The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

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MORROWIND: A Console Commands GUIDE for Dummies
By DerEider and 1 collaborators
Concept of Development for this Guide

My concept for this Console Commands Guide is that it be used like a Troubleshooting Reference ... * A vision *
A Gamer runs into a problem in-game and comes to this Guide to find a possible set of commands to help with that problem under one of the Subject Tabs in the right-margin.

My sincere thanks are due to my good Friend Eternie for encouraging me to finally get it together and "publish" this guide. His contributions have been insightful and contribute a great deal to the Guide.

This guide was created for personal use to fix problems that occurred while playing The Elder Scrolls III – Morrowind.
It is targeted to the novice Console user, so many commands include detailed explanations of use and basic terminology.
My concept for this Console Commands Guide is that it be used like a Troubleshooting Reference ...
** A vision ** A Gamer runs into a problem in-game and comes to this Guide to find a possible set of commands to help with that problem under one of the Subject Tabs in the right-margin.

Also, for a few of the sections, I have added some background information to help clarify what is going on.

This guide is derived from my "SKYRIM: A Console Commands GUIDE for Dummies" and has been expanded using
The Elder Scrolls Wikia and UESP Wiki.

It is not my intention to include all Developers' Console Commands. Commands presented are those used most often in-game. There is a significant body of additional commands used by authors of game “Mods”.
The detailed Command descriptions in this Guide have been derived and edited from http://uesp.net/wiki/.
UESP is the Unofficial Elder Scrolls Pages, “a collaborative source for all knowledge on the Elder Scrolls series of games since 1995”. For a more complete listing of Console Commands with detailed descriptions, refer to http://uesp.net/wiki/Morrowind:Console
Another source for Console Commands is The Elder Scrolls Wiki at http://elderscrolls.wikia.com/wiki/Console_Commands_%28Morrowind%29 .

WARNING: Use console commands with caution! It is easily possible to "break" your game if you modify settings using the console. Even if short term the game functions normally, you may later discover that you have made it impossible to complete a quest and therefore you cannot proceed normally with game play. Then fixing that problem can then make new glitches pop up elsewhere. Create a permanent saved game before experimenting with the console. If you need to use the console to fix a glitch, try to use the least powerful command possible.
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INTRODUCTION
MORROWIND: A Console Commands GUIDE for Dummies
Derived from my "SKYRIM: A Console Commands GUIDE for Dummies" Edited & Expanded using The Elder Scrolls Wikia and UESP Wiki by Da Dummy-in-Cheef {aka DerEider}
This is a Work-In-Progress.

My concept for this Console Commands Guide is that it be used like a Troubleshooting Reference ... * A vision *
A Gamer runs into a problem in-game and comes to this Guide to find a possible set of commands to help with that problem under one of the Subject Tabs in the right-margin.

For the most part, the Developers' Console Commands in this guide are drawn from researching the UESP and Elder Scrolls Wikias' console commands histories. I also drew from the “complete” console commands list extracted from the Morrowind .exe codes by Ariss. In presenting this Guide, I have tried to make it usable by gamers who are new to using the Console by including explanations of the terminology and descriptions of the steps needed to execute the commands.

As yet I have not been able to use all the commands in this guide, so constructive Feedback in the Comments section regarding your gaming experiences with this Guide would be much appreciated. Please keep comments civil. Excessive expletives or flaming are not acceptable in any public venue and will be excised without explanation.

As I learn more about these console commands, from your Comments and my own experience, this Guide will be updated to make it as useful to Gamers as possible.

If you like this Guide please give it a Thumb UP vote, especially if you mark it as a Favorite.
Thank you for visiting my guide, Gamers :)

Not all Console Commands are intended to be included. Commands presented are those used most often in-game. There is a significant body of additional commands used by authors of game “Mods”. The detailed Command descriptions in this Guide have been derived from http://uesp.net/wiki/. UESP is the Unofficial Elder Scrolls Pages, “a collaborative source for all knowledge on the Elder Scrolls series of games since 1995”. For a more complete listing of Console Commands with detailed descriptions, refer to
http://uesp.net/wiki/Morrowind:Console .

Another source for Console Commands and related topics is The Elder Scrolls Wikia at
http://elderscrolls.wikia.com/wiki/Console_Commands_%28Morrowind%29 and
http://elderscrolls.wikia.com/wiki/The_Elder_Scrolls_Wiki/Portal/Morrowind .

WARNING: Use console commands with caution!
It is easily possible to "break" your game if you modify settings at the console.
Even if short term the game functions normally, you may later discover that you have made it impossible to complete a quest and therefore you cannot proceed normally with game play. Then fixing that problem can then make new glitches pop up elsewhere.
Create a permanent saved game before experimenting with the console.
If you need to use the console to fix a glitch, try to use the least powerful command possible.

The Commands in this Guide are organized into functional groups as labeled on the Index Tabs in the right margin. Some commands appear in more than one group.
BASICS
So called "Cheat" commands may be entered while playing Elder Scrolls games like TES3 Morrowind, or TES4 Oblivion, or TES5 Skyrim by opening the Developers' Console using the Tilde <~> key
(The actual key can be ~, º, ¬, |,^, \, §, etc.. depending on your keyboard layout).
On American style keyboards, Tilde <~> is the key just left of the <1>, below the <Esc>, and above the <Tab>, keys. To ensure the Console is enabled, make sure that bAllowConsole is set to 1 in your Morrowind.ini file.

When opened, the Console will be a partially opaque window through which the main game screen still will be visible. Opening the Console will pause the game. The Console panel may cover just the top half of the screen when first opened. The console input Prompt will appear in the lower left-hand corner of the Console screen. The size of the Console may be adjusted by left-clicking an edge and dragging it to a desired position. This might be necessary in order to enable left-clicking an NPC or Object of interest in the Game Window.

Commands are NOT "caSe seNsitive"; i.e., F is the same as f in a console command.
"F" in hexidecimal is equivalent to "15" in the base 10 {decimal} numbering system; "FF" = 255.

Previous Command entry and "Help" results may be reviewed in the upper part of the window and selected at the command line using the <Up> or <Down> arrow keys and entering when the desired command appears. The command line may be edited prior to entering if changes are needed. The most recent results are shown last {bottom}.

Many commands are called TARGETED" commands, which means they require a target "reference" Character or Object or Actor that will carry out the command action.
Gamer may follow the generic steps below while “in-Console” to make an “Actor” the target of a Console Command:
  1. Select the “Target” Actor {NPC, Player, Creature, or Object} by Left-clicking in the Game Window if it is visible. When a Target has been designated, its RefID will be displayed at top-center of the Console panel
  2. Gamer may have to adjust the Console panel to uncover the target Actor
  3. If Player is to be the Target, Gamer could use the <R> key before opening Console to raise PC's hands so they may be Left-clicked to save typing out player-> :)
  4. If the Target is Not Visible, prefix the command with "Actor ID"-> including the Quotes or type player-> without Quotes for the PC
  5. Next enter the ActorID of the PC, NPC, creature or object, if any, toward which Target NPC will act {if that Actor also is visible, click it in Game Window to get its “Actor ID”}
  6. Gamer may need to refer to the appropriate UESP/wiki pages that list characters and their ActorIDs for a given place {i.e., usually a certain City or Town where that Actor appears}
  7. To find information about “PLACES”, check UESP-wiki at: http://en.uesp.net/wiki/Morrowind:Places
  8. There will be a link for each “Place” that will show the People found at that place
  9. Another ActorID source is a section that discusses a Quest involving that Actor or object; check QUESTS at - http://en.uesp.net/wiki/Morrowind:Quests
  10. Then input any other <variable> inputs, such as a # quantity
  11. Verify at top of Console panel the correct "Target" Actor is selected, and press Enter

Throughout this Guide, FormID, RefID, BaseID, ”Item ID”, etc., will be used interchangeably to refer to an NPC or Object's ReferenceID. Often {but not always} it is simply the character name enclosed by quotes {e.g., “Calvus Horatius” uses his full name; BUT Sugar Lips Habasi's RefID is just “Habasi”}.

"Character" or "Actor" may be used to refer to the Player {PC} or a non-player character {NPC} or a creature that may be the Target or the subject of a command.

In this Guide, angle < > brackets are used to enclose variables required for a command.
Square [ ] brackets will be used to enclose optional variables. When typing out a command and its variables, these < > or [ ] brackets should NOT be included.

In Morrowind, a special symbol combination {->} {“operative” symbol} is used to connect the “Target” for a command with the command word{s}. It is a Dash or Hyphen { - } followed by a Right Carat or Angle Bracket { > } with no space between. Also, there are no spaces between the Target and the symbol nor between the symbol and the command word.

Optionally, commas and a space may be used to separate the Command_Word and following variable inputs {e.g., commandword,<Space><variable>,<Space><#>}. Usually, I use only a <Space> between the elements of the command.
I do use the commas to separate the Axis-Positions in the command “PositionCell”
{which see in the Movement section below}.

The Console Commands, after the first two sections, are presented in more or less alphabetic groupings by functional types as shown on the Guide Index Tabs in the right margin.
”NON-Cheat” Commands
Details on: FIXme .. TCL .. DISABLE .. ENABLE .. JOURNAL .. and .. POSITIONcell

There may occur times when the Player may become stuck-in-rocks, or an NPC won't respond with the correct dialogue to start or continue a quest, or similar situations in which the game cannot proceed normally. Console Commands can become your friend with some functions that may relieve or correct the problem

I consider these ”Non-Cheat” Commands to be a basic SURVIVAL KIT with which all Morrowinders should be familiar. Following are a few such commands:

The “Helpful” commands in the next section. Plus …

FIXme A targeted command that moves the Player or NPC a short distance {usually vertically} from the stuck position hopefully to a clear location
  • Gamer might want to check above the targeted Actor before invoking FixMe;
    1. I.E., is the Actor in a cave tunnel with a low ceiling ?
  • FixMe is not always successful
  • Sometimes the Player/NPC is stuck in the new position as well, or has left the game's “World” altogether
    1. Player may be on the outside looking in; It's a really weird feeling !
  • Then see TCL below

TCL A targeted Toggle command that turns “Collision” OFF or back ON
  • Collision is what enables an Actor to walk on the ground and not fall through it
  • TCL enables a targeted Actor to walk, in the direction it is facing, through walls, trees, rocks, etc.
  • The Actor even could fly through the air with the greatest of ease !! :)
  • So this might be a good alternative when FixMe fails to work
  • When the Actor is in the clear, use TCL again to turn “Collision” back ON so the actors may walk normally
    1. Be sure your Actor is close to the ground, so falling won't injure Player/Actor
  • Another situation in which TCL comes in handy is encountering an NPC or creature that insists on standing in a doorway or in the middle of a narrow passageway
  • That bugs the heck out of me !!
  • Using TCL in this situation lets the Player weave through the wall and bypass the inconsiderate character :)
____***____***____***____***____***____***____***____***____***____***____***____***____
Some sources say TCL will affect any nearby NPC in the same cell
  • However, that has not been my experience
  1. I have had to apply TCL individually to each Actor that needs it
  2. Tested in "Test Cells" with nearby Characters trying to attack PC
  3. Applied TCL with Characters close by so PC could escape through wall
  4. Pursuing NPC/creatures were unable to follow through walls
____***____***____***____***____***____***____***____***____***____***____***____***____

DISABLE Targeted command that …
  1. Removes entity/ object from the game
  2. Object no longer will be seen or interacted with
  3. Record RefID of Object to be Disabled if/so you may Enable it again
  4. Entity/Object may be restored to game by using ENABLE
  5. Useful when an object obstructs or interferes with the game; for Example
    • PC is supposed to follow a Horker to a mysterious cave
    • Horker sees PC & starts swimming North … straight into a huge rock
    • Horker has no instruction to swim around said rock, just swim North
    • Gamer applies Disable to interfering rock … Problem is gone :)
    • Said Gamer forgot to record Rock's RefID; cannot Enable rock again :(


ENABLE Targeted command that …
  1. May be used to restore an entity/object to the game
  2. Typically, object previously had been removed by the Disable command


Journal <“Quest ID”> <#> Activates a scripted quest entry in Player's Journal for a certain Stage # of the specified Quest
  1. This might become necessary for a quest that has become “broken” for one reason or another
  2. The Journal command could enable Gamer to get the broken quest back on track by activating the Stage script at the point where the quest is broken
    • Gamer would have to look up the particular quest in the UESP/wiki to
      determine the Stage{s} that is/are necessary to fix the quest
    • Check the "QUEST Commands" section for more uses of Journal
  3. See UESP-wiki for details on Quest Stages: http://en.uesp.net/wiki/Morrowind:Quests
  4. Each UESP Quest Page includes “Walk-through” plus a table detailing the Stages


