Redguard:Console

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A blank console screen

The console is an in-game tool in Redguard that gives you access to various commands. Among other things, these allow you to set flags which control the progress of the story, modify attributes of objects, add and remove items, and fast travel to various places. The console can be opened in-game or on the main menu using the F12 key. Use the up and down keys, as well as the page up and page down keys, to view the console's command history.

The most useful commands, which correspond to the actions mentioned above, are setflag, object, item, and load. All commands have a shortcut which can be used in place of the full name, and several require a subcommand to specify a more precise action, such as item add and item drop.

Useful Combinations[edit]

Toggle Collision[edit]

object player
object attr attr_reserved_collide=0 (Disable)
object attr attr_reserved_collide=15 (Enable)

This toggles collision for Cyrus, similar to the command tcl in other games. The main downside is that you can only walk horizontally; there is no way to increase or decrease vertical position without using the command at a different altitude. Also, jumping will freeze you in place until you disable the command.

Lock Object Position[edit]

(Select an object)
object attr attr_stop_x_move=1
object attr attr_stop_z_move=1
object attr attr_stop_y_rotate=1
(Use 0s instead to allow movement again)

This sequence of commands locks an object, usually an NPC or creature, at their current position. If you use the last command, rotation will be disabled as well. Locking the object's position can be useful for taking screenshots; it is not a very effective method of cheating. The best way to find an object to select is through the object closest command.

Commands[edit]

Command Alias Subcommand Description
commands ? Shows all of the commands in this table, along with their shortcuts
show sh memory Displays information about memory usage
world Displays information for the current world (map). Mostly aligns with data from WORLD.INI
video Displays video sub-system information
objects Displays counts of various object types in the current map
player Returns a mix of the player's current position, animation, and combat information
xngine Returns game camera information
ai Lists all AI scripts in the level and a count of objects using them - Note: Object count is 0 based so 0 means 1 object, 2 is 3 objects, etc
3d Lists all models in the map's ROB file with face and frame count
library Lists all currently cached objects
registry Tells you the registry system is not open - Altering REGISTRY.INI to enable registry does not have any effect
machine Displays detected HW information
manager Lists currently loaded "managed" animation files which are the 3DC files located in either 3DART or FXART
sound Returns sound system information
group <group number> Returns members of chained object groups - valid values are 1-255
user <user-group number> Returns user defined object groups - unclear how a user defines those - valid values are 1-255
active Lists "active" objects - unclear what makes an object active
grid [<grid number>all] Lists objects, lights, and flats in the specified grid or for all if "all" specified instead of a number
all Dumps all (or most, it's a long way up to scroll and check) of the "show" commands data
remap Shows objects with a remapped texture set - set in both RAHD and RAEX (always same)
marker [flats] Shows the coordinates for all default (not user/network added) markers in the map
activelist Appears to return the same data as "show active" with a different header

Not shown in command list

list Returns a partial list of objects similar to the "object search" command

Not shown in command list

free Returns memory usage information

Not shown in command list

map Returns grid information like "show grid all" and also dumps this to GRID.LOG

Not shown in command list

rain Returns some basic information for the rain system (if it is raining)

