v·d·e辐射4概述
成就
扩展包
补丁
错误
漏洞利用
角色
同伴
商人
医生
控制台命令
制作
生物
结局
派系
物品
弹药
护甲和衣物
动力装甲
护甲模组
摇头娃娃
消耗品
笔记
全息卡带
钥匙
杂志
武器
武器模组
杂项物品
垃圾物品
机器人模组
地点
定居点
任务
电台
机器人和电脑
SPECIAL
类
主要属性
衍生属性
辅助能力
行动点数
V.A.T.S.
随机遭遇事件
本页列出所有 developer console command 在 辐射4.
本页未详细描述内容。详情请参阅相关文章。
关于 developer console command 在其他 异尘余生 游戏, 请看 "Console commands".
关于 辐射4 内容概述, 请参照 "Portal:Fallout 4."
目录
1 概述
2 命令,目标,简写等等
2.1 类型
2.2 目标
2.3 前导零
2.4 多个命令
2.5 逻辑
3 调试和映射
4 Quests
5 Inventory manipulation
6 NPC manipulation
7 Factions
8 Stats and character manipulation
8.1 Character variables
9 Items, world, and target/reference manipulation
9.1 Weather IDs
10 Settlements
10.1 Settlers
10.2 Modifying workshops
10.2.1 Ownership
10.2.2 Size Budget
10.2.3 Settlement resources
11 Papyrus scripts
11.1 Notes
12 Cheat scripts
13 Visual bug glitches & annoyances
14 注释
概述[]
控制台是辐射4的Windows版本中的调试工具。它对于在游戏中更改内容很有用,但也可用于作弊。它无法在游戏的主机版本或生存模式中访问。
控制台关键词列表
Belgian: ù (point keyboard)
Brazilian: `
Canadian Multilingual Standard: è
Danish: Æ
Estonian: ü
French: ² or ù
Finnish: Ö
German: ^ or ö
Hungarian: ö
Icelandic: Æ
Italian: \ or | or ò
Japanese: @ (to the right of P key)
Norwegian: ø
Portuguese: ç
Russian: ё
Spanish: ñ
Swedish: å or ö
Swiss: ¨ (The upper key of the left of the enter key))
Turkish: "
United States: ~ or ` (to the left of the number 1 key)
United Kingdom: ' (below the @ symbol, on the same key)
Other possible solutions: §, ½
如果由于某种原因这不起作用,你可以随时在Windows控制面板中将键盘的语言布局设置为“美国”。重新启动辐射4后,从上方按相应按钮将打开控制台。
为了访问控制台,你需要使用适合你的语言的密钥(如控制台关键词列表所示)。
HUD将消失,你将在屏幕左下角看到提示 (--- |),你可以在其中输入以下命令(控制台还将记住任何以前输入的命令,你可以使用向上和向下箭头键滚动)。控制台打开时,游戏将暂停,视角将冻结。如果控制台左侧不可见,可能需要编辑安装文件夹中的 Fallout4_Default.ini文件。增加iConsoleTextXPos变量会将提示进一步向右移动到视野中。如果你正在使用Xbox/PS控制器,则辐射4不需要关闭该控制器即可使用控制台。如果你使用的是控制器,只需使用键盘启用控制台即可。
命令,目标,简写等等[]
类型[]
此页面上列出的命令将以两种类型出现,并相应地格式化:
target.command – 目标命令。这些将在此处以targetID或player作为目标列出。
目标命令也可以通过用鼠标选择目标或在命令前使用prid
command – 非目标命令。
将注意到一些命令既可以与目标一起使用,也可以不与目标一起使用,从而产生全局或目标效果。
目标[]
目标命令将需要一个引用作为目标,通常在实际命令之前输入,如中间的分隔点所示。对于大多数功能,将需要Form ID。例如,如果你希望你的玩家角色(PC)成为目标,你可以:
使用PC的reference ID: 00000014.
