By using the console you can modify various game parameters in Pillars of Eternity and Pillars of Eternity II: Deadfire. However most console commands are classified as "cheats", and the command IRoll20s
must first be entered into the console to activate those.
WARNING: Activating the console cheats causes achievements to be disabled for that game, not only for the session. Though entering IRoll20s
another time or reloading a subsequently created savegame will disable cheats again, the achievements remain blocked unless a savegame from before using the command initially for the affected play through is chosen.
WARNING: Using console commands may mess up your game.
Need help with the console? Feel free to ask on the talk page.
About[ | ]
The main purpose of the console is to give developers and modders the ability to test underlying systems and mechanics on any regular copy of the game, and players the freedom to explore and tinker without restriction.
Opening the console[ | ]
For most keyboard layouts the default key that opens the console is either backtick (`
- same key as tilde ~
, found above tab, to the left of the 1 key on a US keyboard), or "o with diaeresis" (ö
found below P, to the right of the L key on a Swedish keyboard).
On home consoles, the console can be opened by holding down the left trigger (LT on Xbox, L2 on PS4), then clicking in the right thumbstick (RS on Xbox, R3 on PS4). This will bring up the virtual keyboard, where you may type the command. After entering the command, press enter to finalize input and close the virtual keyboard. It can then be submitted by clicking (or double clicking) the right thumbstick again. A physical keyboard may also be plugged in to make inputting commands easier.
- The command console for Pillars of Eternity is only available on PC, Mac, and Linux. It cannot be opened on Xbox and PS4.
Note that in Pillars of Eternity after pressing the console key, the Enter key (right thumbstick on console) must be pressed before entering a command (and then again to actually submit the command). This is not required for Deadfire.
To rebind the console key, go to Options (by pressing Esc in-game) > Controls > Interface > Toggle Console, and bind it to your key of choice.
The console can be opened up in-game, and in the main menu - but not during loading screens. Also note that the combat log/output is not visible while on the world map, which can make observing the result of entered commands difficult.
Entering commands[ | ]
A command is an instruction that defines something that the game should do or change. Internally, each command is mapped to a function (or "method"), which is a block of code that actually carries out the command.
Most commands have parameters (also called "arguments"), that are entered after the command and describe information that the command should act on. Parameters are named to give some indication as to what they are for, or what information is expected.
Each command may define any number of parameters (or sometimes none) that are required as part of the command. Unlike a traditional console, all parameters must be entered otherwise the console will return an error. Errors and output messages are shown in the combat log. While the Deadfire console will output feedback on every command - and usually nothing if the command is successful - note that the console in Pillars of Eternity will not display errors, making it tricky to find out what went wrong, if anything. To suppress errors in Deadfire, you can prefix the command with @
.
An example of a typical console command is as follows:
GiveItem Item_Pet_Kaz
Here, "GiveItem" is the command, and "Item_Pet_Kaz" is its parameter. Note that most commands are NOT case sensitive. If the parameter contains spaces, enclose it, or the entire parameter section, in quotes to prevent the whitespace being flagged as the end of a parameter. Escape characters are not supported in the console, however Unity-formatted Rich Text is.
As with a traditional console, you can use the Up and Down arrow keys to cycle through previously entered commands, and use the Tab key to complete partially entered commands and parameters (but only object instances of the parameter type) to save having to type them out. Pressing tab key after a completed command or parameter will cycle to the next valid value, and shift-tab will cycle to the previous value. Deadfire has slightly more control over navigating, selecting, and cursoring through text in the console, but both games have these features.
Sometimes you might find that pressing enter to run a command also propagates the keypress to whatever window is opened in-game (for example, a dialogue window). While most UI elements handle this, some do not, which can be annoying if it affects whatever you're trying to do. In this case, you may use Control + Enter to enter a command. This works as most other UI elements are looking for keypresses with no modifiers, while the console doesn't mind either way.
Multiple commands can be chained together using &
between commands (that is, space-ampersand-space). If you plan on entering many commands at once, look at using the built in Exec
and Batch functions. You can also use BindCommand
to bind a command to a key or key combination so that it executes whenever the key combination is pressed, which saves having to open the console or type anything at all.
Command classes[ | ]
In Pillars of Eternity, commands are sourced from the CommandLine
and Scripts
classes. No other documentation is available.
In Pillars of Eternity II: Deadfire, the commands available are pulled from the classes Game.Scripts
, and Game.CommandLine
. More information regarding the syntax and parameters of these commands (only in Game.Scripts) can be found in the modding documentation, either in the game directory Pillars of Eternity II\Docs\Modding\scripts.html
or on Obsidian's website here.
Most if not all commands in the Scripts
class of both games require "IRoll20s" in order to be used.
Referencing instanced objects[ | ]
Some commands take parameters that reference GameObject instances in-game. These objects either exist as part of the loaded scene, or are created at runtime by "instantiating" a prefab, hence the term "instances". Examples of instanced objects are characters, creatures, party members (including the player), stores, etc. Generally any object in the scene that was created and has a "presence" in game can be referred to as an instance. Because instantiated objects only exist as part of the running scene, they are unloaded and loaded in as part of it, and therefore cannot be referenced unless the player is in the location where the instance is still in memory.
Not all objects within the hierarchy can be referenced! Only GameObjects that contain an InstanceID behaviour are able to be referenced via the console. Onyx stores a GUID to GameObject lookup table of all active InstanceIDs in the scene. If GameObject with an InstanceID starts inactive, or is disabled through means other than ActivateObject
, it will not be in this table, and cannot be referenced.
Wherever a command lists a parameter as a "Guid (Instance ID)", it expects either the GameObject name or GUID string of the instance. You are able to use these interchangeably. By default Unity will name an instantiated object by the name of the prefab they were instantiated from, with the suffix "(Clone)". Additional instances of the prefab will have the same name (for example, for multiple enemies of the same type), so in this case you can use the GUID, which will be unique for every created instance.
Thankfully, the console is forgiving, and doesn't always require the name to be typed in full, making it relatively easy to just guess the name of an instanced object by using a portion of its name (e.g. a "Flame Naga Archer" resolves to "CRE_Naga_Flame_Archer(Clone)" by typing in "naga".)
If this doesn't cut it, there are a number of other ways you can find the name or GUID of an instance:
- With the command
FindObject
, which will print a list of GameObjects/Transforms that are named like the parameter name in the current scene. If an object has an InstanceID, its GUID will be printed in brackets beside it. - With the command
FindCharacter
, which will print all character (CharacterStats) whose display name or GameObject name contains the parameter name. - With the command
ToggleCursorDebug
to show a UI which will display the objects under the cursor. - With the command
PrintInstance oei_hovered
(poe2 only), you can get the instance id (GUID) of the object under the mouse cursor. It will be printed to the combat log, and copied to the clipboard. - In Pillars of Eternity, with some commands that take the name of a party member; you can use the keywords "player" to affect the player only or "all" to affect all party members.
- In Pillars of Eternity II: Deadfire you can view the scene hierarchy (which mimics the hierarchy from the Unity Editor) with the command
ToggleObjectHierarchy
. - In both games, you can use a special GUID which always points to an instance, e.g. of a specific companion, a party member in a slot, etc.
Note that in poe1, many commands that use instanced objects are case sensitive and will NOT automatically resolve! Use FindObject
to get the correct capitalization.
Many character-centric instances are unloaded on the world map, meaning any commands that reference a character instance ID will fail to find the associated object, and therefore will not work when used on the world map. This can be confusing, as the console output is not shown to indicate this. As a general rule of thumb, always use instance commands (with an instance name) in player navigable scenes, or alternatively use the cached/fixed GUIDs instead (as listed below), as these will always resolve successfully.
Special GUIDs[ | ]
There are some special constant GUIDs that always point to certain objects. Some of these GUIDs are "scoped", meaning they only apply to the context of the object on which a command or conditional was called. For example, using the this GUID in a command will automatically resolve to the instance ID of the calling object. Scoped GUIDs have little use in the console, where there is no associated context - and no way to set it.
Special guids | |
Name / Guid / OEI name | Description |
Invalid 12345678-1234-1234-1234-123456789abc oei_invalid |
An invalid object. |
Player b1a8e901-0000-0000-0000-000000000000 oei_player |
The player character. |
Owner 011111e9-0000-0000-0000-000000000000 oei_owner |
The object that owns the piece of data this script is on. For example, if the data is an ability, the character that has the ability. |
This 7d150000-0000-0000-0000-000000000000 oei_this |
Same as Owner. |
AnimalCompanion 2b850000-0000-0000-0000-000000000000 oei_animal_companion |
The owner's Animal Companion, if it has one. |
AnimalCompanionMaster 2b850001-0000-0000-0000-000000000000 oei_animal_companion_master |
The owner's master, if the owner is an Animal Companion. |
Speaker 5bea12e9-0000-0000-0000-000000000000 oei_speaker |
In a conversation, the character speaking in the current node. |
Listener 5426ab73-0000-0000-0000-000000000000 oei_listener |
In a conversation, the character being spoken to in the current node. |
Target 1a26e100-0000-0000-0000-000000000000 oei_target |
For attacks, the target being attacked. This may be the primary target or a secondary target (such as a character hit by an AoE). |
MainTarget 1a26e120-0000-0000-0000-000000000000 oei_main_target |
For attacks, the primary target of the attack. |
User 005e9000-0000-0000-0000-000000000000 oei_user |
The character using the object (for example, opening a door). |
Party b1a7e000-0000-0000-0000-000000000000 oei_party |
(Script Only) Calls the script on all active party members. |
PartyAll b1a7ea77-0000-0000-0000-000000000000 oei_party_all |
(Conditional Only) The conditional passes only if it passes for each party member. |
PartyAny b1a7ea1e-0000-0000-0000-000000000000 oei_party_any |
(Conditional Only) The conditional passes if it passes for any party member. |
Slot0 51070000-0000-0000-0000-000000000000 oei_slot0 |
The character in the first party slot. |
Slot1 51071000-0000-0000-0000-000000000000 oei_slot1 |
The character in the second party slot. |
Slot2 51072000-0000-0000-0000-000000000000 oei_slot2 |
The character in the third party slot. |
Slot3 51073000-0000-0000-0000-000000000000 oei_slot3 |
The character in the fourth party slot. |
Slot4 51074000-0000-0000-0000-000000000000 oei_slot4 |
The character in the fifth party slot. |
Slot5 51075000-0000-0000-0000-000000000000 oei_slot5 |
Unused. |
Specified0 4e3d0000-0000-0000-0000-000000000000 oei_specified0 |
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32). |
Specified1 4e3d0001-0000-0000-0000-000000000000 oei_specified1 |
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32). |
Specified2 4e3d0002-0000-0000-0000-000000000000 oei_specified2 |
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32). |
Specified3 4e3d0003-0000-0000-0000-000000000000 oei_specified3 |
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32). |
Specified4 4e3d0004-0000-0000-0000-000000000000 oei_specified4 |
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32). |
Specified5 4e3d0005-0000-0000-0000-000000000000 oei_specified5 |
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32). |
SkillCheck0 6dcee000-0000-0000-0000-000000000000 oei_skillcheck0 |
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32). |
SkillCheck1 6dcee001-0000-0000-0000-000000000000 oei_skillcheck1 |
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32). |
SkillCheck2 6dcee002-0000-0000-0000-000000000000 oei_skillcheck2 |
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32). |
SkillCheck3 6dcee003-0000-0000-0000-000000000000 oei_skillcheck3 |
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32). |
SkillCheck4 6dcee004-0000-0000-0000-000000000000 oei_skillcheck4 |
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32). |
SkillCheck5 6dcee005-0000-0000-0000-000000000000 oei_skillcheck5 |
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32). |
Hovered 039202e3-0000-0000-0000-000000000000 oei_hovered |
The object currently under the mouse. |
Additionally, all companions have static IDs that always point to their current instance
Companion guids | |||
Companion | Guid | Prefab name | Script name |
---|---|---|---|
Pillars of Eternity | |||
Edér | b1a7e800-0000-0000-0000-000000000000 | companion_eder | c_eder |
Durance | b1a7e801-0000-0000-0000-000000000000 | companion_ggp | c_priest |
Devil of Caroc | b1a7e802-0000-0000-0000-000000000000 | companion_caroc | c_caroc |
Aloth | b1a7e803-0000-0000-0000-000000000000 | companion_aloth | c_aloth |
Kana | b1a7e804-0000-0000-0000-000000000000 | companion_kana | c_kana |
Sagani | b1a7e805-0000-0000-0000-000000000000 | companion_sagani | c_sagani |
Pallegina | b1a7e806-0000-0000-0000-000000000000 | companion_pallegina | c_pallegina |
Grieving Mother | b1a7e807-0000-0000-0000-000000000000 | companion_gm | c_mother |
Hiravias | b1a7e808-0000-0000-0000-000000000000 | companion_hiravias | c_hiravias |
Calisca | b1a7e809-0000-0000-0000-000000000000 | companion_calisca | c_calisca |
Heodan | b1a7e810-0000-0000-0000-000000000000 | companion_heodan | c_heodan |
Zahua | b1a7e811-0000-0000-0000-000000000000 | companion_konstanten | c_monk |
Maneha | b1a7e812-0000-0000-0000-000000000000 | companion_maneha | c_maneha |
Pillars of Eternity II: Deadfire | |||
Edér | b1a7e800-0000-0000-0000-000000000000 | companion_eder | c_eder |
Aloth | b1a7e801-0000-0000-0000-000000000000 | companion_aloth | c_aloth |
Maia | b1a7e802-0000-0000-0000-000000000000 | companion_maia | c_maia |
Serafen | b1a7e803-0000-0000-0000-000000000000 | companion_serafen | c_serafen |
Pallegina | b1a7e804-0000-0000-0000-000000000000 | companion_pallegina | c_pallegina |
Tekēhu | b1a7e805-0000-0000-0000-000000000000 | companion_tekehu | c_tekehu |
Xoti | b1a7e806-0000-0000-0000-000000000000 | companion_xoti | c_xoti |
Ydwin | b1a7e807-0000-0000-0000-000000000000 | companion_ydwin | c_ydwin |
Fassina | b1a7e808-0000-0000-0000-000000000000 | companion_fessina | c_fessina |
Rekke | b1a7e809-0000-0000-0000-000000000000 | companion_rekke | c_rekke |
Konstanten | b1a7e810-0000-0000-0000-000000000000 | companion_heodan | c_konstanten |
Mirke | b1a7e915-0000-0000-0000-000000000000 | companion_mirke | c_mirke |
Vatnir | b1a7e916-0000-0000-0000-000000000000 | lax02_companion_vatnir | c_vatnir |
Ryona | b1a7e917-0000-0000-0000-000000000000 | companion_ryona | c_ryona |
Referencing fixed game data[ | ]
In addition to instances, some commands require parameters that take the ID/GUID of fixed data not pertaining to a particular instance of an object. This includes things like items, maps, conversations or abilities. Wherever a command lists a parameter as "Guid (SomeTypeHere)", it expects either the name or the GUID of data of that type. Most of these IDs can be found on the associated wiki page.
The way in which fixed game data is stored differs between Pillars of Eternity and Pillars of Eternity II: Deadfire.
In Pillars of Eternity[ | ]
Pillars of Eternity takes a very static approach to game data. Every object, including items, abilities, creatures, etc, is stored in its own prefab/bundle (with the extension ".unity3d") containing all the information pertaining to it. These bundles are stored in the game directory, under:
PillarsOfEternity_Data\assetbundles\
.
As such, it's trickier to find information in poe1 than it is in Deadfire, but it does mean the data is less fragmented. You can use a tool like Unity Assets Bundle Extractor to view and extract the data.
In Deadfire[ | ]
Deadfire defines the namespace Game.GameData
for types that are used as game data, all of which are derived from GameDataObject
. These GameDataObjects are serialized and stored in JSON-formatted ".gamedatabundle" text files that are loaded at runtime. They can be found in the following directories:
PillarsOfEternityII_Data\exported\design\gamedata
- The vanilla base game Game Data Bundles. Always loaded first.PillarsOfEternityII_Data\*_exported\design\gamedata
- Expansion and DLC Game Data Bundles. Always loaded second, if the associated expansion is installed.PillarsOfEternityII_Data\override\*
- Game Data Bundles from mods. Loading can be enabled and disabled from Main Menu in the Mod Manager tab of the Options menu. The load order can also be modified in the Mod Manager.
Presumably to save disk space, the files are formatted without the indents, breaks, and spacing. To make it more readable, you can use a JSON formatter like this one for Notepad++.
Each bundle contain an array of GameDataObject's. Each entry contains the name of its underlying $type
, the DebugName
, ID
, and of course all the relevant data from the derived type made up of GameDataComponent's. As with instanced objects, the GUID of the GameData can be used interchangeably with the DebugName.
See the types table below for an overview GameDataObject derivatives, and in which files they are found.
The console in Deadfire also provides some commands for working with and finding GameData:
- You can also use
LogDebugName
to print the DebugName of a GameData GUID. - Use
FindGameData
to search for GameData entries.
See Game Data Formats - Concepts for more information.
Other referenced data[ | ]
Enumerations[ | ]
In addition to GameData IDs, some parameters take an enumeration, which can be one of a set number of named values. The input is parsed from a string to the enumeration type, but will also accept the underlying type of the enum (by default a zero-based "index", e.g. 0 for the first value, 4 for the fifth value).
Generally in the case where the underlying type is overridden, you are able to pass "between" values that will still be correctly evaluated. For example DispositionAddPoints
from poe1 takes a Disposition.Strength
, which defines Minor = 1
, Average = 2
, and Major = 7
, so while you can pass the string "Minor"
(which will evaluate to 1) the command will still accept 2
, even though it isn't defined in the enumeration.
A list of commonly used enumerations can be found below.
Prefabs[ | ]
Some commands require the name of a prefab, and will accept either the path of the prefab prefabs/characters/poe2_creatures/cre_naga_flame_warrior.prefab
, or simply the name without extension. The command FindPrefab
can be used to find the name a prefab, taking an AssetBundleHint enumeration and any portion of the ID of the object.
Global variables[ | ]
Both poe1 and poe2 use global variables to store persistant flags associated with the hundreds of one-time checks that are made during gameplay. These include things like whether or not the party has a particular key or item, or has taken a particular action during a quest for example. The variables themselves are basically key-value pairs, containing a tag and an integer value.
- poe1 (XML):
\PillarsOfEternity_Data\data\design\global\game.globalvariables
- poe2 (JSON):
PillarsOfEternityII_Data\exported\design\globalvariables\game.globalvariablesbundle
Global variables are not to be confused with 'global scripts, which are scripts consisting of a sequence of commands that can be executed with a single command and the globalscript ID.
See Globals for a complete list of global variables.
PrintGlobal , SetGlobalValue , SetGlobalIfGlobal , IncrementGlobalValue , RandomizeGlobalValue , RandomizeGlobalValueWithGlobal , ExportGlobals
|
Conditionals[ | ]
Conditionals are functions that perform some sort of check to return a Boolean true or false. They are often used in scripted interactions and dialogue where it requires a check to be performed before allowing an action, or presenting a dialogue option for example. They are similar to regular commands, but they cannot be used directly. Instead you can use Eval
to print the result of a conditional.
Note that when using Eval
, if passing 1 or more parameters to a conditional, the command and its parameters must be enclosed in quotes to encapsulate it as a single argument, for example: Eval "IsAutoAttackEnabled Companion_Aloth(Clone)"
.
See Conditionals for a complete list of available conditionals.
Eval , FindConditional , ConditionalBreakpoint
|
Conversations[ | ]
Conversations are referenced similarly to GameData, however they do not appear in commands that query GameData. Each character conversation and scripted interaction is saved to its own file, the structure of which is functionally identical in both poe1 and poe2. Each contains a series of nodes that define what a character says, who they say it to, generally defining the flow of dialogue. Nodes may be conditionally shown or branched depending on whatever check is required. The ID fields are used to identify the nodes, but also reference the ID of the string in the associated stringtable. The stringtables usually have the same name as the conversation bundle.
- In poe1 (XML):
PillarsOfEternity_Data\data\conversations\
. - In poe2 (JSON):
PillarsOfEternityII_Data\exported\design\conversations\
. - Poe1 string tables (XML):
PillarsOfEternity_Data\data\localized\en\text\conversations\
. - Poe2 string tables (XML):
PillarsOfEternityII_Data\exported\localized\en\text\conversations
.
ClearConversationNodeAsRead , MarkConversationNodeAsRead , LaunchRandomEncounter , SetLocalizationDebug , StartConversation , StartConversationFacingListener
|
Stringtables[ | ]
Any language-based text that is shown in-game is usually retrieved from a stringtable. A stringtable file is an XML-formatted text file with the extension ".stringtable". Each entry in the table contains an ID unique to that table, as well as the text itself. GameDataObject's containing a "Name" or "DisplayName" field with an integer as its value are likely referencing the ID of a string in a stringtable. Depending on the language selected, the path to a stringtable is changed to point at the directory containing the localized version of that table. Each directory is an ISO 639-1 code one of the 9 supported languages:
ISO 639-1 | Name | Native name |
---|---|---|
de |
German | Deutsch |
en |
English | English |
es |
Spanish | Español |
fr |
French | Français |
it |
Italian | Italiano |
pl |
Polish | Polski |
pt |
Portuguese | Português |
ru |
Russian | Русский |
zh |
Chinese | 中文, 汉语, 漢語 |
- poe1:
PillarsOfEternity_Data\data\localized\<ISO 639-1>
. - poe2:
Pillars of Eternity II\PillarsOfEternityII_Data\exported\localized\<ISO 639-1>
.
Quests[ | ]
Quests are essentially conversations without a speaker. They are made up of a series of objective and end state nodes, along with conditions and checks to determine the logical flow of the quest and what is considered to be a quest failure or success. Changes are made to the state of a quest when the player interacts with objects, speaks with NPCs, kills an enemy, etc.
Most quests keep track of their state using a global variable. When the variable is set to a specific value, this triggers the completion of an objective.
In poe1, quests are contained in XML-formatted .quest
files, found in the following directory:
Pillars of Eternity\PillarsOfEternity_Data\data\quests\
In poe2, the logic behind all quests is found in the JSON-formatted file:
PillarsOfEternityII_Data\exported\design\quests\quests.questbundle
Stringtable IDs
Each quest entry has an accompanying stringtable used to fill out the quest log. The stringtable node system is very much associated with the series of IDs under each ObjectiveNode
of the quest. The numbering system for these string tables is as follows:
- Entry
0
is always the quest name. - Entries after zero with a single digit are objective
NodeID
's. In the journal these can be folded out to reveal more information about what you've learned about that objective. Objectives are numbered chronologically. - Entries starting with 10000 are the initial
DescriptionID
s for each objective. 10000 is always the quest description at the top of the journal. 10001 is for the first objective, 10002 is for the second, and so on. - After that, objective
AddendumIDs
always start with 20000. The order - as well as which addendum belongs to which objective, is determined using theAddendumIDs
field of each objective node, which lists the last digits of the addenda connected to the objective. - Entries starting with 30000 are
EndStateID
s. These are always shown after the quest description in the journal, and only appear once the quest has reached an end state. - Entries starting with 40000 are
AlternateDescriptionIDs
. As the name suggests, they are descriptions that are used in place of both the root description, and objective descriptions in the case that the quest or objective was started via another route.