PositionCell <Xposition>, <Yposition>, <Zposition>, <Direction>, <"Cell Name">
  • OK ! Listen up, Guys and Gals !!
  1. This is a complex command, but it has been extremely helpful in retrieving that frequently "lost" Follower we all have experienced :steamfacepalm:
  2. It avoids the "cloning" and Lost NPC Inventory problems PlaceAtPC creates
  3. PositionCell moves any "Targeted" Character or Object without changing its "state"
  4. So all its conditions, Inventory, and "scripts" remain unchanged
    Hmmm ... What about that oversized storage chest in the Basement ?
    Oh, wait ! Forget about that ... This is the "Non-cheat" section ;D

  5. PositionCell is a "Targeted" command
    • So, Gamer will have to know the correct RefID for the Follower
      { or whatever is intended to be Positioned }
    • The command requires a precise set of 3-dimensional coordinates
      {x, y, and z} to which the target will be sent
    • Normally this is determined by using Player at the destination to
      GetPos x and GetPos y and GetPos z in-console
    • Exit Console and have Player step out of the way
    • Then open Console and enter the PositionCell command in the format above
      using the x, y, and z coordinates just retrieved

  6. It has been suggested to increase the last decimal digit {the 6th} of the Z position by 1 to assure the Target does not arrive stuck in the floor or ground :steamfacepalm:
  7. "Direction" is 0 or 1 or 2 or 3 or 4; for right on the spot, or in Front, or to the Right, or Behind, or to the Left
  8. The easiest reference to determine the correct "Cell Name" is the Player's Local map
  9. Check the Local Map in the image at the left. At the top edge of the map is the "Ref ID" for the Player's current cell; i.e., "Ebonheart, Underground Cave". The RefID is typed including any quotes, comma & spaces between words
    • Another source states Direction numbers referred to are:
      1. 0 = Front; 1 = Left; 2 = Behind; 3 = Right; No #4 ?
      2. Too fine a detail to be of concern; I just have PC move a little to avoid "collision" ;D
    Example: "Follower2"->Positioncell, 123.987654, 4567.012345, -543.678901, 1, "Hla Oad, MyShack"

  10. PositionCell also is handy when the Follower cannot fast travel with the Player
  11. PC would have to be going to a pre-planned place, such as "Balmora, Guild of Mages", or Player's Home
  12. Player could do a set of GetPos x | y | z for that location and execute a "practice" PositionCell on the Follower so it would be recorded "in-Console" for future use

Happy Follower retrievals, fellow Morrowinders ;D
HELPful Commands & Inputs
HELP Returns a small list of console commands; it is not a complete list
  1. Includes a list of frequently used Short-hand or “Short Code” commands
  2. Rather than having to type out the full words for all commands, some frequently used commands may be entered using "Short Code" abbreviations.
  3. An example is TFOW which may be used rather than "ToggleFogOfWar”
  4. There are no spaces within the command_word itself


TFH Toggles "Full Help" in-game. “Mouse-over” may reveal details about certain objects
  1. such as who “owns” it, or if it is “stolen”, or whether it is “locked” or “trapped”
  2. or if it is a diseased creature what disease it has.


<Left Click>
  1. While “in-console” Gamer may set the “Target” for the next console command
    by <Left Clicking> it, IF the NPC or Object is visible on the game screen
  2. Also may Left-click any visible Actor/Object to determine its RefID
  3. May need to adjust the Console panel to uncover the Actor/object
    Gamer can use this to set “Player” for the next command
    {rather than having to Type-in “player->”}

  4. IF Player is posed to cast a Spell {<R> is default key}, PC's hands can be clicked :)

    A "Target's" RefID will appear at top-center of the Console screen when clicked.
    The same Target will be used for subsequent commands until a new Target is selected.

    Check the top-center of the Console screen to verify that the desired “Target” is in effect before entering the command


Ref ID”-> The Target for a command also may be designated by entering its RefID within double-quotes followed by the operative symbol combination {->; i.e., dash {-} + right angle bracket {>} with no space between}.
Example: “Calvus Horatius”->additem Gold_001 250.
Attributes/ Skills/ Characteristics
Details about ATTRIBUTES .. SKILLS .. DISPOSITION .. and .. Player LEVEL

Actor Values is terminology from TES5 Skyrim that includes Attributes, Skills, Spell Effects and other derived Actor Characteristics. There are 8 Attributes, 27 Skills and numerous derived characteristics and spell effects. Rather than attempt to present commands for each possible actor value, I will use "generic" command formats into which the Gamer may insert the appropriate Actor Value <variables>. This approach will be taken throughout this Guide.

In this "Work In Progress", SKYRIM Console Commands are being included as a starting point.
As it is learned that a command is not recognized in TES3, such commands will be removed or segregated to a special section.

If You, the Gamer, are aware certain commands are invalid, or missing, or have errors in format, etc.,
your advice in the COMMENTS section would be appreciated.

GET<skillID or attributeID> This is the “generic” targeted command format for obtaining the current value of a desired Attribute or Skill for a particular “Actor”
  1. Must use the official Attribute or Skill nomenclature
  2. Multi-word Skills' official names are compressed, removing all spaces
      Example: Heavy Armor becomes heavyarmor
  3. There is No Space between “Get” and the parameter

SET<skillID or attributeID> [#] This is the “generic” targeted command format for setting the new value of a desired Attribute or Skill for a particular “Actor”
  1. Sets # as the MAXimum value for the <variable>
  2. And makes # its revised current value
  3. Must use the official Attribute or Skill nomenclature
  4. Multi-word Skills' official names are compressed by removing all spaces
      Example: Short Sword becomes shortsword
  5. There is No Space between “Set” and the parameter

MOD<skillID or attributeID> [#] This is the “generic” targeted command format for changing the current value ONLY of a desired Attribute or Skill
  1. Sets # as the Current value only for the <variable>
  2. Maximum Attribute/Skill value is unchanged
  3. Must use the official Attribute or Skill nomenclature
  4. Multi-word Skills' official names are compressed, removing all spaces
      Example: Hand to hand becomes handtohand
  5. There is No Space between “Mod” and the parameter


For the following set of targeted commands, "GET...", "SET...", and "MOD..." Disposition,
use the steps below:
  1. Select the NPC {Left-click in Game Window} whose disposition you want to Get/Set/Mod
  2. If the Target is Not Visible, prefix the command with "Actor ID"-> including the Quotes
  3. Next enter the ActorID of the PC or other NPC toward which Target NPC's disposition will apply
  4. Then, for Set & Mod. input the # amount you want to set, add or subtract
    (use "-" <hyphen> when decreasing) for Target NPC's Disposition
  5. Verify at top of Console panel the correct NPC is selected, and press Enter

    GetDisposition <ActorID> Reports Target Actor's attitude toward Player or other Actor
  • In TES3, Disposition is a numerical representation of an NPC's friendliness toward another Actor
  • Values range from 0-to-100; with 0 = Utter loathing and Hatred & 100 = BFF :)

    SetDisposition <ActorID> <#> Sets Target Actor's attitude to # toward Player or other Actor
  • In TES3, Disposition is a numerical representation of an NPC's friendliness toward another Actor
  • Values range from 0-to-100; with 0 = Utter loathing and Hatred & 100 = BFF :)

    ModDisposition <ActorID> <#> Changes disposition of targeted Actor toward Player or other Actor by + or - #
  • In TES3, Disposition is a numerical representation of an NPC's friendliness toward another Actor
  • Values range from 0-to-100; with 0 = Utter loathing and Hatred & 100 = BFF :)


    player->SETLevel <#> Changes player experience LEVEL to desired number #
    1. Normal input range is 1 to 255 {Decimal equivalent of highest 2-digit hexadecimal; FF}
    2. Default maximum is 100
    3. Does not bring up the usual level advance screen;
      also see "ADVLevel" below <{Skyrim reference hang-over}>
ADD or REMOVE Items and Spells
Details on using: ADDitem .. REMOVEitem .. AddSPELL .. RemoveSPELL .. DROP

If You, the Gamer, are aware certain commands are missing, invalid or have the format wrong, your advice in the COMMENTS section would be greatly appreciated. I am striving to make this Guide as useful as possible for all the dedicated Morrowinders out there :)

AddItem <”Item ID”> <#> These may be a gamer's most used "Targeted" Console commands
  1. AddItem puts a specified number # of an object into target's Inventory
  2. Substitute the desired quantity for #
    • Example: additem gold_100 999 adds 999 Gold to a Targeted Actor's Inventory
    • There are multiple valid ID's for Gold; Gold_001 & Gold_100 are two
  3. UESP/wiki object code tables may be used to find an ”Item ID” for a desired object
  4. Gamer can start searching for a particular “Item” in UESP-wiki at: http://en.uesp.net/wiki/Morrowind:Items
    • From this page there are links to pages that detail data for the myriad individual items
    • including their ”ID” which is needed for variable inputs in Console Commands


RemoveItem <”Item ID”> <#> Targeted command that ...
  1. Removes specified number <#> of a RefID Item from targeted Actor's Inventory
  2. Actor's Inventory must contain at least # or more of RefID item
  3. Where that removed Item goes is unclear


AddSpell <”Spell ID”> Targeted command that ...
  1. Puts specified Spell into Player's Spell Book { PSB }
  2. Will NOT work for custom-made spells
  3. <#> is not used with AddSpell


RemoveSpell <”Spell ID”> Targeted command that ...
  1. Removes specified Spell from Player's Spell Book { PSB }
  2. <#> is not used with RemoveSpell



Examples:
  1. player->AddItem ”steel bolt” 99
    Gives Player [PC] Inventory 99 steel bolts

  2. ”Habasi”->RemoveItem ”ingred_moon_sugar_02” 4
    Removes 4 Moon Sugars from Sugar Lips Habasi's inventory

  3. player->AddSpell ”Heal Companion”
    Adds the spell Heal Companion to Player's Spell Book {PSB}.

  4. player->RemoveSpell ”Hearth Heal”
    Removes the spell Hearth Heal from Player's Spell Book


    DROP, <ItemID>, <#> Targeted command that …
    1. Causes Target to Drop # number of the item at Actor's feet
    2. Works only if Target Actor has enough of the item to drop
  • There are some problems with dropped items dropping at Player's feet instead of the NPC's
  • Works in the slave script though


    *** NOTE: For information on ADDING Soulgems, go to the next Section ***
Part2 - SOULGEMS - ADD or REMOVE
And now … Details on using: ADDitem Misc_Soulgem_<type> .. AddSOULgem .. REMOVEsoulgem .. and .. DROPsoulgem

You say your friendly local Enchanter has flat run out of Soulgems ? :(
And now you can't go out and trap any more souls for a living ?!
And your Companion needs better armor and a decent weapon ?!
And the Hlaalu Guards are after you to pay that huge Bounty for a certain ... uh .. er .. "Bloodbath" ?!
Is that what's troubling you, Bunky ?? :steamsad:

Well, CHEER up, Bucko !!
I've got a SOLUTION to your problem ...
An ANSWER to your prayers
    ... *YAAAYY*

A special variation on AddITEM just for Soulgems !!

AddITEM, misc_SOULGEM_<Type> <#> ... Targeted command that
  1. Adds quantity # of the specified Type of Soulgem to Player's inventory
  2. There is an Underscore { _ } between misc and soulgem as well as
  3. an Underscore { _ } between soulgem and <type> with no <Spaces>
  4. Substitute the desired quantity for # to add to Target's inventory

  • There are 5 soulgem general "types": Petty, Lesser, Common, Greater, & Grand
  • Example: player->addItem, misc_soulgem_GREATER, 12
    will put 12 Greater Soulgems in PC's inventory :)

  • A sixth soulgem type, AZURA's STAR is a one-time unique soulgem
    1. Best used to capture Almalexia's soul in the Tribunal Main Quest-line
    2. Azura's Star is the only soulgem that can capture a “human” soul
    3. Unlike other filled soulgems, Azura's Star can be reused after enchanting an item
NOTE: Almalexia's soul provides the highest value and the greatest enchantment capacity {charge} in the game

ADDsoulgem, <“Creature ID”> misc_SOULGEM_<Type> ...
Targeted command that
  1. Adds filled Soulgem
  2. No number is specified for addsoulgem - In fact ...
  3. This command will be rejected if # is added {may vary with TES3 "build"}
  4. There are 5 soulgem general "TYPES": Petty, Lesser, Common, Greater, & Grand

  • Gamer may find the proper "Creature ID" by left-clicking it in-Console while that creature lies at PC's feet just before typing this command
  • Some creature IDs are a single word, but it's good practice to always use the quotes so one doesn't forget them for an ID with spaced multiple words

  • AddSoulgem “Creature ID” is designed to add a single filled soul gem in a situation where ...
    1. PC forgot to carry the properly sized soul gem with him/her, OR perhaps ...
    2. PC forgot to cast "SoulTrap"

*** BEWARE: ***
If PC does have empty soul gems of the specified Type in inventory,
this command will, rather than adding a single filled soulgem, fill
ALL PC's empty soul gems
of this TYPE with the specified
creature's soul PLUS 1 extra as a bonus !!