例子: 00000014.additem 000D83BF – 将1个管道扳手添加到PC的库存中。
左键点击PC(当控制台打开时,你将获得一个光标来单击世界中的对象/角色以将它们选择为目标),在控制台的标题处" 00000014 [EP]将显示,指示你的PC的ID作为目标。现在你可以输入任何目标命令而无需输入目标,因为控制台会自动在其前面加上你选择的ID。要取消选择你的目标,只需再次单击它,它就会从标题中消失。
例子: additem 000D83BF
在困难的环境中选择物品,以及滚轮增强选择:在拥挤的环境中或存在边界超出其可见边缘的物品时,指向和左键单击可能无法选择预期的物品。如有疑问,请使用非破坏性控制台命令验证选择:
在尝试点击NPC后,inv(显示库存)命令是一个方便的验证器。如果显示了合理的清单,则很可能选择了预期的NPC。
尝试单击任意物品后,可以使用命令modpos z 1将所选项目的高度增加一个单位(附近物品的几个像素;更远的物品更少)。如果所需的物品向上移动,则选择成功。无论成功与否,在执行任何其他操作之前,始终使用命令modpos z -1来反转该命令的效果。(如果物品在modpos z -1之后闪烁或模糊,可以使用不会移动物品的命令来修复,例如modpos z 0。)
如果未选择所需的物品,请旋转鼠标滚轮以选择场景中位于单击点后面的下一个物品;控制台顶部/中部显示的ID将随着每次旋转增量而变化。(如果指针在控制台区域内,控制台文本也可能滚动,但这与显示的ID无关。另外,当使用滚轮滚动控制台文本时,请注意滚轮的双重用途,因为滚动后,你最初选择的物品可能不是当前选择的物品,这可能会导致严重的错误。)对于在旋转滚轮时出现的每个新ID,使用上面讨论的选择验证程序之一,直到找到所需的物品。
如果物品的ID已知,则可以使用命令prid 00000014避免鼠标选择的歧义(Pick Reference ID)去选择一个目标(玩家角色,在本例中)。要取消选择它,只需输入prid。
例子: prid 00000014; additem 000D83BF
对于玩家角色,你实际上可以只使用“玩家”作为reference ID,控制台会在执行命令时自动转换为00000014。这是游戏中唯一这样的占位符,"targetID"只是这个页面上的一个占位符,表示需要目标的命令。
例子: player.additem 000D83BF
前导零[]
每个物品、对象、字符等都有一个八字符的十六进制reference ID。 键入ID时,可以省略前导零。
例子: 00000014.additem 000D83BF是等同于14.additem D83BF。
多个命令[]
你可以一次输入多个命令,以便一个接一个地连续执行。只需在每个命令之间用;分隔它们,如下例所示。
例子: prid 00000014; additem 000D83BF
逻辑[]
你可以在命令中使用逻辑运算符以获得分支条件。在控制台中执行if语句的语法如下。if
例子: if player.GetItemCount f > 300; player.removeItem f 300; player.addItem 1f66c 150; endif
f是瓶盖(对于瓶盖,form id为0000000f;前导零可以省略)
1f66c是5mm子弹(同上)
解释:
钱的数额是经过检查的。
如果玩家有超过300个瓶盖,则if语句为真。
否则,该语句是错误的,并且没有任何反应。
在if true部分,游戏会从玩家身上移除300个瓶盖并添加150个5mm子弹。
这是为联邦提供补给的一种手段。
你可以将值或项目更改为您想要的任何内容。
在此示例中,我们没有使用elseif或else块,因为它们是可选的且不是必需的。
逻辑运算符
操作符
含义
<
少于
<=
小于或等于
>
大于;也称为多于
>=
大于或等于
==
等于
||
或
&&
和
!