When using quest state related console commands, do not confuse stringtable entry IDs with the node IDs. Always use the node ID. Objective nodes are the same single-digit values, but addenda, end states, and alternate descriptions are always the stringtable entry ID, minus 20000, 30000, and 40000 respectively. The "Journal" section of quest pages lists the string table entry IDs, as these are unique across the board.
StartQuest , StartQuestWithAlternateDescription , AdvanceQuest , DebugAdvanceQuest , TriggerQuestAddendum , TriggerQuestEndState , TriggerQuestFailState , PrintQuestEvents , SetQuestAlternateDescription
|
Other tips[ | ]
General
- Since both games run on Unity, you can use the slew of command line arguments that the engine provides when launching the game. Of note is the
-logFile
argument, used to pipe the output of the Unity Debug log to a file, which can be useful when troubleshooting errors.
In Pillars of Eternity II: Deadfire
- Pressing the F11 key after enabling cheats via
IRoll20s
will display a "Debug Transition" menu which will allow you to jump to any location in the game.- If on the main menu screen it also will show some options for starting a new game (e.g. difficulty) and will provide you with the choice of a default party loadout instead of using your current save game.
- Note that starting a new game with this menu will bring with it the same restrictions that a brand new character has. In order to enable access to the ship and the ship management interface, use the console command
TriggerQuestEndState CP_QST_09_Port_Maje 0
to complete the quest Stranded.
- After enabling cheats you can press Shift + T to teleport your party (or ship) to the position under the cursor.
- Press the Delete key to refresh or clear on-screen debug UI's that are only drawn once.
In Pillars of Eternity
- Pressing the F11 key after enabling cheats via
IRoll20s
(and only while in-game) will display a "World Map" debug menu with a list of all locations. - After enabling cheats, you are able to hover your cursor over any character and press:
- Shift + H to revive a dead or unconscious character to full health and stamina.
- K to instantly deal 10x their current stamina as damage (effectively killing them)
- Shift + K to play the character's hit reaction animation, but deal no damage.
- U to instantly apply a stamina change of -100% of a character's current stamina, maiming them and causing them to fall unconscious.
- If
E3
mode is enabled:- F9 to disable fog of war (same as
NoFog
orDisableFogOfWar
). - F10 to return to the main menu.
- F9 to disable fog of war (same as
List of commands[ | ]
The table below uses the following format to describe console commands:
CommandNameParameter_1 Type_1Parameter_2 Type_2
|
The command should be entered using the command name then each parameter in sequence. See the entering commands section above for more info.
- CommandName - The name of the command, should be entered verbatim though is not case sensitive.
- Parameter_x - The name of the parameter, should be entered and replaced with whatever data is expected. This may be linked to a section at the bottom of the article showing where certain data is stored in the game files, or a list of valid enumerations.
- Type_x - The type that is expected for the parameter. This is NOT part of the command and should not be entered. It is only shown in the table for reference purposes. The type is either an instanced object, game data, another id such as an enumeration, or a basic type such as a boolean or an integer.
In this case, the entered command would look something like CommandName abc def
Command | Description | Category | poe1 | poe2 | Cheat? |
---|---|---|---|---|---|
IRoll20s | Allows you to use all of the commands on this list and disables achievements. In poe2, you cannot enable cheats with any god challenges enabled. | General | |||
AbandonShipDuelactor String (ShipDuelParticipant)
|
Forces the actor to abandon the ship combat. This causes a crew morale loss if the enemy is inferior.
|
Ship Duel | |||
ActivateCameraSplineFollowfollowTime Single
|
Starts animating the camera over the spline created with AddCameraSplinePoint . You can ignore the spline zoom values with ToggleCameraSplineZoom
|
Camera | |||
ActivateNewPlayerobjectGuid Guid (Instance ID)
|
Not entirely sure. | Party | |||
ActivateObjectobjectGuid Guid (Instance ID)activate Boolean
|
Activates/deactivates the object objectGuid .
|
General | |||
ActivateObjectWithVfxobjectGuid Guid (Instance ID)vfxPrefabName Stringactivate Boolean
|
Activates/deactivates the object objectGuid , spawning a VFX prefab on its position. Calls ActivateObjectHelper internally.
|
General | |||
ActivateStronghold | Grants access to Stronghold screen (if player hadn't acquired it yet). Synonymous with ReactivateStronghold . See also DisableStronghold .
|
Stronghold | |||
AddAbilitycharacter Guid (Instance ID)abilityName String
|
Grants the target objectGuid character instance an ability, talant or phrase. See also RemoveAbility .
|
Abilities | |||
AddAbilityobjectGuid Guid (Instance ID)abilityGuid Guid (ProgressionUnlockableGameData)
|
Grants the target objectGuid character instance an ability, talant or phrase. See also RemoveAbility .
|
Abilities | |||
AddAbilityWithPopupcharacter Guid (Instance ID)abilityName String
|
Grants the target objectGuid character instance an ability, talant or phrase, and triggers a popup informing the player. See also RemoveAbility .
|
Abilities | |||
AddAbilityWithPopupobjectGuid Guid (Instance ID)abilityGuid Guid (ProgressionUnlockableGameData)
|
Grants the target objectGuid character instance an ability, talant or phrase, and triggers a popup informing the player. See also RemoveAbility .
|
Abilities | |||
AddCameraSplinePointx Singley Singlez Singlezoom Single
|
Adds a point to the current spline, at the position xyz. Use ToggleCursorDebug to quickly get the world position.Remove spline points with RemoveCameraSplinePoint .View the path with ToggleDrawCameraSplineDebug .Start the camera spline animation with ActivateCameraSplineFollow .
|
Camera | |||
AddCameraSplinePointAtMouse | Adds the world position of the mouse cursor to the current spline, fetching the zoom level from the current zoom of the camera. See AddCameraSplinePoint for all spline commands.
|
Camera | |||
AddCharacterWaitingForSceneTransitionobjectGuid Guid (Instance ID)
|
See also RemoveCharacterWaitingForSceneTransition .
|
AI | |||
AddCrewToRostercrewMember Guid (ShipCrewMemberData)
|
Adds a crew member to your roster (adds the icon to your "known crew") | Ship Crew | |||
AddExperiencexp Int32
|
Adds experience to your current party. | Quest | |||
AddExperiencePlayerxp Int32
|
Adds experience to the player only. | Quest | |||
AddExperienceToActiveCrewxp Int32
|
Adds crew experience to the active crew of The Defiant. | Ship Crew | |||
AddExperienceToLevellevel Int32
|
Adds enough experience to reach level level . Applied to all party members.
|
Quest | |||
AddFatigueobjectGuid Guid (Instance ID)fatigueValue Single
|
Obsolete - Fatigue no longer uses a time-based system. See AdjustFatigueLevel .
|
Health | |||
AddFatigueToSlotfatigueValue Singleslot Int32
|
Obsolete - Fatigue no longer uses a time-based system. See AdjustFatigueLevel .
|
Health | |||
AddFatigueToPartyfatigueValue Single
|
Obsolete - Fatigue no longer uses a time-based system. See AdjustFatigueLevel .
|
Health | |||
AddFatigueToPartyWithSkillCheckfatigueValue SingleskillType String (CharacterStats.SkillType)comparisonOperator String (Conditionals.Operator)skillValue Int32
|
Obsolete - Fatigue no longer uses a time-based system. See AdjustPartyFatigueLevelWithSkillCheck
|
Health | |||
AddInjurycharacter Guid (Instance ID)afflictionGuid Guid (AfflictionGameData)tryKill Boolean
|
Applies an injury/affliction to the character. | Health | |||
AddInjuryToPartyWithAttributeCheckeffectId Guid (AfflictionGameData)attributeGuid Guid (AttributeGameData)comparisonOperator String (Operator)attributeValue Int32tryKill Boolean
|
Applies an injury/affliction to all target party members that match a conditional attribute check. | RPG | |||
AddInjuryToPartyWithSkillCheckeffectId Guid (AfflictionGameData)skillGuid Guid (SkillGameData)comparisonOperator String (Operator)skillValue Int32tryKill Boolean
|
Applies an injury/affliction to all target party members that match a conditional skill check. | RPG | |||
AddInjuryToPartyWithSkillCheckScaledeffectId Guid (AfflictionGameData)skillGuid Guid (SkillGameData)comparisonOperator String (Operator)skillValue Int32scaler String (DifficultyScaler)tryKill Boolean
|
Applies an injury/affliction to all target party members that match a conditional skill check, scaling the skill check and affliction applied by the passed scaler. | RPG | |||
AddItemitemName Guid (EquippableGameData)count Int32
|
Adds amount of the item itemname to inventory. Synonymous with GiveItem .
|
Items | |||
AddPlayerShipUpgradeshipGuid Guid (ShipGameData)upgradeGuid Guid (ShipUpgradeGameData)
|
Adds the specified ship upgrade to the shipGuid . Example: AddPlayerShipUpgrade SHP_Defiant SHP_UP_cannon_Durgan . Also see RemovePlayerShipUpgrade .
|
Ships | |||
AddPrisonerobjectGuid Guid (Instance ID)
|
Adds a prisoner to the stronghold. | Stronghold | |||
AddTalenttalentName String
|
Grants the player character the a talent. | Abilities | |||
AddTalentobjectGuid Guid (Instance ID)talentName String
|
Grants the specified character a talent. | Abilities | |||
AddTargetToKiteIgnoreListobjectGuid Guid (Instance ID)
|
AI | ||||
AddToPartyobjectGuid Guid (Instance ID)
|
Adds the specified character (or creature) to your party. See also RemoveFromParty .
|
Party | |||
AddTurnsamount Int32
|
Advances the stronghold time by amount turns.
|
Stronghold | |||
AddWearcharacterId Guid (Instance ID)slot String (EquipmentSlot)amount Single
|
Adds wear / durability damage to an equipped item. This only works while Abydon's Challenge is enabled.
See also |
Items | |||
AdjustFatigueLevelobjectGuid Guid (Instance ID)increment Int32
|
Adjusts the fatigue level of the character. See also SetFatigue .
|
Health | |||
AdjustMoralevalue Int32
|
Increases or decreases crew morale. Values less than 0 will reduce morale, values above 0 will increase morale. See also SetMorale .
|
Ship Crew | |||
AdjustPartyFatigueLevelWithSkillCheckincrement Int32skillType String (CharacterStats.SkillType)comparisonOperator String (Conditionals.Operator)skillValue Int32
|
Adjusts the fatigue level of all party members given a skill check. If the comparison evaluates as true, the fatigue adjustment is applied to the character. See also AdjustFatigueLevel .
|
Health | |||
AdjustPrestigeadj Int32
|
Increases or decreases Stronghold prestige by adj .
|
Stronghold | |||
AdjustSecurityadj Int32
|
Increases or decreases Stronghold security by adj .
|
Stronghold | |||
AdjustSevereInjuryDurationtarget Guid (Instance ID)afflictionGameData Guid (AfflictionGameData)duration Int32
|
Adjust the duration of an injury on the target. Values less than 0 will reduce remaining recovery time, greater than 0 will increase recovery time. | Health | |||
AdjustSupplyCountsupplyType String (ShipSupplyType)value Int32
|
Adjust the Defiant's supply of a type of supply. Values less than 0 will reduce the supply, values above 0 will increase the supply. The supply count won't go above what your ship can hold. | Ships | |||
AdjustSupplyCountPercentagesupplyType String (ShipSupplyType)minPercent Int32maxPercent Int32
|
Adjust the Defiant's supply of a type of supply. The value to be adjusted is a randomized percentage of the current stock (between the min and max values passed). For example if you have 10 Ammo, and set minPercent and maxPercent to 50, you gain +5 Ammo. Negative percentages are allowed to reduce the supply count.
|
Ships | |||
AdvanceDay | Advance in-game time by 26 hours (1 day in Eora). | Time | |||
AdvanceQuestquestId Guid (Quest)
|
Advances to the next stage of the quest. | Quest | |||
AdvanceTimeByHourshours Int32
|
Advance in-game time by hours .
|
Time | |||
AdvanceTimeByHoursNoResthours Int32
|
Advance in-game time by hours , without resting (wait).
|
Time | |||
AdvanceTimeToHourhours Int32
|
Set the time to a specific hour of the current day. | Time | |||
Aggressionname Guid (Instance ID)aggression String (AIController.AggressionType)
|
Sets the AggressionType on a party member, this is the value shown under "Auto-Attack" in the AI Behaviour window (right click the AI icon in the bottom left) In addition to the GameObject name of the character, you can also use "player" to affect the player or "all" to affect all party members. | AI | |||
Aggressioncharacter Guid (Instance ID)aggression String (AutoAttackType)
|
Sets the AutoAttackType on a character. | AI | |||
AI | Same as AIAll , but only when the mouse is hovering over a character.
|
Debug | |||
AIAll | Displays a UI above all AI characters, which logs some information about the character's AI behaviour. | Debug | |||
AIClearCurrentActionobjectGuid Guid (Instance ID)
|
Clears the CurrentAction on the AIController of objectGuid .
|
AI | |||
AIClearForcedActionobjectGuid Guid (Instance ID)
|
Clears the ForcedAction on the AIController of objectGuid .
|
AI | |||
AIClearIsOnDestinationobjectGuid Guid (Instance ID)
|
Clears the "IsOnDestination" flag on the AIController.patrolParams of objectGuid .
|
AI | |||
AIForceAttackobjectGuid Guid (Instance ID)targetGuid Guid (Instance ID)
|
Forces the objectGuid character to attack the targetGuid
|
AI | |||
AIForfeitActionobjectGuid Guid (Instance ID)
|
Forfeits a controllable character's action during Turn-based mode. | AI | |||
AIForfeitActionAnyobjectGuid Guid (Instance ID)
|
Forfeits a character's action during Turn-based mode. | AI | |||
AIForfeitMovementobjectGuid Guid (Instance ID)
|
Forfeits a characters available movement during Turn-based mode. | AI | |||
AIInvestigateObjectobjectGuid Guid (Instance ID)targetGuid Guid (Instance ID)movementType String (MovementType)range Single
|
Paths the character to the target object, stopping when within range meters of the object, returns to the previous path after investigating.
|
AI | |||
AIMoveToNextWaypointobjectGuid Guid (Instance ID)
|
Forces the objectGuid character to move to their next waypoint.
|
AI | |||
AIPathToObjectobjectGuid Guid (Instance ID)targetGuid Guid (Instance ID)movementType String (MovementType)arrivalRadius Single
|
Paths the character to the target object, stopping when within arrivalRadius of the object.
|
AI | |||
AIPathToPointobjectGuid Guid (Instance ID)targetGuid Guid (Instance ID)movementType String (MovementType) - poe2String (AnimationController.MovementType) - poe1 |
Paths the character to the target object, stopping exactly on the object. | AI | |||
AIPickRandomDestinationobjectGuid Guid (Instance ID)minRange SinglemaxRange Single
|
Picks a random destination for the AI in a radius between minRange and maxRange , as if the character is terrified.
|
AI | |||
AIRecordRetreatPositionobjectGuid Guid (Instance ID)
|
AI | ||||
AISetAnimationLoopingobjectGuid Guid (Instance ID)isAnimationLooping Boolean
|
Loops the character's current animation. | AI | |||
AISetAnimationStatusEffectobjectGuid Guid (Instance ID)statusEffectAnimType String (StatusEffectAnimType)
|
Plays a status effect animation on the character. | AI | |||
AISetArrivalDistanceobjectGuid Guid (Instance ID)arrivalDistance Single
|
Sets the arrival distance on a target (clamps to above 0.05). | AI | |||
AISetBusyobjectGuid Guid (Instance ID)isBusy Boolean
|
Sets IsBusy on the object to isBusy
|
AI | |||
AISetCurrentActionFinishedobjectGuid Guid (Instance ID)waiting Boolean
|
Sets IsActionFinished to waiting on the CurrentAction for this character.
|
AI | |||
AISetCurrentActionToForcedActionobjectGuid Guid (Instance ID)
|
Sets the the CurrentAction to the ForcedAction on the character, causing it to be foreced. | AI | |||
AISetPackageobjectGuid Guid (Instance ID)newType String (AIPackageController.PackageType)
|
Changes the AI package on the character. | AI | |||
AISetPatrollingobjectGuid Guid (Instance ID)shouldPatrol Boolean
|
Enables or disables AI patrolling on the character. | AI | |||
AISetPatrolPointobjectGuid Guid (Instance ID)waypointGuid Boolean
|
Sets a new base patrol point for the character. | AI | |||
AISetScriptedBehaviorobjectGuid Guid (Instance ID)scriptedBehavior String (ScriptedBehaviorType)
|
Sets a new ScriptedBehaviorType for the character. | AI | |||
AISetScriptedUseObjectobjectGuid Guid (Instance ID)objectGuid Guid (Instance ID)
|
Sets the AI to interact with the object passed. | AI | |||
AISetWaitingToSelectAnActionobjectGuid Guid (Instance ID)waiting Boolean
|
Sets the WaitingToSelectAnAction flag on the AIParams of the AIController's current behaviour. | AI | |||
AIShipAction | Trigger's the AI's action during a ship duel. | Ship Duel | |||
AIShout | Debugs information regarding the "shout" mechanic, whereby enemies will call for help to allies in a radius (during combat). | Debug | |||
AIShowInvestigateIndicatorobjectGuid Guid (Instance ID)
|
Show the "investigating" indicator on this character. | AI | |||
AIUnlockTurnobjectGuid Guid (Instance ID)
|
Unlocks a characters turn so that they may perform more actions during Turn-based mode combat. | AI | |||
AllPartyMembersToBench | Removes all party members from the current party. | Party | |||
AntiStagingWorldMap | Can only be activated while on the world map. This effectively zooms the world map in on the players location, locking the camera to the edges of this stage until the player ship leaves the area. The "stages" are centered around areas in the map, with the only stages seemingly being Maje Island, and the southwestern corner of the map. Once the player leaves a stage, the map is zoomed out to cover a slightly wider area, until the entire map is in view. This was likely used as a test during development. |
World Map | |||
AnyPartyMemberUseAbilitynameStringId Int32
|
Causes the first party member with the ability nameStringId to cast the ability.
|
RPG | |||
AnyPartyMemberUseAbilityabilityGuid Guid (GenericAbilityGameData)
|
Causes the first party member with the ability abilityGuid to cast the ability.
|
RPG | |||
AO | Toggles ambient occlusion, though this has little effect on most maps. | Graphics | |||
ApplyAfflictionobjectGuid Guid (Instance ID)affliction String
|
Applies an affliction to the character.
The affliction string is the tag of the affliction, not the ID (in double quotes if required, case sensitive) - and is limited to a subset of afflictions specifically exposed to scripts: See also |
Health | |||
ApplyAfflictionToBestPartyMemberaffliction StringskillType String (CharacterStats.SkillType)
|
Applies an affliction to the party member with the best rating in skillType .
|
Health | |||
ApplyAfflictionToPartyMemberaffliction Stringindex Int32
|
Applies an affliction to the party member in a particular slot index. | Health | |||
ApplyAfflictionToPartyWithSkillCheckaffliction StringskillType String (CharacterStats.SkillType)comparisonOperator String (Conditionals.Operator)skillValue Int32
|
Applies an affliction to the party member(s) that match a conditional skill check. If the comparison evaluates as true, the affliction is applied to the character. | Health | |||
ApplyAfflictionToPartyWithSkillCheckScaledaffliction StringskillType String (CharacterStats.SkillType)comparisonOperator String (Conditionals.Operator)skillValue Int32scaler Int32
|
Applies an affliction to the party member(s) that match a conditional skill check. If the comparison evaluates as true, the affliction is applied to the character. The check will be scaled by the current enabled scaler. | Health | |||
ApplyAfflictionToWorstPartyMemberaffliction StringskillType String (CharacterStats.SkillType)
|
Applies an affliction to the party member with the worst rating in skillType .
|
Health | |||
ApplyDamageToPlayerShipvalue Int32damageType String (ShipDuelDamageType)
|
Deals damage to the player ship during a ship duel. | Ship Duel | |||
ApplyDamageToShipship String (ShipDuelParticipant)damageType String (ShipDuelDamageType)value Int32
|
Deals damage to a specific ship during a ship duel. | Ship Duel | |||
ApplyLegacyHistoryToGame | Applies the selected history in the legacy UI to the current game. | Character | |||
ApplyProgressionTablecharacter Guid (Instance ID)tableId Guid (BaseProgressionTableGameData)
|
Gives a character all the abilities contained in the progression table with the id tableId . See also ApplyProgressionTable .
|
Abilities | |||
ApplyRandomSevereInjuryToRandomCrewcount Int32ignorePlayer Boolean
|
Applies a random severe injury to count of your crew.
|
Ship Crew | |||
ApplySevereInjurytarget Guid (Instance ID)afflictionId Guid (AfflictionGameData)
|
Applies a severe injury to the target. | Health | |||
ApplyShipEventtarget String (ShipDuelParticipant)eventGuid Guid (ShipDuelEventGameData)
|
Applies an event to the ship (this is something that occurs during ship combat that takes crew intervention to fix). | Ship Duel | |||
ApplyStatusEffecttargetGuid Guid (Instance ID)statusEffectGuid Guid (StatusEffectGameData)
|
Applies a status effect to the target. See also RemoveStatusEffect .
|
Health | |||
ApplyStatusEffectToPartyWithSkillCheckeffectId Guid (StatusEffectGameData)skillGuid Guid (SkillGameData)comparisonOperator String (Operator)skillValue Int32
|
Applies a status effect to all target party members that match a conditional skill check. | RPG | |||
ApplyStatusEffectToPartyWithSkillCheckScaledeffectId Guid (StatusEffectGameData)skillGuid Guid (SkillGameData)comparisonOperator String (Operator)skillValue Int32skillValue String (DifficultyScaler)
|
Applies a status effect to all target party members that match a conditional check. The check and the status effect are scaled by the scaler passed. | RPG | |||
AreaTransitionareaName String (MapType)startPoint String (StartPoint.PointLocation)
|
Teleports the party to the map with the areaName at a particular startPoint .
|
World Map | |||
AreaTransitionmapGuid Guid (MapGameData)startPoint String (PointLocation)referenceBy String
|
Teleports the party to the map with the guid mapGuid at a particular startPoint . If the startPoint passed is "ReferenceByName", the function expects a unique start point string in the last parameter, otherwise you should pass an empty/random string, e.g. "" .
|
World Map | |||
ArenaVictory | Triggers a victory in the current Pool of Memories [SSS] arena challenge. | Arena | |||
AttributeScorecharacter Guid (Instance ID)attribute String (AttributeType) - poe2String (AttributeScoreType) - poe1 score Int32
|
Set an attribute of a target to the value of score e.g. AttributeScore Companion_Eder(Clone) Might 18 will give Edér a base Might score of 18).
|
Character | |||
AuditSaveGame | Writes all save data to a CSV in %USERPROFILE%\Saved Games\Pillars of Eternity\SaveGameAudit.csv , then opens it with your default text editor. In Deadfire, this only writes an empty file.
|
Debug | |||
Autosave | Triggers autosave (same as F5). | General | |||
BatchDelayseconds Single
|
Adds a specified delay, in seconds, to the current program routine. This yields the routine (via WaitForSeconds) before calling the next command. The time waited is scaled by the current Time.timeScale. | Exec | |||
BatchDelayFrame | Adds a single frame of delay to the current program routine. | Exec | |||
BatchDelayRandomminSeconds SinglemaxSeconds Single
|
Same as BatchDelay , but picks a random wait time between minSeconds and maxSeconds .
|
Exec | |||
BatchDelayRealtimeseconds Single
|
Same as BatchDelay , but uses WaitForSecondsRealtime and thus is unaffected by the current timeScale.
|
Exec | |||
BatchDeleteVarvariable String
|
Unassigns and deletes a local variable that was assigned with BatchLetVar .
|
Exec | |||
BatchEnd | Marks the running batch program as terminated, effectively stopping it. | Exec | |||
BatchGotolabel String
|
Jumps to a specific point of execution in the running batch program. The command searches for a line at any point in the file containing BatchLabel label (case insensitive), where label is the string passed to this command.
|
Exec | |||
BatchGotoIflabel Stringconditional String
|
Same as BatchGoto , but only if the conditional evaluates to true. Conditionals with one or more parameters must be encapsulated in double quotes.
|
Exec | |||
BatchLabellabel String
|
This command does nothing during execution (and is skipped over), but it can be used to identify a point in the batch file to jump to with BatchGoto .
|
Exec | |||
BatchLetVarvariable Stringexpression String
|
Assigns a local variable (the scope of which is limited to the current executing program/batch file) to the returned result of a mathematical expression . Internally this uses Mathos Parser, see their documentation for valid expression syntax. See also BatchDeleteVar and BatchPrint .
|
Exec | |||
BatchPrintexpression String
|
Prints the result of an expression to console. See BatchLetVar .
|
Exec | |||
BatchRealDelayRandomminSeconds SinglemaxSeconds Single
|
Same as BatchDelayRandom , but uses WaitForSecondsRealtime and thus is unaffected by the current timeScale.
|
Exec | |||
BatchWaitForCombatStart | Waits until combat has started before moving to the next instruction in the loaded program. | Exec | |||
BatchWaitForCombatEnd | Waits until combat has ended before moving to the next instruction in the loaded program. | Exec | |||
BatchWaitForCutscene | Waits until cutscenes are no longer playing before moving to the next instruction in the loaded program. | Exec | |||
BatchWaitForIdlecharacterId Guid (Instance ID)
|
Waits until the specified character's AIController is idle before moving to the next instruction in the loaded program. | Exec | |||
BatchWaitForLoad | Waits until scenes are no longer being loaded before moving to the next instruction in the loaded program. | Exec | |||
BB | Toggles Backer Beta mode (shows BB on the menu screen) Starting a new game will begin the character in the backer beta. Careful when using this in a full version save game, as doing so might break your save.
