L10N/Choices_and_Consequences/1.31/Books/cobInfoConsole の変更点

Note/L10N/Choices_and_Consequences/1.31/Books/cobInfoConsole?
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*題名
**原題
-【原題記述エリア】

**訳題
-【訳題記述エリア】

*本文

**原文 [#text_en]
// 注意:訳文の部分は中括弧({と})が3つづつ。
#pre{{{
^^==Console Commands==

<<==General==
This is a general review of console commands. It covers the basics and many useful commands. See UESP and CS Wiki for a more complete list of commands.

The console is invoked by pressing the "~" key. This is the key below "Esc", to the left of the "1" key. Different keyboard configurations may have different symbols on that key. 

Once in the console you can type in commands and select objects to use commands on. To select a visible object, just click on it. Clicking once selects the object, clicking again deselects the object. The formid of the selected object will be shown at the top of the screen. Note that some commands will behave differently if no objects are selected.

==Editor Ids and Formids==
An editor id (aka eid) is the id of any object as used in the construction set. E.g. "Volanaro" is the eid of a type of NPC. But the eid of the Volanaro that is actually placed in the game (i.e. the instance) is "VolanaroRef". And the eid of the script that runs on Volanaro is "VolanaroScript". (Note that none of these needed to be called "Volanaro".

Each of these things also has a formid, which is a unique eight digit hexadecimal number that identifies the item. For Volanaro, the NPC record has formid of 0002D01F, the placed ref is 00026162, and the script is 00083601.

Formid are actually more fundamental than the editor id -- everything in Oblivion has a formid, but not everything has an editor id. (Most references do not have editor ids. Also objects created in-game do not have editor ids.) Also, formids are guaranteed to be unique, while editor ids are not. Just think of editor ids as convenient, but not always reliable nicknames.

The first two digits in the FormID are the ModIndex, while the remaining six digits are the ObjectIndex. The ObjectIndex numbers are unique within each mod -- i.e., no two data objects belonging to a mod will have the same ObjectIndex (otherwise, you get bashing error messages). 

The ModIndex reflects the load order of the source mod of the object. Oblivion.esm always loads first, so formids that come from Oblivion always start with 00. After that, the next mod gets modindex of 01, the next is 02, etc. An easy way to determine modindex is to look at the mod list in Wrye Bash -- the second column of the list is the modindex.

Note that editor ids are mostly unavailable in the console. However, editor ids for globals, quests, game settings and the player are available. (By the way, 'player' when used in the console and in scripts actually refers to the player reference (formid 00000014), not the player NPC (00000007) -- this is an exception that applies ONLY to the player, and NOT to any other base/reference pairs.)

==Toggle Commands==
__TB:__ Toggle Border. Shows borders in exterior cells. Crossing cell lines usually triggers loading of additional data. TB can be useful for determining if CTDs happen immediatly after you cross a cell border.

__TCL:__ Toggle Collision. Will toggle collision detection off for the selected object, or __if not object is selected__ for the player. Can be useful for getting out of stuck spots, or just generally walking through the wall of the cave to see what's on the other side. Since gravity is ignored, is also useful for "flying" to to otherwise inaccessible places.

__TDT:__ Toggle Debug Text.

__TFC:__ Toggle freeflying camera. Useful for getting a look around without moving the player character itself.

__TFOW:__ Toggles hidding of unvisited parts of local cell(s).

__TGM:__ Toggle God Mode. Make player invulnerable, and also removes encumbrance limits. Useful for testing and moving lots of objects around (since encumbrance is ignored).

__TM:__ Toggle Menus. Useful for taking screenshots.

__TPG:__ Toggle path grid. NPCs tend to use the path grid to travel around. If they're walking into walls and tables, it may because the pathgrid. If you TPG and see the pathgrid going right through a table, then that's why NPCs are trying to walk through it.

__TWF:__ Toggle wire frame view. Can be useful for seeing through walls and finding things that have been lost in the grass, or that have fallen through cell floors/walls.

==Targeted Commands==
__COC eid:__ Center on cell eid. Useful for transporting to test cells.

__GETGS eid:__ Show value of specified game setting.

__PRID formid:__ Selects specified refence. Useful for using commands on references that aren't currently visible. But requires that you know the formid.

__SHOW variable:__ Shows value of variable, where variable is a global or a quest variable.

__SQV eid:__ Show quest variables for quest eid. Useful for debugging quests.

__SV:__ Show vars on selected object. Useful for debugging scripts on objects.

__SETGS eid value:__ Sets specified game setting to value.

==Tricks==
__moveTo player:__ Will move selected reference to the player.

__player.disable:__ Guaranteed instant CTD. Useful for guaranteeing a semi-quick exit. However, any changes to ini files won't be saved.

__resurrect:__ Will resurrect the selected actor.
}}}

**訳文 [#text_ja]
// 注意:訳文の部分は中括弧({と})が原文部分と異なり4つづつ。
#pre{{{{

【訳文記述エリア】

}}}}

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