Not shown in command list

get g Supposed to return the specified variable's value - variables are not the same as flags - unknown how they're actually named so I've yet to "get" one
set s Supposed to set the specified variable's value - variables are not the same as flags - unknown how they're actually named so I've yet to "set" one either
getflag gf Returns the specified flag value - Flag names and initial values set in SOUP386\SOUP386.DEF
setflag sf Sets the specified flag value - use 0/1 for booleans, not false/true
console con clear Locks up the console
write Writes the last 512 lines in the console to CONSOLE.LOG
font Changes the console font between a small and big font - (3D mode only, no effect in FX mode which is always small) - Default=0 (big)
shadow Toggles adding a shadow effect to the console font. Makes text near unreadable with small font, not as bad with big font (only available in 3D mode) - Default=0
save Saves the current console settings to REDGUARD.CPF. Will be used on subsequent launches, can be deleted to reset to default
col0 Cycles through 16 different colors for input text and the console information at the top - Default=0 (black)
col1 Cycles through 16 different colors for output text - Default=13 (green)
col2 Cycles through 16 different colors for on screen monitoring text (3D mode only, no effect in FX mode) - Default=9 (magenta)
col3 Cycles through 16 different colors for the console background and header in 3D mode, alters the header text only in FX mode - Only applies when "console paper" is off - Default=0 (black)
hex,? Controls number of lines of hex data to return from hex command (3D mode only, no effect in FX mode which only returns 1 line of data) - Default=16
limit,? Limits the console to X number of pixels, starting from the bottom, 0 for full screen (3D mode only, no effect in FX mode which is always fullscreen) - Default=0 (Fullscreen)
paper Toggles the disable high resolution paper background setting - Default=0 (Don't disable, somewhat confusing setting)
show Shows current console settings
print lpt page Prints the text currently on the console screen - can setup DOSBox to print to file so potentially useable but with the limited data "printed" and messed up formatting there is no benefit over "console write"
all Prints up to 512 lines back of text in the console screen - can setup DOSBox to print to file so potentially useable but with the same line limit as "console write" with formatting issues it doesn't have, there is no benefit to using this
object o select Does not operate as expected, returns to frozen game screen and pressing escape (usually) returns to console - To select an object use the address or name command below
master <master number to select> Selects the master object of the specified object (if it has one)
search <ai script to search for> Lists the objects in the current world with an AI script matching <ai script to search for>, or all objects if this parameter is left blank. Each entry shows the object's name if it has one, ID, address, and AI script. The number of objects found is reported at the bottom. Automatically selects the object if only one object uses the script.
general Lists general variable values for the selected object
quick Lists some of the more important variables from object general in a condensed format
coord Same as object quick, but with only the position and angle variables
monitor Toggles monitoring on and off for the currently selected object
matrix Display a 3x3 matrix of s32 values with Left, Up, Heading for column headers for the selected object
locals Lists local variable values for the selected object - Note: Local 0 is the count of local variables, including itself, so an object with no variables will have one variable (0) with a value of 1
locations Returns the current position of the selected object only
strings Lists any strings linked to the object's AI script
script Supposed to display the object's script though near always just hangs the game - Does return Cyrus' script (which is empty) so not completely broken
family Displays master/slave objects linked to the currently selected object
zap <amount> Assume this is supposed to damage/heal the selected object but it doesn't seem to accept any number passed to it
<address to select> Selects the object at the specified address - Used when the searched script has multiple object instances
<name of object> Selects the object with the given name
player Selects the player (Cyrus) object
attr Lists all of the attribute values for the selected object
attr name = value If name is a defined attribute of the selected object, sets the attribute's value to value
goto Moves Cyrus to the selected object
die You may assume it would kill the selected object (if an NPC) but instead it just kills the game - While unexpected behavior, since something does die, I'm unwilling to call it broken

No issue - Works as designed

combat Lists combat variables for the selected object, if it is combat capable
vcollide Displays VCollide details for the seleted object - Only applicable to the dragon in the Catacombs and the golem in the Dwarven Ruins
closest Selects the object closest to the camera
anim Shows which frame the selected object is currently on within current animation group

Not shown in command list

size Shows object's current/normal/combat/dead size information - Combat/Dead are not set for all objects, only if different from normal

Not shown in command list

hex x Return X number of lines (specified in console settings) of hex data starting from specified memory address in 3D mode, only returns 1 line in FX mode like the poke command
recover r Tells you there are no errors requiring recovery from - errors either hang the game or throw you back to DOS so this is not very useful
break b Hard exit to DOS - has potential use as this will not alter the quick save done on exit
load l Load MAP NUMBER[, MARKER][, ANGLE]

Loads the map with id MAP NUMBER at the given marker and angle. Map IDs and markers are listed below. An angle of 2048 equals 360 degrees, with 0 facing north and increasing values rotating counter-clockwise. MARKER and ANGLE default to 0 if not specified.