  • This can be an OP cheat if one remembers the “creature id” of some significant creatures, such as "Golden Saint" - OOPs, did I just "say" that out loud ?

  • BUT Gamer may have a hard time finding a Mage or Merchant who can afford to take those Golden Saint Soulgems off your PC's hands :steammocking:
      {{I know... I know; but I consider that to be one of the “cheats”}} ;D

Theoretically, the soulgem must be of a proper size/soul capacity {or larger} for a given creature's soul. However, with ADDsoulgem, <“Creature ID”> , one could stuff a Golden Saint Soul into a petty soul gem!
  1. Regardless of soulgem size, the Golden Saint Soul delivers the same Charge amount, and
  2. Golden Saint still enables the Constant Effect enchantments, but
  3. Its sales Value is greatly reduced

  • But SERIOUSLY, why do that?? Soulgem Value for a given creature goes up as the soulgem size increases ... SOOO, if you're planning on selling them ... "Bigger is Better"!!

  • AND were the PC to soultrap a small-souled creature, such as a diseased nix-hound, and had only large soul gems that were empty, the game would put that DNH-soul into the smallest available larger soul gem. So, using a larger soulgem is a “legitimate cheat” !

REMOVESoulGem <“Creature ID”> ... Targeted command that ...
  1. Use is not documented. Author tested formats using Filled soulgems
  2. Appears to be a "Modding Tool" and not of good use for Gamers
    • Unlike a normal "Remove" command, no number may be specified; rejected by Console
    • When this command is used by PC with specified Filled Soulgem
      the Inventory changes by -1 and the Soulgem disappears
    • Unlike a normal "Soulgem" command no type may be specified; rejected by Console

Alternate format ... REMOVEsoulgem misc_SOULGEM_<Type> [#] ...
Targeted command that ...
  1. Is accepted by Console. HOWEVER, No inventory change was noted

Alternate format ... RemoveITEM misc_soulgem_<Type> <#> ...
Targeted command that ...

  • is a normal "Inventory Command" that takes Soulgems from actor's inventory
    1. Appears to preferentially remove Filled Soulgems first
    2. Removed soulgems disappear

DROPsoulgem <“Creature ID”> ... Targeted command that ...
  1. Use is not documented. Author tested formats using Filled soulgems
  2. Appears to be a "Modding Tool" and not of good use for Gamers
  3. Tests indicate an apparent use is to instruct a Creature to "Drop" a certain Soulgem type {?} upon death ?
    • Unlike a normal "Drop" command no number may be specified; rejected by Console
    • When this command is used by PC with specified Filled Soulgem
      there is No inventory change
    • Unlike a normal "Soulgem" command no soulgem "Type" may be specified; rejected by Console
  4. So the soulgem Type must be automatically determined according to the "Creature ID"
  5. And this would not be an "Inventory command" since Type & Number are lacking

Alternate Format ... DROPsoulgem "Creature ID" misc_SOULGEM_<Type> <#> ??
  1. Specifying the Soulgem "Type" &/or Number <#> Is not accepted by the Console
    • Returned error message "Unexpected name" for "misc_soulgem_<Type>" OR
    • Returned error message "Unexpected numeric value" for an <#> input

Another format could be: DROP misc_soulgem_<TYPE> <#>
This is a normal Targeted "Inventory Command" for Unfilled soulgems that ...
  1. Drops a certain number of a specified Soulgem TYPE {empty} from Actor's inventory
  2. Item[s] fall at Actor's feet

____DISCUSSION____
  • Format, inputs, & effects are undocumented ? DropSoulgem "Creature ID" works
  • Do dropped Soulgems disappear or fall to the ground ? Test => Fall at actor's feet
  • By DROP, do they mean as in when Creature dies it drops a filled soulgem ??
  • & is the "Creature ID" itself an Auto-ID ?? Test => Apparently uses "Self ID" of actor to determine SG "Type"

  • I have not seen this before. Unsure of exact format, but that should be similar to AddSoulgem or RemoveSoulgem; Test => Does not accept Type or Numeric input

  • But no other such Drop__ commands appear in Ariss' comprehensive commands List
CRIME & BOUNTY & OWNERSHIP
Details on using: GETpcCRIMElevel .. SETpcCRIMElevel .. TFH .. PayFINE .. PayFineTHIEF .. and "Stolen Flag" Bug

GetPCCrimeLevel ... Reports current gold Bounty on Player
  • This is an single amount for all crimes committed anywhere in Morrowind
  • PC's Bounty is shown near the bottom of the right column of the Player Stats panel

  • Having Player talk to a Guard will provide the same information
    1. but PC then would have to pay any Bounty due at that time
      {OR go to jail, OR fight the Guard, OR Flee}
    2. and PC will lose any “stolen” flagged items in inventory by dealing with a Guard
  • So … PC might want to sell, store or drop all “stolen” items before turning him/herself in
  • Using the toggle command TFH will turn on Full Help which will show
      which items in inventory have been flagged as ”stolen”

SETpcCrimeLevel <#> ... Sets Bounty on Player to # gold
  • Entering 0 {zero} removes all Bounty on Player's head
  • No gold nor "Stolen" items are removed from Player's inventory
  • Bounty is cleared only if # = 0 :)


TFH ... Toggles “FULL HELP”
  • Enables revealing of some Actor/Object details when checked with the mouse-cursor
  • For example, a creature that's diseased will be shown when “mouse-overed” in-console

  • Also, object Ownership or “stolen status will be shown.
    1. Use TFH so Player can avoid picking up OWNed &"Stolen" objects AND
    2. So Player won't sell a "Stolen" item to its original Owner

  • Doors, gates, and containers that are trapped or locked will be revealed along with the lock complexity level (0-to-100}
    1. "Hmmm; Let's see ... Will I have to use my Grandmaster pick or can I get by using the Apprentice pick ?"

player->PAYfine ... Command by which
  • PC pays criminal fines due {Bounty}
  • The full amount of the Bounty in Gold is taken from Player inventory AND
  • ALL of PC's stolen items will be removed in the normal manner
  • PC will NOT be teleported to prison, as with "Pay Fines" dialog option with a guard
  • Player's Bounty is cleared :)
  • Gamer will have to find the evidence chest to steal any confiscated items back, as usual

  • Also could use SETpcCrimeLevel <#> in TES3
      But this will not remove the amount of the Bounty nor stolen items from PC's inventory

  • When used on NPCs, PayFine does not set their bounty to 0
      but otherwise it works as one would expect when used on the Player

PAYfineTHIEF ... Pays PC's criminal fines
  • Without removing stolen items
  • Same effect as if PC is using a Thieves Guild Doyen to remove the fine
  • Gold equal to HALF of PC's fine will be removed from PC's inventory
  • Will NOT remove stolen items from Player's inventory
  • Player's Bounty is cleared :)


NOTE: There is a “bug” with the Stolen flag process in TES3 - Morrowind
As intended, when Player takes an object flagged as “owned” by another NPC or Faction, the Stolen flag is activated for that object


HOWSOMEVER Comma at the same time, TES3 Devs took it into their minds to also set the Stolen flag on ALL instances of that particular object EVERYWHERE in Morrowind {and for all I can tell, in all of Tamriel} now and FOREVER for the rest of the game

  • So should your PC swipe a Golden Kanet from the Balmora Mages Guild, when your PC later picks a nice fresh Golden Kanet along the shores of the Ascadian Isles it will be flagged instantly as “Stolen
    ISN'T THAT NICE ?!

  • And if that weren't bad enough, should your PC knock off a Wizard in Mournhold and take over his manor because PC was attacked by the Wiz in the manor {OR take over any other abode with NPC-owned containers; e.g., the Tax Man murderer in Seyda Neen}, any item that PC might happen to store temporarily in one of the the chests or crates or sacks will be flagged as stolen if PC takes anything back out

  • Morrowind lacks the ”setOwnership” command found in Skyrim

  • Paying the Bounties or having the Guards confiscate PC's stolen items does nothing to remove the Stolen flags

  • By late game, virtually everything the PC has in Inventory will have the “Stolen” flag set :( unless PC has lived a virtuous, crime-free life in Morrowind !!
DISPOSITION of NPCs
”NPC ID”->GetDisposition ...
  • Reports the Target's Disposition toward Player
  • Disposition is a numerical representation of an NPC's friendliness toward the Player Character
  • # values may range from 0 to 100
  • Low disposition can result in negative effects and dialogue, while
  • High disposition may earn Player discounts, quests, and gifts

”NPC ID”->ModDisposition <+/- #> ...
  • Changes Target's Disposition toward Player by + or - #

”NPC ID”->SetDisposition <#> ...
  • Sets Target's Disposition toward Player to a desired level #
  • # values may range from 0 to 100


There is a glitch in the TES3 - Morrowind relationship ranking, in that as a Merchant's Disposition approaches 100, the Merchant's “Buy” offers start to get worse
Apparently, merchants are set to assure that when an item purchased from PC is sold back they still will realize a profit. Since they are giving PC good deals on purchases, they have to make it up on their offers for PC's items. The effect is such that the PC is better off selling items if the Merchant has a lower disposition.


Avoiding charges of Foul Murder”:
  • There are situations in which the PC may want an NPC to attack first in order to avoid being charged with “foul murder”.

  • To accomplish this, PC may use the “Persuasion” section in the NPC Dialogue panel.

  • If PC has strong Speechcraft, selecting Taunt may reduce NPC's disposition gradually to approach zero.

  • If successful, at some point that NPC will terminate the dialogue so that the only option is “Goodbye” and the fight is on with the NPC attacking first. This could take many Taunts.

    The Persuasion box also provides the PC an ability to flatter or bribe an NPC to improve Disposition, perhaps to get lower rates for “Training” sessions from a Master in a particular Skill


Attributes, Skills, and Magick that may affect Disposition of NPCs:
FACTORS ________
Enhancements____________
* Personality
MODpersonality <#>
* Speechcraft
MODspeechcraft <#>
* Charm
Enchant Ring => Charm +5
* Telvanni Musk Oil
Potion bottle
* Trading
Each Trade +1% Disposition
* NPC's Faction
SAMEfaction => + ?
* Bribe
10g, 100g, 1000g, ?
* Flattery
+ x% per Flatter
* Taunt
– y% per Taunt
DOORs, GATEs & CONTAINERS
UNLOCK ... Sets the targeted object to an "Unlocked"/Open state
  • While in-console, Left-Click a locked door or chest on the game screen and enter Unlock

  • To open a Door or gain access to a Container's contents, Right-click it

  • Reclose a Door Right-clicking it again

  • Exit from a Container by Clicking "Take All" or "Close" button in Container contents panel OR by pressing the Inventory <i> key. Using <i> will leave the contents behind


LOCK [#] Locks the selected door or container optionally with Complexity = #
  • Input the Optional # with range from 0 to 100

  • If # is set > 100, the Lock is "unpickable"; i.e., set so it needs a key

  • Entering only Lock with no # will relock the object at its original Default level of difficulty

  • This works even on containers that logically should not be lockable, such as baskets & urns
  • A practical use for LOCK plus the optional [#]
      (or the less cheaty Lock spell) is to use a personal code for # {e.g., 1 for Looted, 2 for Not-inspected-yet} to tag doors and containers in areas to which you intend to return later
EQUIPitem / UNequipItem
Details on using: EQUIP .. DROP .. REMOVEitem .. DropSOULGEM

This function is effected automatically for any NPC that receives Armor or Weapons or apparel.
It usually is done manually for Player in the HUD.
The Equip command I found is reputed to malfunction frequently and there is NO "UNequip" command. :(

If You, the Gamer, are aware of any missing or invalid Equip-related commands or any Errors in this Guide, your input in the “Comments” section would be greatly appreciated. I am striving to make this Guide as useful as possible for all the dedicated Morrowinders out there :)


    EQUIP <"Item ID"> [#] Targeted command that …
    1. Equips the given item on its owner IF it is in Actor's inventory
    2. Examples: Fargoth->Equip, "torch_infinite_time_unique" OR
      player->Equip, “dh_thrift_hammer_01”
  • Note that this function does not work as intended some of the time
  • Equip ItemID on the player may not work; may have to do it with scripts
  • Equipping Player from Inventory in the HUD always has worked
  • Similarly with NPCs, equipping weapons/armor may not be possible pre-Tribunal

  • Note that this function appears to be broken in the original Morrowind game
  • Gamer may receive a bad function code error in game or things simply will not work
  • But this is fixed with the Tribunal expansion
  • In Tribunal one can successfully get NPCs & Player to equip weapons/armor
  • There is no UNequip command like that in Skyrim


    DROP <ItemID> <#> Targeted command that ...
    1. Makes Actor drop specified item
    2. Item must be in Actor's inventory in sufficient quantity to be >= #
  • Drop location may vary from Actor's feet to Player's
  • Example: “Slave1->Drop, Slave_Bracer_Left, 1


    REMOVEitem <RefID> <#> Targeted command that …
    1. Removes specified item from Actor but does not drop it
    2. “The item disappears” ?? <{ Script example in UESP page }>
  • Example: Fargoth->removeitem, “ring_Keley”, 1
  • Strangeness ...
    1. It is possible to Remove objects that do not exist in Actor's inventory !
    2. It appears that a non-existent item{s} could be removed from Player's inventory … And
    3. Player's encumbrance is modified by the amount of the weight of the non-item{s}!!


