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Huck Finn Essay

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Using the console
Entering codes * Codes are not case sensitive; "a" is same as "A". * Codes are shown as: Code <Variable> <#> * The < and > are not entered with the code, and # is replaced by the desired quantity. * The code to add an item is listed as: Player.AddItem <ItemID> <#> * If you wanted to add 500 gold, it would be entered as: player.additem 00000f 500
Targeting
To target an object, open the console and click the object. Its name will appear about center screen. An item targeted in the console is also called a reference.
A target may also be selected using the PRID command and the target's Reference ID.
Short Code or Prefix Required
Short code refers to a code having a short form that can be used interchangeably with the Long form. * ToggleFogOfWar is the long code form. * TFOW is the short code form.
Prefix Required refers to a code needing a prefix to work as intended. * SetHealth <#> will set the max health of the target selected by clicking or the PRID command to <#>. * Player.SetHealth <#> will set your max health to <#>.
Subpages
Alchemy | Armor | Items | Food and Drinks
Potions and Poisons
Ingredients | Heavy
Light
Clothing
Jewelry | Books
Keys
Miscellaneous
Soul Gems | Weapons | Magic | Other | Arrows
Blades
Blunts
Bows
Staves | Spells
Diseases
Enchantments
Perks
Shouts
Skills | Actor Values
Batch Lists
Characters
Factions
Locations
Weather |
Toggle commands Command | Effect | rm | Toggle Run Mode. Will switch between run mode and walking mode. Same function as <Caps Lock> key. | tg | Toggles grass | ts | Toggles display of skybox and fog. | TLL | Toggles LOD | TIM | Toggle Immortal Mode (Still take damage, health will never reach zero. Final blow animations may cause a permanent decapitation bug.) | TCL | Toggle Collision. Using the TCL command with a target toggles clipping for the target. If used while falling off a cliff, may cause a crash. Useful for unsticking your character or finding items or bodies that have fallen through a wall or floor. | TM | Toggle Menus (Disables all GUI elements, including menus, the compass, subtitles and messages. Very useful for taking screenshots.) | TFC | Toggle freefly camera. Add <1> to pause. | TAI | Toggle Artificial Intelligence (Characters will not react to non-combat stimuli and dialog may not function. Used in conjunction with TCAI will completely disable NPC actions.) | TCAI | Toggle Combat Artificial Intelligence (Characters may turn hostile, but will not attack the player.) | TDetect | Toggle AI Detection. Doesn't work with Pickpocket detection. | TC | Toggle player Control of target entity. If used when targeting an NPC, will transfer control to said NPC, and any command inputs will be applied both characters. To fix, use TC on the player character to turn off its actions. | TMM <#> | Toggle Map Markers; <0> Disable all. <1> Enable all. <1,0,1> Show all, no fast travel. | TGM | Toggle God Mode (Infinite health, magicka, and stamina. Carry weight will never affect movement or fast travel.) |
Targeted commands Command | Effect | Equipitem <ItemID> <#><left/right> | Forces the target to equip <ItemID>, if it is in their inventory. Adding a '1' after the ID seems to make some items un removable, while '0' keeps them removable as normal. <left/right> will equip the weapon in the left or right hand. | setessential <BaseID> <#> | Make NPC mortal (0) / immortal(1). | Disable | This will make the target disappear, but still loaded with the cell (see also: MarkForDelete). | Enable | Used to make disabled targets re-appear. Useful for when you made a pointing mistake when disabling targets. | unlock | Unlock the desired chest or door. Note: This may not work in some cases. | lock <#> | Lock chests, doors or people. <#> = the level of difficulty. (0-100, any larger and the lock cannot be picked) | kill | Instantly kills target. (Does not kill characters/creatures marked 'essential', only causes them to fall to the ground for a few minutes.) | Resurrect <#> | Return a dead NPC to life. Replace <#> with 1 to resurrect with all current items intact. Leave off <#> to have the corpse removed & a new copy spawned. | removeallitems | Removes all items in the targets inventory. Use the <player> variable to transfer all items to own inventory. | sexchange | Change gender of target NPC, or PC. Note: Only BODY changes, not the head. | additem <ItemID> <#> | Adds <ItemID> to target NPC, Note: Use on a merchant to set the amount of barter gold. This gold may not go to your inventory when selling items to the vendor. | setlevel <1>,<2>,<3>,<4> | Sets the level of an NPC compared to the player. SetLevel 1000,0,1,81 will make target level with you from 1 to 81.
1: <% of PC's level * 10> The NPC's level in comparison to player, based on % of players level. (1000 = 100.0%)
2: <1 level +/-> How many levels this NPC will be above or below the level in 1.
3: <starting level> The lowest level this NPC can be.
4: <level cap> The highest level this NPC can be. | getav <AV> | Returns the current value of the specified actor value. | modav <AV> <+/-#> | Changes <AV> by <+/-#> | forceav <AV> <#> | Forces <AV> to <#> | setav <AV> <#> | As above, but some values don't stay set through saves. | setscale <#> | Sets the scale of an object. '1' is default. If no object is selected, applies to PC. NOTE: When used on an actor, it increases or decreases speed and damage. Also note that the lowest possible value to change the scale, is 0.1, and the highest possible value to change the scale, is 10.00, exactly on the dot. | moveto player | Teleports the targeted NPC to you. (Works similar to player.placeatme <BaseID> <#> but does not create a new reference of the base object.) | player.setrelationshiprank <RefID> <#> | Used to set an NPCs disposition towards the player. <#> = 1-4 Note: If this doesn't help when attempting to add Follower dialogue, try setrelationshiprank <RefID> <#> then player.setrelationshiprank <RefID> <#>. | openactorcontainer <#> | <#> = 1,2, 3, or 4. Depending on the actors faction ranking to the player will depend on what you see in their inventory. Use the correct ranking for their current status.) This allows you to add or retrieve items from that actor. Some actors will not equip armor or weapons you store on them. | GetPos <axis> | Returns the position value of given axis (x,y,z) of the target | SetPos <axis> <#> | Sets the position value of given axis (x,y,z) of the target. | GetAngle <axis> | Returns the value of given rotational axis (x,y,z) of the target. | SetAngle <axis> <#> | Sets the value of given rotational axis (x,y,z) of the target (the change happens when the targeted object is picked up). | MarkForDelete | Permanently deletes the selected item either instantaneously or upon reload. This command is cleaner than disable, as it removes the item completely instead of just hiding it from view. | setownership | Allows you to make things ownerless. They won't become yours. When used on chests, applies to everything inside. | * Most "Target commands" can be used on the player by self-targeting or prefixing with Player. in the console window. Some commands, such as Kill and Disable will crash the game when self-targeted, while others may produce unexpected results.
Quest commands Command | Effect | GetStage <QuestID> | Used to get the current quest stage for quest (use ShowQuestTargets for IDs). | player.sqs <quest id> | Used to display all the stages of a quest | SetObjectiveCompleted <QuestID> <stage> <1 to set, 0 to unset> | Used to set the quest stage as being completed or uncompleted. | SetStage <quest id> <stage value> | Used to set the quest stage (Useful for bugged quests). | movetoqt <QuestID> | Move to quest target. | showquesttargets | Shows all current quest IDs. | caqs | Complete all Stages of EVERY quest.
Buggy, may not be stable. NOT recommended. | CompleteQuest <QuestID>' | Complete a quest. May cause buggy behavior, SetStage is generally cleaner. |
Player commands Command | Effect | Addshout <ShoutID> | Add shout to player skill list. Shouts are also part of spells so in order for this command to work you would need the spells unlocked. List of Shout Codes.*NOTE: Shouts can be unlocked using: player.unlockword <shoutID> | SetPlayerRace <Raceid> | Doing this will allow you to change your race without using showracemenu. Note: May bug after certain transformations (ex: Werewolf), and revert to original race, or the race you selected using showracemenu. | fov <#> | Adjust field of view. The maximum value appears to be 160. Higher numbers allow a wider field of vision, but it can be distorted. Lower numbers show a "zoomed" view. 60-90 is a useful range. | showracemenu | Bring up character customization menu. Magicka, Stamina, and Health will be spread evenly on using this depending on your character's level. It will remove any custom point distributions. Note: Using TGM command before entering the menu will retain your original levels. Will only modify your attributes/skills/points/etc. if you change the race, sex, or select a preset from the list. Modifying cosmetic things like skin color/warpaint/hair/face shape/etc. will leave your points. | player.addperk <PerkID> | Adds the perk. | player.removeperk <PerkID> | Removes a perk.; does not return the point used to gain the perk. | player.addspell <variable> | Adds a spell, disease, or power. | Player.removespell <variable> | Removes a spell, disease, or power | player.additem <ItemID> <#> | Add an item to the inventory.
For example, to add 100 gold to the inventory, use player.additem f 100 | player.removeitem <ItemID> <#> | Remove an item from the inventory. | player.drop <ItemID> <#> | This will drop the item. | player.showinventory | Lists all items in your inventory and their codes. PgUp and PgDwn to scroll through. | player.setcrimegold <#> <FactionID> | Adds <#> to your current bounty with <FactionID> | player.paycrimegold <X> <Y> <FactionID> | Sometimes, does not pay off your bounty fully.
X = 1 Remove stolen items. 0 Don't remove stolen items.
Y = 1 Go to jail. 0 Don't go to jail. | player.setlevel <#> | Sets current level to <#>. | player.teachword <WOOP> | Teaches a word of power, words can be found with the "help <word> 4" command and are recognizable by the WOOP tag. See Dragon Shouts | player.setav <AV> <#> | Sets the Actor Value to <#>. | player.modav <AV> <+/-#> | Modifies the Actor Value by <#>. | player.forceav <AV> <#> | Should be avoided for use, as it overrides/ignores game's automatic calculations such as item bonuses, spell bonuses, etc. | player.placeatme <Item/NPCID> <#> | Places an item or actor next to the player. | playerEnchantObject <ItemID> <mgef> <mgef> | Adds object to inventory with any two magic effects (not limited to enchants). Codes | IncPCS <AVskill> | Increase the players skill points by one point IncPCS marksman | AdvSkill <AV> <#> | Give the player the desired amount of skill usage points. NOTE: Very inconsistent between skills. E.g. "AdvSkill speechcraft 3000" gives about as much Speech experience as "AdvSkill enchanting 1" gives Enchanting experience. See skills for test results. | psb | Player Spell Book. Unlocks all spells and shouts. NOTE: Using this command will unlock every spell, even those used to test Skyrim, this may cause bugs so you should backup the game before using this. | player.advlevel | Force a Level Up (Does not add ability to pick a new perk) | enableplayercontrols | This command is used to enable controls during cinematics when they're disabled. Occasionally the game will glitch, instead of reloading put in this command and carry on. | player.forceav dragonsouls # | Sets the number of dragon souls the player has. Replace # with the desired number. | * Most "Player commands" can be used on any NPC by left clicking them while in the console window, and typing the code without the Player. prefix.
|- |player.setscale # |Sets height for character. Use Tsun as an example for height. He ranks 1.23 on the height scale.
Other
Command | Effect | Addfac <FactionID> <#> | Adds the selected NPC to a faction. May cause undesired and buggy AI behavior. | set playerfollowercount to <#> | 0 Clears followers and allows you to recruit again. | Prid <RefID> | Sets the NPC as reference, allowing other commands to be used, good for targeting NPCs that you cant reach/select on screen or fixing quest glitches about Npcs not appearing. | bat <name of text file> | Executes a .bat file. For more info read this. | help <"Object name"> <#> | Show all console commands with descriptions. Add descriptors to search for IDs. ex: help "elven armor" 0 will show ids of all items that include "elven armor" in the name. <#> sets the limits for the search function, 0 = no limits; 4 = Exact. | qqq | Quits the game without going through the menus. (May cause crash.) | killall | Kills all non-essential NPCs in the vicinity. | set timescale to <#> | Set the rate at which time passes (20 is the default, 1 is realtime) | sw <WeatherID> | Set Weather. Changes the current weather to the one entered. It may vanish quickly depending on the area you're in, due to the area's climate being forced; like where rain isn't common. | fw | Force Weather. Will automatically change the current weather to the one specified. (May also vanish as with the sw command). |
List of Locations accessible only through Console Commands * Elsweyr * Dead Body Cleanup Cell * Editor Smoke Test Cell
Movement
Command | Effect | coc <CellID> | Center On Cell. Teleports you to the center of the cell. A list of coc codes is here. | WIDeadBodyCleanupCell | Holds the bodies of NPCs that have died. | player.moveto <NPCrefID> | Move to an NPC. |
Bugs
This section contains bugs related to Console Commands (Skyrim). Before adding a bug to this list, consider the following: 1. Confirm all bugs with other editors on the talk page before adding them below. 2. Always try reloading an old save first, before asking for assistance. 3. Do not discuss possible bug fixes or origins. Leave those and all other first-person-anecdotes on the talk page, not the article. 4. Always add 360 , PS3 , and PC to clarify which system the bug appears on. | * kill command: In third person mode, the player can go into console and select themselves, and then use the kill command. This will cause the Dragonborn to die. However, this is easily glitched. If the Dragonborn is still selected, the "resurrect" command will cause major problems. First, the view will be stuck in third person mode from the angle visible at the time of death. The HUD will be completely invisible unless the Dragonborn is crouching. Animations will be broken as well, i.e. holding an iron dagger won't always register, so the fists animation will be used. The iron dagger will still be in-hand. Ragdoll physics also apply when in this state. * This can be fixed by being attacked by a Greybeard using Ice Form.

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The Thesis

...he Dead Father Jerome Klinkowitzís remarkably insightful review of Donald Barthelmeís work begins with an anecdote about an evening they spent together in Greenwich Village (Barthelmeís home for most of his life as a writer), and how a perfectly Freudian remark by Barthelmeís wife put a stop to the writerís boorish mood:ìëWhy Donald,í she said, ëyour fatherís is bigger than yours.íShe was referring to their respective biosin Whoís Who in America.î It is Klinkowitz's well-argued contention that Barthelmeís mid-career novel The Dead Father (1975) not only represents the high-water mark of his skill as a technical master of postmodern prose, but that it also embodies the central neurosis/inspiration driving nearly all his work, from his first published story, ìMe and Miss Mandibleî in 1961, to his last novel, Paradise (1986).(Though The King is mentioned by Klinkowitz, it is clear he considers it to be barely part of the Barthelme canon.)For Klinkowitz, Barthelmeís near-obsessive goal as a post-modernist is to ìburyî his modernist father.For instance, Klinkowitz writes that, while at first glance ìMe and Miss Mandibleî seems a perfectly Kafkaesque tale of a man awakening to grotesquely transformed circumstances, in fact it is ì[f]ree of overweening anxiety and not painfully dedicated to existential questioning or angst ...î[1] ì[Barthelmeís] first inclination is to laugh at rather than flail angrily against the forms and themes of an earlier style ...î[2]Klinkowitz cites ìThe Indian...

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Should Huck Finn Be Required to Read in Schools

...Huck Finn: Recommended but not Required The probability of a student being able to understand and appreciate the value of Mark Twain’s The Adventures of Huckleberry Finn if having been introduced to it too young and with a poor teacher is like a seed being able on to grow on concrete: improbable and disappointing. Similar to a student, a seed needs conducive and nurturing conditions in order to grow— that’s why only a small few end up reaching their full potential. Seeds need access to direct sunlight, water, and proper soil. Students need access to passionate teachers who are invested in educating their students properly—especially when it comes to challenging literature. The Adventures of Huckleberry Finn is a novel that has immense value and meaning; however, it is also one of the most misunderstood and misinterpreted stories of all time. Twain’s classic is continuously accused of supporting the prejudiced attitudes it is actually criticizing. This is especially apparent when these confusing passages are not properly explained and put in context by an inspirational teacher. Huck Finn has the ability to become detrimental when it is put in the hands of students who lack enough academic experience to understand the book’s purpose on their own and/or lack a teacher who can properly explain it to them. Educators need to be able to illustrate to students that through satire, Twain shares his beliefs about racism, religion, and other topics that plagued America at the time – all...

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