If you’re using the IE Mod, you can just use these commands without any prerequisites. If you’re not using the IE Mod, some of these commands will not be available at all, others will not be usable by default, you need to enable cheats by typing in iroll20s. This will activate cheats for this game, but will disable achievements. Achievements will be reactivated and cheats disabled when you reload the game (it’s not necessary to exit the game entirely). But like I said, you can just use the mod and not worry about anything else, achievements will still work.
(It’s been reported that a creature that joined your party this way may be bugged after you reload a save in which you have it already joined your party or after you transition to another area, so exercise caution and only use this command to experiment)
You need an NPC’s id first. The way you do it is simple, you just need to be on the same map with the npc.
Type FindCharacter NPCname - for example you want to add
Medreth to your party, you type FindCharacter Medreth. You
will see a few lines like NPC_Medreth_Guard_Man, etc, and
one of them will be NPC_Medreth. This is the id that you
need.
Now type AddToParty NPC_Medreth And voila.
SetZoomRange minValue maxValue - will not change your
current zoom, but will allow you to zoom really close and really far
with the mouse wheel… try typing SetZoomRange 0.1 200
AIPathToPoint id1 id2 movementType
id1 = it’s the guy who you want moved. For example
NPC_Medreth_Guard_Dwarf.id2 = it’s where you want the guy to go. You can give
him anything you can find in FindObject or
FindCharacter… You can give him
TurningWheel(Clone) or NPC_Villager_Female_03
and he’ll go there. He won’t go if he can’t reach that place.MovementType = it’s a number 2, 3 or 4… 2 = walk, 3 =
run, 4 = sprintExample:
AIPathToPoint NPC_Medreth_Guard_Dwarf NPC_Villager_Female_03 2
Same principle as with above, the command is
AIForceAttack id1 id2 > Example:
AIForceAttack NPC_Medreth_Guard_Dwarf NPC_Medreth_Guard_Man
AreaTransition MapName PointLocation > Example:
AreaTransition AR_0002_Dyrford_Tavern_01 North1
Or instead of using a pointlocation, just type its number, like 1. By the way, instead of long names, you can just use the corresponding number of the area from the file. Most of them don’t seem to be in the game as of beta.
WorldMapSetVisibility mapname visibilitytype
visibilitytypes are:
Of course it’s useless to try unlocking areas that aren’t supposed to
be drawn on the map, like some caves. If the name of the area indicates
it to be outdoors, you can try it.> For example:
WorldMapSetVisibility AR_0301_Ondras_Gift_Exterior 1
Same deal as before: DealDamage ID value > Example:
DealDamage NPC_Medreth_Guard_Man 200
Example:
Kill NPC_Medreth_Guard_Man
Doesn’t require any parameters.
Open chest_01 trueUnlockAll - unlocks all containers in the area.OpenContainer chest_01
Usage: Jump (no parameters required)
Teleports selected characters under the mouse cursor, but only if the cursor is on the navmesh.
OpenCharacterCreationNewCompanion cost endingLevel
The first parameter represents how much it will cost if the player does hire this companion. The second one stands for what level the companion will be.
Example:
OpenCharacterCreationNewCompanion 0 8
Forces rest no matter where you are and no matter what your supplies are.
Example:
SetIsHostile CRE_Boar_Animal_Companion(Clone) trueExample 2:SetIsHostile CRE_Boar_Animal_Companion(Clone) false
TeleportObejctToLocation guid guidTeleportPartyToLocation guidTeleportPlayerToLocation guidExample:
TeleportPartyToLocation CRE_Boar_Animal_Companion(Clone)
EncounterSpawn id – the IDs can be found using the
GameObject Browser (console command: tt ). You go
up the heirarchy until you’re at the top, then go into
2_Design_Area_Encounters and there you will have your IDs.
Sometimes the devs don’t put the encounters into
2_Design_Area_Encounters and they just hang at the top of
the heirarchy along with other gameobjects, but can easily be
identified, because they start with “ENC_”.
BSC creaturename bool (0 - for friendly, 1 - for
hostile)
For now, the only names known are the file names starting with
cre_ in assetbundles\prefabs\objectbundle
Example: to spawn a friendly “Obsidian Wurm” (it’s an animal companion), you type:
BSC cre_wurm_obsidian_pet 0. For a hostile druid cat:BSC cre_druid_cat01 1
First, you need to get the internal names of your active quests using
ListActiveQuests. This will yield a bunch of lines such as
data/quests/00_dyrford_ulterior_motives.quest – sometimes
you’ll have to guess which quest is which, for instance this name is
assigned to Dyrford’s quest known to players as “Cat and Mouse”. Once
you know the exact internal name, use
ForceAdvanceQuest name
Example:
ForceAdvanceQuest data/quests/00_dyrford_ulterior_motives.quest
This console command allows you to respec yourself or your party members (drops them to level 0 and allows you to relevel them up), or you can do the same thing, but also change their class. Changing the class is optional.
The console command is:
ChangeClass <name> <Class>
As always, you must find the ingame name of your characters using the
FindCharacter name. So let’s say you want to respec Aloth.
Type in FindCharacter Aloth. You’ll get something like
Companion_Aloth(Clone)_1 in the console. This is the name
you should use. Now do
ChangeClass Companion_Aloth(Clone)_1 Wizard - your
companion will fall down to level 0 and you’ll be able to level him up
differently from how he was. Or type
ChangeClass Companion_Aloth(Clone)_1 Fighter - and he’ll
turn into a level 0 fighter instead.
Warning: do not attempt to transition/quit/save game while your character is level 0. You need to level him up first. Do not attempt to open your grimoire, etc. Just immediately proceed to leveling up. It removes all talents and abilities, except racial ones and except Watcher’s abilities, but that last part is not entirely true. I haven’t progressed deep enough into the story to find all Watcher abilities, so it only makes an exception for
Crucible_of_the_Souland 3 more. I will include others as I discover them, but for now you will lose them if you’re going to respec your main character. You can get them back through theAddAbilityconsole command, so it’s not a problem. Note that you will also lose your abilities gained through equipment, but you will regain them as soon as you reload your save. In any case, exercise caution with this console command, consider it experimental.
Update: Sagani will now keep her Itumaak even if you respec her into another class. If you respec Sagani into any other class, no further actions are necessary, you’re all good. However, if you respec her into Ranger, you will be promoted to pick an animal companion by the game. It’s just a formality, so pick any. When you’re done, Sagani will still keep her Itumaak. However, another action is required now. You need to type
FixSagani id. It’s the same id you used in theChangeClasscommand. So if you didChangeClass Companion_Sagani(Clone)_2 Ranger, now you have to doFixSagani Companion_Sagani(Clone)_2Hivarias will lose his special shapeshift if you respec him, I’ve been told, but I’ll fix it when I encounter him in game.
New a console command to allow you to rename creatures. This is
important for when you respec into a Ranger, because your companion will
be called something like BearCompanion. So again, find your
companion’s ingame name, then use
RenameCreature ingamename newname.
Example:
RenameCreature Animal_Companion_Wolf(Clone) Wolfie
NoFog
God
Invisible
NoDamage 1 (to turn it on)NoDamage 0 (to turn it off)CameraMoveDelta float Default value is 1. You can use
values like 0.5 or 2 or 1.5, etc…
CheckAchievements - this checks whether you have
accidentally disabled achievements for this playthrough or not. The only
way you could’ve done it is by typing iroll20s, by the way.ReenableAchievements - for people who disabled them
accidentally.SwitchPOTD - changes your game difficulty to Path of the
Damned. Or if it’s already at POTD, changes it back to Hard.
HelmetVisibility true/false Affects only currently
selected party members.
SetDefaultZoom value. Default is 1.
ToggleSpellLimit - makes you ignore spell limits.FreeRecipesToggle - allows crafting without having the
ingredients.CraftingDebug - gives you all kinds of crafting
supplies, a great amount of them.AddItem itemname number - example:
AddItem misc_troll_head 1 (the names of the items are the
names of the files located in
PillarsOfEternity_Data\assetbundles\prefabs\objectbundle)GivePlayerMoney numberAddExperience numberAddExperienceToLevel number – gives you enough
experience to reach level “number”AddAbility charname abilityname - Use
FindCharacter Name to get the charname that you can use.
FindCharacter Aloth will yield you something like
Companion_Aloth(Clone)_1, so this is the name that you have
to use. Abilities are found in
PillarsOfEternity_Data\assetbundles\prefabs\objectbundle.
So the end result should looks like
AddAbility Companion_Aloth(Clone)_1 necrotic_lance.AddTalent charname talentname - (same here, but talents
are prefaced with a “tln_”… do not try adding without it)Skill charname skillname value - example:
Skill player stealth 10 (player is what you type in when
you mean your own character). Example2:
Skill Companion_Aloth(Clone)_1 stealth 10AttributeScore charname attribute value - example:
AttributeScore player might 20 (this is base attribute
score, so sometimes you’ll end up with a slightly higher score because
of racial bonuses)RemoveTalent charname ability/talent. Works both for
talents and abilities. Works like AddTalent or
AddAbility. Preface talents with “tln_”.IERemove SimpleName Ability/Talent (requires IEMod) An
easier to use variation of the previous command. You can use simple
names and partial names for abilities/talents. Example1:
IERemove Eder Rapid_Recov or IERemove Kana The_ThunderActivateStronghold - if you don’t have a stronghold
yet, you can activate it like thisStrongholdBuildAllStrongholdBuild typeStrongholdDestroy typeStrongholdForceAdventure typeStrongholdForceBadVisitorStrongholdForceKidnappingStrongholdForcePayHirelingsStrongholdForcePrisonBreakStrongholdForceSpawnIngredientsStrongholdForceVisitor index - a number ranging from 0
to I don’t knowStrongholdForceAttack index - sameAdjustSecurity int - can be a positive or a negative
numberAdjustPrestige int - can be a positive or a negative
numberAdvanceTimeByHour intManagePartyScreenshake durationValue strengthValue - example
Screenshake 1 1SoulMemoryCameraEnable true (or false) - Gives you some
kind of tunnel vision and everything becomes somewhat purpleUnlockBestiary - unlocks all cyclopedia entries in
Journal -> Cyclopedia -> BestiaryDispositionAddPoints axis strength - axis,
strengthReputationAddPoints Faction Axis Strength - faction,
axis, strengthSetGlobalValue name valueSetWantsToTalk guid true - force a party member to want
to talkStartQuest questNameMemorial entries were exposed for you to rewrite them. If an
enthusiast decides to edit them in order to make them more
lore-friendly, all he has to do is the following: Type
ExtractMemorials in the console. A new file will appear at
Managed/iemod/MemorialEntries.xml. You can then edit it.
Once you’re done, you can then share it with other people and the IEMod
will automatically use this file if it’s placed in the
/iemod/ folder. If you want to remove certain memorial
entries, you can just leave their title and/or text empty, the mod will
automatically hide the entry in game.
ChangeWaterLevel (id, single, single) - probably didn’t
find the right id for water… didn’t look very hard, eitherAddPrisoner id - It probably puts people in your
prison, but only works on those that can be emprisoned in the first
place?