Use the getmapmarker command to travel to markers in the current map without loading screens.

poke p Returns 1 line (21 bytes in small font) of hex data starting at the specified memory address
logplayer pl off Turns off player logging if enabled
console Lists player animation changes in console - must actually exit console and do things for it to log, updates will be there on reentering console

[system] : disable_debug_text must be set to "no" & [debug] : final_version set to 0 (or -nve parameter specified)

screen Displays player information on screen

[system] : disable_debug_text must be set to "no" & [debug] : final_version set to 0 (or -nve parameter specified)

logmonitor ml off Turns off logging if enabled
console Lists monitored object animation changes in console - must actually exit console and do things for it to log, updates will be there on reentering console

[system] : disable_debug_text must be set to "no" & [debug] : final_version set to 0 (or -nve parameter specified)

screen Displays monitored object information on screen

[system] : disable_debug_text must be set to "no" & [debug] : final_version set to 0 (or -nve parameter specified)

setmarker sm Creates or updates marker with specified u32 ID number (defaults to 1 if not specified) at current location in REDGUARD.MRK (file is created if not exists)

Can be used with the getmarker command like the getmapmarker command

getmarker gm Teleports player to specified u32 user marker ID (defaults to 1 if not specified) in current world (map)
setnetmark snm Works same as setmarker using the file specified in SYSTEM.INI : [debug] : network_marker_file=<FILENAME.MRK>

Assuming it's so markers could be shared amongst the dev/QA teams

getnetmark gnm Works same as getmarker using the file specified in SYSTEM.INI : [debug] : network_marker_file=<FILENAME.MRK>

Assuming it's so markers could be shared amongst the dev/QA teams

openputnode op Opens the putnode system - Can optionally pass a <FileName>.PUT file to open and read in

Assume this was a testing method to quickly patch in and test node walk maps without rebuilding the level

saveputnode sp Saves the current putnodes nodes to the specified file - Do not see a method to add or edit nodes so not clear use
closeputnode cp Closes the putnode system
rope rp heap Lists all ropes with their property values in the current level

Not shown in command list

select Unsure what value it expects, hangs game using address or index

Not shown in command list

general Displays same info as heap subcommand along with info on any attached objects for the selected rope, however selecting a rope hangs the game so not all that useful

Not shown in command list

restart rs video Don't think this actually does anything
xngine Don't think this actually does anything
test t Writes the player object data to OBJECT.SAV - Can exit console but will hang on reentering
test2 t2 Dumps the data returned from "show grid all" to GRID.LOG
test3 t3 Writes currently monitored object data to OBJECT.SAV - Console continues to work after running this but will hang when exiting
item i show[, <id>] Displays information about the item with the given ID, or all items if no ID is provided - Item list with IDs can be found in ITEM.INI
player Displays information for all items in your inventory, in the same format as show
add, <id> Add 1x of the specified item ID to player inventory
sub, <id> Remove 1x item from inventory - for stackable (like gold), this only removes 1, not the whole stack - specifying item not in inventory still says removed/no error
drop, <id>, <amount> Removes <amount> of item from inventory - removing more than carried doesn't cause error, just removes entire stack
getmapmarker gmm Teleports player to specified u32 marker ID (defaults to 1 if not specified) in current world (map)

Somewhat similar to load but only the current map is used and the angle cannot be set; however, no loading screen is necessary either.