    DROPsoulgem <“Creature ID”> Targeted command that's ...
  • Use is not documented. Author tested formats using Filled soulgems
  • Appears to be a "Modding Tool" and not of good use for Gamers
  • Tests indicate an apparent use is to instruct a Creature to "Drop" a certain Soulgem type {?} upon death ? {{<== Needs verification }}
    1. When this command is used by PC with specified Filled Soulgem
      there is No inventory change
    2. See Part2 - ADD or REMOVE SOULGEMS for more details
  • Example: “Ogrim1”->DropSoulgem ”Ogrim_Titan”
FACTIONS Background
Almost all NPCs and creatures in Morrowind belong to one or more factions (or guilds).
These faction memberships control the combat and dialogue reactions of all Morrowind NPCs and creatures, both toward the Player and toward one another. Player character {PC} can be a member of more than one faction at a time.

In TES3 Morrowind, there are many groups or “Factions” that Player Character {PC} may choose to join. Each faction has 2 “Favored Attributes” and 6 “Favored Skills” {Imperial Cult shows 7 Skills}. In order for Player to advance in Rank within a faction, certain minimum Attribute and Skill level criteria must be satisfied in addition to performing a number of Quests for certain leaders of that faction. Player's levels for each of the Favored Attributes must be at or above a specified level for the next Rank in order to advance. Usually, this is not very difficult to satisfy for lower Ranks. Also Player must have 1 of the 6 Favored Skills at or above a somewhat high level plus at least another 2 of the 6 at or above a significantly lower level. Player's Rank status for all joined Factions is shown near the bottom of the right column of the Stats panel.

In “building” Gamer's Player Character, it is worth considering those skill sets favored by the Factions one plans to emphasize in game-play. It is possible, however, to develop the PC's skills, whatever they originally may be, through experience and training to satisfy any Faction's criteria.

    NOTE: If Player joins multiple factions, it is important to be aware of the points of conflict among those factions. Fulfilling a quest for one Faction could get Player in trouble with another faction, possibly even leading to expulsion. To get a feeling for the interrelationships among the many factions, check out the Reaction Table near the bottom of the UESP-wiki Morrowind Factions page linked below.

Factions Information: For a Morrowind Factions overview, see http://www.uesp.net/wiki/Morrowind:Factions ,
FACTIONS Commands
Factions Information: For a Morrowind Factions overview, see http://www.uesp.net/wiki/Morrowind:Factions ,

Faction commands are ”Targeted” to an NPC/ actor with variable input{s} for the Faction{s} involved. Many commands perform Get, Set and Mod functions as noted below:
  • "Get..." commands report a current Faction status/ condition.
  • "Set... <#>" commands set a value <#> for a Faction Rank or status.
  • "Mod... <+/-#>" commands modify a Faction condition by + or - <#>.
  • Valid “Reaction” values usually range from -4 to +4. An exception is the reaction of the Tribunal to the Nerevarine Cult. That can be - 8 !
  • ”Status” may involve "#" = 1 or 0; representing True/ False; or Yes/ No; or On/ Off.

Following are some common Faction commands:

AddtoFaction <FactionID> <#> Short form ==> AddFac ...
With # >= 1, adds targeted Actor to the specified Faction at Rank = #.
With # = 0, adds Actor at the lowest Faction Rank.
With # = -1 removes Actor from Faction.

RemovefromFaction <FactionID> <#> Short form ==> RemoveFac
With # = 1, removes target Actor from the specified Faction.

PCjoinFaction <FactionID> <#> Adds PC to specified Faction if # = 1

GetPCRank <FactionID> Reports PC's current # Rank in specified Faction

GetPCfacRep <FactionID> Reports PC's # reputation in specified Faction

SetPCfacRep <FactionID> <#> Sets PC's reputation in specified Faction to #.

LOWERrank <FactionID> # Demotes Actor 1 rank in Faction
{{ Need VERIFICATION of use of # }}

RAISErank <FactionID> # Promotes Actor 1 rank in Faction
{{ Need VERIFICATION of use of # }}

PCLOWERrank <FactionID> # Demotes PC 1 rank in Faction
{{ Need VERIFICATION of use of # }}

PCRAISErank <FactionID> # Promotes PC 1 rank in Faction
{{ Need VERIFICATION of use of # }}

PCexpelled <FactionID> Reports whether PC is expelled from Faction; 1 = YES / 0 = NO

PCexpell <FactionID> <#> Removes PC from specified Faction if # = 1

PCclearExpelled <FactionID> Restores PC into specified Faction

GetFactionReaction <FactionID1> <FactionID2> Reports a numeric “Reaction” code of the first Faction to the second Faction


    ModFactionReaction, <FactionID1>, <FactionID2>, <#>
    Modifies the reaction code for the 1st faction to the 2nd faction by the amount # {{ used commas as separators in this command }}
  • As far as Player is concerned, ModFactionReaction changes Dispositions in conversations with members of another Faction
  • This also can affect the likelihood of being attacked by members of a hostile faction
  • For instance, one can make factions that normally hate one another, like House Telvanni and the Mage’s Guild, feel amicable instead
  • Doing this more than temporarily may have undesirable effects on game-play (mostly making too many interactions super-easy, though one also can worsen a faction reaction on purpose)
  • Note: Only first faction’s reaction is changed, so in order to change the attitude in both directions, simply repeat the command, swapping the two factions' IDs

    SetFactionReaction <FactionID1>, <FactionID2>, <#>
  • Sets the reaction code for the 1st faction to the 2nd faction to = #.
  • Refer to bullets under ModFactionReaction for details.



    The following Console Commands were expected but have not been "found":
    1. ? GetFactionRank <FactionID> Reports Actor's rank in specified Faction. <<NOT in Commands list ??>>

    2. ? ModFactionRank <FactionID> <+/- #> Raises or lowers Actor's rank by +/- # in specified Faction <<NOT in Commands list ??>>

    3. ? SetFactionRank <FactionID> <#> Sets Actor's rank in specified Faction to #. <<NOT in Commands list ??>>

    4. ? ModFacREP <FactionID> <+/- #> Changes Actor's Reputation by +/- # in specified Faction. <<NOT in Commands list ??>>

    5. ? SetPCRank <FactionID> <#> Sets PC's Rank in specified Faction to #. <<NOT in Commands list ??>>
The Native DUNMER FACTIONS In Morrowind
The native Dunmer are organized into five Great Houses plus the four nomadic Ashlander tribes. Each Great House is a separate Faction. Only three of the five Great Houses are playable in Morrowind and each of these three may be joined. However, once one Great House is joined, by the rules, Player may not join another. Though somewhat difficult to do, Player may join the Ashlander tribes as part of the Main Quest Line. There also is a ”Sixth House”, House Dagoth, long thought to be extinct that is now becoming a threat but it is not joinable.

Factions
Faction ID
Favored
Attributes
Favored
Skills
Notes
House
Hlaalu
”hlaalu”
Speed
Agility
Speechcraft
Mercantile
Marksman
Short Blade
Light Armor
Security
Joinable; "practical" House
Easiest for non-Dunmer to join & advance
Empire-friendly.
Commerce & politics focus.
House
Redoran
”redoran”
Endurance
Strength
Athletics
Spear
Long Blade
Heavy Armor
Medium Armor
Armorer
Joinable Warrior culture
Admired by Legion, Blades
Business conflicts with Hlaalu.
Wants independence.
Opposing Telvanni expansion on Vvardenfell
House
Telvanni
”telvanni”
Willpower
Intelligence
Mysticism
Conjuration
Illusion
Alteration
Destruction
Enchant
Joinable Mage/Wizard society
Least tolerant of “Outlanders”.
Need strong magick skills to advance
Sixth
House
”sixth house”
Endurance
Strength
None
House Dagoth is not joinable.
Has no allies
Disgraced & destroyed at Battle of Red Mountain
Rebuilding in abandoned underground & Daedric ruins
Ashlanders
”Ashlanders”
“Erabenimsun”
“Zainab”
Agility
Endurance
Alteration
Light Armor
Marksman
Medium Armor
Mysticism
Spear
All are joined as part of Nerevarine Prophesy stages of the Main Quest
Rural, ancestor worshippers opposed to outlanders & the Tribunal.
Tribunal
Temple
”temple”
Intelligence
Personality
Alchemy
Blunt Weapon
Conjuration
Mysticism
Restoration
Unarmored
Joinable Dunmer religious faction
Servitude to trio of living gods {Almsivi}
Hostile to Nerevarine Cult & Dissident Priests
Coexisting with Imperial Cult
Morag Tong
”morag tong”
Speed
Agility
Acrobatics
Illusion
Marksman
Light Armor
Short Blade
Sneak
Joinable ancient assassins guild
Adheres to strict codes.
Handle “House Wars”
Close relations with Great Houses
Enemy of Dark Brotherhood


Additional Native Morrowind Factions

There are a few non-joinable Morrowind Dunmer factions. For the most part these are aligned to oppose Imperial culture and restore an independent Morrowind {Resdayn}. One faction, Twin Lamps, actually has mostly non-Dunmer members.

Factions
Faction ID
Favored
Attributes
Favored
Skills
Notes
Camonna
Tong
”camonna
tong”
Strength
Agility
Marksman
Light Armor
Acrobatics
Sneak
Long Blade
Blunt Weapon
Non-joinable organized criminal guild
Only native Dunmer members; No outlander Dunmer
Deadly competition with Thieves Guild
Seeking alliance with Fighters Guild
Nerevarine
Cult
”nerevarine”
Personality
Luck
Speechcraft
Marksman
Restoration
Mysticism
Spear
Block
Not directly joinable; Main Quest brings Player to this cult
Members are mainly Ashlanders
Violent persecution by the Tribunal
Based on prophesy of return of 1st Era hero, Nerevar.
Twin Lamps
”twin lamps”
Intelligence
Speed
Athletics
Security
Sneak
Speechcraft
Unarmored
Not directly joinable, though Quests may be done for it
Secret Anti-slavery movement led by Argonians
Support from Khajiits with some Dunmer aristocrats & other humans
Conflicts with Great House interests in slavery
The IMPERIAL FACTIONS In Morrowind
The Imperial "Outlanders" have several joinable factions including the “professional” Guilds {Fighters, Mages, and Thieves}, the Blades, the Imperial Legion army and the Imperial Cult religious order. It is possible {maybe probable, depending upon Gamer's preference} to join most of the Imperial factions; some are not joinable. In the Bloodmoon DLC, Player also may join the East Empire Company in Solstheim.

The non-joinable Imperial factions include: Census and Excise which handles Player's entry to Vvardenfell in Seyda Neen, and otherwise deals with taxes, customs and immigration matters;
Dark Brotherhood, an assassin society which seems intent upon eliminating the Player;
Imperial Knights which is an aristocratic order of high ranking Legion officers; and
the Talos Cult a secret treasonous sect of Legion members.

Factions
Faction ID
Favored
Attributes
Favored
Skills
Notes
Blades
blades
Intelligence
Personality
Speechcraft
Marksman
Light Armor
Sneak
Restoration
Long Blades
Joined automatically during Main Quest Line
Emperor's elite spy & diplomacy service
PC experiences only the Intelligence aspect during TES3
Orders come directly from the Emperor to C.Cosades, your "Boss"
Fighters
Guild
"fighters
guild"
Strength
Endurance
Axe
Long Blade
Blunt Weapon
Heavy Armor
Armorer
Block
Joinable; similar to Companions in Skyrim
Mercenaries, bounty hunters,
pest controllers, debt collectors,
and bodyguards
Mages Guild
"mages guild"
Intelligence
Willpower
Alchemy
Mysticism
Illusion
Alteration
Destruction
Enchant
Joinable
Magickal Arts training & services
Wants to exclude Telvanni from this business
Thieves
Guild
"thieves
guild"
Agility
Personality
Marksman
Short Blade
Light Armor
Acrobatics
Sneak
Security
Joinable theft professionals
Tolerated by Imperials
Procurers of desirable items without confrontation
Larceny, or recovery of stolen goods
Deadly opposition from Comonna Tong
Imperial Cult
"imperial
cult"
Personality
Willpower
Speechcraft
Unarmored
Restoration
Conjuration
Mysticism
Enchant
Blunt Weapon
Joinable chief religion of the Empire
Worships the Nine Divines &
spreads their word in Morrowind
Tolerant of other religious sects except the Sixth House
Imperial
Legion
"imperial
legion"
Endurance
Personality
Athletics
Spear
Long Blade
Blunt Weapon
Heavy Armor
Block
Joinable army of the Empire
Police force for settlements with strong Imperial presence; e.g. Gnisis
Census and
Excise
"census and
excise"
Intelligence
Personality
Not joinable Imperial tax collectors
Handle customs, immigration, prisoner release
Investigate local crimes
Dark
Brotherhood
"dark
brotherhood"
Agility
Speed
Acrobatics
Alchemy
Light Armor
Marksman
Short Blade
Not joinable
Tribunal assassin faction
Renegade contract killers with high level clients.
Ancient mortal enemies of Morag Tong
Imperial
Knights
"imperial
knights"
Endurance
Personality
Athletics
Long Blade
Blunt Weapon
Heavy Armor
Armorer
Block
Not joinable
Elite, aristocratic Imperial Legion order
East Empire
Company
"east empire
company"
Personality
Willpower
Speechcraft
Mercantile
Security
Long Blade
Medium Armor
Joinable during Bloodmoon quests
Monopolistic mercantile operation.
Crown chartered.
Talos Cult
"talos cult"
Endurance
Personality
Athletics
Spear
Long Blade
Blunt Weapon
Heavy Armor
Block
Not joinable
Secret sect within Imperial Legion
Considered heretical & treasonous
GAME-PLAY Commands - Part 1
Details on using: DISABLE .. ENABLE .. FOV .. ResetActors .. RESURRECT .. GameHOUR .. TIMEscale .. SetSCALE .. and .. StartCOMBAT & STOPcombat

Also refer to the Table of commands in the "Toggle Commands" section.
Some of those commands may prove invaluable for certain in-game situations.

