What is the console?

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I have been reading from some of you that you can fix problems though
"the console". What is the console, and how do you access it?

I might be able to use it to change some of the bugs that prevent me
from going on to other quests.

Thanx, Yorik
 
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On Fri, 30 Jul 2004 14:03:11 +0200, Yorik <yorik@tele.dk> wrote:

> I have been reading from some of you that you can fix problems though
> "the console". What is the console, and how do you access it?

The Console is a kind of Command Shell which you can use to start scripts,
change variables, add/remove items, add journal entries, place your PC
in any cell of the game, set game to no clipping mode and much more.

The Console is only available in the PC Version, XBox users have to do
without it. You can access it by pressing the ~ Key while playing.
(On german keyboards it is the ^ key; anyway it is always the key left to
1, beneath Esc and above Tab).

Some useful commands:
fixme - moves the player a few steps, great for getting unstuck
tcl - enables/disables collision with walls, objects, ...
coc [cellname] - Center On Cell, moves the player to any cell within the
game, great for quickly testing mods without having to walk the whole
way. E.g.: "coc balmora" places you on the mountains northeast of
balmora
journal [journalentry] [value] - Allows you to close journal threads which
the game screwed up.
placeatpc [itemname, x,y,z] - Sometimes the only way to get
something/someone
back. I used it to recall Gentleman Jim Stacey who had left witout
giving
me the Bal Molagmer Quests. x stands for the amount of items, y for the
distance and z for the direction in which the object will be placed.
(I'm not sure on y and z, maybe it's the outher way round.)
E.g. "placeatpc stacey 1,1,1" places Jim Stacey at your feet
ra - reset actors, places every NPC within the active Cell on his starting
point. Great to get people out of narrow hallways. A good example is
Rethan Manor: There are two people and one narrow stairway. Guess who is
constantly blocking what :)

> I might be able to use it to change some of the bugs that prevent me
> from going on to other quests.

Definitely. If you have any specific problems, just ask.

Bjoern
 
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On Fri, 30 Jul 2004 15:01:11 +0200, Bjoern Liffers
<bjoernhenning.liffers@dialup.fh-aachen.de> wrote:

>The Console is only available in the PC Version, XBox users have to do
>without it. You can access it by pressing the ~ Key while playing.
>(On german keyboards it is the ^ key; anyway it is always the key left to
>1, beneath Esc and above Tab).
>
>Some useful commands:
>fixme - moves the player a few steps, great for getting unstuck
>tcl - enables/disables collision with walls, objects, ...
>coc [cellname] - Center On Cell, moves the player to any cell within the
> game, great for quickly testing mods without having to walk the whole
> way. E.g.: "coc balmora" places you on the mountains northeast of
>balmora
>journal [journalentry] [value] - Allows you to close journal threads which
> the game screwed up.
>placeatpc [itemname, x,y,z] - Sometimes the only way to get
>something/someone
> back. I used it to recall Gentleman Jim Stacey who had left witout
>giving
> me the Bal Molagmer Quests. x stands for the amount of items, y for the
> distance and z for the direction in which the object will be placed.
> (I'm not sure on y and z, maybe it's the outher way round.)
> E.g. "placeatpc stacey 1,1,1" places Jim Stacey at your feet
>ra - reset actors, places every NPC within the active Cell on his starting
> point. Great to get people out of narrow hallways. A good example is
> Rethan Manor: There are two people and one narrow stairway. Guess who is
> constantly blocking what :)

If you have any specific problems, just ask.
>
>Bjoern


Thanx a lot for your help, Bjoern. The console seems to be the
solution to a lot of problems in the game.

I tried the commands and they all work.
Only problem now is how to find out which name people and things have
been given in the program-code...
F.ex:1. What is Odral Helvi´s coded name? I killed him some months
ago to sabotage the Caldera Mining Co. and need him back now in order
to complete the Hlaalu quests.
2. What is the coded name of the land-deed quest? I have proved to
General Darius in Gnissis that M. Vabdas was murdered but Darius keeps
asking me to get the land deed. I need to mark this quest completed
before I can go on to other quests in the Empire.

Is there a way to list coded names?
Is there a complete list of the commands in the console?

Yorik
 
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On Sat, 31 Jul 2004 16:59:49 +0200, Yorik <yorik@tele.dk> wrote:

> ...
> I tried the commands and they all work.
> Only problem now is how to find out which name people and things have
> been given in the program-code...

That can be achieved by using the Construction Set (TESSCS). It should
have been installed along with Morrowind. Otherwise you can find it on
your CD. Launch the TESCS, select "File/Data Files...", activate
morrowind.esm, click on "OK" and wait until you can see the list of cells.
Now look through the various tabs of the "Object Window" for the things or
people you need. Journal Entries can be found via the "Dialogue" option
within an NPC definition.

> F.ex:1. What is Odral Helvi´s coded name? I killed him some months
> ago to sabotage the Caldera Mining Co. and need him back now in order
> to complete the Hlaalu quests.

Look him up in the TESCS. You will find him in the "NPC" tab. His ID is
"odral helvi". So the command to bring him back is
placeatpc "odral helvi" 1,1,1
The quotation marks are important: Without them the game would consider
the ID to be complete after "odral" and give you an error message.