playerdist pd Calculates the distance between the selected object and the player
cameradist cd Calculates the distance between the selected object and the camera object (hovers slightly above/behind the player)
walk w Performs a test walk of the node walk map loaded from openputnode (presumably?)
render rd on Starts rendering everything again if you turned it off for some reason
off Stops rendering anything except the sky
static Toggles rendering static objects
node n maps Lists the node map locations and radius for the current map
log <id> <node> Writes node location and route information to log file
inuse Looks like a health check util that searches for bad nodes
monitor Monitor node marker display enabled/disabled - Must have object selected and monitored
showinuse Invalid command
shownode Object node marker display enable/disable - Shows in use nodes (i.e. nodes an NPC is currently traveling to)

Only works in 3D mode

showmap Node map display enable/disable - shows flags at node locations

Only works in 3D mode

player Player node and route display enable/disable - ?
sweep Cleans node maps - Assume some sort of refresh or something utility
monitor dnode Returns basic information on monitored object's destination node (if they have one)
monitor node Looks to report node routes from the node the monitored object is currently in
monitor log Monitor object node logs enabled/disabled (?) - Must have object selected and monitored
scene sn Drops back to the game screen and display either Unknown or model name in the top left and remains frozen until, oddly, you click the mouse (key commands do not work)

Assume this is intended to allow you to force play a cutscene

script sc log Writes list of active object scripts to SCRIPT.LOG - not very informative
disable [<script name>] Stops specified script from running - leaves NPCs catatonic, useable object unusable, etc - Run without <script name> to renable all disabled scripts
script block Unsure if this is supposed to allow you to disable part of a script or call a specific code block but unclear how it should work
fxlightflag lf Enables FX Light Controls - All FX commands are available in FX (Glide) mode only
fxsavelights sl Dumps a variant of the MPSL data for the current map to MAPS\WORLD<ID>.LGT - Believe this is used with the "old" light method that can be enabled with the -oldlgt parameter
fxtexturelist fxl Lists 40 loaded textures starting at specified u32 ID (i.e. specifying 0 will return 0-39)
fxshowtexture fxsh Shows specified texture image (assuming 1st image when multiple) along with some details
fxgolight fxgl Moves player to light location like a marker

Requires fxlightflag to be enabled

fxselect fxsel Locks up the console
fxeditred fxer Set currently selected light's red RGB value (0-255)

Requires fxlightflag to be enabled

fxeditgreen fxeg Set currently selected light's green RGB value (0-255)

Requires fxlightflag to be enabled

fxeditblue fxeb Set currently selected light's blue RGB value (0-255)

Requires fxlightflag to be enabled

fxeditradius fxerad Set selected light radius to specified value (0-2147483647 - positive s32 value)

Requires fxlightflag to be enabled

fxsunangle sang Sets the sun's angle (I'm assuming from the player?) - Uses the standard Bethesda 0-2048 angle formula
fxsunskew sskew Sets the sun's skew value - Uses the standard Bethesda 0-2048 angle formula
fxsunscale sscale Sets the sun's scale to the specified s32 value
fxsunred sred Sets the sun's red RGB value (0-255) - This does not appear to do anything, fxsunimgred will adjust the sun's red value
fxsungreen sgre Sets the sun's green RGB value (0-255) - This does not appear to do anything, fxsunimggreen will adjust the sun's green value
fxsunblue sblu Sets the sun's blue RGB value (0-255) - This does not appear to do anything, fxsunimgblue will adjust the sun's blue value
fxsunbrightness sbri Sets the sun's brightness to the specified s32 level - Values of 0 and below just cause it to disappear
fxsunimgred sired Sets the sun image's red RGB value (0-255)
fxsunimggreen sigre Sets the sun image's green RGB value (0-255)
fxsunimgblue siblu Sets the sun image's blue RGB value (0-255)
fxskyscale skysc Sets the sky's scale to the specified s32 value - do not see where this is changing anything
fxskylevel skyl Sets the Y value for the sky (cloud) to the specified s32 value - 0 appears to be sea level
fxskyspeed skysp Changes the speed of the clouds in the sky to the specified s32 value
fxfogred fred Sets the fog's red RGB value (0-255)
fxfoggreen fgre Sets the fog's green RGB value (0-255)
fxfogblue fblu Sets the fog's blue RGB value (0-255)
fxambientred ared Sets the ambient red RGB value (0-255)
fxambientgreen agre Sets the ambient green RGB value (0-255)
fxambientblue ablu Sets the ambient blue RGB value (0-255)
fxwaveamp wamp Sets the wave amplitude to the specified s32 value - Amplitude is how high the waves will go

At 1000 it will throw you above the mast of Brennan's ship

fxwavespeed wsp Sets the wave's speed to the specified s32 value
fxwavefreq wfrq Sets the wave's frequency to the specified s32 value - Basically how choppy the sea is - small values will generate large solid rolling waves, large values will cause the sea to thrash up and around like a powerful storm
fxlightmove fxlm Sets the light move value to the specified s32 value - Unclear what this is as it does not require the fxlightflag to be enable or a light selected
fxincstep fxis Sets the incremental step to the specified s32 value - Unclear what this does
fxmanualx fxmx Sets the selected light's X position to specified s32 value

Requires fxlightflag to be enabled

fxmanualy fxmy Sets selected light's Y position to specified s32 value

Requires fxlightflag to be enabled

fxmanualz fxmz Sets selected light's Z position to specified s32 value

Requires fxlightflag to be enabled

fxscriptname fxsn Must provide the script file name to load, unknown script type and doubt included with game so cannot test - Assuming this is for use by devs/QA for testing

Requires fxlightflag to be enabled

pvotreeinfo pvoi Displays info on any patch files loaded (none) - Similar to the putnode system, I'm assuming this system was used to load changes for testing without rebuilding the levels
pvoaddpatch pvoa
pvodeletepatch pvod
pvoonoff pvo
pvopatchsave pvos
pvotreeload pvol Assuming it's looking at PVO files in MAPS, though pointing at one (pvol MAPS\ISLAND.PVO) returns No Patches in file - Pointing at other file types returns no info or "Patch file <whatever> not found!"
delay dl Sets the delay to the specified s32 value or disables delay when no value specified - Unclear what is getting "delayed"

FX Light Controls[edit]

Once the fxlightflag is enabled, either in the console by running the fxlightflag command or by starting the game with the -lf parameter, additional controls are enabled while in the normal game screen (these are listed in the console if you turn it on that way). Setting the final_version flag to 0 or starting the game with the -nfv parameter is technically not necessary to access the additional controls; however, it will not allow you to modify existing lights and you can only add/modify new lights.

While also not required, it is recommended you also enable the debug text by setting [system] : disable_debug_text=no in SYSTEM.INI which will give you details on the currently selected light (position, intensity, radius, and RGB values).

The currently selected light's radius will be outlined in a green circle and is your only indication of which light you have selected unless the debug text is enabled. Comparing the player's position to the light's position is the best way to be sure which light you have actually selected.

Command Key Description
Next Light J Shifts selection to the next light - unclear how lights are ordered, it is definitely not the next in the RGM file - maybe next closest?
Previous Light K Shifts selection to the previous light - unclear how lights are ordered, it is definitely not the previous in the RGM file - maybe previous closest?
X++ T Increments the selected light's X position by 13
X-- R Decrements the selected light's X position by 13
Y++ G Increments the selected light's Y position by 13
Y-- F Decrements the selected light's Y position by 13
Z++ B Increments the selected light's Z position by 13
Z-- V Decrements the selected light's Z position by 13
Light Clipping On/Off Y No effect seen when toggled
Light On/Off 0 Toggles the selected light on/off - This appears to actually just set the light's radius to 0 and back
Radius++ Q Increments the selected light's radius value, rather quickly, making this somewhat difficult to fine tune

Radius is a s16 value, though only positive numbers (0-32767) are valid - you can overflow to negative values if you hold it long enough

Interior maps will sometimes stop growing before hitting 32767 (and overflowing), assuming this is from the light's radius hitting the map's outer bounds

Radius-- W Decrements the selected light's radius value, rather quickly, making this somewhat difficult to fine tune

Radius is a s16 value, though only positive number (0-32767) are valid so you can only decrease to 0, overflow with the Q command is possible

Red++ 1 Increments the selected light's red value, rather quickly, making this somewhat difficult to fine tune

Max value is 255

Red-- 2 Decrements the selected light's red value, rather quickly, making this somewhat difficult to fine tune

Min value is -255

Green++ 3 Increments the selected light's green value, rather quickly, making this somewhat difficult to fine tune

Max value is 255

Green-- 4 Decrements the selected light's green value, rather quickly, making this somewhat difficult to fine tune

Min value is -255

Blue++ 5 Increments the selected light's blue value, rather quickly, making this somewhat difficult to fine tune

Max value is 255

Blue-- 6 Decrements the selected light's blue value, rather quickly, making this somewhat difficult to fine tune

Min value is -255

Red 0 7 Sets the selected light's red value to 0 (mid value)
Red -255 7+<Alt> Sets the selected light's red value to -255 (min value)
Red 255 7+<Shift> Sets the selected light's red value to 255 (max value)
Green 0 8 Sets the selected light's green value to 0 (mid value)
Green -255 8+<Alt> Sets the selected light's green value to -255 (min value)
Green 255 8+<Shift> Sets the selected light's green value to 255 (max value)
Blue 0 9 Sets the selected light's blue value to 0 (mid value)
Blue -255 9+<Alt> Sets the selected light's blue value to -255 (min value)
Blue 255 9+<Shift> Sets the selected light's blue value to 255 (max value)
Add a New Light To World Z Adds a new light at player's current position (y is offset +128) with a radius of 1000 and pure white color (FFFFFF)
Add a Clone Light To World A Adds a clone of the currently selected light at the player's current position (Y is offset +128) and selects it

Functions the same as the Z command if no lights are selected

Remove the Selected Light From World X Deletes the selected light

Note: These controls are only available (along with the rest of the "fx" commands) when Redguard is running in FX (Glide) mode

Map Markers[edit]

All of the map markers in the game are listed below. Use the load command and any map ID and marker combination to quickly travel to various locations. An asterisk (*) indicates that the location is used for a cutscene.