If You, the Gamer are aware certain commands are missing, invalid or have the format wrong, your advice in the COMMENTS section would be greatly appreciated. I am striving to make this Guide as useful as possible for all the dedicated Morrowinders out there :)

DISABLE ... Targeted command that …
  1. Removes entity/ object from the game
  2. Object no longer will be seen or interacted with
  3. May be restored to game by using ENABLE
  4. Useful when an object obstructs or interferes with the game; for Example
    • PC is supposed to follow a Horker to a mysterious cave
    • Horker sees PC & starts swimming North … straight into a huge rock
    • Horker has no instruction to swim around said rock, just swim North
    • Gamer applies Disable to interfering rock … Problem is gone :)


ENABLE ... Targeted command that …
  1. May be used to restore an object to the game
  2. Typically, object previously had been removed by the Disable command


FOV <#> ... Changes the angle of Player's Field of View to # in degrees
  1. Default FOV is 75 degrees
  2. I prefer FOV = 90-to-95 for improved peripheral vision; Gamer's preference !
  3. Edge distortions begin to be noticeable for FOV greater than 90-to-95 degrees
  4. FOV value over 180 and under 0 will have no effect
  5. Setting FOV = 0 will restore the default FOV


  • May use <Esc><Options><Video><FOV Slider>
    1. I like Slider to adjust screenshot view
  • The FOV command can be useful for zooming-in to distant areas
    (that essentially is how "zooming" works in many video games)
  • It will not override game's Drawing Distance for objects/scenery
  • I.E., Gamer can get close-up view of distant mountains but may see no trees
  • Due to the way 3D to 2D projection works, edges will look stretched with high FOVs
    {starts to be noticeable at frame edges for FOV >90}

  • While I have not experienced the following problems, WIKI sources indicate that FOV may reset when PC speaks to a character, or camera is changed, or a savegame is reloaded
  • This command may work only with the first person camera for some set-ups

Setting fDefaultFOV in Morrowind.ini to gamer's desired FOV should keep the FOV from resetting
However, changing FOV value in Morrowind.ini may alter the size of the menu layer
and may cause a number of visual bugs and clicking issues


RA ... ____ Long Form is ____ ResetActors
  1. Restores Stuck Actors in current cell to their default activities & locations
  2. RA can be used to recall NPCs that get stuck in hills/walls/etc. after using ToggleCollision {TCL}, and
  3. To move NPCs that have slowly wandered on top of an item or otherwise are blocking progress , however ...
  4. It also will reset the locations of any NPCs one has carefully relocated with MOVE or Command Humanoid (or equivalent console tricks) if they are in the same cell
  5. So RA should be used with caution
  6. Consider other alternatives such as PositionCell and Move


Resurrect [n] ... Targeted command that ...
  1. Restores Life to a targeted deceased NPC/creature
  2. Also "restores" Actor's Default Equipment if n = 0 or is left blank
  3. If n = 0, Current Equipment and inventory is lost
  4. Using n = 1 lets Target Actor retain its Equipment and Inventory

    Even if Resurrect is entered the instant an NPC is killed
      {Open Console immediately to pause action & execute resurrect 1}
  • The game still may register the NPC as "Dead" and
  • NPC subsequently may not be mentioned in dialogue and
  • Sometimes NPC specifically may be referred to as "Dead" during a quest

    Adding a tag of "1" at the end (i.e., resurrect 1) immediately will make the target get up instead of vanishing and reappearing, thus allowing it to keep its equipment
  • If an NPC's corpse has vanished already, Gamer may need to use PlaceAtPC <”NPC ID”> for that Actor
Using Resurrect on the Player character normally will not dismiss the
"Load last save?" screen, & Camera will behave as if PC still is lying dead on the ground
  • However, if you use Resurrect command before the Loading message appears, Player may revive without needing to reload, BUT Camera may be centered on PC's feet rather than the head


SetFLYING <1 | 0> ... Sets Flying value to either 1 = Yes; 0 = No
  • See MOVEMENT - Part 2


SET<space>GameHOUR<space>TO <hh> ... Changes in-game Time-of-Day
  1. TES3 uses 24-hour clock … So 4 p.m. would be 16
  2. Input only whole Integer value from 0 to 24


  • Examples:
    • For 7 a.m., enter set gameHour to 7
    • For 9 p.m., enter set Gamehour to 21
    • Console will not accept fractional, decimal, nor Hour:Minute inputs like 6 ½, 6.5, nor 6:30 a.m.
    • Use SHOW Gamehour to get current in-game time-of-day;
      Reports floating point value {like 3.8646}


    SetSUPERjump <1 | 0> ... Targeted command that ...
    1. Enables Actor to do the jump equivalent of the Scroll of Icarian Flight
    2. See Movement Part 2



    SHOW<space>GameHOUR ...
    1. Returns “floating point” value for current in-game Time-of-Day
    2. TES3 uses a 24-hour clock with Hours from 00 to 24
    3. So 4 p.m. would be 16.0000
    4. Use SET GameHour <hh> to change game time-of-day



    SetSCALE <#> ... Targeted command that sets the size of a target Actor or Object
    1. Default Scale is 1.0
    2. Nominal range is 0.5 to 2.0 though this may be exceeded temporarily
    3. Scale may reset to within the 0.5-to-2.0 range upon Reload


    SET<space>TIMEscale<space>To[/u] <#> ...
    1. Changes Time Advancement rate of the game's Day/Night cycle
    2. TIMEscale value of 1 sets speed to Real-Time; In-Game day = 24 hours in real life
    3. A value of 10 sets speed to ten times as fast as real-time; 1 in-game day = 2.4 hours; etc.
    4. Default timescale is 30; 1 in-game day lasts 48 real minutes



    “Actor1 id”->STARTCombat <”Actor2 id”> ...
    1. Initiates Target Actor's attack on another Actor
    2. Makes targeted NPC or creature attack another specified NPC, creature, or player
    3. Depending upon circumstances, the target actor may not continue in combat



    “Actor1 id”->STOPCombat <”Actor2 id”> ...
    1. Stops Target Actor's combat with another Actor
    2. Depending upon circumstances, the target actor may resume combat later

WEREWOLVES in Solstheim – GAME-PLAY + TGM[/b][/h1]
Details on TGM .. WEREWOLVES .. Creating Characters .. DROP .. EQUIP .. ENABLEinventoryMENU .. COMPANION "Variable"

TGM ... Toggle command; Long form = ToggleGODmode
  1. Entering TGM causes Player to experience God Mode; No target actor
  2. Re-entering TGM ends God Mode
  3. TGM may be applied only to Player {PC}
    • TGM removes Player Carry/Burden limit
    • no Player damage is taken {except due to Disease & Spell “Reflect” effects}
    • no magicka is consumed
    • no stamina is used
    • all learned spells are castable
    • no ammunition is used ... &
    • there is no weapon or armor degradation

  4. Scripted Damage and Disease still may affect Player


______WEREWOLVES______

BecomeWEREwolf ... Bloodmoon targeted command that …
  1. Turns Actor immediately into a werewolf
  2. Works properly only for NPCs
  3. However, it can be used on creatures for some weird effects


Comments drawn from the UESP-wiki page about “BecomeWerewolf” follow:
  • Affected NPCs take on the werewolf mesh, removing all clothing and weapons
    and retaining all AI settings
  • This means an NPC turned into a werewolf may not be able to talk,
    but he/she will have the same Idle, Fight, and Hello, settings, etc.
  • Though NPCs just track the PC on Hello triggers; no dialogue
  • Likewise, already attacking NPCs will simply keep attacking, albeit in a new form -
  • Scripts seem to continue to run fine, as the object ID seems to remain the same
  • Unclear whether stats on NPCs affected by this function call are changed or not -
  • Speed definitely is not changed, so presumably it's only attack damage and/or hit chance that changes
  • This command can be used on creatures, with varying effects -
  • The creature NIF/appearance will NOT be swapped out, nor will their 'Name' tag say 'werewolf', as it does on NPCs -
  • It seems to work only for certain creatures, changing their attack sounds and attack stats
  • Creatures with Weapon & Shield bone entries will unequip whatever they're holding and go hand-to-hand -
  • The attack sound changes to a werewolf growl, but otherwise Idle and other sounds seem to remain the same
  • It's amusing when used on Rieklings - they become little snarling, boxing, midgets
  • Also, the Werewolf transformation is handled almost exactly like the Vampire change, with the PCWerewolf global being used
  • Using BecomeWerewolf and UndoWerewolf can break your game.
  • Some quests and variables depend solely on the use of these, so if you use one to toy around … you may be asking for it!


UNDOwerewolf ... Targeted command that …
  1. Undoes the werewolf change caused by the BecomeWerewolf function
  2. The NPC/creature still will be naked after the switch
  3. NPCs must be told to re-equip (weapons are usually re-equipped if it occurs in combat)
  4. Using Becomewerewolf and Undowerewolf can break your game
  5. Some quests and variables depend solely on the use of Werewolf commands
  6. So if you use one to toy around.... you may be asking for trouble!


_____CREATING NEW CREATURES / CHARACTERS:_____

Gamer may use the PLACEatME command {{see MOVEMENT Section – PlaceAtPC}} to put a number of a newly created Clones of a specified character that one may find at any of the Character ID Codes reference sites listed in my "ID Codes" section

  1. PlaceAtME works the same way as PlaceAtPC, except placement is at non-PC Object/Actor
  2. I.E., ”ActorID”->placeatme <ObjectID> <#> <Distance> <Direction>
    • Distance is from Player/Actor in “Game Units” {70 g.u./meter}
    • Direction is orientation from PC/Actor: 0 = Front; 1 = Back; 2 = Left; 3 = Right
    • Multiple # clones of Morrowind characters are possible to be produced this way
  3. Often used to spawn multiple NPCs/Creatures near Player, NPC, or object for a coordinated & timed attack

  4. Examples:
    • placeAtPC, “Dremora_lord”, 1, 128, 1 and
    • placeatme “Goblin_Brute”, 6, 50, 3
  5. Just BE AWARE that Gamer should NOT clone an important “named” NPC to avoid creating game conflicts
  6. There are pages of “Irrelevant” NPCs that might be usable
    {i.e., NPCs that are not part of any quest or story-line}

SAVE your Game before proceeding down this path !!
  1. There should be no problem cloning a run-of-the-mill unnamed character/ creature
  2. As noted above, gamer may create multiple copies of a selected creature at the same time
  3. Such clones will come with their "Default" equipment

  4. It is unclear whether AddItem command will work on clones to Add different equipment for each entity
  5. IF the unsure “Companion” variable could add “Companion Share” to such clones, that would be a great help
  6. Although its use is "iffy", it may be possible to use the Equip <ItemID> command to equip the clones. "Equip" has been reported to not work at times

  • WARNING: Overuse of the Placeatme command may result in SaveGame bloating, which can lead to SaveGame corruption


DROP <ItemID> <#> ... Targeted command that ...
  1. Causes target Actor to Drop quantity # of specified Item
  2. Must have at least # of the Item in Actor's inventory
  3. Normally Item is dropped at Actor's feet, but sometimes drops are at PC's feet


EnableInventoryMENU ... Targeted command that ...
  1. See MENUS section
  2. May be used during Player's first check in with Customs & Excise at Seyda Neen ?
  3. Could it be used to put an Inventory "container" in an NPC ?
  4. Grouped with EnableMagicMenu, EnableMapMenu, EnableStatsMenu
    Player's set of HUD menus
  5. Associated “Scripts” = CharGenClassNPC and CharGenNameNPC


EQUIP <ItemID> ... Targeted command that ...
  1. Equips specified Item on its Owner
  2. Sometimes does not work as intended. See EQUIP
  3. With the Tribunal DLC, NPCs can be made to equip weapons and armor
  4. Examples:
    • player->equip “dh_thrift_hammer_01” and
    • fargoth->equip “torch_infinite_time_unique”


Companion <#> ... Undocumented actor variable
  1. Not a function but must be defined as a short variable in order to be used
  2. The variable can be set in a dialog result or script to allow Gamer access to the actor's inventory
  3. If # set to 1, the dialog window will show a new option "Companion Share" which opens the actor's inventory
  4. In Morrowind the variable is undocumented and unused
  5. There is only ONE {1} "Companion" in Morrowind GOTY of whom I am aware
    • Calvus Horatius, the mercenary in Mournhold {Tribunal DLC}
ID Codes for Morrowind NPCs, ITEMs, ATTRIBUTEs, SKILLs, and PLACEs
Rather than including many pages of detailed data on the Identity Codes for the large number of Characters, Items and Objects available for Morrowind, links are given here to Community sources for this information.

