Starfield Console Commands and Cheats

Starfield Console Commands And Cheats Gamerode

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&NewLine;<p>If you want to have some fun and experiment with Bethesda&&num;8217&semi;s expansive space RPG&comma; <a href&equals;"https&colon;&sol;&sol;gamerode&period;com&sol;tag&sol;starfield&sol;">Starfield<&sol;a>&comma; you can use <a href&equals;"https&colon;&sol;&sol;gamerode&period;com&sol;tag&sol;console-commands&sol;">console commands<&sol;a>&period; These commands allow you to manipulate the game in various entertaining and unusual ways&period; <&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>With cheats&comma; you can activate god mode&comma; allowing your character to become invincible&period; You can also walk through walls effortlessly&comma; quickly level up your character&comma; increase their carrying capacity&comma; or even generate free money to purchase any spaceship in the entire galaxy&period; <&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>Additionally&comma; you have the ability to spawn any item you desire&comma; modify the affinity of your companion towards you&comma; play around with gravity in different locations just for the thrill&comma; and engage in all sorts of amusing Starfield antics&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>In this <a href&equals;"https&colon;&sol;&sol;gamerode&period;com&sol;guide&sol;">guide<&sol;a>&comma; we have compiled a comprehensive list of <strong>Starfield console commands<&sol;strong> that are highly recommended if you want to have some fun and create chaos in the cosmos&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p><strong>You Might Also Like&colon;<&sol;strong><&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<ul class&equals;"wp-block-list">&NewLine;<li><a href&equals;"https&colon;&sol;&sol;gamerode&period;com&sol;cheats&sol;age-of-mythology-cheats&sol;">Age of Mythology Cheats<&sol;a><&sol;li>&NewLine;&NewLine;&NewLine;&NewLine;<li><a href&equals;"https&colon;&sol;&sol;gamerode&period;com&sol;cheats&sol;age-of-empires-2-cheats&sol;">Age of Empires 2 Cheats <&sol;a><&sol;li>&NewLine;&NewLine;&NewLine;&NewLine;<li><a href&equals;"https&colon;&sol;&sol;gamerode&period;com&sol;cheats&sol;age-of-empires-3-cheats&sol;">Age of Empires 3 Cheats<&sol;a><&sol;li>&NewLine;<&sol;ul>&NewLine;&NewLine;&NewLine;&NewLine;<hr class&equals;"wp-block-separator has-alpha-channel-opacity"&sol;>&NewLine;&NewLine;&NewLine;&NewLine;<h2 class&equals;"wp-block-heading" id&equals;"h-how-to-use-starfield-commands">How to use Starfield Commands<&sol;h2>&NewLine;&NewLine;&NewLine;&NewLine;<figure class&equals;"wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex">&NewLine;<figure class&equals;"wp-block-image size-large"><img data-id&equals;"7573" src&equals;"http&colon;&sol;&sol;gamerode&period;com&sol;wp-content&sol;uploads&sol;2024&sol;05&sol;Starfield-Console-Commands-and-Cheats-1024x576&period;jpg" alt&equals;"Starfield Console Commands And Cheats" class&equals;"wp-image-7573"&sol;><figcaption class&equals;"wp-element-caption">Starfield<&sol;figcaption><&sol;figure>&NewLine;<&sol;figure>&NewLine;&NewLine;&NewLine;&NewLine;<p>If you want to access the console commands and <a href&equals;"https&colon;&sol;&sol;gamerode&period;com&sol;tag&sol;cheats&sol;">cheats <&sol;a>in Starfield&comma; simply press the tilde<strong> &lpar;~&rpar;<&sol;strong> key on your keyboard&period; This action will pause the game and open the console on the lower part of your screen&period; <&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>It&&num;8217&semi;s important to note that using these commands will disable any achievements you may earn&period; To close the console&comma; press the tilde key again and click OK or press E to remove the warning that appears&period; It&&num;8217&semi;s worth mentioning that you will only see this warning the first time you open the console during a gaming session&comma; and it won&&num;8217&semi;t reappear unless you restart the game&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<h2 class&equals;"wp-block-heading" id&equals;"h-all-starfield-console-commands">All Starfield Console Commands<&sol;h2>&NewLine;&NewLine;&NewLine;&NewLine;<figure class&equals;"wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-2 is-layout-flex wp-block-gallery-is-layout-flex">&NewLine;<figure class&equals;"wp-block-image size-large"><img data-id&equals;"7574" src&equals;"http&colon;&sol;&sol;gamerode&period;com&sol;wp-content&sol;uploads&sol;2024&sol;05&sol;Starfield-Console-Commands-and-Cheats--1024x576&period;webp" alt&equals;"Starfield Console Commands And Cheats " class&equals;"wp-image-7574"&sol;><figcaption class&equals;"wp-element-caption">Starfield <&sol;figcaption><&sol;figure>&NewLine;<&sol;figure>&NewLine;&NewLine;&NewLine;&NewLine;<p>To access the Starfield console commands