Map (ID) Marker Location
Hunding Bay (0) 0 On Brennan's ship
1 On League ship
Island (1)
Night (27)
Sunset (28)
0 Bell Tower north entrance
1 In the water south of Tobias' boat
2 Goblin Caverns
3 Boatman
4 Dwarven Ruins main entrance
5 Saintsport docks
6 Observatory
7 Dwarven Ruins steam pipes entrance
8 Draggin Tale
9 Temple of Arkay
10 Mage's Guild north entrance
11 Mage's Guild east entrance
12 Cartographer's
13 Smuggler's Den
14 J'ffer's Books west entrance
15 J'ffer's Books north entrance
16 Rollo's dwelling
17 Bell Tower west entrance
18 Silversmith's
19 Krisandra's dwelling
20 Krisandra's storeroom
21 Gerrick's Goods
22 Harbor Tower north lower entrance
23 Harbor Tower north upper entrance
24 Harbor Tower south entrance
25 Boatman position away from shore
26 Yokudan camp
27 Jail tower
28 Jail exit into Old Quarter
29 Crendal's hiding spot
30 Near Rollo's dwelling
31 Well
32 Near Temple of Arkay
33 Town east docks
34 Town west docks
35 Park
36 Between Mage's Guild and Temple of Arkay
37 Near town's shrine of Kynareth
38 Near Avik
39 Lakene's broken wagon
40 Near Cartographer's
41 Near Draggin Tale
42 Trithik's boat
43 Lakene's meeting place
44 Dwarven Ruins exit
45 Catacombs
46 Treasure Vaults exit
47 Brennan's ship hull
48 Brennan's ship east side
Catacombs (2) 0 Point F, on the raised area
1 Point A
2 Point V
3 Treasure Vaults: room between Point K and Point L
4 Point R, on west platform
5 Treasure Vaults: Point M (starts cutscene)
6 Treasure Vaults: Point M, exit
7 Treasure Vaults: Point J
11* Palace chamber, south
12* Palace chamber, northwest
13* Palace chamber, southwest
14* Palace chamber, west
15* Palace chamber, southeast
16* Near marker 12
17* Palace chamber, ground floor north
18* Palace chamber, ground floor center
19* Palace chamber, ground floor southwest
20* Palace chamber, ground floor east
21* Palace chamber, top of stairs
22* Palace chamber, north
23* Near marker 22
30 Treasure Vaults: Point M
31 Near marker 30
Palace (3) 0 Point H, entrance
1 Point H, top of stairs (Richton's position)
2 Point H, top of stairs (Dram's position)
3 Point A
4 Point G, door to tower balcony
5 Point E, west door
6 Point E, central door
7 Point E, east door
8 Point F
9 Point E, ground floor door
Map (ID) Marker Location
Goblin Caverns (4) 0 Point A, hanging from the rope
1 Point L
2 Point M, on the shore closer to Point L
3 Point T
4 Point V
Observatory (5) 0 Entrance
1 Near orrery
2 Close to marker 1
Isle of N'Gasta (6) 0 In the water off the northeast coast
1 Boatman dock
2 Point E
3 Point J, outside the gate
4 N'Gasta's Tower
5 Near Point H
6 Point J, inside the gate
N'Gasta's Tower (7) 0 Entrance
Dwarven Ruins (8) 0 Inside south entrance
1 Point C
2 Point I
3 Point K
4 Point M
5 Point O, west side
6 Point L
7 Point O, south side
Jail (11) 0 Entrance through window
1 A void (do not use)
2 Upper level, in the barracks area
3 Just west of marker 2
4 Upper level, near the cells
5 Just north of marker 4
Temple of Arkay (12) 0 Entrance
2 Between tomb and altar
3 Altar
4 West table
5 East table
Mage's Guild (13) 0 North entrance
1 East entrance
5 Behind counter
6 Just north of marker 5
7 Near the north entrance
11 Book on stand
12 Jaganvir's door
13 Next to table with chairs
Realm of Clavicus Vile (14) 0 Starting position
Draggin Tale (15) 0 Entrance
League hideout (17) 0 In Yaeli's boat as it enters the hideout
1 Docks next to Yaeli's boat
11 Docks near Basil, farther from hideout
12 Covered dock area near Basil
13 Docks near Basil, closer to hideout
14 Small house halfway between Yaeli's boat and Basil
15 By marker 14, outside the house's locked door
16 Platform just above Basil
Silversmith's (18) 0 Entrance
Krisandra's dwelling (19) 0 Main entrance
1 Krisandra's storeroom
Bell Tower (20) 0 North entrance
1 West entrance
Harbor Tower (21) 0 North tower, lower entrance
1 Prnell's room
2 North tower, upper entrance
Gerrick's Goods (22) 0 Entrance
Cartographer's (23) 0 Entrance
Smuggler's Den (24) 0 Entrance
1 Behind Urik
2 Directly in front of Urik
Rollo's dwelling (25) 0 Entrance
J'ffer's Books (26) 0 North entrance
1 West entrance
Brennan's ship (29) 0 Down the stairs from the entrance
Palace exterior (30) 0 Inside secret entrance
1 Palace ground entrance
2 Barracks
3 Balcony near barracks
4 First balcony from marker 3
5 Second balcony from marker 3
6 Third balcony from marker 3
7 Palace tower with lift controls
11* Palace chamber, on stairs
12* Palace chamber, base of stairs
32 Dwemer dirigible platform
33* Palace chamber, near Richton and Dram

Bugs[edit]

  • The console often runs out of memory after so many commands, causing the game to freeze. ?