \n43 Ultramag ammo<\/td>\n 002B5599<\/td>\n<\/tr>\n \n6.5MM CT ammo<\/td>\n 002B5590<\/td>\n<\/tr>\n \n6.5MM MI Array ammo<\/td>\n 002B558F<\/td>\n<\/tr>\n \n7.5MM Whitehot ammo<\/td>\n 002B558E<\/td>\n<\/tr>\n \n7.62x39MM ammo<\/td>\n 002B558D<\/td>\n<\/tr>\n \n7.77MM Caseless ammo<\/td>\n 0004AD3E<\/td>\n<\/tr>\n \n9x39MM ammo<\/td>\n 002B559B<\/td>\n<\/tr>\n \nCaseless Shotgun Shell ammo<\/td>\n 002B4AFB<\/td>\n<\/tr>\n \nHeavy Particle Fuse ammo<\/td>\n 002B558B<\/td>\n<\/tr>\n \nLight Particle Fuse ammo<\/td>\n 002783C7<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/figure>\n<\/span>Can you use Starfield console commands on Xbox?<\/span><\/h2>\nWhile direct console commands aren\u2019t possible on the Xbox version of Starfield, the \u201cPlay Anywhere\u201d feature permits Xbox purchasers to access the PC version at no extra cost. By enabling cheats on the PC, players can then transfer their saves to the Xbox version, allowing them to enjoy enhanced gameplay options not found on Xbox alone.<\/p>\n