> 2. What is the coded name of the land-deed quest? I have proved to
> General Darius in Gnissis that M. Vabdas was murdered but Darius keeps
> asking me to get the land deed. I need to mark this quest completed
> before I can go on to other quests in the Empire.

Before you use the Console: Have you tried talking to the Vabdas widow
after meeting her late husband? It shouldn't be necessary to use the
Console on this quest. If every effort fails, the Console command is
Journal IL_WidowLand 120
This assumes you killed the Orc and did *not* return the land deed to
Darius. If you gave the deed to Darius, enter the following
Journal IL_WidowLand 100
Please take a look around this Newsgroup. Some time ago I posted the
"How to clean up your journal" thread, explaining in detail how to find
out the journal IDs. If your provider has already deleted it, drop me a
note and I'll repost it for you.

> Is there a way to list coded names?

Yes. You can export every data of Morrowind using the TESCS. Click on
File/Export Data-> and select whatever you need. Be aware that this
might be a tremendous amount of data. I always considered it sufficient
to look into the TESCS whenever I needed an ID.

> Is there a complete list of the commands in the console?

Yes, there are several lists. A good one (and much more than just a list)
is "Morrowind Scripting for Dummies". The most recent version is 8.
You'll find the Console commands on page 180 ff.

For other lists ask google or turn to the elderscrolls.com Forums.

Bjoern
 
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On Sat, 31 Jul 2004 20:48:00 +0200, Bjoern Liffers
<bjoernhenning.liffers@dialup.fh-aachen.de> wrote:

Thank you, Bjoern, for the crash course on the console.
It helped finish a lot of small matters left-over from the gameplay,
like finished quests whiich the game hadn´t registered as such or
quests which I had made impossible to finish through hasardous
decisions earlier on. It is very useful.

But I would especially like to thank you for the clues about the TES
files, the manual on Morrowind scripting and the whole universe of
mods. That information radically changed my experience of Morrowind.
Morrowind has now turned into a universe that seems to have no end. I
have started to load some of the best recommended mods, and they add
a lot of new things to the game. And I also have strated meddling with
TES (about to finish my first attempt at creating my own house - in
Solstheim where I need a home base) and scripting (hiring people to
work in my house who talk to me as if they know me and not as if I was
a complete stranger like in Ratham Manor).

All in all, great fun.
Morrowind is a great game.

Thanks for all the help
 
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On Mon, 23 Aug 2004 09:14:32 +0200, Yorik <Yorik@tele.dk> wrote:

> Thank you, Bjoern, for the crash course on the console.

You're welcome. I'm always happy to help.

> ...
> Morrowind has now turned into a universe that seems to have no end.

I know that feeling. But now it seems that I've played all good mods
(I have an estimated 100 mods running). The only mod I'm really waiting
for is "Wizards Islands". The makers claim to complete it in June 2004.
As you see, they haven't delivered yet.

> I have started to load some of the best recommended mods, and they add
> a lot of new things to the game. And I also have strated meddling with
> TES (about to finish my first attempt at creating my own house

I guess that is how everyone started meddling with the Construction Set.
I built my home (Blackmarsh Manor) between Hla Oad and the Odai Plateau,
suitable for an Argonian. Rethan Manor just got too tight.
Currently I'm designing a spacious mansion for the Hlaalu Grandmaster
(me) in Vivec's Hlaalu Canton, Plaza. I've barely begun, but it already
puts Curio Manor to shame. It's located directly under the dome, so I'll
have to come up with an idea of how to get daylight back into the Plaza.

> - in Solstheim where I need a home base)

??? If you do a few quests in Solstheim, you can own no less than two
houses, a room at the fort, a cave and a meadhall. That is by far the
highest real estate density in the game.

> and scripting (hiring people to work in my house who talk to me as if
> they know me and not as if I was a complete stranger like in Ratham
> Manor).

Nice idea. Personally, I like my houses quiet and void of people standing
in my way.
One advice, though: Do yourself a favour and clean your mod and all mods
you have downloaded using TESAME (TES Advanced Mod Editor) and the
Conflict Detector. Both are availabe, for example, at
http://www.rhuarc.de/html/tes_utilities.html
Don't mind the German page, the programs are in english.
Especially look out for the GMST entries (GaMe SeTtings) within TESAME.
In 99 out of 100 cases those entries cause your mod to screw up game
functions, especially the "Call Bear/Wolf" and "Summon Fabricant" spells.
Also make sure, your mods don't mark an item from the game as changed
without really changing it. The Conflict Detector will show you if they do.
Here's an example what happens if a mod has such an "unclean" entry:
I have installed the Better Robes mod by Canadian Ice which changes all
robes and especially gives female robes a more pleasant look. Then I
installed "Nevena's Twin Lamps" which is a great mod. But it featured an
unclean entry concerning the exquisite robe. That caused all women that
wear this robe (for example Galbedir) to wear that massive yellow monolith
again. I deleted this entry from "Nevena's Twin Lamps" which immediately
restored the better robe settings.

Happy modding
Bjoern