In Pillars of Eternity you can instead use the command line argument |
General | * | ||
BeginShipDuelopponent Guid (ShipCaptainGameData)
|
Starts ship combat with a specific opponent. | Ship Duel | |||
BeginWatcherMovie | Starts the watcher movie. You can stop it with EndWatcherMovie .
|
UI | |||
BindCommandkey Stringcommand String
|
Binds a key to a command so that it is called when the key is pressed. The command must be enclosed in double quotes as a single string (internal double quotes may be escaped with \" ). You can only provide a single non-modifier key, and it must be a member in the UnityEngine.KeyCode enumeration.
To use a modifier, use a Also see |
Console | |||
BindItemInSlotcharacterGuid Guid (Instance ID)characterClass Guid (CharacterClassGameData)slot String (EquipmentSlot)
|
Binds the soulbound item equipped to characterGuid in the slot specified.
|
Items | |||
BlockForShipAI | Ship Duel | ||||
BloodyMess | Every killing blow explodes the enemy into a bloody mess, shaking the screen (as if it was a Crit). | General | |||
Breakpoint | Breaks the game process at the current execution position. Crashes the game if a debugger is not connected. See also ConditionalBreakpoint .
|
Debug | |||
Bug | Creates a bug report, saving it to %USERPROFILE%\Saved Games\Pillars of Eternity II\Bugs . Does nothing in poe1.
|
Debug | |||
CalculateDestinationPointobjectGuid Guid (Instance ID)
|
AI | ||||
CalculateFleeCombatDestinationobjectGuid Guid (Instance ID)
|
See also FleeCombat .
|
AI | |||
CalculateInteractionPointobjectGuid Guid (Instance ID)
|
AI | ||||
CallGlobalScriptAfterTimePassesid Guid (GlobalScript) days Guid (GlobalScript) hours Guid (GlobalScript) minutes Guid (GlobalScript) seconds Guid (GlobalScript) deleteOnZoneTransition Guid (GlobalScript)
|
Fires the global script with the GUID id after the specified amount of in-game time passes.
|
Globals | |||
CallGlobalScriptid Guid (GlobalScript)
|
Fires the global script with the GUID id . These can be found in the file "PillarsOfEternityII_Data\exported\design\globalscripts\globalscripts.globalscriptbundle
|
Globals | |||
CameraMoveDeltavalue Single
|
Sets the scroll speed of the camera when using the arrow keys or screen edge panning. This is the same setting as in Settings > Camera > Scroll Speed, and will override the value set there. | Camera | |||
CastAbilitycasterId Guid (Instance ID)ability Guid (GenericAbilityGameData)empower Boolean
|
Makes the character cast the specified ability. The ability must be one that is already known by the character. | Abilities | |||
CastImmediatelyobjectGuid Guid (Instance ID)
|
Casts the selected (targeting) ability. Same as clicking after selecting an ability. | AI | |||
ChallengeModesetting String (ChallengeMode) - poe2String - poe1 |
Toggles a challenge mode on or off. TrialOfIron or Expert
|
Difficulty | |||
ChangeTeamobjectGuid Guid (Instance ID)teamGuid Guid (TeamGameData)
|
Changes team of objectGuid to the team of teamGuid
|
Faction | |||
ChangeWaterLevelobjectGuid Guid (Instance ID)newLevel Singletime Single
|
Change the water level of a water plane to a new level over time. | Weather | |||
CharacterUseAbilityobjectGuid Guid (Instance ID)nameStringId Int32
|
Casts/uses an ability on this character. See also SlotCanUseAbility .
|
Abilities | |||
CharacterUseAbilityobjectGuid Guid (Instance ID)abilityGuid Guid (GenericAbilityGameData)
|
Casts/uses an ability on this character. | Abilities | |||
Chipmunk | Changes the pitch of all audio to be 75% higher than normal. | General | |||
ChooseNewWaypointobjectGuid Guid (Instance ID)
|
AI | ||||
ClearAchievements | Resets progress on all achievements (only in Steam version). | Achievements | |||
ClearActiveTownies | Removes all townspeople from the current map. | General | |||
ClearBoundCommands | Clears all keybindings that were bound with BindCommand .
|
Console | |||
ClearConversationNodeAsReadconversation String - poe1Guid (Conversation) - poe2 nodeID Int32
|
Clears a node in a conversation as being "read", setting the conversation node's "MarkedAsRead" flag to false. See also MarkConversationNodeAsRead .
|
Conversation | |||
ClearPerceptionStateobjectGuid Guid (Instance ID)
|
Clears the perception state on a character. | AI | |||
ClearPreviousAttackTargetobjectGuid Guid (Instance ID)
|
AI | ||||
ClearSkies | Sets the weather forecast to "Sunny". Also a reference to the common Rauataian saying. | Weather | |||
ClearSpecifiedGuids | Clear GUIDs saved by Specify commands.
|
General |
| ||
ClearStash | Removes all items from the stash. | Items | |||
ClipCursoractive Boolean
|
Calls ClipCursor from the Win32 API, which restricts the mouse cursor to the window until alt-tabbed. This is the same setting as Settings > Game > Cage Cursor, and will override the value set there. | Graphics | |||
CloseAllUIWindows | Closes all currently open UI windows. | UI | |||
CloseCharacterCreation | Closes the character creation screen. See also OpenCharacterCreation .
|
UI | |||
CloseobjectGuid Guid (Instance ID)
|
Closes the object/door/container. See also Open .
|
OCL | |||
Cls | Clears the combat log / console. | Console | |||
CompanionAddRelationshipsourceGuid Guid (Instance ID)targetGuid Guid (Instance ID)axis String (Axis)strengthGuid Guid (ChangeStrengthGameData)onlyInParty Boolean
|
Modifies the relationship the source party member has with the target party member, in the axis direction, of strength strengthGuid .
An example would be The player does not have a relationship score towards companions, and is therefore invalid when passed as the sourceId. |
Companion | |||
CompanionResolveRelationshipsourceGuid Guid (Instance ID)targetGuid Guid (Instance ID)mutual Boolean
|
Resolves the relationship the source party member has with the target party member. Companions with a "resolved" relationship can no longer have their relationship altered by eachother. | Companion | |||
ConditionalBreakpointconditional String
|
Breaks at the current point of execution if the conditional does not evaluate to true. Note that this crashes the game if a debugger is not attached. See also Breakpoint .
|
Debug | |||
ConsumeShipDrinkvalue Int32
|
Subtracts drinks from the current drinks resource. Although you can input a negative number, it has no effect. | Ships | |||
ConsumeShipFoodvalue Int32
|
Subtracts food from the current food resource. Although you can input a negative number, it has no effect. | Ships | |||
ContinueShipActionparticipant String (ShipDuelParticipant)
|
Continue an ongoing ship action on the participant. | Ship Duel | |||
Cosmiccode String
|
Unlocks and gives you a unique cosmic pet when used with particular codes. Valid codes are Bird (Orbit), Cat (Luna), and Dog (Comet). May only be used once per save.
|
Items | |||
CraftingDebug | Adds high amount of all crafting ingredients to stash. In poe1: "You magically conjure crafting supplies of all kinds.". In poe2: "You magically conjure a limitless supply of crafting ingredients." | Items | |||
CSharpsource String
|
Encapsulates the passed source it in the following class, and then executes it.
If no errors were found, the static method Mono 2.10.x or older must be installed (2.10.9), and symlinks must be created between:
otherwise the command will hang on "Compiling code..." |
Exec | |||
CSharpFilefile String
|
Loads C# code from a file at the specified path, then calls CSharp with its contents.
|
Exec | |||
CycleWeather | Picks a random weather pattern and cycles to it. | Weather | |||
Damageamount Single
|
Damages all party members by amount damage.
|
Health | |||
DamagetargetObject Guid (Instance ID)amount Single
|
Damages the targetObject by amount .
|
Health | |||
DamageQuarterHealthtargetObject Guid (Instance ID)
|
Sets the targetObject 's health to 25% (a quarter) of its max health.
|
Health | |||
DeactivateTraptrapGuid Guid (Instance ID)disarmTrap Boolean
|
Deactivates a trap. If disarmTrap is true, disarms it as well (removing it, and placing the trap in the stash).
|
General | |||
DealDamageobjectGuid Guid (Instance ID)damage Single
|
Deals damage damage to the passed object.
|
Health | |||
DebugAdvanceQuestquestName Guid (Quest)
|
Debug version of AdvanceQuest . Advances to the next stage of the quest.
|
Quest | |||
DecrementTrackedAchievementStatstat String (TrackedAchievementStat) - poe1stat String (TrackedAchievementStat) - poe2
|
Opposite of IncrementTrackedAchievementStat , subtracts 1 from an achievement that keeps track of a number of some sort.
|
Achievements | |||
DeletePrefs | Removes all PlayerPrefs from the registry (at HKEY_CURRENT_USER\Software\Obsidian Entertainment\Pillars of Eternity . This resets all settings to default, but you will not lose any save data.
|
General | |||
DeliverMissivetable String (StringTableType)id Int32itemGuid Guid (ItemGameData)
|
Delivers a missive to the player, which presents them with a message and an item to optionally examine. | General | |||
DestroyItemInSlotobjectGuid Guid (Instance ID)slot String (EquipmentSlot)
|
Removes an item on a character equipped to a specific slot, destroying it (instead of putting it in the stash). | Items | |||
DestroySelfobjectGuid Guid (Instance ID)
|
Destroys a character, removing it from the scene. | AI | |||
DestroyWeaponInSlotobjectGuid Guid (Instance ID)slot String (EquipmentSlot)weaponSet Int32
|
Removes a weapon on a character that is equipped to a specific slot, destroying it (instead of putting it in the stash). | Items | |||
Difficultysetting String (GameDifficulty)
|
Sets the game difficulty to the selected level. | Difficulty | |||
DisableFogOfWar | Disables fog of war entirely. Identical to NoFog .
See also |
Fog of War | |||
DisableMusicLoopCooldown | Disables the pause/cooldown between music loops. See also EnableMusicLoopCooldown
|
Audio | |||
DisableStronghold | Disables the stronghold. | Stronghold | |||
DisableTownieScheduleobjectGuid Guid (Instance ID)
|
Disables the TownieSchedule component on the specified object, then calls ClearActiveTownies .
|
General | |||
DisableWeather | Disables all current and future weather patterns. Re-enable with the command EnableWeather .
|
Weather | |||
DisplayHUDTitleTexttitleText StringsubtitleText Stringduration Single
|
Shows the same UI that appears when you first enter a town, with a custom title and subtitle. See also TriggerCinematicIntro .
|
UI | |||
DisplayHUDTitleTextUsingDatabaseStringstitleTable String (StringTableType)titleId Int32subtitleTable String (StringTableType)subtitleId Int32duration SingleintroDelay Single
|
Same as DisplayHUDTitleText , but sources the strings from a stringtable.See also GrantXPAndDisplayHUDTitleText .
|
UI | |||
DisplayLegacyHistoryWindow | Shows the legacy history UI (picking a "legacy", your actions from poe1) | UI | |||
DispositionAddPointsaxis String (Disposition.Axis)strength String (Disposition.Strength)
|
Adds the specified number of disposition points. There are only 4 disposition ranks, each of which equals 25 points (Rank 0 (no enum): < 1, Rank 1 (enum None): 1-25, Rank 2 (enum Rank1): 25-50, Rank 3 (enum Rank2): 50-75, Rank 4 (enum Rank3): >75, lower limit inclusive, upper limit exclusive). The underlying value of |
Disposition | |||
DispositionAddPointsdispositionGuid Guid (DispositionGameData)strengthGuid Guid (ChangeStrengthGameData)
|
Same as poe1's DispositionAddPoints, but takes a guid instead of an integer (meaning you can't change by a fixed value, or subtract points). The ranks are also scaled differently: Rank 0 (no enum): < 4, Rank 1 (enum None): 4-12, Rank 2 (enum Rank1): 12-25, Rank 3 (enum Rank2): 25-45, Rank 4 (enum Rank3): > 45) |
Disposition | |||
DozensGameRollOpponent | Does the opponents roll during a game of dozens. | Minigame | |||
DozensGameRollPlayer | Does the players roll during a game of dozens. | Minigame | |||
DrawSelectionCircletargetGuid Guid (Instance ID)show Boolean
|
Draws the selection circle on the target (regardless of if they are being selected or not). | General | |||
DumpPanelsWidgets | Creates a list of all UIPanels and their UIWidgets, saving it to D:/paneldump.txt
|
UI | |||
DumpUiFromHovered | Saves information regarding the currently hovered UI panel, saving it to D:/uidump.txt
|
UI | |||
E3 | Enables "E3 Mode".
In Pillars of Eternity you can instead use the command line argument Has no effect in Pillars of Eternity II: Deadfire, other than adding "E3" to the version info in the main menu. See also |
General | * | ||
EmergeStartobjectGuid Guid (Instance ID)
|
AI | ||||
EmergeLurkobjectGuid Guid (Instance ID)objectGuid Int32
|
AI | ||||
EnableDeepWaterTravel | Adds the "Deep Water Travel" ship upgrade. | Ships | |||
EnableMusicLoopCooldown | Enables the pause/cooldown between music loops. See also DisableMusicLoopCooldown
|
Audio | |||
EnableSceneStreamingvalue Boolean
|
Enable or disable streaming of scene assets. The boolean value is not taken into account at all, and this command will always enable streaming in (pre-loading) adjacent scenes. The default behaviour is LeaveVisitedScenesInMemory .The streaming process can be viewed with ToggleSceneLoadDebug.
|
World Map | |||
EnableShipDuelLoggingenable Boolean
|
Enables or disables printing of additional information during a ship duel. See also ToggleShipDuelLogging
|
Ship Duel | |||
EnableWeather | Re-enable weather disabled by DisableWeather . See also CycleWeather .
|
Weather | |||
EnchantingDebug | Enables the "Enchant" button on all weapons, however this doesn't have much use. | UI | |||
EncounterDespawnobjectGuid Guid (Instance ID)
|
Encounter | ||||
EncounterResetencounterGuid Guid (Instance ID)
|
Encounter | ||||
EncounterSetCombatEndWhenAllAreDeadFlagobjectGuid Guid (Instance ID)boolValue Boolean
|
Sets the encounter flag which ends combat when all enemies are dead. | Encounter | |||
EncounterSetPlayerRelationshipencounterGuid Guid (Instance ID)relationship String (Relationship)
|
Encounter | ||||
EncounterSpawnobjectGuid Guid (Instance ID)
|
Encounter | ||||
EncounterStartWaveencounterGuid Guid (Instance ID)
|
Encounter | ||||
EncounterStopCombatencounterGuid Guid (Instance ID)
|
Encounter | ||||
EndGame | Triggers the end game slides. | General | |||
EndScriptedMusic | Ends scripted music that was started with PlayScriptedMusic .
|
Audio | |||
EndShipDuel | Ends the ship duel. | Ship Duel | |||
EndWatcherMovie | Ends the watcher movie that was started with BeginWatcherMovie .
|
UI | |||
EndWeatherPatternisTransitionInstant Boolean
|
Ends the weather pattern in the current scene. All also StartWeatherPattern .
|
Weather | |||
Evalconditional Guid (Instance ID)
|
Prints the result of evaluating one of the massive list of Conditionals. The conditional and its parameter(s) must be enclosed in a string, for example Eval "IsAutoAttackEnabled Companion_Aloth(Clone)" . See the associated list here, or use FindConditional .
|
Debug | |||
Execfilename String
|
Executes a series of "batch" of console commands from a file of filename with the extension .txt. The file must have one command per line, and be located either in %USERPROFILE%\Documents\Pillars of Eternity II\Batch Files or in Pillars of Eternity II\PillarsOfEternityII_Data\data\batchfiles . See the existing files in the latter folder for an example. See also StopExec
A number of control commands are used specifically to control the flow of commands used in Exec. These commands are (mostly) prefixed with "Batch", and allow batch files to have branching statements, conditionals, and even variables. |
Exec | |||
ExecuteStrongholdVisitortag String (StrongholdVisitor.Tag)
|
Kills a stronghold visitor (assuming they are already at the stronghold). | Stronghold | |||
ExitAmbientAnimationobjectGuid Guid (Instance ID)
|
AI | ||||
ExportCharactercharacter Guid (Instance ID)
|
Exports a specified character instance to file (created in %LocalAppData%\Temp\Obsidian Entertainment\Pillars of Eternity II\characterexport , then moved to %USERPROFILE%\Saved Games\Pillars of Eternity II\ExportedCharacters\ )
|
Saves | |||
ExportGlobals | Create a list of all global variable and their current values, saving it to to Pillars of Eternity xx\Output Global Variables\global_variables_YYYY-MM-DD HH-MM-SS .
|
Debug | |||
FaceTargetobjectGuid Guid (Instance ID)
|
Causes the character AI to face its target. | AI | |||
FadeFromBlacktime Singlemusic Booleanaudio Boolean
|
Fades from black, over time seconds.
|
Fade | |||
FadeInAudioparentObject Guid (Instance ID)fadeTime Single
|
Fades out all child AudioSource's of the parentObject , with a specified fade time. See also FadeInAudio .
|
Audio | |||
FadeInGameObjectobjectGuid Guid (Instance ID)time Single
|
Fades in the AlphaControl components on the object. | Fade | |||
FadeInChildGameObjectsobjectGuid Guid (Instance ID)time Single
|
Fades in all child AlphaControl components that are a child of objectGuid .
|
Fade | |||
FadeInSceneVisualstime Single
|
Fades in all root AlphaControl's in the scene.
See also |
Fade | |||
FadeOutAreaMusic | Fades out the current area music. See also ResumeAreaMusic .
|
Audio | |||
FadeOutAudioparentObject Guid (Instance ID)fadeTime Single
|
Fades out all child AudioSource's of the parentObject , with a specified fade time. See also FadeInAudio .
|
Audio | |||
FadeOutGameObjectobjectGuid Guid (Instance ID)time SinglefadeOutBehavior String (AlphaControl.FadeOutBehavior)
|
Fades out the AlphaControl components on the object. | Fade | |||
FadeOutChildGameObjectsobjectGuid Guid (Instance ID)time SinglefadeOutBehavior String (AlphaControl.FadeOutBehavior)
|
Fades out all child AlphaControl components that are a child of objectGuid .
|
Fade | |||
FadeOutSceneVisualstime Single
|
Fades out all root AlphaControl's in the scene.
See also |
Fade | |||
FadeToBlacktime Singlemusic Booleanaudio Boolean
|
Fades to black, over time seconds.
|
Fade | |||
FastFowardAnimatorstarget Guid (Instance ID)
|
Fast forwards all animators on the target (and its children) by 10 seconds. Note the incorrect spelling of "forward". | General | |||
FastTimefastTime Single
|
Sets the fast time scale, which is the time multiplier when the speed is set to "fast". Clamped between 0.01 and 200. May crash the game if set too high. The default speed is 1, fast speed is 1.8, and slow speed is 0.33. See also SlowTime
|
Time | |||
Findname String
|
Prints all commands that are named like the input string. | Console | |||
FindCharactername String
|
Prints the GameObject name of all instanced characters in the current scene(s) that are named like the input string. | Console | |||
FindConditionalname String
|
Prints a list of conditionals that are named like the input string. | Console | |||
FindGameDataname String
|
Prints the DebugName of all GameData objects that are named like the input string. | Console | |||
FindObjectname String
|
Prints the name of all Transform objects (specifically - though a Transform is always attached to a GameObject) in the current scene(s) that are named like the input string. If an object has an InstanceID, this is printed in brackets after it. | Console | |||
FindPrefabbundle String (AssetBundleHint)name String
|
Prints the prefab names (minus extension and path) or all prefabs in a specific asset bundle that are named like the input string.
|
Console | |||
FleeCombatobjectGuid Guid (Instance ID)canQueue BooleanteleportAbilityGuid Guid (Instance ID)minDistance SinglemaxDistance Single
|
AI | ||||
FlickerHud | Disables then enables every UIRoot's GameObject. | UI | |||
FlipTileobjectGuid Guid (TileFlipper)frame Int32
|
Some locations in the game have tiles (i.e. sections of the prerendered background) that can be switched between multiple renders/frames depending on the context. This command will switch to a specfic frame on a TileFlipper object. If an invalid frame is passed, the tile appears blank. | Graphics | |||
FocusCameraOnPositiontargetGuid Guid (Instance ID)time Single
|
Focuses the camera on a target object, moving to it position over time seconds.
|
Camera | |||
Fog | Disables line of sight (map fog) for as long as the game is running. See also SetFog .
|
Fog of War | |||
ForceCombatPathingobjectGuid Guid (Instance ID)inCombatIdle Boolean
|
Forces the character to use combat pathing | AI | |||
ForceInCombatIdleobjectGuid Guid (Instance ID)inCombatIdle Boolean
|
Forces the character in the idle combat stance. | AI | |||
ForceRandomEncounterToAttack | Forces the current scripted interaction / random encounter to result in combat (only if that is an option). | Encounter | |||
ForceShipAiActionaction String (ShipDuelActionType)
|
Forces the AI ship to take a specific action. | Ship Duel | |||
ForgetTargetobjectGuid String (Instance ID)
|
Sets the AI's target object to null. | AI | |||
FowDebugvalue Boolean
|
Doesn't seem to have any effect. | Fog of War | |||
FreeCamera | Unlocks the camera when it is locked (e.g. when in a cutscene for example). | Camera | |||
FreeRecipesToggle | Allows crafting without having the ingredients. | Items | |||
FullyHealcharacter Guid (Instance ID)
|
Heals a character by their exact amount of missing health. | Health | |||
FXFadef Single
|
Sets the opacity of visual effects when the game is paused. Used to reduce visual noise in combat. This is the same as Settings > Graphics > "VFX Pause Opacity" | Graphics | |||
GameCompleteSave | Makes a "gamecomplete" save.
See also |
General | |||
GameOver | Shows the game over screen, as if the Watcher died. | General | |||
GenerateLootListIntoobjectGuid Guid (Instance ID)lootListGuid Guid (LootListGameData)
|
"Generates" the contents of a loot list into the object, effectively giving them all of the items contained within it. | Items | |||
GetCharacterStatsComponentobjectGuid Guid (Instance ID)
|
Returns the CharacterStats component of an object.
Has no effect in console. |
Helper | |||
GetComponentByGuidT ComponentobjectGuid Guid (Instance ID)
|
Returns the first component of type T on an object, throws an exception if none were found.
Has no effect in console. |
Helper | |||
GetComponentsByGuidT ComponentobjectGuid Guid (Instance ID)
|
Returns the component(s) of type T of an object, throws an exception if none were found.
Has no effect in console. |
Helper | |||
GetGameDataByGuidT Type (GameDataObject)gamedataId Guid (GameDataObject)
|
Returns a GameDataObject of type T with a specific GUID, throws an exception if one was not found. Has no effect in console. | Helper | |||
GetHealthComponentobjectGuid Guid (Instance ID)
|
Returns the Health component of an object. Has no effect in console. | Health | |||
GetObjectByGuidobjectGuid Guid (Instance ID)
|
Returns a GameObject by its GUID, throws an exception if not found. Has no effect in console. | Helper | |||
GetPatrolParamsobjectGuid Guid (Instance ID)
|
Returns the PatrolParams on the AIController of the object. Has no effect in console. | Helper | |||
GetTransformobjectName Guid (Instance ID)
|
Displays a UI which shows some Transform properties, but only for the frame it was called on. | Debug | |||
GetVendorComponentstoreGuid Guid (Instance ID)
|
Returns the Vendor component on its GameObject. Has no effect in console. | Stores | |||
GiveAdvantagetarget String (ShipDuelParticipant)
|
Gives a ship duel participant the advantage. This influences other rolls during the duel. | Ship Duel | |||
GiveAllConsumableItemsqty Int32
|
Gives you qty of every consumable.
|
Items | |||
GiveAndEquipPlayerCrewmanshipGuid Guid (ShipGameData)job String (ShipCrewJobType)crewGuid Guid (ShipCrewMemberData)
|
Gives a crewmember to the ship with a slot to equip them to. | Ships | |||
GiveEncounterExperience | Gives the crew experience from the active encounter. | Ship Crew | |||
GiveFlagflag Guid (ShipUpgradeGameData)
|
Gives you a flag. | Ships | |||
GiveItemitemName Stringcount Int32
|
Gives the party count of an item.
See also |
Items | |||
GiveItemitemGuid Guid (ItemGameData)
|
Gives the party one of an item. Replaces AddItem in poe1.
|
Items | |||
GiveItemAndEquipcharacterGuid Guid (Instance ID)itemName Stringprimary Boolean
|
Gives a character an item and equips it to them (if it's an equippable item). | Items | |||
GiveItemAndEquipobjectGuid Guid (Instance ID)itemGuid Guid (ItemGameData)primary Boolean
|
Gives a character an item and equips it to them (if it's an equippable item). primary is only applicable for slots that have a primary and secondary slot.
|
Items | |||
GiveItemsitemGuid Guid (ItemGameData)count Int32
|
Gives the party count of an item, placing it in the stash.
|
Items | |||
GiveItemsToObjectobjectGuid Guid (Instance ID)itemGuid Guid (ItemGameData)count Int32
|
Gives the object count of an item.
|
Items | |||
GiveItemsToQuickBarobjectGuid Guid (Instance ID)itemGuid Guid (ItemGameData)quantity Int32
|
Adds quantity of an item to the characters quick slots, including items that can't usually be placed in those slots.
|
Items | |||
GiveItemsToShipConsumeQueueitemGuid Guid (ItemGameData)quantity Int32
|
Adds quantity of an item (must be a consumable) to the consume queue of the ship.
|
Items | |||
GiveItemToNPCobjectGuid Guid (Instance ID)itemName Stringcount Int32
|
Gives the NPC an number of the item with itemName .
|
Items | |||
GiveItemToObjectobjectGuid Guid (Instance ID)itemGuid Guid (ItemGameData)
|
Gives the object one of an item. | Items | |||
GiveMoneyamount Int32
|
Adds <value> money.Synonymous with GivePlayerMoney
|
Items | |||
GivePartyXPxp Int32printMessage Boolean
|
Gives the party xp .
|
Party | |||
GivePlayerMoneyamount Int32
|
Adds amount money.
Synonymous with |
Items | |||
GivePlayerShipship Guid (ShipGameData)
|
Gives the player a specific ship. shp_submarine_base for the submarine (spoilers from the Royal Deadfire Company line) and shp_galleon_ghost_ship for the ghost ship (spoilers from the Príncipi line). | Ships | |||
GiveSailorTalescount Int32
|
Adds count sailor tales (sailor experience) to the active crew, that is the crew in the current job slots on the ship (minus reserve).
|
Ship Crew | |||
GiveSailorTalesToCrewMembercrewMember Guid (Instance ID)count Int32
|
Gives the crew member count sailor tales (sailor experience).
|
Ship Crew | |||
GiveTriumphtriumph Guid (ShipTrophyGameData)
|
Gives you a triumph. | Ships | |||
GiveTrophytrophy Guid (ShipTriumphGameData)
|
Gives you a trophy. Currently has no effect. This was a planned feature similar to triumphs, but isn't used in-game. The current trophies are Arkemyr's Storybook, Ship in a Bottle, and Explorer's Globe. | Ships | |||
GiveWeaponAndEquipobjectGuid Guid (Instance ID)itemGuid Guid (ItemGameData)primary BooleanweaponSet Int32
|
Gives the character a weapon and equips it to a particular weapon set. If primary is true, the item is equipped to the primary slot of that set (i.e. the left slot).
|
Items | |||
God | Toggle version of SetInvunerable (see that command for more info)
See also |
Health | |||
GrantXPAndDisplayHUDTitleTexttitleTable String (StringTableType)titleId Int32duration Singlexp SingleintroDelay Single
|
Shows the same UI that appears when you first enter a town, but only with a title. Also grants experience on entry.
See also |
UI | |||
GrappleExitobjectGuid Guid (Instance ID)
|
AI | ||||
HealParty | Heals the party for the exact amount of their missing health (and stamina).
See also |
Health | |||
HelmetVisibilitystate Boolean
|
Sets the visibility of helmet models on all party members | Graphics | |||
HideGrazes | Hide grazes from being displayed (in the combat log, and above characters). | Health | |||
HideScriptedInteractionPortaits | Hides party member portraits from the leftmost panel during a scripted interaction. | Interaction | |||
HitReactcharacter Guid (Instance ID)
|
Interrupts a character. Synonymous with Interrupt .
|
Health | |||
ImportCharacterfilename String
|
Imports a character from a file in %USERPROFILE%\Saved Games\Pillars of Eternity II\ExportedCharacters\
|
Saves | |||
IncreaseWorldMapMapSizeworldMap Guid (WorldMapGameData)index Int32
|
Increases the AreaMapStage (of the world map) to include the WorldMapGameData. | World Map | |||
IncrementAttemptCountobjectGuid Guid (Instance ID)
|
Increments the amount of attempts the AI has made to get in range of the target. | AI | |||
IncrementGlobalValuename StringglobalValue Int32
|
Increments a global with the name name by globalValue .
|
Globals | |||
IncrementTrackedAchievementStatstat String (TrackedAchievementStat) - poe1stat String (TrackedAchievementStat) - poe2
|
Adds 1 to an achievement that keeps track of a number of some sort. Opposite of DecrementTrackedAchievementStat
|
Achievements | |||
IncrementTrackedAchievementStatstat String (TrackedAchievementStat)value Int32
|
Sets the TrackedAchievementStat to a new value . Note that this command is incorrectly named (should be "SetTrackedAchievementStat"), still works since the other command only has one parameter.
|
Achievements | |||
InteractionSelectPartyMemberspecifyIndex Int32
|
Has no effect. | Interaction | |||
Interruptcharacter Guid (Instance ID)
|
Interrupts a character. Synonymous with HitReact .
|
Health | |||
Invisible | Makes the party invisible: No visible cloaking effect, but enemies will not attack. (Event and conversation triggers still happen.) | General | |||
ItemDebug | Adds one of every item in the game to the stash (may crash the game). | Items | |||
KeyDownkeyCode String (KeyCode)
|
Emulates a key down event. | Input | |||
KeyPresskeyCode String (KeyCode)
|
Emulates a full key down/up press. | Input | |||
KeyUpkeyCode String (KeyCode)
|
Emulates a key up/release. | Input | |||
KillobjectGuid Guid (Instance ID)
|
Kill an object. | Health | |||
KillAllEnemies | Kills all the enemies that are on the current map. | General | |||
KillBarkstringOnSpeakerobjectGuid Guid (Instance ID)instant BooleanrunScripts Boolean
|
Conversation | ||||
KillDestructibleobjectGuid Guid (Instance ID)
|
Kills/destroys a destructable object. | General | |||
KillStrongholdVisitortag String (StrongholdVisitor.Tag)
|
Kills a stronghold visitor. | Stronghold | |||
KnockDowntargetGuid Guid (Instance ID)duration Single
|
Knocks down the target object for duration seconds.
|
Health | |||
KnockDowncharacter Guid (Instance ID)
|
Interrupts a character, then knocks them prone. | Health | |||
LaunchAttackAtObjecttargetGuid Guid (Instance ID)attackGuid Guid (AttackBaseGameData)
|
Launches attack from targetGuid to targetGuid (at self).
|
Combat | |||
LaunchAttackAtObjectWithCastercasterGuid Guid (Instance ID)targetGuid Guid (Instance ID)attackGuid Guid (AttackBaseGameData)
|
Launches an attack from casterGuid to targetGuid
|
Combat | |||
LaunchAttackAtPositiontargetGuid Guid (Instance ID)attackGuid Guid (AttackBaseGameData)
|
Launches attack from targetGuid to targetGuid (at self), attacking their base position.
|
Combat | |||
LaunchAttackAtPositionWithCastercasterGuid Guid (Instance ID)targetGuid Guid (Instance ID)attackGuid Guid (AttackBaseGameData)
|
Launches an attack from casterGuid to targetGuid , attacking their base position.
|
Combat | |||
LaunchRandomEncounterencounterGuid Guid (WorldMapEncounterGameData)
|
Starts the specified scripted interaction / random encounter. Note that activating an encounter that you've previously completed is likely to just show the slide of the last state it was in, or just not work at all.
There's a bug that causes the game to fail launching a scripted interaction that is normally triggered from the world map, should you trigger it from anywhere else (leaving you in the fade). To avoid this, make sure to use this command while on the world map, otherwise use the command See also |
Encounter | |||
LearnAllAbilitiescharacter Guid (Instance ID)tableId Guid (BaseProgressionTableGameData)
|
Gives a character all the abilities contained in the progression table with the id tableId . See also ApplyProgressionTable .
|
Abilities | |||
LevelUpSoulbindguid Guid (Instance ID)
|
Advances a soulbound item to the next level, the item must be bound to a character and equipped. For example LevelUpSoulbind px1_hunting_bow_stormcaller(Clone)
|
Items | |||
LevelUpSoulbindowner Guid (Instance ID)item Guid (ItemGameData)
|
Advances a soulbound item to the next level, the item must be bound to a character and equipped. For example LevelUpSoulbind Character_Eder(Clone) Pollaxe_Soulbound_Lord_Darryns_Voulge
|
Items | |||
LevelUpSoulbindObjectitem Guid (Instance ID)
|
Advances a soulbound item to the next level, taking an instance id of the item to level (doesn't seem to work). | Items | |||
LoadAudioBankaudioBank String
|
Not implemented. | Audio | |||
LoadAudioBankPlayAudioEventobjectGuid Guid (Instance ID)audioBank StringaudioEvent Stringdelay SingleignorePause Boolean
|
Audio | ||||
LoadAudioBankPlayAudioEventAdvancedobjectGuid Guid (Instance ID)audioBank StringaudioEvent1 StringaudioEvent2 StringaudioEvent3 StringaudioEvent4 Stringdelay SingleignorePause Boolean
|
Audio | ||||
LoadAudioBankPlayAudioEventWithIDid StringaudioBank StringaudioEvent Stringdelay SingleignorePause Boolean
|
Audio | ||||
LoadAudioBankPlayAudioEventWithIDAdvancedid StringaudioBank StringaudioEvent1 StringaudioEvent2 StringaudioEvent3 StringaudioEvent4 Stringdelay SingleignorePause Boolean
|
Audio | ||||
LoadEncounterMapscenarioType String
|
Asynchronously loads a level. The names of the levels are found | World Map | |||
LoadLevelname String
|
Asynchronously loads a level and transitions to it. See the enumerations MapType for poe1, and the GameData MapGameData for poe2. | World Map | |||
LoadPartyMemberInSlotprefabName StringslotIndex Int32
|
Loads a party member (including player) from a prefab, placing them in a specific slot. | Party | |||
LockobjectGuid Guid (Instance ID)
|
Locks a specific container. See also Unlock .
|
OCL | |||
LockAllEquipmentSlotsobjectGuid Guid (Instance ID)
|
Locks all equipment slots on a character. See also UnlockAllEquipmentSlots
|
Items | |||
LockCameraAtZoomzoom Single
|
Locks the camera at the specified zoom level. | Camera | |||
LockEquipmentSlotobjectGuid Guid (Instance ID)slot String (EquipmentSlot) - poe2String (Equippable.EquipmentSlot) - poe1 |
Unlocks an equipment slot on the character (doesn't seem to work).
See also |
Items | |||
LockGameObjectFadeobjectGuid Guid (Instance ID)lockFade Boolean
|
Locks the AlphaControl component on this GameObject, preventing it from being faded by any other systems. | Fade | |||
LockMapTooltipsstate Boolean
|
Enables/disables always showing map tooltips (e.g. character nameplates shown when holding Tab) | UI | |||
LogAllObjectDebug | Recursively prints the name of every object in the scene (essentially logging the entire hierarchy). This command almost always crashes/locks up the game. Rather use ToggleObjectHierarchy .
Synonymous with |
Debug | |||
LogConversationsTofilename String
|
Writes all conversations that occur to the specified file, which is saved in the Pillars of Eternity II directory. To disable this, pass an empty string "" to LogConversationTo. Careful, passing an incorrect file name can lock up the dialogue UI when it tries to write to the file.
|
Debug | |||
LogDebugNamedataId Guid
|
Prints the DebugName of a GameData object, given the GUID. | Console | |||
LogItemGetitem Guid (Item) - poe1Guid (ItemGameData) - poe2 quantity Int32stashed Boolean
|
Prints "You have gained an item: <quantity>x <item>, omitting "<quantity>x" if quantity is 1. If <stashed> is true, prints "<item> added to Inventory" otherwise prints "<item> added to Stash".
Does not work in poe2, since there are multiple commands with the same name (and it takes a ItemGameData instead of its GUID). |
Items | |||
LogItemGetitem Guid (ItemGameData)quantity Int32destination Int32stashed Boolean
|
Poe2-only method overload of the other LogItemGet , taking an additional destination parameter.
|
Items | |||
LogItemRemoveitemDisplayName Stringquantity Int32
|
Prints "You have lost an item: <quantity>x <itemDisplayName>", omitting "<quantity>x" if quantity is 1. | Items | |||
LogObjectDebug | Recursively prints the name of every object in the scene (essentially logging the entire hierarchy). This command almost always crashes/locks up the game. Synonymous with LogAllObjectDebug in poe2.
|
Debug | |||
LogRecipeGetrecipeName String - poe1recipeGuid Guid (RecipeData) - poe2
|
Prints "The party has gained a recipe: <recipeName/recipeGuid>." to console. | Items | |||
ManageParty | Opens the party management screen. | Party | |||
MarkConversationNodeAsReadconversation String - poe1Guid (Conversation) - poe2 nodeID Int32
|
Marks a conversation node as read. NOTE: The conversation in question must have been played at least once for the values to exist (see StartConversation )
You can check if a conversation node has been read/played with See also |
Conversation | |||
MouseToObjectinstanceId Guid (Instance ID)
|
Moves the mouse to the world position of the passed object. | Input | |||
MouseToScreenx Single y Single
|
Moves the mouse to the screen position, in pixels, where 0,0 is the bottom left of the screen. | Input | |||
MouseToUiElementpath String
|
Moves the mouse to a UI element at the specific hierarchy path (where / denotes a child).
|
Input | |||
MouseToWorldx Single y Single z Single
|
Moves the mouse to the world position xyz. | Input | |||
MouseUpbuttonIndex Int32
|
Emulates a mouse button down. 0 is left, 1 is right, 2 is middle. | Input | |||
MouseDownbuttonIndex Int32
|
Emulates a mouse button up. 0 is left, 1 is right, 2 is middle. | Input | |||
MouseClickbuttonIndex Int32
|
Emulates a full mouse click. 0 is left, 1 is right, 2 is middle. | Input | |||
Msaavalue Int32
|
Amount of samples used in MSAA, higher values trade performance for anti-aliasing quality. Same as setting "MSAA Samples" in Settings > Graphics. Sets QualitySettings.antiAliasing. The inputted value isn't limited, but you may be restricted to lower values depending on your hardware. See also PrintMsaa . See MultiSamples for the equivalent command in poe2.
|
Graphics | |||
MultiSamplesmultiSamples Int32
|
Amount of samples used in MSAA, higher values trade performance for anti-aliasing quality. Same as setting "MSAA Samples" in Settings > Graphics. Sets QualitySettings.antiAliasing. Allowed values are 1 (off), 2, 4, and 8, though you may be limited to lower values depending on your hardware. See also PrintMultiSamples . See Msaa for poe1.
|
Graphics | |||
NoDam | Same as NoDamage true (not a toggle)
|
Health | |||
NoDamageinvulnerable Boolean
|
Toggles damage on or off for all characters, including non-party npcs.
Note that unlike See also |
Health | |||
NoFog | Removes the fog of war. Identical to DisableFogOfWar .
|
Fog of War | |||
NoFogWorldMap | Removes fog of war on world map. Synonymous with RevealAllFogOfWar .
|
Fog of War | |||
NoMiss | Toggles the occurrence of Misses in combat, printing the new state to the console. | Combat | |||
NoShipDamagestate Boolean
|
Enables/disables damage to ships in a ship duel. | Ship Duel | |||
Occlusion | Toggles the outlining of characters when they are occluded by objects in the scene. Essentially the same as setting "Occlusion Opacity" to 0 in Settings > Graphics. | Graphics | |||
OnPrisonerDeathobjectGuid Guid (Instance ID)
|
Kills a stronghold prisoner. Alias of RemovePrisoner .
|
Stronghold | |||
OnHirelingDeathobjectGuid Guid (Instance ID)
|
Kills a stronghold hireling. | Stronghold | |||
OnVisitorDeathobjectGuid Guid (Instance ID)
|
Kills a stronghold visitor (as if they were killed on a mission). | Stronghold | |||
OpenobjectGuid Guid (Instance ID)ignoreLock Boolean
|
Opens the object/door/container.
See also |
OCL | |||
OpenArenaResult | Opens the Pool of Memories [SSS] arena UI to the result screen. | Arena | |||
OpenArenaSelection | Opens the Pool of Memories [SSS] arena UI to the challenge selection. | Arena | |||
OpenCharacterCreation | Allows recreation of the player character. Note that all worn items and player inventory will be lost. In Pillars of Eternity, the screen does not automatically fade back in if the character selection is brought up in-game. You'll need to use FadeFromBlack 1 true true to fade back into the world.
See also |
UI | |||
OpenCharacterCreationNewCompanionplayerCost Int32endingLevel Int32
|
Opens the new character creation screen to create a new companion. | UI | |||
OpenCraftinglocation String (Recipe.CraftingLocation)String (CraftingLocation) |
Opens the crafting window. Note that in poe1 the item name is case sensitive! location is unnecessary, but required. You can pass None or LleARhemen , the latter will simply not allow you to craft anything.
|
UI | |||
OpenCrewRecruitmentstoreGuid String (Instance ID)
|
Opens the crew requirement window of particular vendor. | Stores | |||
OpenEnchantinglocation String (Recipe.CraftingLocation)itemGuid String
|
Opens the enchanting window to a specific item to enchant. Note that the item name is case sensitive! location is unnecessary, but required. You can pass None or LleARhemen , the latter will simply not allow you to enchant anything.
|
UI | |||
OpenEnchantinglocation String (CraftingLocation)itemGuid Guid (ItemGameData)
|
Opens the enchanting window to a specific item to enchant. location is unused, and is a remnant from the poe1 command of the same name. You can pass None or LleARhemen .
|
UI | |||
OpenInCharacterSheetcharacter Guid (Instance ID)
|
Opens the character sheet of a character instance. | UI | |||
OpenInInventorycharacter Guid (Instance ID)
|
Opens the inventory screen to a character instance.
This can be used to easily see the inventory, stats, and ability tree of any character instance, not just companions - a nice alternative to looking through game files. Swapping to the character tab (with 'C', or the buttons at the bottom) maintains the selected character, allowing you to see their entire character sheet. |
UI | |||
OpenInninnGuid Guid (Instance ID)
|
Opens the inn UI of a particular vendor. | Stores | |||
OpenInnWithRateinnGuid Guid (Instance ID)rate Single
|
Opens the inn UI of a particular vendor with a modified rate, which is a multiplier to the usual cost of the rooms. | Stores | |||
OpenInventory | Opens the the stash to the player. | UI | |||
OpenInventorytarget Guid (Instance ID)
|
Opens the inventory of a character (allows you to pickpocket without being noticed). | UI | |||
OpenInventoryOfMembertargetGuid Guid (Instance ID)
|
Opens the inventory of a party member. | UI | |||
OpenPetMeldingmelderGuid Guid (Instance ID)
|
Opens the Critter Cleaver interface (since you need an instance ID, this can only be done while in The Dark Cupboard and reference the smasher with LAX_03_Store_Pet_Melder ).
|
UI | |||
OpenRecruitmentstoreGuid Guid (Instance ID)
|
Opens the adventurer recruitment window for a particular store. | Stores | |||
OpenStorestoreGuid Guid (Instance ID)
|
Opens the store UI of a particular vendor. | Stores | |||
OpenStoreWithRatesstoreGuid Guid (Instance ID)buyRate SinglesellRate Single
|
Opens the store UI of a particular vendor with modified rates. See also SetVendorRates .
|
Stores | |||
OrlanGameReset | Moves to the next round of Orlan's Head. | Minigame | |||
OrlanGameRollOpponentcharacter Guid (Instance ID)approach String (OrlansHead.Approach)
|
Does the opponents move during Orlan's Head. | Minigame | |||
OrlanGameRollPlayercharacter Guid (Instance ID)approach String (OrlansHead.Approach)
|
Does the players move during Orlan's Head. | Minigame | |||
OrlanGameRoundOver | Ends the game of, moving to a new round Orlan's Head. | Minigame | |||
OverrideFatigueWhispersnewVolume Single
|
Sets the new volume of fatigue whispers. See also ReleaseFatigueWhisperOverride .
|
Audio | |||
PartyMemberToActivePartyobjectGuid Guid (Instance ID)
|
Moves a companion from the bench into the active party. | Party | |||
PartyMemberToBenchobjectGuid Guid (Instance ID)
|
Sends a companion to the bench (back to the ship). | Party | |||
PartyPathToObjectobjectId Guid (Instance ID)
|
Paths the party to the object. | AI | |||
PartyPathToPointx Single y Single z Single
|
Paths the party to world position xyz. | AI | |||
PartyStopCombat | Stops combat for all party members | Combat | |||
PassTurnobjectGuid Guid (Instance ID)
|
Forces a specific character to pass their turn during combat in Turn-based mode. | AI | |||
Pausestate Boolean
|
Toggles the current pause state of combat and in-game time (not the escape menu). See also TogglePause .
|
Time | |||
PauseEditor | Pauses the Unity Editor (has no effect in build). | Debug | |||
PlayCommentaryobjectGuid Guid (Instance ID)
|
Plays the commentary of a specific object. | Audio | |||
PlayConversationAnimationobjectGuid Guid (Instance ID)variation Int32
|
Plays the conversation animation of the character, with the specified variation. | Conversation | |||
PlayDynamicAmbientMusicEventcategory String (AmbientMusicStateType)stateID String
|
See also StopDynamicAmbientMusicEvent .
|
Audio | |||
PlayDynamicAmbientMusicEventdefaultStateID StringstealthStateID StringconversationStateID String
|
See also StopDynamicAmbientMusicEvent .
|
Audio | |||
PlayDynamicCombatMusicEventstateID String
|
See also StopDynamicCombatMusicEvent .
|
Audio | |||
PlayerSafeModeenabled Boolean
|
Disables party character AIs and all input. | AI | |||
PlayerShipActionactionType String (ShipDuelActionType)
|
Triggers a specific ship duel action. | Ship Duel | |||
PlayerShipActionFireCannons | Triggers the "Fire cannons" ship action. | Ship Duel | |||
PlayerShipActionReport | Triggers the "Report to" ship action. | Ship Duel | |||
PlayInteractionAudioClipindex Int32
|
Plays the audioclip at index of the current scripted interaction. | Interaction | |||
PlayInterstitialindex Int32
|
Plays an "interstitial" cutscene, which is the narrated scrolling text with VO between acts and before entering The White March. | UI | |||
PlayMoviemovieType String (MovieType)alphaFadeOutTime Single
|
Plays one of the few movies. | UI | |||
PlayMusicfilename String
|
Plays an audio file from a path. | Audio | |||
PlayScriptedMusicfilename StringblockCombatMusic BooleanfadeType String (MusicManager.FadeType)fadeOutDuration SinglefadeInDuration SinglepauseDuration Singleloop Boolean
|
Plays an audio file with many parameters to determine transitioning from the current music to it. See also EndScriptedMusic
|
Audio | |||
PlayShipDuelAudioEventaudioEvent Stringparticipant String (ShipDuelParticipant)delay SingleignorePause Boolean
|
Plays an audio event during a ship duel. | Ship Duel | |||
PlaySoundobjectGuid Guid (Instance ID)
|
Plays the AudioSource with whatever AudioClip is currently loaded to it. | Audio | |||
PlaySoundobjectGuid Guid (Instance ID)audioCue String
|
Plays a sound with the name audioCue from an AudioBank component attached to the object with objectGuid .
|
Audio | |||
PlaySoundActionobjectGuid Guid (Instance ID)eventType String (ChatterEventType)
|
Plays the sound of an associated action. | Conversation | |||
PlaySoundFromSoundSetobjectGuid Guid (Instance ID)action String (SoundSet.SoundAction)variation Int32
|
Plays one of the many predetermined SoundAction's from a SoundSet with a variation index. | Audio | |||
PointOfNoReturnSave | Makes a "noreturnsave", which appears as "(PRE-ENDGAME)" in the in-game save/load menus. | General | |||
PopCustomAnimControllerobjectGuid Guid (Instance ID)
|
AI | ||||
PopParty | Restores a companion set from the stack saved with PushParty .
|
Party | |||
PopScriptedMusicdelay Single
|
Audio | ||||
PopToGroundisEnabled Boolean
|
Enables or disables setting the y position of objects to the ground plane when they are moved. True by default. | Movement | |||
PreDlcSave | Makes a "predlcsave" save.
See also |
General | |||
PreloadSceneareaName String (MapType)
|
Begins preloading the specified scene. | World Map | |||
PrintConversationWordCount | Prints the number of words that have been spoken in dialogue throughout the playthrough. A bit useless. | Conversation | |||
PrintExecs | Prints the currently running programs that were started with Exec .
|
Exec | |||
PrintGlobalname String
|
Prints the value of a global variable "b_xyz" to the combat log. | Globals | |||
PrintInstanceid Guid (Instance ID)
|
Prints the object name and GUID of whatever the ID parameter resolves to, and copies it to the clipboard. Can be a special GUID, such as oei_hovered to print the object under the mouse cursor.
|
Console | |||
PrintLoadedLevels | Logs all the currently loaded levels to the combat log. | Debug | |||
PrintMaxFPS | Prints the current Application.targetFrameRate - FPS cap. | Graphics | |||
PrintMsaa | Prints QualitySettings.antiAliasing. | Graphics | |||
PrintMultiSamples | Prints QualitySettings.antiAliasing. | Graphics | |||
PrintQuestEventsquestName Guid (Quest)
|
Prints the events that have been triggered for a specific quest, given its questName .
|
Debug | |||
PrintStringtext String
|
Logs a strong to the console (combat log) | General | |||
PronePartyduration Single
|
Forces the party prone for duration .
|
General | |||
Pushcharacter Guid (Instance ID)left Boolean
|
Pushes a character, staggering them. If left is true, the character will be pushed in the worldspace left direction (-X), otherwise right (+X).
|
Health | |||
PushParty | Removes all companions from the party, placing them on a stack. Restore with PopParty .
|
Party | |||
PushScriptedMusicmusicTrack Stringdelay Single
|
Audio | ||||
QueryPlayerForFeatureNamefeature Guid (PlayerNamedFeatureGameData)
|
Asks the player to name the feature . Use this to rename islands you've previously named, or name them without having clearing the location.
|
World Map | |||
RandomizeGlobalValuename StringminValue Int32maxValue Int32
|
Randomly sets the global with name to a random integer in between minValue and maxValue
|
Globals | |||
RandomizeGlobalValueWithGlobalname StringminValue StringmaxValue String
|
Randomly sets the global with name to a number with a range defined by between two other globals. minValue and maxValue must be valid global variable names.
|
Globals | |||
RandomizeShipDuelDistancemin Int32min Int32
|
Randomly sets the distance between two ships in a ship duel, to a value between min and max . See also SetShipDuelDistance .
|
Ship Duel | |||
RandomizeShipDuelRelativeBearingparticipant String (ShipDuelParticipant)
|
Randomly sets the relative bearing between participant and the other ship. See also SetShipDuelRelativeBearing .
|
Ship Duel | |||
ReactivateStronghold | Grants access to Stronghold screen (if player hadn't acquired it yet). Synonymous with ActivateStronghold .
|
Stronghold | |||
RecacheExportedCharacters | Caches all exported characters, so they don't get lost. | Saves | |||
RecacheSavegames | Caches all save games, so they don't get lost. | Saves | |||
RecruitCrewMembercrewItemGuid Guid (ShipCrewMemberData)gameObjectGuid Guid (Instance ID)
|
Recruits a crew member. You can pass any object to the second (required) parameter seemingly with no repercussions, a good candidate would be the player object (Player_playername). Otherwise, just use AddCrewToRoster
|
Ships | |||
ReduceAmmoByCannonCount | Subtracts 1 Ammunition supply for each cannon on the ship. | Ships | |||
ReduceAmmoByCannonCountside String (ShipCombatRelativeBearing)
|
Subtracts 1 Ammunition supply for each cannon on the side of the ship.
|
Ships | |||
ReduceSupplyCountPerCrewMembersupplyType String (ShipSupplyType)value Int32
|
Uses up value of the passed supply type per crew member on the player ship.
|
Ships | |||
RefillShipSupplies | Refills the ammunition, repair materials and medicine supplies of the player's ship. | Ships | |||
RefreshAllPanels | Refreshes all NGUI UIPanel's. | UI | |||
ReleaseFatigueWhisperOverride | Resets the previously-set volume fatigue whispers to default. See also OverrideFatigueWhispers .
|
Audio | |||
ReloadMods | Reloads all currently loaded mods. Used to be "ReloadAllMods". | Modding | |||
ReloadMasterUI | Reloads the UI. May break some stuff, so use with caution! | UI | |||
RemoveAbilitytarget GameObjectabilityName String
|
Removes an ability, talent, or phrase from a character.
This command does not function because of its use of a GameObject reference as a parameter (which cannot be converted from a string). You can use |
Abilities | |||
RemoveAbilityobjectGuid Guid (Instance ID)abilityGuid Guid (ProgressionUnlockableGameData)
|
Removes an ability, talent, or phrase from a character. | Abilities | |||
RemoveAfflictionobjectGuid Guid (Instance ID)affliction String
|
Removes an affliction from the character.
Affliction is a tag, not ID, and is limited to a small subset of afflictions. See |
Health | |||
RemoveAllAbilitiescharacter Guid (Instance ID)
|
Removes all abilities from the character. | Abilities | |||
RemoveAllInjuriestarget Guid (Instance ID)
|
Removes all injuries from a specific character. | Health | |||
RemoveAllItemsFromObjectobjectGuid Guid (Instance ID)
|
Removes all items from an object. | Items | |||
RemoveCameraScriptedFocus | Stops the camera from following whatever object it's tracking. | Camera | |||
RemoveCameraSplinePoint | Removes the last-added camera spline point. See AddCameraSplinePoint for more.
|
Camera | |||
RemoveCharacterWaitingForSceneTransitionobjectGuid Guid (Instance ID)
|
AI | ||||
RemoveFromPartyobjectGuid Guid (Instance ID)
|
Removes a companion from the party, placing them on the bench. | Party | |||
RemoveFromPartyAndLeaveobjectGuid Guid (Instance ID)
|
Removes a companion from the party permanently. | Party | |||
RemoveItemitemName Guid (Item)
|
Removes an item from the stash. | Items | |||
RemoveItemitemGuid Guid (ItemGameData) - poe2
|
Removes an item from the stash. | Items | |||
RemoveItemIncludingEquippeditemName String
|
Removes the item specified from the stash and party members' equipment slots. | Items | |||
RemoveItemInSlotobjectGuid Guid (Instance ID)slot String (Equippable.EquipmentSlot)
|
Removes an item from a slot on the character. | Items | |||
RemoveItemsitemGuid Guid (ItemGameData)count Int32
|
Removes a number of items from the stash. | Items | |||
RemoveItemsFromObjectobjectGuid Guid (Instance ID)itemGuid Guid (ItemGameData)
|
Removes a number of items from an object (be it a container, companion, character). | Items | |||
RemoveItemStackitemName Stringcount Int32
|
Removes a number of items from the stash. | Items | |||
RemoveItemStackFromNPCobjectGuid Guid (Instance ID)itemName Stringcount Int32
|
Removes a number of items from an NPC. | Items | |||
RemovePetobjectGuid Guid (Instance ID)
|
Removes the objectGuids current pet. | Items | |||
RemovePlayerMoneyvalue Int32
|
Decreases player's money by <value> coppers.
See also |
Items | |||
RemovePlayerShipship Guid (ShipGameData)
|
Takes a ship from the player.
See also |
Ships | |||
RemovePlayerShipUpgradetype Guid (ShipUpgradeSlotType)index Int32
|
Removes an upgrade from the player's ship, taking a type to identify the slot, and an index (for when there are multiple slots of the same type).
|
Ships | |||
RemovePrisonerobjectGuid Guid (Instance ID)
|
Removes a stronghold prisoner. See also AddPrisoner .
|
Stronghold | |||
RemoveStatusEffecttargetGuid Guid (Instance ID)statusEffectGuid Guid (StatusEffectGameData)
|
Removes a status effect from the target. See also ApplyStatusEffect .
|
Health | |||
RemoveTalentobjectGuid Guid (Instance ID)talentName String
|
Removes the specified talent or ability from the target character. See also AddTalent .
|
Abilities | |||
RepeatLastCommand | Calls the last run console command again. | Console | |||
RepeatCommandsquantity Int32
|
Calls the last quantity number of commands again.
|
Console | |||
ReplaceScriptedMusicmusicTrack Stringdelay Single
|
Plays a music track in delay seconds, replacing any currently-running tracks.
|
Audio | |||
ReputationAddPointsid String (FactionName)axis String (Reputation.Axis)strength String (Reputation.ChangeStrength)
|
Adds reputation for the specified faction. For axis, set positive or negative depending if you want to increase or lose reputation. As mentioned, you can pass either a member of the enum ChangeStrength, or an integer as its underlying type. Example: ReputationAddPoints GildedVale Positive 4 | Faction | |||
ReputationAddPointsfactionGuid Guid (FactionGameData)axis String (Axis)strengthGuid Guid (ChangeStrengthGameData)
|
Same as poe1's ReputationAddPoints , but takes a guid instead of a FactionName enum for the faction, and a ChangeStrengthGameData instead of a ChangeStrength enum.
|
Faction | |||
ResetActionReevaluationTimerobjectGuid Guid (Instance ID)
|
AI | ||||
ResetAICooldownscharacter Guid (Instance ID)
|
Resets AI cooldowns on a specific character . | AI | |||
ResetFogOfWar | Resets the fog of war to default on the current map | Fog of War | |||
ResetPrimaryAttackReevaluationTimerobjectGuid Guid (Instance ID)
|
AI | ||||
ResetTimerobjectGuid Guid (Instance ID)
|
Resets the AI timer on a character. Has nothing to do with SetTimer .
|
AI | |||
ResetTriggerChargesobjectGuid Guid (Instance ID)
|
Resets the amount of charges (times the trigger has been triggered) on a trigger. The effect this has varies depending on its use. See also SetTriggerEnabled
|
Trigger | |||
Rest | Forces instant rest no matter where you are and no matter what your supplies are. | Time | |||
RestoreResourcesFromRestcharacterGuid Guid (Instance ID)
|
Restores this characters resources as if rested. | Time | |||
RestoreUnequippedItemsobjectGuid Guid (Instance ID)
|
Restore items that were unequipped using TempUnequipItems
|
Items | |||
RestWithMovieIDmovie String (RestMovieMode) - poe1String (MovieType) - poe2 |
Same as Rest, but plays a rest movie. | Time | |||
ResumeAreaMusic | Resumes area music that was stopped with FadeOutAreaMusic .
|
Audio | |||
ReturnToMainMenu | Immediately fades out and returns to the main menu. | UI | |||
RevealAll | Reveals all traps and hidden caches. | General | |||
RevealAllFogOfWar | Reveals all fog of war on the local map (does not disable line of sight).
See also |
Fog of War | |||
RevealAllTrapsrevealerGuid Guid (Instance ID)
|
Reveals all traps | General | |||
RevealDetectableobjectGuid Guid (Instance ID)revealerGuid Guid (Instance ID)
|
Reveals a specific hidden trap/cache/switch.
See also |
General | |||
RevealWorldMapFogofWar | Reveals all fog of war on the main map. | Fog of War | |||
RevertSkeletonTransformobjectGuid Guid (Instance ID)
|
AI | ||||
SaveLegacyHistory | Character | ||||
ScreenShakeduration Singlestrength Single
|
Shakes the screen for duration seconds, with strength
|
Camera | |||
SealobjectGuid Guid (Instance ID)
|
OCL | ||||
SealOpenobjectGuid Guid (Instance ID)ignoreLock Boolean
|
OCL | ||||
SelectAbilityability Guid (ProgressionUnlockableGameData)
|
Selects a GameData ability, storing it in the SpecialGameDataID class. This is used in scripted interactions to store data on an ability. | Abilities | |||
SelectAbilityByIndexobjectGuid Guid (Instance ID)abilityIndex Int32
|
Same as SelectAbility , but will retrieve the ability from an object at a specific index in their current ability list.
|
Abilities | |||
SelectWeaponSetobjectGuid Guid (Instance ID)weaponSet Int32
|
Switches to an equipped weapon set on a character. | General | |||
SendCompanionOnEscortcompanion Guid (Instance ID)visitorTag String (StrongholdVisitor.Tag)escortIndex Int32
|
Send a companion an escort. Companion escorts are an outcome of a visitor interaction, causing the companion to be out-of-action, which will resolve after a predetermined number of days. | Stronghold | |||
SendStrongholdVisitortag String (StrongholdVisitor.Tag) |
Sends the specified visitor to your stronghold, triggering their arrival. | Stronghold | |||
SendStrongholdVisitorDelayedtag String (StrongholdVisitor.Tag)timeHours Single
|
Same as above, but occurs after timeHours hours have passed.
|
Stronghold | |||
SendVisitorOnSoloEscortvisitorTag String (StrongholdVisitor.Tag)escortIndex Int32
|
Dismiss a visitor, sending them on a "solo escort". Solo escorts are an outcome of a visitor interaction, and will resolve after a predetermined amount of days. | Stronghold | |||
SetActiveShipship Guid (ShipGameData)
|
Activates (enables) a ship, which swaps it to the current ship. | Ships | |||
SetAdditionalCharacterCreationTargetmirroredPlayerGuid Guid (Instance ID)
|
Sets a reference on the character creation window to a character to "mirror". | UI | |||
SetAnimationTriggerobjectGuid Guid (Instance ID)trigger String AnimationController.AnimationTrigger
|
Sets an animation trigger on the object, which will cause the Animator to transition to a new animation state (given it's in a position to do so). | General | |||
SetAutoAttackStatecharacter Guid (Instance ID)autoType Guid (Instance ID)
|
Sets the auto attack state on any character, this is the same as changing the "AI Behaviour" in the bottom left of the screen. | AI | |||
SetBackgroundobjectGuid Guid (Instance ID)background Guid (BackgroundGameData) - poe2String (CharacterStats.Background) - poe1 |
Sets a specific character's background. See also SetPlayerBackground
|
Character | |||
SetBenchedPartyMemberBusyobjectGuid Guid (Instance ID)busy Boolean
|
Sets a benched party member as busy or not busy. Busy characters cannot be un-benched | Party | |||
SetCachingEnabledenabled Boolean
|
Enables or disables caching. May not be used. | General | |||
SetCameraMoveDeltavalue Single
|
Sets the scroll speed of the camera when using the arrow keys or screen edge panning. This is the same setting as in Settings > Camera > Scroll Speed, and will override the value set there. See also CameraMoveDelta for poe1.
|
Camera | |||
SetCameraScriptedFocusobjectGuid Guid (Instance ID)hedgeAmount Single
|
Keeps an object within focus of the camera, tracking it as it moves. hedgeAmount should be a value between 0 and 1, where 0 is closest to the party and 1 is closest to the target.
|
Camera | |||
SetCameraTransparencyModesortMode String (UnityEngine.TransparencySortMode)
|
Sets the transparencySortMode on all cameras. | Camera | |||
SetCharacterBusyInInterationcharacterId Guid (Instance ID)busy Boolean
|
Marks a character as "busy" during a scripted interaction (this makes them unavailable when picking a party member for an action). | Interaction | |||
SetCharacterStatsDebugenabled Boolean
|
Enables/disabled a UI that displays information about the character under the cursor. For the toggle version of this command, see ToggleCharacterStatsDebug.
By default the bitmask is set to See:
|
Debug | |||
SetCharacterStatsDebugFeatureflags String (CharacterStats.DebugFlags)enabled Boolean
|
Sets/unsets a flag used to display certain information when using SetCharacterStatsDebug .
Use the Passing a string, you can only set/unset one flag at a time. However by using the bitmask representation you can change multiple debug features at once. For example, to set/unset |
Debug | |||
SetCharacterStatsDebugStickyenabled Boolean
|
Sets/unsets the Sticky flag in SetCharacterStatsDebugFeature, which forces the debug UI stay on the screen (instead of only when the character is being hovered over).
For the toggle version of this command, see |
Debug | |||
SetClasscharacter Guid (Instance ID)cl String (CharacterStats.Class)
|
Allows you to set the the class of a character. | Character | |||
SetClassLevelcharacterId Guid (Instance ID)characterClassId Guid (CharacterClassGameData)level Int32resetOtherClassValues Boolean
|
Allows you to set the level of class for a character. Also allows for enabling a class on a character. Setting resetOtherClassValues determines if the command replaces all other classes and subclasses on the character or not.
|
Character | |||
SetCompanionConversationsEnabledenabled Boolean
|
Enables or disables conversations with companions (e.g. the speech bubble in the bottom left) entirely. | Companion | |||
SetCompressionEnabledenabled Boolean
|
Enables or disables cache compression. | General | |||
SetCurrentWeatherConditionweatherConditionName Guid (WeatherConditionGameData)duration Single
|
Sets the specific weather condition, which determines the weather itself. | Weather | |||
SetCurrentWeatherForecastweatherForecastName Guid (WeatherForecastGameData)
|
Sets the weather forecast, which determines what weather conditions are available in the area and their duration. | Weather | |||
SetDefaultLegacyHistoryhistoryFileName String
|
Sets the default legacy history to use, from a file. | Character | |||
SetDeitycharacter Guid (Instance ID)deity String (Religion.Deity)
|
Sets the deity/god followed by this character. | Character | |||
SetDurabilityDebugstate Boolean
|
Enables/disables showing the amount of wear a piece of equipment has in its examine menu. Also shows an overlay over characters on screen. Same as ToggleDurabilityDebug , but with a state.
|
Items | |||
SetEmbarkEnabledstate Boolean
|
Allows or disallows embarking to the world map (transitioning to or from land). | World Map | |||
SetEndGameSlideimageIndex Int32
|
Sets the end game slide with index. Has no effect if the end game slides UI isn't showing. | UI | |||
SetEndGameSlidepath String
|
Sets the end game slide with path. Has no effect if the end game slides UI isn't showing. | UI | |||
SetErlTaxActivestate Boolean
|
Enable or disable the Erl tax per month. | Stronghold | |||
SetExactGlossaryEnabledval String
|
Sets the GameOption GLOSSARY_EXACT to the boolean passed. Doesn't seem to actually do anything.
|
General | |||
SetExternalCrashDircrashDir String
|
Sets a new directory to move crash dumps to (note that this is saved to the PlayerPrefs (in the registry), under the key "ExternalCrashDir". Default is the poe2 game directory | Debug | |||
SetFatigueobjectGuid Guid (Instance ID)fatigueValue Single
|
Obsolete - Fatigue no longer uses a time-based system. See SetFatigue .
|
Health | |||
SetFatigueobjectGuid Guid (Instance ID)fatigueLevel String (CharacterStats.FatigueLevel)
|
Set the fatigue level on the character. As with other parameters that take an enumeration you can pass the underlying type (0-3), or the string value. See also AdjustFatigueLevel .
|
Health | |||
SetFleeWaypointReservedobjectGuid Guid (Instance ID)reserved Boolean
|
AI | ||||
SetFogenabled Boolean
|
Enables or disables fog (line of sight). See also Fog .
|
Fog of War | |||
SetFollowCameraEnabledenabled Boolean
|
Enables or disables "Use Smart Camera" (in Settings > Camera), but does not override it. | Camera | |||
SetFollowCameraSpringTuneValuesx Single y Single z Single
|
Sets the initial spring speed (per axis) when the camera begins following the party (when "Use Smart Camera" is enabled in Settings > Camera). Default value is 10 on all axes. Setting this value too high can crash the game. | Camera | |||
SetForbiddenobjectGuid Guid (Instance ID)teamGuid Guid (TeamGameData)
|
Sets the object as "forbidden" to friendlies. See also SetOwned .
|
OCL | |||
SetForceCombatstate Boolean
|
Enables or disables forced combat mode, which begins combat and will not end it until unset | Combat | |||
SetForcedActionToAttackForcedHostileTargetobjectGuid Guid (Instance ID)
|
AI | ||||
SetGlobalIfGlobalsetName String (Global Variable)setValue Int32checkName String (Global Variable)comparisonOperator String (Operator)checkValue Int32
|
If a condition on the global variable checkName evaluates as true, set the global variable setName to setValue .
|
Globals | |||
SetGlobalValuename String (Global Variable)globalValue Int32
|
Sets a global variable's value. | Globals | |||
SetGodChallengeEnabledchallengeId Guid (GodChallengeGameData)state Boolean
|
Enables or disables a Magran's Fires god challenge.
Challenge IDs are mostly just the name of the god associated with them (e.g. Berath, Galawain) with the exception of |
Achievements | |||
SetHealthobjectGuid Guid (Instance ID)healthValue Single
|
Sets the health on an object. | Health | |||
SetHudObjectEnabledname Stringstate Boolean
|
Enables or disables a HUD object with a specific name. This is any object under "masterui" in the hierarchy (view with ToggleObjectDebug .
|
UI | |||
SetInstructionSetname Guid (Instance ID)value Int32
|
This sets which "Class Behaviour" to use under the "AI Behaviour" panel (the head with gears in the bottom left). See also UseInstructionSet
|
AI | |||
SetInteractionImageindex Int32
|
Switch to the interaction image at index of the currently active scripted interaction.
|
Interaction | |||
SetInteractionImagepath String
|
Switch to the interaction image at the path specified (e.g. "GUI/InteractionPortraits"). | Interaction | |||
SetInteractionImageFromDatagameDataId Guid (ScriptedInteractionImageGameData)
|
Switch to the interaction image at specified by the ScriptedInteractionImageGameData. | Interaction | |||
SetInvunerableobjectGuid Guid (Instance ID)invulnerable Boolean
|
Set the invulnerability flag on a specific object. When invulnerable, incoming attacks from all sources are ignored entirely, as if they missed. Because of this, damage numbers are not shown.
Note the incorrect spelling of "Invulnerable". For the toggle version of this command (for party members), see See also |
Health | |||
SetIsGuardobjectGuid Guid (Instance ID)isGuard Boolean
|
Sets whether an AI is a guard. This will display the guard icon above the character, as well as a number of other behavioural changes. | AI | |||
SetIsHostileobjectGuid Guid (Instance ID)isHostile Boolean
|
Sets hostility of an object towards the player. | Faction | |||
SetIsReturningobjectGuid Guid (Instance ID)isReturning Boolean
|
Sets IsReturning on the AI, making it return to its original position. | AI | |||
SetLegacyHistoryVariablehistoryGlobal String (Global Variable)value Int32
|
Sets a legacy history global variable. | Character | |||
SetLocalizationDebugval Boolean
|
Enable debugging conversation, allowing you to view all conversational dialog options when talking to a character. | Debug | |||
SetMapCanCampmapData Guid (MapGameData)canCamp Boolean
|
Allow/disallow camping (via the Rest menu opened with 'R') on a specific map. | Time | |||
SetMapCanRestmapData Guid (MapGameData)canRest Boolean
|
Allow/disallow resting (via the Wait menu opened with 'R') on a specific map. | Time | |||
SetMapCanWaitmapData Guid (MapGameData)canWait Boolean
|
Allow/disallow waiting (via the Wait menu opened with 'R') on a specific map. | Time | |||
SetMaxAutosavesquantity Int32
|
Sets the maximum amount of autosaves allowed per player. | Saves | |||
SetMaxFPSvalue Int32
|
Sets Application.targetFrameRate, which instructs thegame to try to render at a specified frame rate. Pass -1 on Windows/Mac/Linux to render at maximum framerate possible. Ignored if vsync is on. See also PrintMaxFPS .
|
Graphics | |||
SetMaxQueuedFramesframes Int32
|
Sets QualitySettings.maxQueuedFrames, the maximum amount of frames to be queued up by the graphics driver. This setting can be overridden from the driver settings, and will not work on non Direct3D/NVN graphics APIs. | Graphics | |||
SetMetaTeamRelationshipteamGuid Guid (TeamGameData)metaTeamGuid Guid (MetaTeamGameData)newRelationship String (Relationship)
|
Sets the relationship between a team and a meta team. | Faction | |||
SetMinimalUIStatesetMinimal Boolean
|
Sets the UI minimal state. Same as pressing Ctrl-H. | UI | |||
SetModEnabledmod Stringstate Boolean
|
Enables or disables a mod. | Modding | |||
SetModLoadIndexmod Stringorder Int32
|
Sets the load order of a mod. | Modding | |||
SetMoralevalue Int32
|
Sets the current crew morale. Regardless of the value set, morale will never be above 100 or below 1.
See also |
Ship Crew | |||
SetMouseFollowStrengthstrength Single
|
Sets the mouse follow strength. This magnifies the distance the camera travels when holding the "Mouse Camera Lookahead" key, bound in Settings > Controls > Party (only when "Use Smart Camera" is enabled in Settings > Camera). A value of 1.0 will allow you move your camera to the point where your party is at the very edge of the screen. The default value is 0.65. | Camera | |||
SetNavMeshObstacleActivatedobjectGuid Guid (Instance ID)isActive Boolean
|
Enables or disables a NavMeshObstacle. | Movement | |||
SetOwnedobjectGuid Guid (Instance ID)teamGuid Guid (TeamGameData)
|
Sets the ownership of an object to a team (or no team if null is passed). See also SetForbidden .
|
OCL | |||
SetPaladinOrdercharacter Guid (Instance ID)order String (Religion.PaladinOrder)
|
Sets the paladin order this character belongs to.
In Pillars of Eternity II: Deadfire, the equivalent is |
Character | |||
SetParallaxLayerVisibilityobjectGuid Guid (Instance ID)visible Boolean
|
Sets the visibility of the parallax layer of an object. | Graphics | |||
SetPartyStealthinStealth Boolean
|
Puts the party in or out of stealth mode | Combat | |||
SetPlayerBackgroundnewBackground Guid (BackgroundGameData) - poe2String (CharacterStats.Background) - poe1 |
Sets the player's background. See also SetBackground .
|
Character | |||
SetPlayerCaptainLevellevel Int32
|
Sets the player's captain level, or their "sailor tales". | Ship Crew | |||
SetPlayerCulturenewCulture Guid (CultureGameData)
|
Sets the player's culture | Character | |||
SetPlayerGendergender Guid (GenderGameData)
|
Sets the player's gender | Character | |||
SetPlayerNamename String
|
Sets the player's name | Character | |||
SetPlayerRacerace Guid (RaceGameData)subrace Guid (SubRaceGameData)
|
Sets the player's race and subrace | Character | |||
SetPreparingToActParamsOwnerobjectGuid Guid (Instance ID)
|
AI | ||||
SetPreventDeathobjectGuid Guid (Instance ID)preventDeath Boolean
|
Prevents the character from dying. Note that this is not the same as SetInvunerable , as this will not prevent the character from taking damage entirely.
Not implemented in poe2 (still a registered command, but has no effect) |
Health | |||
SetQuestAlternateDescriptionquestName Guid (Instance ID)questDiscriptionID Int32
|
Sets an alternate quest description. | Quest | |||
SetRandomEncountersEnabledstate Boolean
|
Enables or disables triggering random encounters (randomly triggered scripted interactions) during the game. | Interaction | |||
SetRelationshipHistoryLimitrace Guid (RaceGameData)subrace Guid (SubRaceGameData)
|
Sets the amount of relationship-changing dialogue choices that can be saved. Note that older choices are simply cycled out. This does not influence how relationships work in poe2, and simply limits the amount of entries that are shown in the UI. It does not restore older entries. | Companion | |||
SetResourceLimitenabled Boolean
|
Enables or disables limiting class resources (spells per encounter, Focus, Phrases, etc). Set to false to have limitless resources. For the toggle version see ToggleResourceLimit .
|
Abilities | |||
SetRetreatingobjectGuid Guid (Instance ID)active Boolean
|
Set the retreating flag on the AI. | AI | |||
SetSceneLoadBackgroundThreadPrioritypriority String (UnityEngine.ThreadPriority)
|
Sets Application.backgroundLoadingPriority | Debug | |||
SetShipDuelDistancedistance Int32
|
Sets the current distance between ships. | Ship Duel | |||
SetShipDuelRelativeBearingparticipant String (ShipDuelParticipant)bearing String (ShipCombatRelativeBearing)
|
Sets the relative bearing between ships. If passed "Starboard" the participant's starboard side will face towards the enemy. | Ship Duel | |||
SetShipWageSupplyRaterate String (ShipSupplyRate)
|
Change the wages paid to crew per day. | Ships | |||
SetShipFoodSupplyRaterate String (ShipSupplyRate)
|
Change the food consumed by the crew per day. | Ships | |||
SetShipDrinkSupplyRaterate String (ShipSupplyRate)
|
Change the drink consumed by the crew per day. | Ships | |||
SetShipRepairPriorityrepairPriority String (ShipRepairPriorityType)
|
Changes which part of the ship gets priority when making repairs. Valid values are None , Hull , or Sail
|
Ships | |||
SetSkillCheckTokenskillType String (CharacterStats.SkillType) - poe1OR skillGuid Guid (SkillGameData) - poe2+ comparisonOperator String (Operator)skillValue Int32
|
Stores a token containing the party member(s) (and their scores) that match the conditional for the skill skillType .
|
RPG | |||
SetSkillCheckTokenBestskillType String (CharacterStats.SkillType) - poe1OR skillGuid Guid (SkillGameData) - poe2
|
Stores a token containing the party member with the best rating in the skill skillType , as well as the score itself.
|
RPG | |||
SetSkillCheckTokenScaledskillType String (CharacterStats.SkillType) - poe1OR skillGuid Guid (SkillGameData) - poe2+ comparisonOperator String (Operator)skillValue Int32scaler DifficultyScaling.Scaler
|
Stores a token containing the party member(s) (and their scores) that match the conditional for the skill skillType - scaled by the scaler .
|
RPG | |||
SetSkillCheckTokenWorstskillType String (CharacterStats.SkillType) - poe1OR skillGuid Guid (SkillGameData) - poe2
|
Stores a token containing the party member with the worst rating in the skill skillType , as well as the score itself.
|
RPG | |||
SetSmartCameraStatetrackingState String (SmartCamera.TrackingState)
|
Sets the tracking state of the smart camera, which keeps the party within camera view when movie. | Camera | |||
SetStaminaobjectGuid Guid (Instance ID)staminaValue Single
|
Sets the stamina on the character. | Health | |||
SetStaminaRechargeDelaynewTime Single
|
Sets the stamina recharge delay, in seconds (for all characters). The default is 3 seconds | Health | |||
SetStrongholdVisitorNoReturntag String (StrongholdVisitor.Tag)
|
Send the stronghold visitor away permanently. | Stronghold | |||
SetSubclasscharacterId Guid (Instance ID)characterClassId Guid (CharacterClassGameData)subclassId Guid (CharacterSubClassGameData)
|
Sets the subclass on a character.
Subclass abilities will be granted automatically upon leveling up, or by using the command Note that picking a mismatched subclass (e.g. a paladin order as a fighter class) will work for dialogue checks, but will not appear on the character sheet, and will not grant the character the subclasses active or passive abilities. When using |
Character | |||
SetSwitchEnabledobjectGuid Guid (Instance ID)isEnabled Boolean
|
Enables or disables a switch (trigger used to open things) | OVL | |||
SetTacticalModemode String (TacticalMode)
|
Can be used to enable or disable Turn-based mode during gameplay. Valid mode s are Disabled and RoundBased .See also ToggleTacticalEventDebug .
|
Turn-based Mode | |||
SetTeamDefaultRelationshipteamA Guid (TeamGameData)teamB Guid (TeamGameData)newRelationship String (Relationship)
|
Sets the default relationship between two teams. | Faction | |||
SetTeamRelationshipteamA StringteamB StringnewRelationship String (Relationship)
|
Sets the relationship between two teams. | Faction | |||
SetTeamRelationshipteamA Guid (TeamGameData)teamB Guid (TeamGameData)newRelationship String (Relationship)
|
Sets the relationship between two teams. | Faction | |||
SetThreadCultureculture String (CultureInfo)
|
Sets the CultureInfo (locale, controlling the formatting of dates, numbers, etc.) for the current thread. Internally this sets Thread.CurrentCulture using this constructor. | Debug | |||
SetTimemilliHours String (poe1) / Int32 (poe2)
|
Advances the game time, the parameter is in milihours (eg. 9 AM is 9000, 1 PM 13000). A day has 26 hours. | Time | |||
SetTimerobjectGuid Guid (Conversation)time Single
|
Same as StartTimer , but with a delay.
|
Conversation | |||
SetTriggerEnabledobjectGuid Guid (Instance ID)isEnabled Boolean
|
Enables or disables a trigger used to activate things when an object enters its collider. See also ResetTriggerCharges .
|
Trigger | |||
SetUILayoutlayoutMode Int32
|
Change the UI layout to the zero-based index (same as changing layout in Settings > Interface). | UI | |||
SetUnrestrictedInventorystate Boolean
|
Lifts all restrictions on the inventory (see ToggleUnrestrictedInventory for more info)
|
Items | |||
SetUserCancelEnabledobjectGuid Guid (Instance ID)state Boolean
|
Allows or disallows cancelling of the AI's current behaviour by the user. | AI | |||
SetVendorFactionvendorGuid Guid (Instance ID)factionGuid Guid (FactionGameData)
|
Sets the faction of a vendor character. This may improve store prices, depending on your current reputation with that faction. | Stores | |||
SetVendorRatesvendorGuid Guid (Instance ID)buyRate SinglesellRate SingleinnRate Single
|
Sets the rates on a specific vendor. Each value is a multiplier of the usual cost of an item. For example if the buy rate is 0.5, and the item costs 500cp, you will be able to sell it to the vendor for 250cp. | Stores | |||
SetWantsToTalkobjectGuid Guid (Instance ID)wantsToTalk Boolean
|
Set a party member as "wants to talk", which displays a speech bubble in their portrait. | Conversation | |||
SetWeatherPatternweatherPatternGuid Guid (WeatherPatternGameData)isTransitionInstant Booleanduration Single
|
Starts a weather pattern. Similar to StartWeatherPattern , but takes a duration.
|
Weather | |||
SetWorldMapIconEnablediconGuid Guid (Instance ID)enabled Boolean
|
Enables or disables a world map icon | World Map | |||
SetWorldMapUsableVisibilityiconGuid Guid (Instance ID)visibility String (MapVisibilityType)
|
Sets the MapVisibilityType of a world map icon | World Map | |||
SetZoomRangemin Singlemax Single
|
Modifies the camera zoom range you can reach with the mouse wheel. Smaller numbers mean more zoomed in, larger numbers mean more zoomed out. This value is clamped between 0.1 and 3.0. The default is 0.75 1.5. See also ToggleIgnoreZoomRange .
|
Camera | |||
ShowCommandBindings | Prints the current command bindings to console. See also BindCommand .
|
Console | |||
ShowGodChallenges | Prints the currently enabled god challenges to the combat log. | Debug | |||
ShowMessageBoxtable String (DatabaseString.StringTableType) - poe1String (StringTableType) - poe2 id Int32
|
Shows a standard messagebox containing a message stored in a string table at a specific id .
|
General | |||
ShowMessageBoxCustomSizetable String (StringTableType)id Int32dimensionTag String
|
Shows a messagebox containing a message stored in a string table at a specific id , the dimensions of the box are changed to match the dimensionTag.
|
General | |||
ShowMods | Prints the currently installed mods to the combat log. | Modding | |||
ShowPrisoners | Prints the amount of prisoners in the stronghold and their names. | Stronghold | |||
ShowScalers | Prints the currently active scalars to the console (set with ToggleScaler )
|
Difficulty | |||
ShowShipSIImage | Shows the scripted interaction image for the opponent ship given their current distance from the player and damage taken. | Ship Duel | |||
ShowStrongholdUIwindow String (Stronghold.WindowPane)
|
Opens the stronghold UI to a specific tab. | UI | |||
ShowVOIconssetting Boolean
|
Shows an icon in the dialogue text whenever a character has a voice over line that is triggered. | Debug | |||
ShipDuelCloseToBoardparticipant String (ShipDuelParticipant)
|
Forces the boarding of the opponents ship by the participant. | Ship Duel | |||
ShipDuelSurrenderparticipant String (ShipDuelParticipant)
|
Forces the participant of a ship duel to surrender. | Ship Duel | |||
ShipNextTurn | Advances to the next turn in the ship duel. | Ship Duel | |||
Skillcharacter Guid (Instance ID)skill String (CharacterStats.SkillType)score Int32
|
Sets the specified skill on a target. For example Skill Player Athletics 6 - will give the player character a base Athletics score of 6. Modifiers from classes, leveling and items will be added to this number.
|
Character | |||
Skillcharacter Guid (Instance ID)skillGuid Guid (SkillGameData)score Int32
|
Sets the specified skill on a target. For example Skill Player_x Athletics 6 - will give the player character a base Athletics score of 6. Modifiers from classes, leveling and items will be added to this number.
|
Character | |||
SkillCheckDebugvalue Boolean
|
Toggles a UI that displays information about skill checks that occur. In poe1, this only displays whenever there is a skill check. | Debug | |||
SlotCanUseAbilityslot Int32nameStringId Int32
|
Uses an ability with the string ID nameStringId on a party member in a specific party slot (0-5 from left to right). Note that this command is incorrectly named and marked as a conditional. It should be "SlotUseAbility". See also CharacterUseAbility .
|
Abilities | |||
SlowTimefastTime Single
|
Sets the slow time scale, which is the time multiplier when the game speed is set to "slow". Clamped between 0.01 and 200. The default speed is 1, fast speed is 1.8, and slow speed is 0.33. See also FastTime
|
Time | |||
SoulMemoryCameraEnableenabled Boolean
|
Enables or disables the "soul memory/Watcher vision" camera effect. | Camera | |||
SoulMemoryCameraEnableKeepMusicenabled Boolean
|
Enables or disables the "soul memory/Watcher vision" camera effect, keeping the music that is currently playing. | Camera | |||
SoulMemoryCameraEnableHelperenabled Booleantype String (FullscreenCameraEffectType)keepMusic Boolean
|
Enables or disables the "soul memory/Watcher vision" camera effect, with a number of additional options. | Camera | |||
SoulMemoryGoldCameraEnableenabled Boolean
|
Enables or disables the "soul memory/Watcher vision" camera effect, with the effect type as "FullscreenCameraEffectType.Gold". | Camera | |||
SpawnPrefabAtMouseprefabName String
|
Spawns a prefab at the world position of the mouse cursor. Find a prefab using the FindPrefab command.
|
General | |||
SpawnPrefabAtMouseprefabName StringxOffset SinglezOffset Single
|
Spawns a prefab at the world position of the mouse cursor, with an x/z offset. Find a prefab using the FindPrefab command.
|
General | |||
SpawnPrefabAtPointprefabName Stringx Single y Single z Single
|
Spawns a prefab at a specific world position Vector3, constructed with the passed xyz values. Find a prefab using the FindPrefab command.
|
General | |||
SpecifyCharacterguid Guid (Instance ID)index Int32
|
Stores a character in the SpecialCharacterInstanceID store, at an index. | RPG | |||
SpecifyRandomCrewMemberindex Int32
|
Picks a random crew member. The resulting crew member will be stored in the index
|
Ship Crew | |||
SpecifyRandomCrewJobMemberjobType String (ShipCrewJobType)index Int32
|
Picks a random crew member with a specific job. The resulting crew member will be stored in the index
|
Ship Crew | |||
SpecifyCrewMemberWithExpressionexpressionID Guid (GlobalExpressionData)index Int32randomOnFail Boolean
|
Picks a crew member that matches an expression. If not found, randomize if randomOnFail is true. The resulting crew member will be stored in the index
|
Ship Crew | |||
SpecifyCrewMemberWithJobThenExpressionjobType String (ShipCrewJobType)expressionID Guid (GlobalExpressionData)index Int32randomOnFail Boolean
|
Picks a crew member with a specific job. If not found, pick one that matches an expression. If not found, randomize if randomOnFail is true. The resulting crew member will be stored in the index
|
Ship Crew | |||
StartConversationobjectGuid Guid (Instance ID)conversation String - poe1conversationId Guid (Conversation) - poe2nodeID Int32
|
Starts a conversation. | Conversation | |||
StartConversationFacingListenerobjectGuid Guid (Instance ID)conversation String - poe1conversationId Guid (Conversation) - poe2nodeID Int32
|
Starts a conversation facing the listener | Conversation | |||
StartCutsceneobjectGuid Guid (Instance ID)
|
Starts a cutscene. | Conversation | |||
StartEncounterConversation | Starts the currently-active scripted interaction / random encounter | Encounter | |||
StartFollowCamera | Starts following with the smart camera. | Camera | |||
StartQuestquestID Guid (Quest)
|
Begins a quest. | Quest | |||
StartQuestWithAlternateDescriptionquestID Guid (Quest)questDiscriptionID Int32
|
Begins a quest with an alternate description. See also SetQuestAlternateDescription .
|
Quest | |||
StartScriptedInteractionconversationID Guid (Conversation)
|
Begins a scripted interaction conversation, taking a conversationbundle guid.