and cheats&comma; simply tap the tilde key&period; This will open the console&comma; allowing you to input the codes provided below&period; After typing each code&comma; remember to press the enter key&period; Once you have finished using the console&comma; press the tilde key again to close it&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<figure class&equals;"wp-block-table"><table><tbody><tr><th>Console Command<&sol;th><th>Effect<&sol;th><&sol;tr><tr><td>tgm<&sol;td><td>Toggle God Mode &&num;8211&semi; Enables invincibility and unlimited ammo&period;<&sol;td><&sol;tr><tr><td>player&period;setav carryweight &lpar;carryweight number&rpar;<&sol;td><td>Changes carryweight capacity &&num;8211&semi; Replace &lpar;carryweight number&rpar; with the amount of carrywight you want&period;<&sol;td><&sol;tr><tr><td>additem &lpar;Item ID&rpar; &lpar;Value&rpar;<&sol;td><td>Adds Items &&num;8211&semi; Specified items in place of &&num;8216&semi;&lpar;Item ID&rpar;&&num;8217&semi; will be added to your inventory &lpar;we have a separate item ID list&rpar;&period;<&sol;td><&sol;tr><tr><td>tim<&sol;td><td>Toggle Immortal Mode &&num;8211&semi; You to take damage&comma; but you never reach 0 health&period;<&sol;td><&sol;tr><tr><td>psb<&sol;td><td>Player Spellbook &&num;8211&semi; Unlocks all available powers&period;<&sol;td><&sol;tr><tr><td>ToggleImmortalMode<&sol;td><td>Toggles Immortal mode &&num;8211&semi; Health&comma; O2&comma; and&nbsp&semi;Magic&nbsp&semi;can decrease but never go to 0&period;<&sol;td><&sol;tr><tr><td>player&period;removeperk &lpar;Perk ID&rpar;<&sol;td><td>Remove Skills&comma; Traits&comma; or Backgrounds &&num;8211&semi; The specified &&num;8216&semi;&lpar;Perk ID&rpar;&&num;8217&semi; Skill&comma; Trait&comma; or Background is removed&period;<&sol;td><&sol;tr><tr><td>player&period;addperk &lpar;Perk ID&rpar;<&sol;td><td>Add Skills&comma; Traits&comma; or Backgrounds &&num;8211&semi; The specified &&num;8216&semi;&lpar;Perk ID&rpar;&&num;8217&semi; Skill&comma; Trait&comma; or Background is added&period; You need at least one Skill point for this command to work&period;<&sol;td><&sol;tr><tr><td>tdetect<&sol;td><td>Toggle Detect &&num;8211&semi; NPCs no longer detect you&period;<&sol;td><&sol;tr><tr><td>tcai<&sol;td><td>Toggle Combat AI &&num;8211&semi; Combat AI no longer targets you&period; Re-enter the code to disable and enable again&period;<&sol;td><&sol;tr><tr><td>tcl<&sol;td><td>Toggle No Clip &&num;8211&semi; Character collision is disabled&comma; allowing you to fly through walls&comma; floors&comma; and other objects&period; Re-enter the code to disable and enable again&period;<&sol;td><&sol;tr><tr><td>tm<&sol;td><td>Toggle Menus &&num;8211&semi; Toggle UI menus on and off&period;<&sol;td><&sol;tr><tr><td>tfc<&sol;td><td>Toggle Freefly Camera &&num;8211&semi; The Camera is detached from the player&comma; so you&&num;8217&semi;re free to fly about the map&period;<&sol;td><&sol;tr><tr><td>&lpar;Ref ID&rpar;&period;amod &lpar;OMOD ID&rpar;<&sol;td><td>Attach Weapon Mods &&num;8211&semi; Specified weapon mods in place of &&num;8216&semi;&lpar;OMOD ID&rpar;&&num;8217&semi; will be applied to your &&num;8216&semi;&lpar;Ref ID&rpar;&&num;8217&semi; reference weapon&period;<&sol;td><&sol;tr><tr><td>&lpar;Ref ID&rpar;&period;rmod &lpar;OMOD ID&rpar;<&sol;td><td>Remove Attached Weapon Mod &&num;8211&semi; Specified weapon mods in place of &&num;8216&semi;&lpar;OMOD ID&rpar;&&num;8217&semi; will be removed to your &&num;8216&semi;&lpar;Ref ID&rpar;&&num;8217&semi; reference weapon&period;<&sol;td><&sol;tr><tr><td>killall<&sol;td><td>Kill All NPCs &&num;8211&semi; All NPCs in the area are killed&period;<&sol;td><&sol;tr><tr><td>kah<&sol;td><td>Kill All Hostiles &&num;8211&semi; All hostile NPCs in the area are killed&period;<&sol;td><&sol;tr><tr><td>resurrect<&sol;td><td>Resurrect NPC &&num;8211&semi; Selected NPC is resurrected&period; Select the NPC while in the console command menu so their Reference ID appears&comma; then enter the command code&period;<&sol;td><&sol;tr><tr><td>unlock<&sol;td><td>Unlock Doors and Containers &&num;8211&semi; Unlock your current target door or container&period; Select the door while in the console menu&comma; and then input the command&period;<&sol;td><&sol;tr><tr><td>sexchange<&sol;td><td>Changes your characters gender<&sol;td><&sol;tr><tr><td>showmenu sleepwaitmenu<&sol;td><td>Shows the sleep &sol; wait menu without having to use a bed or chair<&sol;td><&sol;tr><tr><td>player&period;setlevel &lpar;Value&rpar;<&sol;td><td>Increase Character Level &&num;8211&semi; Increases your character to the &&num;8216&semi;&lpar;Value&rpar;&&num;8217&semi; specified level&period;<&sol;td><&sol;tr><tr><td>player&period;additem &lpar;Item ID&rpar; &lpar;Value&rpar;<&sol;td><td>Add the specified &&num;8216&semi;&lpar;Item ID&rpar;&&num;8217&semi; item to your inventory&period;<&sol;td><&sol;tr><tr><td>player&period;placeatme &lpar;Item ID&rpar; &lpar;Value&rpar;<&sol;td><td>Spawns Item &&num;8211&semi; The specified &&num;8216&semi;&lpar;Item ID&rpar;&&num;8217&semi; item is spawned directly in front of your character&period;<&sol;td><&sol;tr><tr><td>player&period;paycrimegold 0 0 &lpar;Faction ID&rpar;<&sol;td><td>Pay Off Bounties &&num;8211&semi; Pay off any outstanding Bounties for a specified Faction&period;<&sol;td><&sol;tr><tr><td>showlooksmenu player 1<&sol;td><td>Open Character Creator &&num;8211&semi; Opens the character creator menu&period;<&sol;td><&sol;tr><tr><td>saq<&sol;td><td>Start All Quests &&num;8211&semi; All Main Story and Side Quests are started &lpar;high chance of crashing your game if used&rpar;&comma;<&sol;td><&sol;tr><tr><td>caqs<&sol;td><td>Complete Main Quests &&num;8211&semi; All Main Story Quests are completed &lpar;high chance of crashing your game if used&rpar;&period;<&sol;td><&sol;tr><tr><td>ShowHighMaxHeights &lpar;shmh&rpar;<&sol;td><td>Shows or hides the high res max height data&period;<&sol;td><&sol;tr><tr><td>EnableStoryManagerLogging<&sol;td><td>Enable story manager logging&period;<&sol;td><&sol;tr><tr><td>DumpPapyrusStacks &lpar;dps&rpar;<&sol;td><td>Dumps all Papyrus stack information the log&period;<&sol;td><&sol;tr><tr><td>DumpPapyrusTimers<&sol;td><td>Dumps all Papyrus timer registrations to the log&period;<&sol;td><&sol;tr><tr><td>DumpPapyrusLOSEvents<&sol;td><td>Dumps all Papyrus LOS event registrations to the log&period;<&sol;td><&sol;tr><tr><td>DumpPapyrusDistanceEvents<&sol;td><td>Dumps all Papyrus distance event registrations to the log&period;<&sol;td><&sol;tr><tr><td>DumpPapyrusPersistenceInfo &lpar;dppi&rpar;<&sol;td><td>Dumps everything in Papyrus persisting the reference called on&comma; or passed&period;<&sol;td><&sol;tr><tr><td>DumpPapyrusEventRegistrations<&sol;td><td>Dumps all Papyrus event registrations for the specified object &lpar;and script&rpar;&period;<&sol;td><&sol;tr><tr><td>RunCompaction<&sol;td><td>Runs compaction<&sol;td><&sol;tr><tr><td>SetSubgraphToDebug<&sol;td><td>Subgraph To Debug&period;<&sol;td><&sol;tr><tr><td>EnableRumble<&sol;td><td>Enables &sol; Disables rumble&period;<&sol;td><&sol;tr><tr><td>HavokVDBCapture<&sol;td><td>Havok VDB Capture<&sol;td><&sol;tr><tr><td>ToggleNavmeshInfo<&sol;td><td>Toggle a view mode similar to the map camera and displays navmesh infos&period;<&sol;td><&sol;tr><tr><td>PlaySyncAnim<&sol;td><td>Play Sync Anim&period;<&sol;td><&sol;tr><tr><td>SetFormKnown<&sol;td><td>Sets the known flag on a form&period;<&sol;td><&sol;tr><tr><td>SetDebugQuest<&sol;td><td>Sets the quest to be the only one startable from its event type&period;<&sol;td><&sol;tr><tr><td>SetQuestAliasLogging<&sol;td><td>Turns alias logging on&sol;off for a quest&period;<&sol;td><&sol;tr><tr><td>SetRace<&sol;td><td>Sets the passed in actor&&num;8217&semi;s race&period;<&sol;td><&sol;tr><tr><td>FindForm &lpar;find&rpar;<&sol;td><td>Find a form&period;<&sol;td><&sol;tr><tr><td>StartPapyrusScriptProfile &lpar;StartPSP&rpar;<&sol;td><td>Starts profiling a Papyrus script&period;<&sol;td><&sol;tr><tr><td>StopPapyrusScriptProfile &lpar;StopPSP&rpar;<&sol;td><td>Stops profiling a Papyrus script&period;<&sol;td><&sol;tr><tr><td>StartPapyrusFormProfile &lpar;StartPFP&rpar;<&sol;td><td>Starts profiling Papyrus scripts on a form&period;<&sol;td><&sol;tr><tr><td>StopPapyrusFormProfile &lpar;StopPFP&rpar;<&sol;td><td>Stops profiling Papyrus scripts on a form&period;<&sol;td><&sol;tr><tr><td>StartPapyrusStackRootProfile<&sol;td><td>Starts profiling all Papyrus stacks starting at a script&period;<&sol;td><&sol;tr><tr><td>StopPapyrusStackRootProfile<&sol;td><td>Stops profiling all Papyrusstacks starting at a script&period;<&sol;td><&sol;tr><tr><td>TogglePapyrusGlobalProfiler &lpar;TPGP&rpar;<&sol;td><td>Toggles Papyrus global profiling on and off &lpar;profiles everything&rpar;<&sol;td><&sol;tr><tr><td>PrintQuestSceneInfo<&sol;td><td>Prints to the Quest Inf file the current state of scenes&period;<&sol;td><&sol;tr><tr><td>IsInvulnerable<&sol;td><td>Is the actor invulnerable&quest;<&sol;td><&sol;tr><tr><td>CollisionMesh<&sol;td><td>Toggle Mesh Collision Info<&sol;td><&sol;tr><tr><td>HavokWorldStep &lpar;hkstep&rpar;<&sol;td><td>Toggle BhkWorld Havok Step Info<&sol;td><&sol;tr><tr><td>IsolateRendering<&sol;td><td>Enable isolated rendering for selected object&period;<&sol;td><&sol;tr><tr><td>ToggleWaterCurrentGeometry<&sol;td><td>Displays or hides water current geometry&period;<&sol;td><&sol;tr><tr><td>PerformAction<&sol;td><td>Performs the specified action on the selected actor&period;<&sol;td><&sol;tr><tr><td>StartTrackPlayerDoors<&sol;td><td>Starts tracking player-activiated teleport doors&period;<&sol;td><&sol;tr><tr><td>StopTrackPlayerDoors<&sol;td><td>Stops tracking player-activated teleport doors&period;<&sol;td><&sol;tr><tr><td>CheckPlayerDoors<&sol;td><td>Compares the Tracked Player path with the quest target path&period;<&sol;td><&sol;tr><tr><td>SetInChargen<&sol;td><td>Toggles aspects of Chargen Mode on&sol;off &lbrack;savingDisabled&rsqb; &lbrack;waitingDisabled&rsqb;&lbrack;activationMessageDisabled&rsqb;<&sol;td><&sol;tr><tr><td>ForceReset<&sol;td><td>Force the game to run a full reset&period;<&sol;td><&sol;tr><tr><td>ForceCloseFiles<&sol;td><td>Close masterfile and plugins&period; Useful for letting CreationKit save to a plugin that is also loaded in-game&period; See also HotLoadPlugin&period; &lbrack;Caution&colon; Use at own risk&excl; Gameplay and new savegames may be unstable&period;&rsqb;<&sol;td><&sol;tr><tr><td>HotLoadPlugin &lpar;HLP&rpar;<&sol;td><td>Load or reload the named plugin&period; Useful for getting changes without restarting &lpar;high chance of crashes and corrupted save files&rpar;&period;<&sol;td><&sol;tr><tr><td>GenerateBendableSpline &lpar;Spline&rpar;<&sol;td><td>Generate a bendable spline geometry instance&period;<&sol;td><&sol;tr><tr><td>Reload &lpar;Papyrus script&rpar;<&sol;td><td>Reloads the specified &&num;8216&semi;&lpar;Papyrus script&rpar;&&num;8217&semi; Papyrus script&period;<&sol;td><&sol;tr><tr><td>TestAim<&sol;td><td>Test an actor&&num;8217&semi;s aim&period;<&sol;td><&sol;tr><tr><td>TestLook<&sol;td><td>Test an actor&&num;8217&semi;s looking&period;<&sol;td><&sol;tr><tr><td>PushCamera<&sol;td><td>Push camera to editor&period;<&sol;td><&sol;tr><tr><td>MoveToEditorCamera<&sol;td><td>Move to the editor camera&period;<&sol;td><&sol;tr><tr><td>MoveToEditorSelection<&sol;td><td>Move to the editor selection&period;<&sol;td><&sol;tr><tr><td>PlaceFurnitureTester &lpar;PFT&rpar;<&sol;td><td>Place actor&comma; who will use the selected furniture&period; Can specify actor type via optional parameter&period;<&sol;td><&sol;tr><tr><td>DumpConditionsFunctions<&sol;td><td>Output the current counters for condition function calls&period;<&sol;td><&sol;tr><tr><td>ReloadAnimationGraphs<&sol;td><td>Reload the currently loaded animation graphs&period;<&sol;td><&sol;tr><tr><td>ToggleWeaponOverlay<&sol;td><td>Toggle the weapon overlay&period;<&sol;td><&sol;tr><tr><td>ForceDetect<&sol;td><td>Forces the selected actor to detect the specified actor&period;<&sol;td><&sol;tr><tr><td>ChangeAnimArchetype &lpar;caa&rpar;<&sol;td><td>Change the selected actor&&num;8217&semi;s anim archetype&period;<&sol;td><&sol;tr><tr><td>ChangeAnimFlavor<&sol;td><td>Change the selected actor&&num;8217&semi;s animal flavor&period;<&sol;td><&sol;tr><tr><td>SetAngryWithPlayer<&sol;td><td>Set the angry with player flag&period;<&sol;td><&sol;tr><tr><td>ForceRepath<&sol;td><td>Force the actor to repath&period;<&sol;td><&sol;tr><tr><td>ForcePathFailure<&sol;td><td>Force the actor&&num;8217&semi;s path to fail&period;<&sol;td><&sol;tr><tr><td>DumpFormList<&sol;td><td>Dump the contens of given formlist to the console output&period;<&sol;td><&sol;tr><tr><td>TraceAnimationEvents<&sol;td><td>Trace an actor&&num;8217&semi;s animation events&period;<&sol;td><&sol;tr><tr><td>ShowMods<&sol;td><td>Show all property mods on an object&period;<&sol;td><&sol;tr><tr><td>DumpInputEnableLayers<&sol;td><td>Dumps all currently used input enable layers to the console&period;<&sol;td><&sol;tr><tr><td>AttachMod<&sol;td><td>Attach a mod to an object&period;<&sol;td><&sol;tr><tr><td>RemoveMod<&sol;td><td>Remove a mod from an object&period;<&sol;td><&sol;tr><tr><td>SpawnTemplatedObject<&sol;td><td>Spawn a ref to a templated object &lpar;object&comma; ilevel&comma; pkeyword1&comma; pkeyword2&rpar;<&sol;td><&sol;tr><tr><td>CallFunction<&sol;td><td>Calls a papyrus function on the targeted ref&period; First parameter is the function&comma; the rest are parameters&period;<&sol;td><&sol;tr><tr><td>CallQuestFunction &lpar;cqf&rpar;<&sol;td><td>Calls a papyrus function on a quest&period; Second parameter is the function&comma; the rest are parameters&period;<&sol;td><&sol;tr><tr><td>CallGlobalFunction &lpar;cgf&rpar;<&sol;td><td>Calls a global papyrus function&period; First parameter is the function&comma; the rest are parameters&period;<&sol;td><&sol;tr><tr><td>ResetInputEnableLayer<&sol;td><td>Resets all control disables on a specific input enable layer&period;<&sol;td><&sol;tr><tr><td>ForceEnablePlayerControls &lpar;fepc&rpar;<&sol;td><td>Force-enables the player&&num;8217&semi;s controls&comma; regardless of layers&comma; see EnablePlayerControls&period;<&sol;td><&sol;tr><tr><td>ResetForceEnabledPlayerControls<&sol;td><td>Resets all force-enabled player controls&period;<&sol;td><&sol;tr><tr><td>GetActorRefOwner<&sol;td><td>Prints the owner of the currently selected reference&period;<&sol;td><&sol;tr><tr><td>SetActorRefOwner &lpar;saro&rpar;<&sol;td><td>Sets ownership of the currently selected reference to the specified actor &lpar;or if not actor is specified&comma; to the player&rpar;&period;<&sol;td><&sol;tr><tr><td>HasActorRefOwner &lpar;haro&rpar;<&sol;td><td>Returns 1 if the currently selected reference has an owner&comma; or 0 otherwise&period;<&sol;td><&sol;tr><tr><td>SetOutfit<&sol;td><td>Change the default outfit for the actor&period;<&sol;td><&sol;tr><tr><td>PassTime<&sol;td><td>Passes the given number of hours asif the player were sleeping&period;<&sol;td><&sol;tr><tr><td>LinkLocations<&sol;td><td>Links two locations under the given keyword&period;<&sol;td><&sol;tr><tr><td>ShowLinkedLocations<&sol;td><td>Outputs all locations linked to the given one under the given keyword&period;<&sol;td><&sol;tr><tr><td>SetLinkedRef<&sol;td><td>Links the current ref to the given one under the given keyword&period;<&sol;td><&sol;tr><tr><td>ResetContainer<&sol;td><td>Resets the currently selected container&comma; or if you specify &&num;8220&semi;1&&num;8221&semi;&comma; then it&&num;8217&semi;ll reset all containers&period;<&sol;td><&sol;tr><tr><td>SetSceneForDebug<&sol;td><td>Sets the current debug scene&period;<&sol;td><&sol;tr><tr><td>PreloadExterior<&sol;td><td>Preloads the exterior data for the currently selected ref&period;<&sol;td><&sol;tr><tr><td>TestPath<&sol;td><td>Debug function to test a path&period;<&sol;td><&sol;tr><tr><td>ToggleControlsOverly<&sol;td><td>Toggle Controls Overlay&period;<&sol;td><&sol;tr><tr><td>Refresh<&sol;td><td>Rebug function to refresh a reference&period;<&sol;td><&sol;tr><tr><td>DynamicResolution<&sol;td><td>Change the dynamic resolution settings&period;<&sol;td><&sol;tr><tr><td>TestLoadingMenu<&sol;td><td>Debug function to open&sol;close the Loading menu in the Loading thread&period;<&sol;td><&sol;tr><tr><td>RecalcInstanceData<&sol;td><td>Debug function recalc instance data for the selected ref or all loaded refs if nothing is selected&period;<&sol;td><&sol;tr><tr><td>ToggleReferencePose<&sol;td><td>Roggles forcing an animgraph for the selected actor to be in the reference pose&period; May specify &&num;8220&semi;target&&num;8221&semi; or &&num;8220&semi;rig&&num;8221&semi; as well&period;<&sol;td><&sol;tr><tr><td>SetPersistLocation<&sol;td><td>Debug function to set the persist loc on reference&period;<&sol;td><&sol;tr><tr><td>SetLocationRefType<&sol;td><td>Debug function to set the loc ref type for a location on a reference&period;<&sol;td><&sol;tr><tr><td>ShowLocData<&sol;td><td>Debug function to dump data about a location&period;<&sol;td><&sol;tr><tr><td>ReserveLoc<&sol;td><td>Debug function to reserve a location so it can&&num;8217&semi;t be used for most aliases&period;<&sol;td><&sol;tr><tr><td>UpdateAwakeSound &lpar;UAS&rpar;<&sol;td><td>Update the selected actor&&num;8217&semi;s currentl conscious loop&period;<&sol;td><&sol;tr><tr><td>SetHarvested<&sol;td><td>Mark the current reference as Harvested or not&period;<&sol;td><&sol;tr><tr><td>PauseScene<&sol;td><td>Pause or unpause the specified scene&period;<&sol;td><&sol;tr><tr><td>SpawnDupe<&sol;td><td>Make a duplicate ref of the selected ref&period;<&sol;td><&sol;tr><tr><td>DisableDistantReferences<&sol;td><td>Disable references more than a certain distance from the selected ref&period;<&sol;td><&sol;tr><tr><td>FireAssert<&sol;td><td>Fire an assert &lpar;with text passed&comma; if available&rpar;&period;<&sol;td><&sol;tr><tr><td>ForcePersistent<&sol;td><td>Force a reference to become persistent&period;<&sol;td><&sol;tr><tr><td>PlayActionCamera &lpar;pac&rpar;<&sol;td><td>Play this action camera on the reference with target reference&period;<&sol;td><&sol;tr><tr><td>StopActionCamera<&sol;td><td>Stop the action camera&period;<&sol;td><&sol;tr><tr><td>ChangeStance<&sol;td><td>Change the actor&&num;8217&semi;s stance&period;<&sol;td><&sol;tr><tr><td>AuditionWwiseEvent<&sol;td><td>Set of commands for auditioning Wwise events&period;<&sol;td><&sol;tr><tr><td>AuditionReverbForm &lpar;arf&rpar;<&sol;td><td>Force a given Reverb form to be active&period;<&sol;td><&sol;tr><tr><td>SetWwiseState &lpar;sws&rpar;<&sol;td><td>Sets a global Wwise State&period;<&sol;td><&sol;tr><tr><td>BuildAnimationData &lpar;bad&rpar;<&sol;td><td>Build the animation data for the actor&period;<&sol;td><&sol;tr><tr><td>SwitchSkeleton<&sol;td><td>Toggles between standard and chargen skeletons for an actor&period;<&sol;td><&sol;tr><tr><td>SetBoneTintRegion<&sol;td><td>Add bone tint data to an object&&num;8217&semi;s 3d given a region ID &lpar;integer&rpar; of that object&period;<&sol;td><&sol;tr><tr><td>GetHelloorGreeting &lpar;&rpar;<&sol;td><td>Prints out info id for an actor&period;<&sol;td><&sol;tr><tr><td>SendDialogueEvent<&sol;td><td>Sends a dialogue event for the selected and target actor&period;<&sol;td><&sol;tr><tr><td>SetForceSpeechChallengeAlwaysSucceed &lpar;&rpar;<&sol;td><td>Player will always succeed at speech challenge&period;<&sol;td><&sol;tr><tr><td>SetForceSpeechChallengeAlwaysFail &lpar;&rpar;<&sol;td><td>Player will