Central points for linking to these subjects can be found at
http://en.uesp.net/wiki/Morrowind:Morrowind and
http://elderscrolls.wikia.com/wiki/The_Elder_Scrolls_Wiki/Portal/Morrowind and
http://elderscrolls.wikia.com/wiki/Items_(Morrowind)


Specific categories in the UESP Wiki follow:

ARMOR - http://en.uesp.net/wiki/Morrowind:Armor,_by_Body_Area
WEAPONS - http://en.uesp.net/wiki/Morrowind:Base_Weapons
ITEMS - http://en.uesp.net/wiki/Morrowind:Items
BOOKS - http://en.uesp.net/wiki/Morrowind:Books
CHARACTERS - http://en.uesp.net/wiki/Morrowind:NPCs and
PEOPLE - http://en.uesp.net/wiki/Morrowind:People and
FOLLOWERS - http://en.uesp.net/wiki/Morrowind:Followers
TRAINERS - http://en.uesp.net/wiki/Morrowind:Trainers
MERCHANTS - http://en.uesp.net/wiki/Morrowind:Merchants
ENEMIES – Almost any NPC can become hostile and attack Player; see Characters
CREATURES - http://en.uesp.net/wiki/Morrowind:Creatures
FACTIONS - http://en.uesp.net/wiki/Morrowind:Factions
LOCATIONS / PLACES- http://en.uesp.net/wiki/Morrowind:Places
SKILLS - http://en.uesp.net/wiki/Morrowind:Skills
ATTRIBUTES - http://en.uesp.net/wiki/Morrowind:Attributes
ABILITIES – See individual RACES for their Abilities. Also check Elder Scrolls Wiki at http://elderscrolls.wikia.com/wiki/Abilities_(Morrowind)
POWERS – Derive from Player's Race, Birthsign and Quest rewards. Also check Elder Scrolls Wiki at ==> http://elderscrolls.wikia.com/wiki/Powers_(Morrowind)
QUESTS - http://en.uesp.net/wiki/Morrowind:Quests
RACES - http://en.uesp.net/wiki/Morrowind:Races
“Official” ADD-ONS - http://en.uesp.net/wiki/Morrowind:Official_Add-Ons
LEVELING in Morrowind
While strictly speaking, this is not a Console Command topic, LEVELING is an important aspect of game-play in TES3-Morrowind. Therefor, I will explain the basic concept and some important factors for the Gamer to consider and provide a link to the excellent UESP-wiki page that details HOW You can achieve "Efficient Leveling".

A Player Character's Level is a measure of her or his overall experience and prowess.
Each named NPC has a level which never changes, while your Character begins at level 1 and continually increases in level throughout the game. Increases in level result in increased Attributes, and they are achieved through increases in Skills. For detailed explanations on Leveling, refer to UESP-wiki on at: http://en.uesp.net/wiki/Morrowind:Level#Efficient_Leveling

Each Character Class has five Major skills, five Minor skills, and seventeen miscellaneous skills. Each time your Player Character {Player or just PC} increases any combination of Major or Minor skills ten times, he or she becomes eligible to gain a higher level. Both Major/Minor skills gained by paying a Trainer to teach the skill and those gained by reading Skill Books count towards a level. Miscellaneous skills do not count toward this progress at all (but may count toward bonus multipliers applied to Attributes upon leveling up). Gamer can check the count of Major/Minor (or "M/M") skill increases toward a level at any time by hovering the mouse cursor over the Level line of the Stats menu in the upper-left of Player's HUD.

Upon gaining the tenth increase of Major/Minor skills, and at each subsequent increase of any skill type, a message will encourage you to "rest and meditate on what you've learned". Player will gain a level the next time PC Rests for any length of time. Using the Wait command is not considered resting for this purpose. Player must use a bed or other resting object, or rest outside of towns or cities.

For each level, a pop-up panel gives a short explanation of the character's sudden, if not unexpected, increase in power along with an illustration of adventuring gear, and the attribute multiplier list. After Player Rests, you will choose three of the primary attributes to increase from this list. Usually one or more of the Attributes will have multipliers next to them, meaning that those Attributes will increase by more than one point if you choose them. The multiplier for each Attribute is determined by the total number of times that skills governed by that attribute have increased since the last level up:
      • No skill increases = no multiplier (1 point available to add)
      • 1–4 skill increases = 2×
      • 5–7 skill increases = 3×
      • 8–9 skill increases = 4×
      • 10 or more skill increases = 5×


This includes increases of Major, Minor, and miscellaneous skills. For example, if Player increased Destruction three times and Alteration two times during the past level, an increase in Willpower by three points would be available, regardless of PC's class. Note that Luck will never have a multiplier, since it does not govern any skills, but it still can be chosen for a one-point increase at any level up. As with leveling to 10/10, Major/Minor skills gained with Skill Books and Trainers count towards multipliers.

Beware, however: While the counts for multipliers continue to accumulate for this level up, the count of Major/Minor skill increases to determine eligibility for level-up will roll over to the next level. In other words, if PC increases Major and Minor skills five times after becoming eligible for a level up, PC's progress will show as "15/10" before the level up, and then "5/10" afterwards. Those extra five increases will not affect the multipliers for the next level, however. So if PC instead had ten excess major/minor increases, upon leveling up, PC would be immediately eligible for another level up, with no attribute multipliers. Fortunately, the second level would not be gained automatically, so PC would still have a chance to increase skills and earn multipliers before resting again.

When Player gains a level, in addition to increasing three primary Attributes, PC's Health will increase automatically by 10% of PC's Endurance Attribute. If PC increased Endurance this level, the Health increase is calculated from the increased Endurance. No rounding occurs; although Health is displayed as a whole number in the Stats menu, the underlying value is actually a floating-point number.

An important consideration for the progress of Gamer's Player is Leveling Efficiently. UESP-wiki has an excellent detailed explanation of Efficient Leveling and how to achieve it at http://en.uesp.net/wiki/Morrowind:Level#Efficient_Leveling
MENUs – ENABLE<...>, SHOW <...> & Related Commands
In this section, the emphasis will be on Console Commands that provide access to various MENUS that “enable” the Gamer to make changes to the Player Character. To accomplish this, Morrowind uses several ENABLE<Menu-Variable> commands. Also in this section, a few SHOW...” commands will be presented.

TES3 Morrowind does not have the large number of “Show” functions that Skyrim has.
Only two, ShowMAPand ShowTARGETS seem to be useful in game.
ShowMAP will display the location of a “Cell Name” on the World Map, while
ShowTARGETS will display targeted group members. <{Needs verification}>
Another, ShowVAR, will report variables associated with a targeted character or object.


    EnableBirthMenu Opens the BIRTHSIGN Menu which …
  • Enables Gamer to change Player's Birthsign, that also will change any abilities and handicaps that go along with it
  • Each Birthsign may convey a certain Power or Spell or attribute along with a particular strength or weakness
  • For details, refer to the Birthsigns page at: http://en.uesp.net/wiki/Morrowind:Birthsigns


    EnableClassMenu Opens the Class Menu, where you can change your Player's class
  • In Morrowind, every humanoid character belongs to a Class, including your character and all NPCs
  • Characters' classes reflect their occupation, their positions in society, or simply the talents for the activities at which they are good
  • In game terms, class comprises three different aspects of a character:
    1. Specialization, Favored Attributes, and Major/Minor Skills
  • These choices will significantly impact the state of Gamer's Character at the start of the game, as well as how they will develop as they increase in level
  • When a Character is created, Gamer either will create a custom class, or use one of the game's twenty-one predefined player-character classes

  • For details on inter-relationships among these factors, see the Classes table at: http://en.uesp.net/wiki/Morrowind:Classes


    EnableInventoryMenu Activates that part of the Player's or Companion's {?} HUD that details the Items contained in the character's Inventory
  • Also see the GAME-PLAY Part 2 section
  • The Inventory Menu displays the name, quantity, value and other details for each item carried by the character along with total Encumbrance and an image of Player as currently equipped


    EnableLevelupMenu Enables the Level-up Menu in which …
  • Gamer chooses which attributes to increase each time Player has a Level increase
    1. Level-up Menu shows the 8 Attributes and how much increase is available for each
    2. One-Way process; once opened, Gamer must complete the choices
  • With a game-save beforehand, this can be used to check progress toward bonuses for specific attributes if one has lost track
    1. When Level-up is complete, reload the Game-save


    EnableMagicMenu Activates that part of the Player's HUD that …
  • Displays the Player's learned Spells and which Spell is active
  • Also shows any active Enchantments and diseases affecting Player


    EnableMapMenu Activates that part of the Player's HUD that displays
  • Game Map {Local or World} centered on the Player

  • Local Map can be used to “document” Player experience in “cells” like Caves; i.e.
    1. When inside a Cave, or Ruins, etc., double-clicking on the Local Map will …
      • Bring up a “Cell Box”, for lack of a better name, in which Gamer can type notes to
      • Record nature of the occupants, their activities, what's left to do, whether it's “Cleared”, etc.
      • Check the "Cell Box" with notes in the Image at the left; It tells PC only the 1st part of cave is clear => more work to do !
  • Later, when Player is in the area again putting cursor over the cave entrance will reveal that Cell Box from outside; So Player may not need to go in there again


    EnableNameMenu Undocumented Enables Gamer to input a name for Player at game-start


    EnableRaceMenu Brings up the Race Menu that allows Gamer to select Player's race
  • Each Race has a different mix of Attributes, Skills, Size, and Resistances that will bear heavily on Player's development and performance
  • Refer to the details for Playable Races at: http://en.uesp.net/wiki/Morrowind:Races


    EnableStatReviewMenu Brings up the Character Modification Screen which ...
    1. Can be used to change Player's race, class, birthsign, and other stats
  • Note: There are two MAJOR problems
    1. Player will lose all Spells and
    2. Player will lose immunity to all diseases
      {if you have progressed far enough in the Main Quest to have that}


    EnableStatsMenu Activates that part of the Player's HUD that displays the detailed Statistics about the Player's Attributes, Skills, and other levels and characteristics


    SG ______ Long-Form = ShowGROUP “Unknown” usage


    ShowMAP <"Cell Name"> ______ Displays location of “Cell Name” on Player's World Map


    ST ______ Long-Form = ShowTARGETS
  • shows target Actor's target group members


    SV ______ Long-Form = ShowVARS
  • If there is No Target, Lists ALL Global & Local Variables
  • If a Target is selected {shown at top of Console panel}, lists Target's Script variables and values for that entity.
  • Valuable Debugging tool.
MOVEMENT
Includes COC ... COE ...MOVE ... PLACEatPC ... PLACEatME ... POSITIONcell ... and ... GetPOS <x | y | z>

To move to a specified INTERIOR Cell location, gamer should use the COC command. Check out also "Test Cells” to visit in the next section.

COC <”Destination CELLid”> ... Teleports PC to an interior Cell
  1. COC = CenterOnCell
  2. Gamer may determine the “Cell ID” ahead of time by visiting with Player and checking on Player's “Local Map” in the HUD … OR
  3. Refer to individual Place pages in UESP-wiki for Cell location console codes
    • See http://www.uesp.net/wiki/Morrowind:Places for Morrowind locations
    • “Cell Ids” usually include multiple words & spaces; so enclose them in Quotes
      Examples: “Balmora, guild of mages” or “caldera, ghorak manor”
  4. When teleporting, Player may not appear exactly where expected in the Cell
  5. Be prepared to use FIXme &/or TCL to recover from a "stuck" condition


To move to a specified EXTERIOR Location, gamer should use the COE command instead.