See |
Interaction | |||
StartStopwatch | Starts a stopwatch. If one has already started, it is reset. This is not shown on screen, but can be seen in the object hierarchy as the object "DEBUG_Stopwatch". | Debug | |||
StartTimerobjectGuid Guid (Conversation)time Single
|
Starts a timer. See also StopTimer .
|
Conversation | |||
StartWeatherPatternweatherPatternGuid Guid (WeatherPatternGameData)isTransitionInstant Boolean
|
Starts a weather pattern. If isTransitionInstant is true, the transition to it is instant, otherwise it is gradual.See also EndWeatherPattern and SetWeatherPattern .
|
Weather | |||
StopAllExec | Stops all executing console commands that were started with Exec .
|
Exec | |||
StopAudioEventobjectGuid Guid (Instance ID)audioEvent StringfadeTime Singledelay SingleignorePause Boolean
|
Audio | ||||
StopAudioEventAdvancedobjectGuid Guid (Instance ID)audioEvent1 StringaudioEvent2 StringaudioEvent3 StringaudioEvent4 StringfadeTime Singledelay SingleignorePause Boolean
|
Audio | ||||
StopAudioEventWithIDid Guid (Instance ID)audioEvent StringfadeTime Singledelay SingleignorePause Boolean
|
Audio | ||||
StopAudioEventWithIDAdvancedid Guid (Instance ID)audioEvent1 StringaudioEvent2 StringaudioEvent3 StringaudioEvent4 StringfadeTime Singledelay SingleignorePause Boolean
|
Audio | ||||
StopCombatfactionGuid Guid (Faction)
|
Stops combat between the specific creature/faction and all other aggressors. | Combat | |||
StopDynamicAmbientMusicEventcategory String (AmbientMusicStateType)stateID String
|
See also PlayDynamicAmbientMusicEvent .
|
Audio | |||
StopDynamicAmbientMusicEventdefaultStateID StringdefaultStateID StringconversationStateID String
|
See also PlayDynamicAmbientMusicEvent_ .
|
Audio | |||
StopDynamicCombatMusicEventstateID String
|
See also PlayDynamicCombatMusicEvent .
|
Audio | |||
StopExecfilename String
|
Stops executing console commands from a file that was started with Exec . See also StopAllExec
|
Exec | |||
StopShipDuelAudioEventaudioEvent StringfadeTime Singledelay SingleignorePause Boolean
|
Plays an audio event during a ship duel. | Ship Duel | |||
StopTimerobjectGuid Guid (Conversation)
|
Stops a timer. See also StartTimer .
|
Conversation | |||
StoreAddRegenerationListstoreGuid Guid (Instance ID)lootListGuid Guid (LootListGameData)
|
Adds a "regeneration" loot lists to the store (will be restocked with this list at the next regeneration time). | Stores | |||
StoreRegenerateItemsstoreGuid Guid (Instance ID)
|
Restock the store. | Stores | |||
StoreRemoveAllRegenerationListsstoreGuid Guid (Instance ID)
|
Removes all "regeneration" loot lists from a store (the store will no longer be restocked). | Stores | |||
StoreRemoveRegenerationListstoreGuid Guid (Instance ID)lootListGuid Guid (LootListGameData)
|
Remove the specified "regeneration" loot list from a store (the removed list will no longer be restocked). | Stores | |||
StringDebugsetting Boolean
|
Enables or disables string debugging, which for every string fetched from the stringtables, will also display its value, ID and the name of the table it was fetched from. | Debug | |||
StrongholdBuildAll | Builds all buildings in Stronghold. | Stronghold | |||
StrongholdBuildtype String (StrongholdUpgrade.Type)
|
Builds a building in Stronghold. | Stronghold | |||
StrongholdDestroytype String (StrongholdUpgrade.Type)
|
Destroys a building in the Stronghold. | Stronghold | |||
StrongholdForceAdventuretype String (StrongholdAdventure.Type)
|
Starts random Stronghold adventure of selected category. | Stronghold | |||
StrongholdForceAttackindex Int32
|
Forces attack event with index <index> to occur in Stronghold.
|
Stronghold | |||
StrongholdForceBadVisitor | Forces random bad visitor event to occur in Stronghold. | Stronghold | |||
StrongholdForceKidnapping | Forces a kidnapping event to occur in Stronghold. | Stronghold | |||
StrongholdForcePayHirelings | Forces "hirelings payday" event in Stronghold. | Stronghold | |||
StrongholdForcePrisonBreak | Random prisoner will escape from Stronghold's Dungeons (if player has anyone imprisoned). | Stronghold | |||
StrongholdForceSpawnIngredients | Forces spawning of ingredients in Stronghold's Curio Shop (regardless of whether it is built or not). | Stronghold | |||
TeleportDetectedPartyToLocationtargetGuid Guid (Instance ID)detectorGuid Guid (Instance ID)withFade BooleanextraPerceptionDistance Single
|
Movement | ||||
TeleportAnimalCompanionToLocationobjectGuid Guid (Instance ID)targetGuid Guid (Instance ID)
|
Teleports the animal companion of an object to a location. | Movement | |||
TeleportAvailablePartyToLocationobjectGuid Guid (Instance ID)
|
Teleports only the available party to an object. | Movement | |||
TeleportObjectToLocationobjectGuid Guid (Instance ID)targetGuid Guid (Instance ID)
|
Teleports an object to the location of another object. | Movement | |||
TeleportPartyToLocationobjectGuid Guid (Instance ID)
|
Teleports the party to an object. | Movement | |||
TeleportPlayerToLocationobjectGuid Guid (Instance ID)
|
Teleports the player to an object. | Movement | |||
TeleportWorldMapPlayerToLocationobjectGuid Guid (Instance ID)advanceTime Boolean
|
Teleports the world map player to an object on the map. Only for use on world map. If advanceTime is true, time will be advanced, as though the player moved this distance. | World Map | |||
TempUnequipItemsobjectGuid Guid (Instance ID)
|
Temporarily unequips all items from the character. Can be restored with RestoreUnequippedItems .
|
Items | |||
Testmessage String
|
Prints; in poe: "Test was message !!!!", in poe2: "Test message was 'message '." to console
|
Debug | |||
TestTutorialtutorialGuid Guid (TutorialGameData)
|
Displays a full screen tutorial window for a specific tutorial. | UI | |||
ToggleAchievementDebug | Toggles a UI that displays information about each achievement and its current state. | Achievements | |||
ToggleAIScheduleDebug | Toggles a UI that displays information about every AI behaviour in the current scene. Use < and > to cycle between characters.
|
Debug | |||
ToggleAnimationOptimization | When on, sets the cullingMode on all Animators to CullUpdateTransforms, which will stop animating the Animator when they are off screen - but keep updating the root transform. On by default. | Debug | |||
ToggleAttackDebug | Toggles a UI that displays attack information regarding targeting and AoE (doesn't seem to work currently). | Debug | |||
ToggleAutoPassTurns | Enables or disables automatically passing turns in Turn-based mode, which will force NPCs to pass their turns. | Turn-based mode | |||
ToggleCameraDebug | Toggles a UI that displays information about the camera. | Debug | |||
ToggleCameraSplineZoom | When triggering a camera spline follow movement with ActivateCameraSplineFollow , if this is set to true, the camera zoom values of the set points will be used - otherwise they will be ignored.
|
Camera | |||
ToggleCharacterStatsDebugflags String (CharacterStats.DebugFlags)
|
Toggle for SetCharacterStatsDebug , however it will not reset the current debug features, only enable or disable the UI.
|
Debug | |||
ToggleCharacterStatsDebugFeatureflags String (CharacterStats.DebugFlags)
|
Toggle for SetCharacterStatsDebugFeature .
|
Debug | |||
ToggleCharacterStatsDebugSticky | Toggle for SetCharacterStatsDebugSticky .
|
Debug | |||
ToggleCompileLowFrequency |
Disable/enable compilation of scripts on demand. | Scripts | |||
ToggleCursorDebug | Toggles a UI that displays information about the mouse cursor and objects under the cursor. | Debug | |||
ToggleDebugEngagement | Toggles showing popups on screen for debugging engagement during combat. | Debug | |||
ToggleDispositionDebug | Toggles a UI that displays information about the players current disposition ranks. | Debug | |||
ToggleDurabilityDebug | Toggles showing the amount of wear a piece of equipment has in its examine menu. Also shows an overlay over characters on screen. See also SetDurabilityDebug
|
Debug | |||
ToggleDrawCameraSplineDebug | Toggles drawing the current camera follow spline on screen. See AddCameraSplinePoint for more.
|
Debug | |||
ToggleExecDebug | Toggles a UI that displays information about any currently running batch programs. | Exec | |||
ToggleGameStateDebug | Toggles a UI that displays information about the current game state. | Debug | |||
ToggleGhostDebug | Has no effect. | Debug | |||
ToggleHairTransparency | Toggles hair transparency. Same as Settings > Graphics > Hair Transparency | Graphics | |||
ToggleIgnoreZoomRange | Toggles ignoring the zoom range, which is the limit you can zoom in and out with the mouse wheel. Limited to player-navigable maps only (aka non world maps). | Camera | |||
ToggleIntroDebug | Toggles a UI that displays information about the main menu and splash/intro screen. | Debug | |||
ToggleLegacyHistoryDebug | Toggles a UI that displays information about the currently imported legacy history. Doesn't seem to show anything at the moment. | Debug | |||
ToggleLevelScalingDebug | Toggles a UI that displays information about the level scaling of characters and creatures in the current area, as well as the level that the game expects a player in this area to be. | Debug | |||
ToggleLights | Toggles rendering of Lights in the scene. Same as Settings > Graphics > Lights and Glow Effect. | Graphics | |||
ToggleLockobjectGuid Guid (Instance ID)
|
Toggles the locked state of a container or door. | OCL | |||
ToggleMusicDebug | Toggles a UI that displays information about music and sound. | Debug | |||
ToggleNavMeshVisible | Toggles visibility of the NavMeshes in the scene. | Debug | |||
ToggleNeedsGrimoire | Toggles requiring a grimoire equipped in order to cast the spells from it. | Items | |||
ToggleOcclusionQuality | Toggles high quality ambient occlusion. Same as Settings > Graphics > Ambient Occlusion. | Graphics | |||
ToggleOceanMaskQuality | Toggles high quality ocean. Same as Settings > Graphics > High Quality Ocean. | Graphics | |||
ToggleObjectCountDebug | Toggles a UI that displays information about the current amount of objects and components in the current scene. | Debug | |||
ToggleObjectHierarchy | Toggles a UI that mirrors the hierarchy and inspector in the Unity Editor. Extremely useful. Note that while this command does not require IRoll20s to show the hierarchy, it is required in order to disable and enable components and gameobjects, or edit any field in the inspector.
|
Debug | |||
ToggleOnScreenErrors | Toggles showing errors on screen. | Debug | |||
ToggleOnyxGUIDebug | Unsure. On by default. | Debug | |||
ToggleOpenobjectGuid Guid (Instance ID)ignoreLock Boolean
|
Toggles the open state of a locked container or door. If ignoreLock is true, ignores the locked state of the object.
|
OCL | |||
TogglePanelClippingDebug | No effect. | UI | |||
TogglePause | Toggles the current pause state of combat and in-game time (not the escape menu). Same as pressing Space. This is the equivalent of calling Pause and passing the inverse of the current pause state.
|
Time | |||
ToggleParticles | Toggles rendering of all shuriken ParticleSystems. | Graphics | |||
TogglePartyDebug | Toggles a UI that displays information about the current party's behaviours (movement, form id, position, etc). | Debug | |||
TogglePrecompiledScripts | Disables/enables the use of precompiled scripts. | Scripts | |||
ToggleProjectileCameraTracking | Toggles "AutoTrackProjectiles" when using the Smart Camera. Currently does nothing. | Camera | |||
TogglePseudoDeepProfile | Currently does nothing. | Debug | |||
ToggleRelationshipDebug | Toggles a UI that displays information about companion relationships. | Debug | |||
ToggleResolutionDebug | Toggles a UI that displays information about the game resolution and scaling. After turning off, press the Delete key to clear the screen. | Debug | |||
ToggleResourceDebug | Has no effect | Debug | |||
ToggleResourceLimitenabled Boolean
|
Toggle version of SetResourceLimit .
|
Abilities | |||
ToggleScalerscaler String (DifficultyScaling.Scaler)
|
Toggles high level scaling on or off. Things that scale include: creature level, creature attribute, object and trap detection difficulty, trap disarm difficulty, trap effect, trap damage, trap accuracy, skill checks. Use ShowScalers to print the current scalers.
|
Difficulty | |||
ToggleScalerscaler String (DifficultyScaler)
|
Difficulty | ||||
ToggleSceneLoadDebug | Toggles a UI that displays information about the loaded and loading scenes. | Debug | |||
ToggleScriptHistory | Toggles a UI that displays script history and information about recent scripts. | Debug | |||
ToggleShadows | Toggles rendering of shadows. | Graphics | |||
ToggleShipAIDebug | Currently has no effect. | Debug | |||
ToggleShipCrewDebug | Toggles a UI that displays information about the current crew. | Debug | |||
ToggleShipDuelLogging | Toggles printing of additional information during a ship duel. See also EnableShipDuelLogging
|
Ship Duel | |||
ToggleShowFrameTime | Toggles a UI that displays the current FPS. After disabling press Delete to clear the screen. | Graphics | |||
ToggleSpellLimit | Allows the player to cast any number of spells without a limit.
In Deadfire, this is obsolete and has been replaced with |
Abilities | |||
ToggleStatusEffectStatModification | Toggles status effect stat modifications, meaning status effects can't be influenced from any outside sources and always use their original stats. | Health | |||
ToggleCharacterStatsDebug | Toggle for SetCharacterStatsDebug , see that command for more information.
|
Debug | |||
ToggleTacticalEventDebug | Toggles a UI that displays information about turn-based combat events. | Debug | |||
ToggleTimedScriptsDebug | Toggles a UI that displays timed script history. | Debug | |||
ToggleUnlimitedActions | Toggles allowing an unlimited amount of actions in Turn-based mode. | Turn-based mode | |||
ToggleUnlimitedMovement | Toggles allowing unlimited movement in Turn-based mode. This keeps the allowed movement at infinite (or at least the maximum possible float value) every time it is set. | Turn-based mode | |||
ToggleUnrestrictedInventory | Lifts all restrictions on the inventory. (allows: equipping items during combat, moving items to quick items slot during combat, swapping out crew without being docked at Neketaka). Also see SetUnrestrictedInventory
|
Items | |||
ToggleVegetation | Toggles rendering of all vegetation (trees, bushes, etc.) | Graphics | |||
ToggleWallMeshVisible | Toggles visibility of the wall colliders in the scene. | Debug | |||
ToggleWeatherEffects | Toggles the weather effects on or off. Same as Settings > Graphics > Weather Effects. | Weather | |||
ToggleZoneDebug | Debug | ||||
TooltipCombatAbilitiesstate Boolean
|
Enables/disables showing ability tooltips while in combat. | UI | |||
TransferControltargetGuid GameObject
|
Transfers control from the selected party member to the target object.
However in poe2 this does not work from the in-game console due to there being multiple commands that the console cannot distinguish between, one with a GameObject overload, and the other with a Guid overload. In this case, use |
Debug | |||
TransferControlToHoveredCharacter | Transfers control from the selected party member to the target object under the mouse cursor. | Debug | |||
TransferItemfrom Guid (Instance ID)to Guid (Instance ID)itemName Stringquantity Int32
|
Moves a quantity of a specific item (in stacks) from the inventory on from , to the inventory on to . Does nothing if from does not contain that item.
|
Items | |||
TransferItemfrom Guid (Instance ID)to Guid (Instance ID)itemGuid Guid (ItemGameData)quantity Int32
|
Items | ||||
TransferItemFromPartyto Guid (Instance ID)itemGuid Guid (ItemGameData) - poe2String - poe1 quantity Int32
|
Moves a quantity of a specific item (in stacks) from the stash to the container (if container) or personal inventory (if character) on to . Does nothing if the stash doesn't contain that item.
|
Items | |||
TransferItemInSlotfrom Guid (Instance ID)to Guid (Instance ID)slot String (EquipmentSlot)quantity Int32
|
Moves a quantity of items in a particular slot on from to the container (if container) or personal inventory (if character) on to .
|
Items | |||
TransferItemsToStashfrom Guid (Instance ID)
|
Moves all the items from the character or container to the stash. | Items | |||
TransferPlayerCrewtoShipId Guid (ShipGameData)fromShipId Guid (ShipGameData)
|
Transfers the crew of fromShipId to the ship toShipId
|
Ships | |||
TransitionToOVSStateobjectGuid Guid (Instance ID)stateGuid Guid (VisualStateNameGameData)
|
OVS | ||||
TriggerCinematicIntrointroGuid Guid (CinematicIntroduction)
|
Triggers an existing cinematic introduction object. This is the text that occurs when you enter a new area for the first time. See also DisplayHUDTitleText .
|
UI | |||
TriggerQuestAddendumquestId Guid (Quest)addendumID Int32
|
Triggers an addendum to a quest. | Quest | |||
TriggerQuestEndStatequestName Guid (Quest)endStateID Int32
|
Triggers the end state of a quest. | Quest | |||
TriggerQuestFailStatequestName Guid (Quest)endStateID Int32
|
Triggers the fail state of a quest. | Quest | |||
TriggerTextRollsettingsGuid Guid (TextRollSettingsGameData)
|
This is only used once during the opening prologue text - "Eora: a world where mortals live, die, and are...". To play it again, use TriggerTextRoll GameIntroTextRoll .
|
UI | |||
TriggerTopicspeakerGuid Guid (Instance ID)topicGuid Guid (TopicGameData)strengthGuid Guid (ChangeStrengthGameData)includeReactionText Boolean
|
Trigger a companion "chime-in" reaction given a topic, changing their relationship towards you in some way. Only triggers for companions in the party. | Companion | |||
TriggerTraptrapGuid Guid (Instance ID)targetGuid Guid (Instance ID)
|
Triggers a trap with a specific character as the traps target. | General | |||
TriggerTutorialindex Int32
|
Triggers a tutorial to be shown and displayed in the journal. Has no effect if the tutorial is already shown. | UI | |||
TriggerTutorialtutorialGuid Guid (TutorialGameData)
|
Triggers a tutorial to be shown in the top right and displayed in the journal. Has no effect if the tutorial is already shown. See also TestTutorial
|
UI | |||
TryGetComponentByGuidT ComponentobjectGuid Guid (Instance ID)
|
Returns the first component of type T on an object, returns null if one was not found. Has no effect in console. | Helper | |||
TryGetGameDataByGuidT Type (GameDataObject)gamedataId Guid (GameDataObject)
|
Returns a GameDataObject of type T with a specific GUID, returns null if one was not found. Has no effect in console. | Helper | |||
TryGetObjectByGuidobjectGuid Guid (Instance ID
|
Returns a GameObject by its GUID, returns null if one was not found. Has no effect in console. | Helper | |||
UnbindCommandkey String
|
Unbinds a command that was bound using BindCommand , see that command for key syntax. See also ClearBoundComamnds .
|
Console | |||
UnbindItemInSlotobjectGuid Guid (Instance ID)slot String (EquipmentSlot) - poe2String (Equippable.EquipmentSlot) - poe1 |
Unbinds a soulbound item equipped by a character, resetting its soulbound level. | Items | |||
UnequipItemInSlotobjectGuid Guid (Instance ID)slot String (EquipmentSlot) - poe2slot String (Equippable.EquipmentSlot) - poe1
|
Unequips whatever item is in the slot slot on the character, placing it in their personal inventory.
|
Items | |||
UnlimitedMoney | Gives you unlimited coins. | Items | |||
UnlockobjectGuid Guid (Instance ID)
|
Unlocks a specific container. See also Lock .
|
OCL | |||
UnlockAll | Unlocks all containers in the area. Containers that are unlocked will be printed to the combat log. | OCL | |||
UnlockAllMaps | Unlocks all areas on the World Map. | World Map | |||
UnlockAllEquipmentSlotsobjectGuid Guid (Instance ID)
|
Unlocks all equipment slots on the character (doesn't seem to work currently).
See also |
Items | |||
UnlockBestiary | Unlocks all Bestiary entries. | Journal | |||
UnlockBestiaryEntrybestiaryId Guid (BestiaryEntryGameData)
|
Unlocks a specific bestiary entry | Journal | |||
UnlockBiography | Unlocks all "Biography" entries in the journal. Deadfire does not have this feature, so this command has no effect there. | Journal | |||
UnlockEquipmentSlotobjectGuid Guid (Instance ID)slot String (EquipmentSlot) - poe2String (Equippable.EquipmentSlot) - poe1 |
Unlocks an equipment slot on the character (doesn't seem to work currently).
See also |
Items | |||
UnlockPastStoryItemkey String
|
Unlocks a past story item with the specified key .