always fail at speech challenge&period;<&sol;td><&sol;tr><tr><td>RunMaterialsAnalysis &lpar;rma&rpar;<&sol;td><td>Compares the materials of the selected reference&period;<&sol;td><&sol;tr><tr><td>CaptureMessages &lpar;Message&rpar;<&sol;td><td>Captures specified &&num;8216&semi;&lpar;Message&rpar;&&num;8217&semi; DebugString&comma; USER1 and USER2 messages using a Message Event Listener and sends the outout to CaptureMessage&period;Iua<&sol;td><&sol;tr><tr><td>ToggleTrijuice<&sol;td><td>Toggles Trijuicing in the renderer &lpar;may slightly degrade texture filtering quality in exchange for improved performance&rpar;&period;<&sol;td><&sol;tr><tr><td>SetPresentThreshold &lpar;spt&rpar;<&sol;td><td>Set percentage &lpar;0-100&rpar; of scanlines covered before swap threshold is hit&colon; default 0 &lpar;always swap&rpar;<&sol;td><&sol;tr><tr><td>LinkFullAccount<&sol;td><td>Link full Bnet account to game-account&colon; &lpar;username&rpar; &lpar;password&rpar;<&sol;td><&sol;tr><tr><td>IsLoggedIn &lpar;isonline&rpar;<&sol;td><td>Is the player logged in to Bethesda&period;net&quest;<&sol;td><&sol;tr><tr><td>GetLegalDocs &lpar;getlegaldocs&rpar;<&sol;td><td>Retrieves a list of all required legal documents&period;<&sol;td><&sol;tr><tr><td>AcceptLegalDoc<&sol;td><td>Accepts a legal document based on its ID&colon; acceptlegaldoc &lpar;id&rpar;<&sol;td><&sol;tr><tr><td>GetDataAttachment<&sol;td><td>Prints data from Bethesda&period;net Profile Data Attachment&colon; getattachment &lpar;type&rpar; &lpar;id&rpar;<&sol;td><&sol;tr><tr><td>DeleteDataAttachment<&sol;td><td>Deletes a Bethesda&period;net Profile Data Attachment&colon; deleteattachment &lpar;type&rpar; &lpar;id&rpar;<&sol;td><&sol;tr><tr><td>UploadCharacterData<&sol;td><td>Uploads character data playload as bnet Profile Data Attachment&period;<&sol;td><&sol;tr><tr><td>GetAttachmentLeaderboard &lpar;getattachmentleaderboard&rpar;<&sol;td><td>Gets attachment leaderboard page&colon; getattachmentleaderboard &lpar;attachment type&rpar; &lpar;leaderboard type&rpar;<&sol;td><&sol;tr><tr><td>LoadUnitedData<&sol;td><td>Gets character data from leadersboard and caches it&period;<&sol;td><&sol;tr><tr><td>MakeUnityNPC<&sol;td><td>Updates NPC with data from unity cache&period;<&sol;td><&sol;tr><tr><td>SetVolumetricLighting Parameters &lpar;vl&rpar;<&sol;td><td>Set volumetric lighting parameters&period;<&sol;td><&sol;tr><tr><td>StartWorkshop &lpar;workshop&rpar;<&sol;td><td>Enter Workshop mode if the player is within the buildable area of a Workshop&period;<&sol;td><&sol;tr><tr><td>ToggleVBlankOptim<&sol;td><td>Toggles VBlank optim<&sol;td><&sol;tr><tr><td>AddKeyword<&sol;td><td>Add the given keyword to the reference<&sol;td><&sol;tr><tr><td>RemoveKeyword<&sol;td><td>Remove the given keyword on the reference&period;<&sol;td><&sol;tr><tr><td>SetAmbientParticlesEnabled<&sol;td><td>Enables&lpar;1&rpar;&sol;disables&lpar;0&rpar; ambient particles&period;<&sol;td><&sol;tr><tr><td>RemoveOutposts &lpar;&rpar;<&sol;td><td>Removes the given Outpost and all built items&period;<&sol;td><&sol;tr><tr><td>SetESRAMSetup<&sol;td><td>Force specific ESRAM setup &lpar;-1 for automatic setup&rpar;&period;<&sol;td><&sol;tr><tr><td>CallStackTraceDepth<&sol;td><td>Set the callstack depth when tracing it&period;<&sol;td><&sol;tr><tr><td>CommandedActivated<&sol;td><td>Commands selected actor to use a reference&period;<&sol;td><&sol;tr><tr><td>EnableGalaxyMode<&sol;td><td>Enables&sol;Disables galaxy mode&period;<&sol;td><&sol;tr><tr><td>ToggleStarFieldDebug<&sol;td><td>Toggles the StarField debug on or off&period;<&sol;td><&sol;tr><tr><td>SetStarFieldCoordinateScale &lpar;&rpar;<&sol;td><td>Sets the StarField coordinate scale&period;<&sol;td><&sol;tr><tr><td>SetStarSystemScale &lpar;sss&rpar;<&sol;td><td>Sets the star system scale&period;<&sol;td><&sol;tr><tr><td>MoveToPlanet<&sol;td><td>If target player ship&comma; move to or give path to pilot to &lpar;target&rpar; &lpar;1 to do full jump sequence&rpar;&period;<&sol;td><&sol;tr><tr><td>SetOrbitSpeedScale<&sol;td><td>Sets global orbit speed scale&period;<&sol;td><&sol;tr><tr><td>InstanceNamingRules<&sol;td><td>Export instance naming rule data to file INRExport&period;txt&period;<&sol;td><&sol;tr><tr><td>GetOrbisModInfo<&sol;td><td>Prints info relating to Orbis mod game data files&period;<&sol;td><&sol;tr><tr><td>ToggleSceneDebug<&sol;td><td>Show debug state for scene&period;<&sol;td><&sol;tr><tr><td>SetFarClip<&sol;td><td>Set far clip value &lpar;-1 to clear override&rpar;&period;<&sol;td><&sol;tr><tr><td>ToggleOverdraw<&sol;td><td>Toggle overdraw&period;<&sol;td><&sol;tr><tr><td>RecordScene<&sol;td><td>Capture screen shots of scene&period; &lpar;Scene EditorID&comma; &lbrack;FPS 60 default&rsqb;&rpar;<&sol;td><&sol;tr><tr><td>LandOnPlanet &lpar;lop&rpar;<&sol;td><td>Land on a planet&period; &lpar;lop&nbsp&semi;&rpar;<&sol;td><&sol;tr><tr><td>TakeOffToSpace<&sol;td><td>Take off to space&period;<&sol;td><&sol;tr><tr><td>PreviewBodyResources &lpar;pbr&rpar;<&sol;td><td>Previews resources for a planet&period;<&sol;td><&sol;tr><tr><td>SendAffinityEvent<&sol;td><td>&lpar;AffinityEvent &lbrack;ObjRef&rsqb;&rpar; Run an affinity event on an optional object reference&period;<&sol;td><&sol;tr><tr><td>AddPower<&sol;td><td>AddPower &lpar;part&rpar; &num;<&sol;td><&sol;tr><tr><td>RemovePower<&sol;td><td>RemovePower &lpar;part&rpar; &num;<&sol;td><&sol;tr><tr><td>MatlockCapture<&sol;td><td>Force matlock to realize a capture&period;<&sol;td><&sol;tr><tr><td>ToggleSnapNodeMarkers<&sol;td><td>Force matlock to realize a capture&period;<&sol;td><&sol;tr><tr><td>ToggleSnapNodeMarkers<&sol;td><td>Toggle snap node markers&period;<&sol;td><&sol;tr><tr><td>SetVoiceType<&sol;td><td>Set an override voice type on an actor&period;<&sol;td><&sol;tr><tr><td>AddWorldSpaceToPlanet<&sol;td><td>Adds a world space to a planet&period;<&sol;td><&sol;tr><tr><td>DebugDataProvider<&sol;td><td>Set the name of the UI Data Provider we want to debug&period;<&sol;td><&sol;tr><tr><td>LoadAll3D<&sol;td><td>Load all queued 3D&period;<&sol;td><&sol;tr><tr><td>PrintAllMenus &lpar;pam&rpar;<&sol;td><td>Print all active menus&period;<&sol;td><&sol;tr><tr><td>PrintAllInputContext &lpar;paic&rpar;<&sol;td><td>Print the input context stack&period;<&sol;td><&sol;tr><tr><td>AddPlotToBody &lpar;AddPlot&rpar;<&sol;td><td>Plot a route to this body&period;<&sol;td><&sol;tr><tr><td>ReloadFaceData<&sol;td><td>Reload face data&period;<&sol;td><&sol;tr><tr><td>SetGravityScale<&sol;td><td>Sets gravity scale on a ref&&num;8217&semi;s parent cell&period;<&sol;td><&sol;tr><tr><td>PreviewBlock<&sol;td><td>PreviewBlock &lpar;blockname&rpar; &lpar;biome&rpar;&period;<&sol;td><&sol;tr><tr><td>ExportTerrainTextures<&sol;td><td>Export terrain textures&period;<&sol;td><&sol;tr><tr><td>ExportTerrainGrids<&sol;td><td>Export terrain grids&period;<&sol;td><&sol;tr><tr><td>ExportTerrainHeightMap<&sol;td><td>Export terrain height map&period;<&sol;td><&sol;tr><tr><td>ExportTerrainSplatMap<&sol;td><td>Explort terrain splat map&period;<&sol;td><&sol;tr><tr><td>ExportTerrainMaterialIndexMap<&sol;td><td>Export terrain material index map&period;<&sol;td><&sol;tr><tr><td>ExportTerrainFiles<&sol;td><td>Export terrain files&period;<&sol;td><&sol;tr><tr><td>UpdateTerrainClipmaps<&sol;td><td>Refresh Terrain Clipmaps&period;<&sol;td><&sol;tr><tr><td>ToggleDebugCamera<&sol;td><td>Toggle debug camera &lpar;mode name&rpar;<&sol;td><&sol;tr><tr><td>CyclePrevDebugCamera<&sol;td><td>Cycle to previous debug camera&period;<&sol;td><&sol;tr><tr><td>CycleNextDebugCamera<&sol;td><td>Cycle to next debug camera&period;<&sol;td><&sol;tr><tr><td>ToggleDebugCameraControls<&sol;td><td>Toggle debug camera controls&period;<&sol;td><&sol;tr><tr><td>SetImGuiWindowFunction &lpar;siw&rpar;<&sol;td><td>Activate an ImGui window&period;<&sol;td><&sol;tr><tr><td>HotReloadUI<&sol;td><td>Hot Reloads the User Interface SWFs&period;<&sol;td><&sol;tr><tr><td>SetPosRelativeToRef<&sol;td><td>Script function to set the position of the picked ref relatively to another ref &lpar;defaulted to the player&rpar;&period;<&sol;td><&sol;tr><tr><td>FaceRef<&sol;td><td>Make a ref face towards another ref &lpar;defaulted to the player&rpar;&comma; with an extra angle offset&period;<&sol;td><&sol;tr><tr><td>SetWorkshopItem<&sol;td><td>Set the Workshop menu&&num;8217&semi;s Node Cursor to the currently selected reference&comma; if any&period;<&sol;td><&sol;tr><tr><td>GenerateNavMesh<&sol;td><td>Generates nav-mesh on the current cell&period;<&sol;td><&sol;tr><tr><td>LandOnPlanetAnimated<&sol;td><td>Land players spaceship with animation&period;<&sol;td><&sol;tr><tr><td>startNewGame<&sol;td><td>Command to trigger new game on main menu without UI&period;<&sol;td><&sol;tr><tr><td>ForcedBleedout<&sol;td><td>Force an actor to enter bleedout&period;<&sol;td><&sol;tr><tr><td>ForceConditionFormTrue<&sol;td><td>Force a condition form to true&period; args&colon; FromID&comma; &lpar;enable&rpar;0&sol;1&comma; &lpar;permanent&rpar;0&sol;1&period;<&sol;td><&sol;tr><tr><td>ForceConditionFormFalse<&sol;td><td>Force a condition form to false&period; args&colon; FromID&comma; &lpar;enable&rpar;0&sol;1&comma; &lpar;permanent&rpar;0&sol;1&period;<&sol;td><&sol;tr><tr><td>LandOnPlanetBiome<&sol;td><td>Land on a planet&&num;8217&semi;s biome&period; &lpar;lopb &lpar;planetname&rpar; &lpar;biome index&rpar; &lbrack;&lpar;centered&rpar;0&sol;1&rsqb;&rpar;<&sol;td><&sol;tr><tr><td>LandOnPlanetMarker<&sol;td><td>Land at a marker on the current planet&period;<&sol;td><&sol;tr><tr><td>TestAllPlanets<&sol;td><td>TestPlanets&period;<&sol;td><&sol;tr><tr><td>ClearLinkedRef<&sol;td><td>Clear a linked reference&period;<&sol;td><&sol;tr><tr><td>SetLocalTime<&sol;td><td>Sets the local time on the current planet&comma; optionally updating