COE <x>, <y> ... Teleports player to Exterior Cell x, y Coordinates
  1. COE = CenterOnExterior
  2. COE will teleport Player to an above-the-ground position so she/he won't get stuck
  3. The difference between this and COC is that COE needs two “map” coordinates for an exterior cell
  4. Most UESP-wiki "PLACE" pages will give coordinates of exterior locations


MOVE <x> <#> ... or MOVE <y> <#> ... or MOVE <z> <#> ...
Targeted commands that ...
  1. Moves “Target” entity within a Cell along a single “Axis” at a time
  2. Used for “fine” movements; for instance to reposition “static” furniture
  3. i.e., Allows the relative positioning of an object within a cell (interior or exterior)
    away from its current position
    • Takes the one Axis-letter name – x, or y, or z ... and
    • a numeric (integer or floating point) value for a single axis per command
      Example: Move Z 10 will very slightly raise an item, if it is clipping with the surface on which it is laying; Z is the vertical axis


PlaceAtPC <BaseID>,[#],[x,y] ... Spawns new copy of BaseID Actor or Object at Player's location

PlaceAtMe <BaseID>,[#],[x,y] ... Spawns new copy of BaseID Actor or Object at a non-Player's location

  1. Enter Optional # of spawns [#] of Actor or Object to be placed; Multiple clones are possible
  2. and/or the [x,y] coordinates from a reference point
  3. BaseID is the RefID for the requested item as seen in "Object Window" of the Construction Set
  4. A typical reason for using PlaceAtPC is to retrieve a lost NPC / Follower
    • Could be appropriate IF NPC is dead; Otherwise NOT!
    • However, there are better options to do that, such as PositionCell
  5. Clones will have only “Default” equipment and inventory
  6. PLACEatME may use a specified character as a subject for cloning new entities
    {found at the Character ID Codes reference pages listed in my "ID Codes" section}]list]
  7. Check Creating new Creatures / Characters in the "Game Play" section
  8. [/list]
    NOTE: This command will spawn clone{s} of the object
    which has the potential to create game conflicts !!
  9. Refer to UESP pages http://uesp.net/wiki/Morrowind:Items for Morrowind BaseIDs
    These tables should NOT be used for unique, Named NPCs
    Rather, see http://en.uesp.net/wiki/Morrowind:NPCs OR
    http://en.uesp.net/wiki/Morrowind:People

    WARNING: OVERUSE of the Placeatme command may result in savegame bloating, which can lead to savegame corruption


    _____POSITION_____
    The next set of 3 commands, GetPOS <x | y | z>, is essential to provide inputs for other Movement commands, such as PositionCell
    • Typically, Gamer would execute these commands to report PC's 3D position coordinates with respect to Morrowind's 3-Axis grid
    • These GetPOS commands also could be used to determine the position of a
      “Lost” Follower
      so the Player could move to that Follower {or other NPC or Object for which Gamer knows the “RefID"}

    GetPOS x ... Targeted command that reports Target Actor's position on the Game's X-Axis
    • One of three geo-coordinates needed to determine Actor's exact location in-game

    GetPOS y ... Targeted command that reports Target Actor's position along the Game's Y-Axis
    • One of three geo-coordinates needed to determine Target Actor's exact location in-game

    GetPOS z ... Targeted command that reports Target Actor's position along the Game's Z-Axis
    • One of three geo-coordinates needed to determine Target Actor's exact location in-game


    Due to the Cloning and lost Inventory problems occasioned with PlaceAtPC, a preferred method for relocating misplaced Actors is the PositionCell command that follows:

    PositionCell, <Xposition>, <Yposition>, <Zposition>, <Direction>, <”Cell Name”> ... a Targeted command that ...
    1. Moves Target Actor to a precise position without any change in “State” or cloning of Actor
    2. Actor retains all Scripting & Inventory & equipped Apparel, Armor, & Weapons
    3. The command requires a precise set of 3-dimensional gamecoordinates {x, y, and z} to which the Target will be sent
    4. Normally this is determined by using Player to GetPos x & GetPos y & GetPos z in-console
    5. “Direction” is displacement relative to the reference x/y/z position, using # = 0 or 1 or 2 or 3 or 4 representing: exactly ON the position, or in FRONT, or to the RIGHT, or BEHIND, or to the LEFT
    6. “Cell ID” is easiest determined from the Cell Name label at the top of the
      Local Map in Player's HUD
MOVEMENT - Part 2 - Test Cells, etc.
Also see SetSuperJUMP ... and ... SetFLYING below

__________"TEST CELLS"__________

There are several “Test Cells” for Morrowind, Tribunal and Bloodmoon that contain Developers' creations tested during their development of TES3. Gamer may “visit” them by using the
COC command with the “Test Cell Name” enclosed in double quotes { “ “ }.
To get out again, use COC “Pelagiad” or whatever other city you would prefer. Read up on using TCL before going to the Test Cells ! Player CANNOT walk to/from these Test Cells !!

Following is a list of some Test Cells {you had better take TCL with you ;D:
    TES3-Original:
  1. ”TODDTEST”
  2. ”Character stuff wonderland”
  3. ”Mark's vampire test cell”
  4. ”Clutter warehouse – Everything must go!”
  5. ”Pelagiad, ignatius flaccus' house”
    Tribunal test cells:
  • ”Mournhold”
    1. ”Mournhold temple”
    2. ”mournhold, royal palace”
    Bloodmoon test cells:
[/b]
  • “draugr test”
    1. “mark's script testing cell”
  • [/list]


    SetFLYING <1 | 0> Sets Flying value to either 1 = Yes or 0 = No
    1. Setting Flying to 1 “enables” permanent FLYING (with one more step needed)
    2. To get SetFlying to work, enter the Console command set to 1 AND
    3. Start Levitation by spell, potion, or any other usual means

    4. The effect will be at the magnitude, i.e. the speed, with which you started
    5. Flying will last until you disable Flying with the console
    6. To disable Flying, enter SetFlying 0 in the Console

    NOTE: Player cannot Rest while Flying is in effect


      SetSUPERjump <1 | 0> __________Targeted command that …
    ***<{{ Note: Author is unable to verify performance of this command as he uses OpenMW }}>***
    *** WARNING: Fuddy-Duddy ALERT - using extremely high Skill or Attribute boosts
    may adversely affect game performance or lead to game crashes ***
      1. When set to 1, SetSUPERjump allows targeted Actor to jump the equivalent of
        the Scroll of Icarian Flight which sets Acrobatics to 1000 for 7 seconds
        { And we all know what happened to the fellow who invented that !! :( }
      2. Disable with Setsuperjump 0
    • Before the Jump, click the HUD Map so it will display when HUD is closed
    • SAVE Game – Prudence step !!
    • Adjust Map size and use the Map to adjust PC's flight during the Jump if it will be long;
      Aim for Destination {if you have one}
    • If it looks like PC will overshoot the destination, activate Levitation to stop Jump

    • Note: Without Acrobatics boosted abnormally high (to around 200),
      the Fall back down likely will Kill the Actor/Player
      ...
      1. UNLESS Actor will be landing on something above the starting level
      2. Consider use of Levitation or Slow Fall enchanted rings or spells for landing
        • Don't activate until near the end or you will shorten the Jump - TIMING !
      3. OR do the MANLY thing = "Suck it up" and take the fall like a REAL man :steamfacepalm:
    • SetSuperJump is reported NOT to work in OpenMW as of v.0.41.0
      1. Verified as of OpenMW v.0.42.0
    QUEST Commands
    Includes details on using JOURNAL ... GETJournalINDEX ... and ... SETJournalINDEX

    In this "Work In Progress", SKYRIM Console Commands are being included as a starting point.
    As it is learned that a command is not recognized in TES3, such commands will be removed or placed in a special section.

    If You, the Gamer are aware certain commands are invalid, or missing, or have the format wrong, your advice in the COMMENTS section would be greatly appreciated.

    For detailed information on Morrowind:Quests, refer to the UESP-Wiki at: http://www.uesp.net/wiki/Morrowind:Quests .

    Quests are sorted by where they are assigned or by which faction assigns them. Morrowind also offers hundreds of smaller quests, all of which are listed under Miscellaneous Quests at: http://en.uesp.net/wiki/Morrowind:Miscellaneous .

    In this section, QstID may be used to indicate a Quest's RefID identification code.

      GetJournalINDEX <JournalID> Quest command that …
      1. Returns the Index {#} of the highest journal entry for that journal topic
        received by the Player
      2. JournalID = ID of player's journal to retrieve {i.e., QuestID+Stage # }
    • Use this to keep track of Player's current progress in the quest and
    • To know what specific scripting events are needed to complete the quest


      Journal <QuestID> <Index> Quest command that …
      1. Adds a journal entry to Player's journal for a specified Stage in a Quest
      2. Using the given Index # value to determine which entry to add
      3. Gamer might use to help complete a "broken" Quest by inserting missing Entries
    • Seems primarily to be a modding tool
    • Generally a QuestID will refer to a single quest, with multiple index values to indicate Player's progress through parts of the quest
    • The index starts low and ends high
      1. For instance, 10 for the starting journal entry
      2. 20 and 30 for two middle quest journal entries and
      3. 50 for the last, end of quest, journal entry
    • This is one of the few functions that can accept a variable for the index parameter
    • This function also has some rather unique features
      1. You can call Journal my_quest 10 as often as you want
      2. the journal entry 10 of my_quest is added only once
      3. The function will write any entry into the journal, if it is new
      4. but the index is only set, if it is higher than before
    • It is of course possible, to set a journal index that has no text
    • This can be used to mark progress in the quest without notifying the Player of every little step
    • The function does not work with non existing QuestIDs
    • You must create a journal topic my_quest in the dialog window to make these examples work

      SetJournalINDEX <JournalID> <Index> Quest command that …
      1. Sets the Journal at specified Index #; Can move up or down in sequence
      2. Where … JournalID = Journal entry to add or modify {e.g., QuestID} and
      3. Index = # Value to set the journal entry to {e.g., Quest Stage #}
    • Seems primarily to be a modding tool. Use not certain; purpose of function is undocumented
    • Although supposedly included in the original game, it works only in Tribunal or later versions
    • SetJournalIndex is useful to set a Player's Journal entry without displaying any journal text
    • This could be used as a form of a quest variable without being forced to actually create a global variable to govern that quest

    • Example: Display something to the Player, and then set a special flag for that quest you can set the index to 46, and then check to see if the dialogue entry is 46 instead of 45 to have the NPC do something different when reacting to the Player
    • Essentially, it's a way of tracking the player's shenanigans without tipping off the player with a journal entry
    • Also the journal index could be set to values where a journal index doesn't actually exist
    • Whether or not you can use SetJournalIndex to repeatedly display the same journal entry over and over, I haven't tried {comment by UESP-wiki contributor}
    SYSTEM Commands
    Details on using: DISABLE .. ENABLE .. GameHOUR .. SCALE .. TIMEscale .. and .. ENABLEplayerCONTROLS

      DISABLE Targeted command that …
      1. Removes entity/ object from the game “World”
      2. Object no longer will be seen or interacted with
    • May be restored to game by using ENABLE
    • Useful when an object obstructs or interferes with the game; for Example …
      1. PC is supposed to follow a Horker to a mysterious cave
      2. Horker sees PC & starts swimming North … straight into a huge rock
      3. Horker has no instruction to swim around said rock, just swim North
      4. Gamer applies Disable to interfering rock … Problem is gone :)
    The "Disabled" object information still is stored in savegame But otherwise the object effectively no longer exists for game-play
    Note: if you use DISABLE on Player, the game may crash


      ENABLE Targeted command that …
      1. May be used to restore an object to the game
    • Typically, object previously had been removed by the Disable command


      EnablePlayerControls Enables player control during cinematic mode
    • During cinematics, Player Controls normally are disabled
    • Occasionally the game will glitch and not restore PC controls again
    • EnablePlayerControls is used to enable Player Controls again
    • Rather than reloading a savegame, use this command and carry on


      GETscale and SETscale <#> Targeted commands that
    • Report and Set the size of a target Actor or Object
    • Default scale is 1.0. Report is to 6 decimals; e.g., 1.050000
    • Nominal range is 0.5 to 2.0 though this may be exceeded temporarily
    • Scale may reset to within the 0.5-to-2.0 range upon Reload


      SHOW<space>GameHOUR .. and .. SET<space>GameHOUR<space>TO <hh>
    • Report and Change game Time-of-Day
    • Game uses 24-hour clock … So 4 p.m. would be 16
    • Input only whole Integer <hh> value from 0 to 24
      1. Examples:
        • For 7 a.m., enter set gamehour to 7
        • For 9 p.m., enter set gamehour to 21
    • Console will not accept fractional, decimal, nor Hour:Minute inputs like 6 ½, 6.5, nor 6:30 a.m.
    • Use Show Gamehour to get current in-game time-of-day; Reports floating point value to 4 decimals {like 3.8646}
    • Could be useful for Screenshot time-of-day lighting effects