See also |
Journal | |||
UnlockPets | Unlocks the pet slot for all party members (not just the player). | Items | |||
UnlockPresentStoryItemkey String
|
Unlocks a present story item with the specified key . See also UnlockPastStoryItem
|
Journal | |||
UnsealobjectGuid Guid (Instance ID)
|
Unseal an object. (Sealed -> Closed or Sealed Open -> Open) See also Seal and SealOpen .
|
OCL | |||
UpdateOriginalPositionobjectGuid Guid (Instance ID)
|
Sets the original position of the AI to its current position. | AI | |||
UpdateTimerobjectGuid Guid (Instance ID)
|
Updates the timer on the character with the current deltaTime of this frame. | AI | |||
UpdateTownieScheduleAIParamsobjectGuid Guid (Instance ID)
|
AI | ||||
UploadCharacterFileToSteamWorkshopcharacterFile String
|
Uploads a .character file (in the path saved to by ExportCharacter ) to the Steam Workshop.
|
Saves | |||
UseInstructionSetname Guid (Instance ID)value Int32
|
Enables or disables use of AI instruction sets ("Class Behaviour" in the AI Behaviour panel). This is the same as left clicking the AI icon in the bottom left. See also SetInstructionSet .
|
AI | |||
UseInstructionSetcharacter Guid (Instance ID)enable Boolean
|
Same as poe1, but doesn't seem to work. | AI | |||
UseObjectobjectGuid Guid (Instance ID)
|
Uses whatever object is the target of the AI. | AI | |||
UseStaticWindowSizeisStatic Boolean
|
Set to true to make the camera operate on a fixed screen resolution of 1920x1080. Has no effect if the screen resolution is already 1080p. | Graphics | |||
WaitForShipAI | Sets IsWaitingForAI in the ShipDuelManager to true. | Ship Duel | |||
WaitForDialogueobjectGuid Guid (Instance ID)
|
Conversation | ||||
WaitForShipPlayer | Sets IsWaitingForPlayer in the ShipDuelManager to true. | Ship Duel | |||
WorldMapRespawntransitMode String (WorldMapTransitMode)
|
Transition to and from sailing/walking on the world map. Can also be used to immediately transition to the world map from any location. | World Map | |||
WorldMapSetVisibilitymap String (MapType)visibility String (MapData.VisibilityType)
|
Changes the visibility of an area on the World Map. | World Map | |||
WorldMapSetVisibilitymapData Guid (MapGameData)visibility String (MapVisibilityType)
|
Changes the visibility of an area on the World Map. | World Map |
Types[ | ]
Built-in types[ | ]
The following is a subset of built-in types, and only those used by console commands.
Type | Alias | Description | Notes |
---|---|---|---|
System.Boolean | bool | Binary, e.g. True
|
true , false , 1 , 0 , yes , no (non case-sensitive)
|
System.Int32 | int | 32-bit signed integer. A whole number, e.g. 100
|
|
System.Single | float | 32-bit floating point. A number with a decimal point, e.g. 12.005
|
|
System.String | string | A sequence of UTF-16 characters, e.g. "Hello"
|
Escape characters are not parsed in console |
Deadfire types[ | ]
The following is a small subset of types from the Game.GameData
namespace. This doesn't outline their members, but instead a brief description and which file the data of this type is found.
Using the command FindGameData
will return a list of GameData IDs that match the input string. For a full list of types, as well as their members and components attached, see Game Data Types.
File | Type | Description |
---|---|---|
*.gamedatabundle | Game.GameData.* | |
attacks.gamedatabundle | AttackBaseGameData | Base class for all attacks |
↳ AttackAbilityGameData
| ||
↳ AttackBeamGameData | ||
↳ AttackMeleeGameData
| ||
↳ AttackRangedGameData
| ||
↳ AttackSummonGameData
| ||
characters.gamedatabundle | CharacterStatsGameData | Character stats |
CharacterClassGameData | Classes | |
CharacterSubClassGameData | Subclasses | |
RaceGameData | Races | |
SubRaceGameData | Subraces | |
CultureGameData | Cultures | |
PersonalityGameData | Personalities | |
GenderGameData | Character gender (Male/Female/Neuter) | |
BestiaryEntryGameData | Bestiary journal entries | |
factions.gamedatabundle | ChangeStrengthGameData | The severity of a change in relationshipMinor (4), Average (4), and Major (8). |
DispositionGameData | Disposition (e.g. Clever, Cruel...) | |
DeityGameData | Deity/god | |
FactionGameData | Factions for the reputation systemFCT_00_Dawnstars , FCT_00_Huana , FCT_00_Neketaka , FCT_00_Principi , FCT_00_RDC , FCT_00_Slavers , FCT_00_VTC , FCT_01_Tikawara_Huana , FCT_06_Gullet_Roparu , FCT_06_Slums_Criminals , FCT_09_Port_Maje , FCT_WM_Rathun , FCT_WM_Unaffiliated , LAX01_FCT_Seeker , LAX01_FCT_Slayer , LAX01_FCT_Survivor | |
TeamGameData | Teams determine allegiances in combat | |
items.gamedatabundle | ItemGameData | Item |
ItemModGameData | Item mod (enchantment) | |
LootListGameData | Loot tables | |
ItemListGameData | Shop LootList's | |
RecipeData | Recipes for enchanting and crafting | |
ConsumableGameData | Consumables | |
EquippableGameData | Armor and accessories | |
WeaponGameData | Weapons | |
gui.gamedatabundle | TutorialGameData | Tutorial popups |
statuseffects.gamedatabundle | AfflictionGameData | Afflictions, injuries and inspirations |
StatusEffectGameData | Status effects | |
worldmap.gamedatabundle | MapGameData | Maps |
CityAlmanacDataGameData | City almanac data (appears on city overview screens) | |
WorldMapEncounterGameData | Contains all scripted interactions and random encounters (there's a lot). | |
CityGameData | Contains basic data about the city. | |
CityMapZoneGameData | Defines a zone/district in a city. | |
PlayerNamedFeatureGameData | One of the features that the player can name | |
WorldMapGameData | Data to do with the world map | |
abilities.gamedatabundle | ProgressionUnlockableGameData | Base class for most abilities |
↳ GenericAbilityGameData | ||
↳ GenericTalentGameData | ||
↳ PhraseGameData | ||
ships.gamedatabundle | ShipGameData | Ships |
ShipCaptainGameData | Ship captains | |
ShipCrewMemberData | Ship crew members | |
ShipDuelEventGameData | Ship events | |
ShipUpgradeGameData | Ship upgrades (incl. flags) | |
ShipTriumphGameData | Ship triumphs | |
ShipTrophyGameData | Ship trophies (unused) | |
progressiontables.gamedatabundle | BaseProgressionTableGameData | Base class for ability tables |
↳ CharacterProgressionTableGameData | ||
↳ ClassProgressionTableGameData | ||
global.gamedatabundle | AttributeGameData | Attributes |
SkillGameData | Skills | |
WeaponTypeGameData | Weapon types | |
GodChallengeGameData | Magran's Fires | |
WeatherPatternGameData | Weather patterns (defines a single WeatherCondition, and how long it lasts) | |
WeatherForecastGameData | Weather forecast (defines a series of WeatherConditions, and how long each lasts) | |
WeatherConditionGameData | Weather condition (defines the actual weather, incl. temperature, wind, cloudiness, precipitation, air conditions, lightning) |
Enumerations[ | ]
The following is a subset of enumerations that are used as parameters in some console commands.
[ | ]
This is a list of enumerations used in both games.
Type | Members |
---|---|
Operator Conditional.Operator - poe1 Game.GameData.Operator - poe2 |
In poe2 operators may be parsed from the equivalent C-like relational operators, shown below in brackets
|
GameDifficulty GameDifficulty - poe1 Game.GameData.GameDifficulty - poe2 |
Easy , Normal , Hard , PathOfTheDamned , StoryTime
|
StartPoint.PointLocation StartPoint.PointLocation - poe1 Game.StartPoint.PointLocation - poe2 |
ReferenceByName , North1 , North2 , South1 , South2 , East1 , East2 , West1 , West2 , Interior01 , Interior02 , Interior03 , Interior04 , Interior05 , Interior06 , Interior07 , Interior08 , RandomEncounter - only present in poe2
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PointLocation Faction.Relationship - poe1 Game.GameData.Relationship - poe2 |
Neutral , Hostile , Friendly
|
Pillars of Eternity enums[ | ]
Type | Members | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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AchievementTracker.TrackedAchievementStat | CompletedGame , CompletedAct1 , CompletedAct2 , CompletedAct3 , NumBaseGamePrimaryCompanionsGained , NumAdventuresCreated , NumPartyMemberKnockouts , ExpertModeOn , TrialOfIronOn , PathOfTheDamnedOn , NumUniqueEnchantmentsCreated , NumUniqueFoodItemsCreated , NumUniqueScrollsCreated , NumUniquePotionsCreated , NumTrapItemsUsed , NumRestsUsed , NumEnemiesKilled , NumStrongholdUpgrades , NumBaseGameDragonsKilled , NumUniqueBaseGameMapsVisited , NumDispositionsAtLevel , NumGodsAppeased , BackedGame , NumLevelsOfOdNua , NumUniquePX1MapsVisited , NumPX1BountysCompleted , NumPX1PrimaryCompanionsGained , NumPX1DragonsKilled , NumSoulboundWeaponsFullyUnlocked , PX1DoorOfDurgansBatteryOpened , PX1RestartedWhiteForge , PX1CompletedSiegeofCragholdt , NumUniqueStrongholdAdventureTypesCompleted , DefendedPositionAsStrongholdMaster , NumPX2PrimaryCompanionsGained , NumWeaponOrShieldsLegendaryEnchanted , NumArmorsLegendaryEnchanted , PX2DefeatedMenaceOfMowrghekIen , PX2ReachedReliquaryInAbbey , PX2StoppedThreatSeenInDreams , NumPX2DragonsKilled , NumArchmagesKilled , NumPX2BountiesCompleted
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
AIController.AggressionType | DefendMyself , Passive , Defensive , Aggressive
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
AIPackageController.PackageType | None , DefaultAI , TownGuard , SpellCaster , Pet
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
AnimationController.MovementType | None , Stand , Walk , Run , Sprint
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
CharacterStats.AttributeScoreType | Resolve , Might , Dexterity , Intellect , Constitution , Perception
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
CharacterStats.Background | Undefined , Aristocrat , Artist , Colonist , Dissident , Drifter , Explorer , Hunter , Laborer , Mercenary , Merchant , Mystic , Philosopher , Priest , Raider , Slave , Scholar , Scientist , Farmer , Soldier , Midwife , Gentry , Trapper
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
CharacterStats.Class | Undefined , Fighter , Rogue , Priest , Wizard , Barbarian , Ranger , Druid , Paladin , Monk , Cipher , Chanter , Troll , Ogre , Wolf , Spider , Ooze , Stelgaer , Imp , DankSpore , SwampLurker , Eoten , Xaurip , Vithrack , WillOWisp , Delemgan , Pwgra , Wurm , Skuldr , Drake , SkyDragon , AdraDragon , Blight , Animat , FleshConstruct , Shadow , Phantom , CeanGwla , Skeleton , Revenant , Gul , Dargul , Fampyr , Wicht , Beetle , AnimalCompanion , WeakEnemy , HeraldOfWoedica , PriestOfWoedica , Lagufaeth , Lich , Eyeless , Kraken , PlayerTrap
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
CharacterStats.FatigueLevel | None , Minor , Major , Critical
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
CharacterStats.SkillType | Stealth , Athletics , Lore , Mechanics , Survival , Crafting
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
DatabaseString.StringTableType | Unassigned = 0, Gui = 1, Characters = 4, Items = 5, Abilities = 6, Tutorial = 7, AreaNotifications = 9, Interactables = 10, Debug = 12, Recipes = 13, Factions = 14, LoadingTips = 15, ItemMods = 16, Maps = 17, Afflictions = 19, BackerContent = 20, Cyclopedia = 900, Stronghold = 938, Backstory = 942
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
DifficultyScaling.Scaler | PX1_HIGH_LEVEL = 1, ACT4_HIGH_LEVEL = 2, ELMSHORE_HIGH_LEVEL = 4, PX2_HIGH_LEVEL = 8
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Disposition.Axis | Benevolent , Cruel , Clever , Stoic , Aggressive , Diplomatic , Passionate , Rational , Honest , Deceptive
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Disposition.Rank | None , Rank1 , Rank2 , Rank3 (In game these ranks are displayed as 1 higher)
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Disposition.Strength | Minor = 1, Average = 3, Major = 4
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Equippable.EquipmentSlot | Head , Neck , Armor , RightRing , LeftRing , Hands , Cape_DEPRECATED , Feet , Waist , Grimoire , Pet , PrimaryWeapon , SecondaryWeapon , PrimaryWeapon2 , SecondaryWeapon2
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Faction.Axis | Positive , Negative
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Faction.ChangeStrength | None = 0, VeryMinor = 1, Minor = 2, Average = 4, Major = 6, VeryMajor = 8
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
FactionName | None , GildedVale , DefianceBay , Dyrford , TwinElms , KightsOfTheCrucible , TheDozens , DunrydRow , HouseDoemenel , EthikNol , OvatesOfTheGoldenGrove , TheFangs , Stalwart
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
FullscreenCameraEffectType | Purple , Gold
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MapType | Some notes:
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MusicManager.FadeType | FadeOutStart , FadeOutPauseStart , FadeOutFadeIn , FadeOutPauseFadeIn , LinearCrossFade , LogarithmicCrossFade
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
OrlansHead.Approach | EARS , NOSE
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Religion.Deity | None , Berath , Eothas , Magran , Skaen , Wael
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Religion.PaladinOrder | None , BleakWalkers , DarcozziPaladini , GoldpactKnights , KindWayfarers , ShieldbearersOfStElcga , FrermasMesCancSuolias
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
RestMovieMode | Inn , Camp , Watcher , None
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
SoundSet.SoundAction | Invalid , Selected , Movement , Attack , Idle , Leading , InjuredStamina , InjuredSevereStamina , InjuredHealth , InjuredSevereHealth , PlayerDeath , Rest , DeathComrade , Humor , TargetImmune , CriticalHit , CriticalMiss , InventoryFull , Scouting , FriendlyFire , ChatterOnEnter , ChatterOnExit , NOT_USED , FighterAbility , RogueAbility , PriestAbility , WizardAbility , BarbarianAbility , RangerAbility , DruidAbility , PaladinAbility , MonkAbility , CipherAbility , ChanterAbility , ImHit , ImDead , IAttack , Hello , Goodbye , Hello2 , DetectableFound , LockPick , TaskComplete , Immobilized , PlayerKO , SpellCastFailure , Poisoned , EnemySpottedInStealth , CompanionDeath_Eder , CompanionDeath_Priest , CompanionDeath_Caroc , CompanionDeath_Aloth , CompanionDeath_Kana , CompanionDeath_Sagani , CompanionDeath_Pallegina , CompanionDeath_Mother , CompanionDeath_Hiravias , CompanionDeath_Calisca , CompanionDeath_Heodan , CompanionDeath_Generic , CompanionKO_Eder , CompanionKO_Priest , CompanionKO_Caroc , CompanionKO_Aloth , CompanionKO_Kana , CompanionKO_Sagani , CompanionKO_Pallegina , CompanionKO_Mother , CompanionKO_Hiravias , CompanionKO_Calisca , CompanionKO_Heodan , CompanionKO_Generic , CompanionDeath_Zahua , CompanionKO_Zahua , CompanionDeath_Maneha , CompanionKO_Maneha , PartyMemberPolymorphed , EnemyPolymorphed
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
StatusEffect.ModifiedStat |
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Stronghold.WindowPane | Status , Actions , Upgrades , Hirelings , Companions
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StrongholdUpgrade.InteriorLocation | Barracks , Dungeon , Hall , House_Lower , House_Upper , Library , None
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StrongholdUpgrade.Type | AdditionalStorage , AritficersHall , Bailey , Barbican , Barracks , BeastVault , Bedding , BotanicalGarden , Chapel , CourtyardPool , CraftHall , CurioShop , Dungeons , Forum , Hearth , HedgeMaze , Lab , Library , MainKeep , MerchantStalls , None , RoadRepairs , SouthCurtainWall , Towers , TrainingGrounds , WardensLodge , WestCurtainWall , WoodlandTrails
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StrongholdAdventure.Type | None , Minor , Average , Major , Grand , Legendary
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Deadfire enums[ | ]
For a full list of enumerations in Deadfire, see: Enumerations.
Type | Members |
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Game.AlphaControl.FadeOutBehavior | Destroy , Deactivate , Nothing
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Game.AssetBundleHint | Abilities , Animation , Audio , Cameras , CharacterHD , CharacterHeadAndSkinHD , Characters , Count , GlobalPrefabs , GUI , Items , Lists , Materials , Movies , ProgressionTables , Projectiles , Shaders , Ships , Unknown , VFX , WeaponHD
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Game.ChallengeMode | TrialOfIron , Expert
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Game.CharacterStats.DebugFlags Flags/bitmask |
Properties = 1, Attributes = 2, Skills = 4, Team = 8, Abilities = 16, StatusEffects = 32, Sticky = 64, Resources = 128, Keywords = 256
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Game.StringTableType | Unassigned = 0, Gui = 1, Characters = 4, Items = 5, Abilities = 6, Tutorial = 7, Achievements = 8, AreaNotifications = 9, Interactables = 10, Debug = 12, Recipes = 13, Factions = 14, LoadingTips = 15, ItemMods = 16, Maps = 17, Afflictions = 19, BackerContent = 20, Cyclopedia = 21, PointsOfInterest = 112, StatusEffects = 644, Backstory = 942, CustomAI = 976, NewGameBonuses = 977, CompanionReactions = 1057, CompanionTopics = 1097, ShipDuel = 1284, Tooltips = 1624
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Game.Disposition.Rank In game these ranks are displayed as 1 higher |
None , Rank1 , Rank2 , Rank3
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SmartCamera.TrackingState | ForceEnabled , ForceDisabled , UsingSmartSettings
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Game.GameData.AmbientMusicStateType | Default , Stealth , Conversation
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Game.GameData.AttributeType | Resolve , Might , Dexterity , Intellect , Constitution , Perception
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Game.GameData.AutoAttackType | Passive , DefendSelf , Defensive , Aggressive
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Game.GameData.AutoAttackState | Off , AutoAttack , On
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Game.GameData.Axis | Positive , Negative
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Game.GameData.DifficultyScaler Flags/bitmask |
PX1_HIGH_LEVEL = 1, ACT4_HIGH_LEVEL = 2
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Game.GameData.EquipmentSlot | Head , Neck , Armor , RightRing , LeftRing , Hands , Cape , Feet , Waist , GrimoireOrTrinket , Pet , PrimaryWeapon , SecondaryWeapon , PrimaryWeapon2 , SecondaryWeapon2 , None , PrimaryProp , SecondaryProp , TotalEnumCount
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Game.GameData.MapVisibilityType | DeveloperOnly , Hidden , Locked , Unidentified , Unlocked
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Game.GameData.MovementType | None , Walk , Run , Teleport
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Game.GameData.MovieType | None , Inn , Camp , Watcher , IntroCutscene
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Game.GameData.ScriptedBehaviorType | None , Idle , UseScriptedObject
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Game.GameData.ShipCombatRelativeBearing | Fore , Starboard , Aft , Port
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Game.GameData.ShipCrewJobType | None , Captain , Boatswain , Navigator , Helmsman , Deckhand , Cannoneer , Cook , Surgeon , Reserve
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Game.GameData.ShipDuelActionType | None , SailFull , SailHalf , Board , Hold , TurnStarboard , TurnPort , TurnReverse , FireCannons , Report , BraceForImpact
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Game.GameData.ShipDuelDamageType | Hull , Sail , AnyCrew , AboveDeckCrew , BelowDeckCrew
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Game.GameData.ShipDuelParticipant | Player , Opponent , Actor , NonActor
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Game.GameData.ShipSupplyType | Ammunition , Medicine , Repair
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Game.GameData.ShipSupplyRate | None , Half , Normal , Double
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Game.GameData.ShipRepairPriorityType | None , Hull , Sail
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Game.GameData.ShipUpgradeSlotType | None , Sails , Hull , CannonsFore , CannonsStarboard , CannonsAft , CannonsPort , Flag , Misc , Wheel , Lantern , Anchors
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Game.GameData.TrackedAchievementStat | CompletedGame , NumBaseGamePrimaryCompanionsGained , NumAdventuresCreated , NumPartyMemberKnockouts , ExpertModeOn , TrialOfIronOn , PathOfTheDamnedOn , NumUniqueEnchantmentsCreated , NumUniqueFoodItemsCreated , NumUniqueScrollsCreated , NumUniquePotionsCreated , NumTrapItemsUsed , NumRestsUsed , NumEnemiesKilled , NumBaseGameDragonsKilled , NumUniqueBaseGameMapsVisited , NumDispositionsAtLevel , NumSoulboundWeaponsFullyUnlocked , PortMajeShipRepair , EothasHasongoConnection , EothasMagransTeethConfront , EothasUkaizoConfront , FactionHuanaQuestComplete , FactionPrincipiQuestComplete , FactionVTCQuestComplete , FactionRDCQuestComplete , ReachedNeketaka , BlowTheManDownComplete , BerkanasFollyComplete , TheMerryDeadComplete , NemnokTheDevourerComplete , NumBaseGameMajorPortsSailedTo , MaxNegativeCompanionReputationGained , MaxPositiveCompanionReputationGained , NumBaseGameIslandsNamed , NumBaseGameShipUpgrades , NumBaseGameShipsAcquired , NumBombsCreated , MaxLevelReached , MaxCaptainRankAchieved , NumBaseGameSidekicksGained , NumBountiesComplete , AssignedCrewToAllSlotsOfAShip , BuiltEachTypeOfUpgradeOnAShip , FullyEnchantedItem , InfamousCaptainAchieved , LAX2DefeatDracolich , LAX2EnterTheBeyond , LAX2DefeatNeriscyrlas , LAX2GiveRymrgandYourSoul , LAX2BecomeFrozenGuardian , LAX2EscapeWhiteVoid , LAX2DefeatBeastOfWinter , LAX2NumFateDecided , LAX2ObtainEyeOfRymrgand , LAX2NumTrinketsAcquired , LAX2NumFrozenBodiesDestroyed , LAX2NumUniqueItemsRestored , LAX2DrinkBrewMasterBrew , LAX1BecomeChampion , LAX1BecomeContender , LAX1NumCollectedArtifacts , LAX1KillBeastOfOmen , LAX01RepairFlowOfSouls , LAX01SeekerSlayerSurvivor , LAX3ArchivesComplete , LAX3CollectionsComplete , LAX3ConfrontOracle , LAX3NumPetCreated , LAX3NumWeycHeldrsCollected , LAX3NumCagesOpened , LAX3SecretsDiscovered
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Game.GameData.StatusEffectAnimType | None , Fire , Fear , Cold , Bleeding , Coughing
|
Game.GameData.WorldMapTransitMode | None , Sailing , Walking
|
Other identifiers[ | ]
Name | List |
---|---|
PastStoryData.Items.Key | asked_question , break1 , break2 , break3 , break4 , break5 , break6 , break7 , break8 , break9 , catacombs_born , catacombs_recent , catacombs_years , cilant_vision , elmshore_vision , heretic_friend , heretic_known , heretic_lie , heretic_love , heretic_mentor , heretic_sister , heretic_unmet , inquisitor , iovara_camp , iovara_trial , know_lied , leave_disgrace , leave_family , leave_horrors , leave_injuries , memory_torture , ossionus_trap , pursuaded_stay , thaos_plot , third_vision , wilderness_vision
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StrongholdAttack.Tag | BLEAKHOLLOW_BANDITS , BEETLES , VITHRACK , SHADE_LURKERS , TROLLS , XAURIP_WORMS , DOZENS_MERCS , DOMENEL_THUGS , UNDEAD , CRUCIBLE_KNIGHTS , SKELETONS , CEAN_GWLAS , KEEPERS_CHANTERS , LEADEN_KEY , CUTTHROAT_BANDITS , VICIOUS_MERCS , GLANFATHAN_FANGS , DRAKES , CRUEL_LORD
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StrongholdVisitor.Tag |
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