the galaxy sim&period;<&sol;td><&sol;tr><tr><td>ReloadMaterials<&sol;td><td>Reloads all materials&period;<&sol;td><&sol;tr><tr><td>PlacementOnCell<&sol;td><td>Test overlay placement on a cell&period; &lpar;poc &lpar;cellindex&period;x&rpar;&lpar;xellindex&period;y&rpar;&rpar;<&sol;td><&sol;tr><tr><td>ToggleWorkshopFlyCam<&sol;td><td>Toggle workshop flycam&period;<&sol;td><&sol;tr><tr><td>CheckBiomeMarker<&sol;td><td>Finds uses in the loaded area of the given biome marker&period;<&sol;td><&sol;tr><tr><td>TestBiomePlanet &lpar;tbp&rpar;<&sol;td><td>Creates a full planet set to use the given biome exclusively and puts the player there&period;<&sol;td><&sol;tr><tr><td>PreviewPattern<&sol;td><td>Preview Pattern &lpar;patternname&rpar;&lpar;biome&rpar;<&sol;td><&sol;tr><tr><td>SetHavokDynamic<&sol;td><td>Set reference motion to dynamic with optional mass in kg&period;<&sol;td><&sol;tr><tr><td>SetHavokKinematic<&sol;td><td>Set reference motion to kinematic&period;<&sol;td><&sol;tr><tr><td>SetHavokActive<&sol;td><td>Set reference havok activity&period;<&sol;td><&sol;tr><tr><td>SetHavokLOD<&sol;td><td>Set reference collision lod&period;<&sol;td><&sol;tr><tr><td>SetHavokLinearVelocity<&sol;td><td>Set reference linear velocity&period;<&sol;td><&sol;tr><tr><td>SetHavokAngularVelocity<&sol;td><td>Set reference angular velocity&period;<&sol;td><&sol;tr><tr><td>SetHavokCollisionLayer<&sol;td><td>Set havok collision layer&period;<&sol;td><&sol;tr><tr><td>SetHavokRagdollFriction<&sol;td><td>Set havok ragdoll friction&period;<&sol;td><&sol;tr><tr><td>SetHavokParam<&sol;td><td>Set havok param&period;<&sol;td><&sol;tr><tr><td>ShowHavokRagdollValues<&sol;td><td>Show havok ragdoll values&period;<&sol;td><&sol;tr><tr><td>StartHavokPartTest<&sol;td><td>Start&sol;reset havok particles test&period;<&sol;td><&sol;tr><tr><td>StopHavokPartTest<&sol;td><td>Stop havok particles test&period;<&sol;td><&sol;tr><tr><td>SetOrientation<&sol;td><td>Set reference orientation<&sol;td><&sol;tr><tr><td>ToggleDebugText3D<&sol;td><td>Toggle in game debug text&period;<&sol;td><&sol;tr><tr><td>ToggleBioOverlay<&sol;td><td>Toggle the BI Overlay&period;<&sol;td><&sol;tr><tr><td>ToggleMetricViewer<&sol;td><td>Spawn Metric Viewer<&sol;td><&sol;tr><tr><td>PrintMessage<&sol;td><td>Print a message to the screen &lpar;print &lpar;message&rpar; &lpar;time&rpar; &lpar;clear previous messages flag&rpar;&rpar;<&sol;td><&sol;tr><tr><td>AddDebugTest<&sol;td><td>Add debug text to a reference &lpar;AddDebugText &lpar;debug text&rpar; &lpar;size&rpar; &lpar;color&rpar; &lpar;background color&rpar; &lpar;border color&rpar; &lpar;offsetX&rpar; &lpar;offsetY&rpar; &lpar;offsetZ&rpar; &lpar;pinned flag&rpar;<&sol;td><&sol;tr><tr><td>DisableActorPackage<&sol;td><td>Disable or enable an actor&&num;8217&semi;s package &lpar;DisableActorPackage &lpar;0&sol;1&rpar;&rpar;<&sol;td><&sol;tr><tr><td>StopBatchFile<&sol;td><td>Stop a running batchfile&period;<&sol;td><&sol;tr><tr><td>CenterOnSpaceCell<&sol;td><td>Move to the specified space cell&comma; optionally specify a ship&period;<&sol;td><&sol;tr><tr><td>DependencyGraphDump<&sol;td><td>Dump Dependency Graph&period;<&sol;td><&sol;tr><tr><td>ToggleExperimentalShaders<&sol;td><td>Toggles experimental shaders on&sol;off&period;<&sol;td><&sol;tr><tr><td>SetTestPlanetAndBiome<&sol;td><td>Sets a test planet and biome for interior testing with biome markers&period; &lpar;stpb &lbrack;planetname&rsqb; &lbrack;biome form&rsqb;<&sol;td><&sol;tr><&sol;tbody><&sol;table><figcaption class&equals;"wp-element-caption">Source&colon; <a href&equals;"https&colon;&sol;&sol;www&period;reddit&period;com&sol;r&sol;Starfield&sol;comments&sol;166uhzb&sol;starfield&lowbar;console&lowbar;command&lowbar;list&sol;">Reddit<&sol;a>&comma; <a href&equals;"https&colon;&sol;&sol;www&period;ign&period;com&sol;wikis&sol;starfield&sol;Starfield&lowbar;Console&lowbar;Commands&lowbar;and&lowbar;Cheats&lowbar;List">IGN<&sol;a>&comma; <a href&equals;"http&colon;&sol;&sol;www&period;eurogamer&period;net&sol;">Eurogamer<&sol;a><&sol;figcaption><&sol;figure>&NewLine;&NewLine;&NewLine;&NewLine;<h2 class&equals;"wp-block-heading" id&equals;"h-conclusion">Conclusion<&sol;h2>&NewLine;&NewLine;&NewLine;&NewLine;<p>When utilizing console commands&comma; it is important to be cautious as they may result in glitches&comma; crashes&comma; or other issues&period; It is advisable to save your game prior to experimenting with these commands&period; Additionally&comma; it should be noted that using console commands disables achievements&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>For more content on <strong>Cheats <&sol;strong>check out the relevant links below and any of our guides&comma; list of games&comma; and news on <a href&equals;"https&colon;&sol;&sol;gamerode&period;com&sol;">Gamerode<&sol;a>&period;<&sol;p>&NewLine;

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