      SHOW<space>TimeSCALE .. and .. SET<space>TimeSCALE<space>To <#>
    • Report and Change the Time-advancement rate for the in-game day/night cycle
      1. A value of 1 sets speed to Real-Time; In-Game day lasts 24 hours in real life
      2. A value of 10 sets speed to ten times as fast as real-time; 1 in-game day lasts 2.4 hours; etc.
    • Default Timescale is 30; 1 in-game day lasts 48 real minutes
    • Note: Setting value to negative will reverse time, but will turn the clock to negative values if allowed to run past {before} the previous midnight
    To fix glitches related to negative time, use the command Set Gamehour To 0 {midnight}
    Altering the value of timescale may cause bugs to occur during various quests
    Resetting timescale to the Default value of 30 fixes these bugs
    TOGGLE Commands
    Includes details on TAI .. TCL .. TCS .. TFOW .. TFH .. TGM .. TG .. TKS .. TM .. and .. TWA

    Toggle Commands provide an "ON/OFF" function. That is, the same command is entered first to activate a command, and then again to turn that command OFF. See full list at The Elder Scrolls Wiki: http://elderscrolls.wikia.com/wiki/Console_Commands_(Morrowind)?action=edit&section=6&veaction=edit
    and in the UESP-wiki at: http://en.uesp.net/wiki/Morrowind:Console_commands

    Select TOGGLE Commands Table from the Elder Scrolls Pages

    Toggle
    Command
    Short-Code
    or Prefix
    Description or Effect
    ToggleAI
    TAI
    Turn NPC/creature AI Off / On
    Mod creation tool.
    ToggleCollision
    TCL
    "Actor"
    Turns Collision {clipping} OFF/On for PC or targeted NPC/creature in range {? ← Nearby NPC needs Verification}
    This command is targeted; if no actor is selected it will turn OFF collision for Player (PC) only {? ← Needs Verification}
    With Collision OFF, Targeted Actor can move in the direction it is facing; up, down, through floors/ walls/ rocks/ etc.
    The Target essentially can fly/tunnel without restriction
    Point in a direction and move PC wherever desired
    Gamer can move PC through buildings and even the landscape
    Useful for enabling PC to get out of rocks/ walls/ etc. when stuck
    PC can walk through walls to get around obstructing Follower or blocking Actor
    If NPCs are affected, use RA {ResetActors} to restore NPCs in the cell
    {*Conflicting information as to whether nearby Actors are affected*}
    • Some sources say TCL affects any nearby NPC in the same cell
    • However, that has not been my experience
      1. I have had to apply TCL individually to each Actor that needs it
      2. Tested in "Test Cells" with nearby Characters trying to attack PC
      3. Used TCL with Characters close so PC could escape through wall
      4. Pursuing NPC/creatures were unable to follow through walls
    NOTE: Do NOT go through Doors leading to another Cell!
    That could be hazardous to your Game's health !!
    ToggleCombatStats
    TCS
    Turn combat stats ON/Off. Stats are displayed in the Console window
    Does NOT work for me ?
    ToggleFogOfWar
    TFOW
    Turns obscuring Fog in mini-Map OFF/On. FOW hides “unexplored” areas
    Useful for screenshots of clean Map without obscured areas
    ToggleFullHELP
    TFH
    Turns Cursor Help mode ON/off. If ON; Shows Ownership & other “script” for Actors & Objects under the cursor
    e.g., Owned by & Stolen from Whom – Trapped &/or Locked Doors & Containers {Lock Difficulty Level} – Diseased creatures
    Useful to avoid taking “owned” objects or selling stolen objects to original owners :steamFacePalm:
    ToggleGodMode
    TGM
    Player becomes {almost} “Invulnerable” when ON
    However, PC still can die
    TGM may be applied only to the Player {PC}
    Examples: if PC casts spells on actors with “Reflect”; or if PC wears the Mantle of Woe when sun is out and uses certain objects with “Cast When Used” enchantments; or if PC casts certain spells, Player could die
    Scripted damage and Disease still may affect the Player
    EFFECTS:
    • no Player damage is taken {except due to “Reflect” effects}
    • no magicka, nor stamina, nor ammunition is used; and
    • all learned spells are castable
    • there is no weapon or armor degradation
    ToggleGRASS
    TG
    Turns in-game Grass OFF/on
    Example: PC is searching for the missing Tax Man near Seyda Neen. However, a new Landscape Mod has Grass so tall and thick, PC can see nothing beneath the grass at ground level. Gamer opens Console and Toggles Grass OFF; TG. AHA ! There's the dead Tax Man! Problem solved
    Gamer toggles TG to restore the scenic Grass
    ToggleKillStats
    TKS
    When ON, shows statistics in-Console window on how many creatures PC has killed each time Player kills another
    Does NOT work for me ?
    ToggleMenus
    TM
    When ON, UI and Menus display on screen
    When OFF, no UI, Crosshairs or menus show on screen
    Useful for “clean” Screenshots !
    Gamer may use for more "realistic" game-play
    NOTE: Console disappears as well, so gamer must remember to exit and then reenter Console with the Tilde <~> key to use TM to restore menus
    ToggleWATER
    TWA
    Turns in-game Water OFF/on
    Example: PC is searching for a small Magic Ring that probably was dropped in a deep pond north of Gnisis. Unfortunately the water is deep, dark and murky, making it hard to see anything. Adding to the problem, PC lacks the Waterbreathing spell or enchantment. What to do ?? No problem ! Gamer simply opens the Console and Toggles Water OFF; TWA
    PC can now walk to the bottom and finds the Ring!
    Gamer opens Console & Toggles Water back ON


    Additional TOGGLE + “Mod Creation Tool" Commands
    BC BetaComment. Mod creation tool
    MOTO MoveOneToOne. Mod creation tool
    ORI OutputReferenceInfo. Mod creation tool
    PT PurgeTextures. Mod creation tool
    SA ShowAnim <{-ation}>. Mod creation tool
    SCT StopCellTest. Mod creation tool
    SSG ShowSceneGraph. Mod creation tool
    SV ShowVar <{-iables}>. Mod creation tool
    T3D ToggleTestModels {3D models}. Mod creation tool
    TAI ToggleAI. Mod creation tool
    TB ToggleBorders. Mod creation tool
    TCB ToggleCollisionBoxes. Mod creation tool
    TCS ToggleCombatStats {PC combat}. Mod creation tool
    TDS ToggleDialogueStats. Mod creation tool
    TDT TogglesDebugText display (FPS, etc.). Mod creation tool
    TG ToggleGrass. Mod creation tool
    THD ToggleHeadsupDisplay Picture-in-Picture
    TKS ToggleKillStats {PC creature kills}. Mod creation tool
    TL ToggleLights. Mod creation tool
    TLF ToggleLoadFade. Mod creation tool
    TLL ToggleLandLOD {Level of Detail}. Mod creation tool
    TLV ToggleLeaves. Mod creation tool
    TMS ToggleMagicStats. Mod creation tool
    TPG TogglePathGrid. Mod creation tool
    TS ToggleSky. Mod creation tool
    TSO ToggleScriptOutput. Mod creation tool
    TST ToggleSTats. Mod creation tool
    TT ToggleTrees. Mod creation tool
    TTS ToggleTextureString. Mod creation tool
    TVM ToggleVanityMode; For in-game 3rd-person view. Mod creation tool
    TW ToggleWorld. Mod creation tool
    TWA ToggleWAter. Mod creation tool
    TWF ToggleWireFrame mode. Mod creation tool
    TWR ToggleWaterRadius; . Mod creation tool
    Unknown effect, but shows a grid of water (green diamonds)
    and land (blue diamonds) in a radius around the player.
    Red diamonds seem to be related to pathing, judging from examples
    TWS ?? Toggles water rendering? Mod creation tool
    TurnMoonRed For Bloodmoon. Mod creation tool
    TurnMoonWhite For Bloodmoon. Mod creation tool
    WakeUpPC Get Player to work. Mod creation tool
    WEATHER in Morrowind
      GETcurrentWeather <RegionID> Reports current Weather for specified Region
    • 9 Vvardenfell Regions plus Mournhold {Tribunal} and Solstheim {Bloodmoon}
    • See ChangeWeather for Region names and Weather types.


    ChangeWeather, <region>, <type> Changes the weather in the specified region to the desired “type” by entering a number from 0 to 9 for the Type.

    • Region: The region's name:
      1. Bitter Coast, West Gash, Grazelands, Ashlands, Sheogorad, Azura's Coast,
        Ascadian Isles, Red Mountain, Molag Amur, Mournhold {? Tribunal},
        Solstheim {? Bloodmoon}

    • Use quotes around those Regions with multiple words


    • Morrowind Weather Types

    #
    Type__________
    #
    Type__________
    #
    Type__________
    #
    Type__________
    0
    Clear
    1
    Cloudy
    2
    Foggy
    3
    Overcast
    4
    Rain
    5
    Thunder
    6
    Ash
    7
    Blight
    8
    Snow
    {Bloodmoon required}
    9
    Blizzard
    {Bloodmoon required}
    19 Comments
    Mardoin69 8 Nov, 2021 @ 8:49am 
    I actually patched it up with the most up-to-date mods and am using the Morrowind Rebirth overhaul. So far, I haven't had ANY crashes or issue's. This is my 2nd go round for TES Morrowind. Originally, I started into TES when Oblivion came out. Then found out about the previous editions so, I picked up Morrowind to play. But, that was long ago and don't think I had finished it. Doing a complete run through of TES starting with TES III. I was bummed when they made TES VI an online only deal.....was hoping for a stand alone version I could solo offline.
    DerEider  [author] 7 Nov, 2021 @ 9:15am 
    If you are continuing to play TES3, I would suggest using a substitute 'engine' for Morrowind called "OpenMW" , whch is a free, “Open Source” & modern engine-based executable which reimplements & extends the Morrowind.exe that runs the open-world RPG Morrowind .

    The engine comes with an editor called OpenMW-CS that allows Gamers to edit or even create their own original games.

    OpenMW bypasses Morrowind.exe completely but otherwise uses the complete Morrowind installation.

    OpenMW has a Web Page at: http://openmw.org/en/ ... There it has tabs for FAQ, Downloads, Wiki, Forum, etc.

    I have experienced excellent game play using OpenMW , without the CTDs that are part of the normal Morrowind.exe experience.

    NOTE : Playing Morrowind with this engine still requires the standard installation of Morrowind from Steam or other 'official' source, including its data files and will use any mods one may have installed.
    DerEider  [author] 7 Nov, 2021 @ 8:51am 
    Your compliment is appreciated, Mardoin :lunar2019coolpig:
    Mardoin69 7 Nov, 2021 @ 7:43am 
    Great job, like how you include wiki links to so much info......and that you covered not only adding but also removing things.
    DerEider  [author] 4 Feb, 2021 @ 5:08pm 
    I never have used the Race Menu, so I can offer no specific advice on its use.

    It cannot be guaranteed that use of any particular mod mid-game will NOT affect prior bonuses or other characteristics. It is best to start a new game when adding a new mod to one's game.
    bellofury 4 Feb, 2021 @ 1:59pm 
    Additionally, is there a way to do so without losing the "spoilery" bonuses derived from certain Main Quest progressions?
    bellofury 4 Feb, 2021 @ 1:57pm 
    Is there a way to stop the game from resetting player attributes and skills when using the race menu? I just want to swap to a face I modded in to the game without restarting my playthrough
    DerEider  [author] 23 Nov, 2018 @ 5:27pm 
    PART 1:
    @KingAsaTheGoodest, it's possible that you may have loaded items into your PC's inventory that are not recognized by normal dialogue or equip commands. An example might be a "static" object that is not intended to be moved or carried. This might be done using Console commands and, while they would not be shown in PC's inventory, they would weigh PC down as "Encumbrance".

    To see whether this might be the case, have PC transfer the entire inventory to a large container {to ensure it can contain everything}. Then use GetAttribute to see whether Encumbrance is indeed 0 {zero}.
    DerEider  [author] 23 Nov, 2018 @ 5:26pm 
    PART 2:

    IF it is NOT zero, PC likely is carrying unintended objects in Inventory.
    Skyrim has a command that can remove all objects, including unseen items, but I have not found one that works in Morrowind. One would have to load a Save in which PC had NO such encumbrance. :norse:
    DerEider  [author] 23 Nov, 2018 @ 6:45am 
    @KingAsaTheGoodest, Read the section on ATTRIBUTES. Use player->GETattribute to find out the current value and player->SETattribute to change the MAXimum value for the attribute of interest. Must use the official Attribute or Skill nomenclature

    Encumbrance is the relevent Attribute and it is “derived” from Strength with a multiple of 5.

    Use the following link for Morrowind Attribute Ids:
    http://en.uesp.net/wiki/Morrowind:Attributes#Primary_Attributes

    Refer to the UESP Wiki page explaining the derived Attribute “Encumbrance”:
    https://en.uesp.net/wiki/Morrowind:Encumbrance
    :Norse: