Command e skyrim1/28/2024 ![]() If for some weird reason, they are dead (which happens sometimes), use the console command resurrect 1. Your follower should now be near you after doing this. Moveto player moves the targeted entity near the vicinity of the player. However, this method won't be useful in your situation as the follower is not near your vicinity, and can't be clicked on.) This will automatically do prid for the clicked entity. (Another method to target instead of using prid is to open up the console and then click on an entity. Search for your follower's RefID at the UESP wiki's " Followers" article. Prid targets an entity - your follower in this case. This is easier and faster (no loading screens) than going to your follower's location and getting them to follow you again.Ĭonsole commands to teleport your follower to the player's current location: If 000c76c9 is indeed the unique RefID of that Dwarven chest in Bronze Water Cave, prid 000c76c9 (or prid c76c9, or prid "000c76c9") should work (and there wouldn't be need for stating its location, since it's unique).If you're playing on the PC, try teleporting your follower to your location through console commands. Lastly, note that prid is a console command that will simply allow you to keep referencing the same RefID for subsequent commands. I think you can change this by placing items from your inventory in it: as these items (and other changes you have caused in an area) will remain in place for at least three in-game days, its RefID will likely be embedded into your saved game, but this is pure speculation. This applies to your Dwemer chest as well: even though its RefID is apparently unique, since your player character has no direct connection with it, it isn't loaded when your PC is outside of the cell it's located in. This is why you cannot address it through the in-game console when it's not loaded in the engine. the RefIDs of companions, being tied to the player through scripting, will be loaded in the engine even when off-screen (and possibly when dismissed) since they are part of your saved game files). "Specifically placed creatures or items" can also have unique RefIDs source.Įven when items have a unique RefID, they can only be addressed when they're loaded in the engine (which is not necessarily loaded on-screen: e.g. Unique in-game items have a fixed BaseID and FormID. Spawning the BaseID of a unique NPC or a unique quest item will create a copy, or clone, potentially causing bugs, as they can both be referenced by the engine, which assumes there is a single entity with that identifier, which is especially hazardous when referenced in scripts (during quests, for example). Spawn a quantity of 100, and they will all have the same BaseID, but a unique RefID, probably with an incremental value (and if you were to reload and spawn another object with a different BaseID, they might spawn with the same RefIDs as the other objects). ![]() To demonstrate: you can spawn a generic item using BaseID, and, upon spawning, it will have a RefID.
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