否定
注意:控制台不区分大小写。虽然此处列出的命令包含大写以提高可读性,但你如何输入它们并不重要: 例如tgm、TGM或tGm都可以使用。
调试和映射[]
help
matchstring: 搜索词。
filter: 从0到4的整数。
0 – 列出所有结果。
1 – 列出函数。
2 – 列出设置。
3 – 列出全局变量。
4 – 列出其他表单(可选表单类型,常见示例见下文)。
form type: 4 个字符的表单类型标识符(仅在使用过滤器值4时使用,否则忽略),例如:
AMMO - 弹药。(哔哔小子INV/AMMO 显示中的所有项目都是AMMO类型。)
ARMO – 盔甲和衣服。 (哔哔小子INV/APPAREL显示中的所有项目都是ARMO类型。)
ALCH - 食物、饮料和药品。 (哔哔小子INV/AID显示中的所有项目都是ALCH类型。)
BOOK - 所有杂志、笔记和一些设计图。(哔哔小子INV/MISC中显示。)
CELL – 地图的单元格。
FACT – 派系。
FURN – 家具。在Workshop模式下,有些行为正常(118f4b),有些只能报废(ab568),而有些则根本无法操作(db85e)。
MISC – 杂项,包括所有"垃圾"物品。 (哔哔小子INV/JUNK显示中的所有项目都是MISC,INV/MISC 中的某些项目也是如此。)
NPC_ – NPC。 (下划线满足4个字符的要求。)
KEYM – 钥匙。
OMOD – 物品模组。
PERK – 辅助能力。
QUST – 任务。
SPEL - 影响角色的条件,更好(“强化生命值”),或更坏(“酒精成瘾”)。
STAT – 静态对象(使用显示名称,not实际模型名称)。
WEAP – 武器。 (哔哔小子INV/WEAPONS显示中的所有项目都是WEAP类型。)
Example: help leather 0 – 这将列出所有内容 - 物品ID、辅助能力名称和命令 - 名称中带有“Leather”。
Example: help "leather armor" 0 – 如果你的搜索词包含空格,请将其括在引号中。
Example: help raider 4 armo – 列出所有名称中带有“raider”的盔甲。
Example: help "gunner con" 4 npc_ – 列出名称中带有“gunner con”的所有NPC,例如“Gunner Conscript”。
ClearConsole或clear – 清除控制台日志。
注意: 当命令被接受时,它不会按预期清除控制台。
ShowAllMapMarkers
tmm 1 – 启用你的嗶嗶小子发现的所有位置,快速旅行(不更新哔哔小子3000 Mark IV中的“发现位置”统计信息)。
tmm 0 – 禁用所有地图标记。
tmm 1,0,1 – 在没有快速旅行的情况下将所有地图标记添加为未发现。
ToggleGodMode或tgm – 使玩家完全免疫伤害、放射線和水下缺氧。它还提供无限的弹药和弹夹,承载能力和AP(一些武器重新装填会使用AP)。消輻寧和治疗针tgm处于活动状态时无效。动力装甲核融合核心仍然会耗尽,但可以使用喷气背包充能。此外,它还为在定居点中建造物品提供了无限资源。从高处坠落仍然会导致玩家像受到伤害一样退缩,但不会造成伤害,并且同伴可能会评论说你因此受到伤害。
ToggleImmortalMode或tim – 角色仍然会受到伤害,但生命值永远不会归零;它不赋予辐射免疫力,也不赋予无限的AP或弹药。
警告: 如果你遇到杀戮动画(例如 死亡爪掏膛),这将不可逆转地弄乱你的角色,这可能导致你的四肢或头部被碎片取代,从而导致永久性致残减益(感知或敏捷为0),对于受影响的插槽装备无法装备和你角色的所有对话被跳过(如果头部受伤)。虽然视觉效果可以通过进入/退出动力装甲来解决,但特殊属性的永久0和你的静音玩家角色无法恢复并迫使你重新加载以前的存档。
ToggleCollision或tcl – 使玩家能够向任何方向移动,包括穿过固体物体和/或空白空间。(A.K.A. "noclip")。它允许你“飞”过一个区域并查看它或从某个位置解开。确保单击空白区域以清除控制台中正在使用的任何ID以使其正常工作,不带参数的prid也可用于相同目的。
注意: 你仍然无法通过地图边界处的隐形墙。
注意: 禁用碰撞时,区域内的NPC无法更改位置;他们将尝试在碰撞被禁用之前向任何方向行走,但只能原地行走。轶事证据表明,这种无法移动可能会导致他们的AI重新加权他们所走路径的价值,随着时间的推移将其从可行的路径降低到不可行或不受欢迎的路径,这可能会对他们将来的移动产生负面影响。(一篇关于NPC AI功能和限制的文章来自对该主题有深入了解的人会有所帮助。)
注意: 有时此命令不起作用。 如果你输入ToggleCollision并且没有任何反应,只需保存你的游戏并退出到桌面即可。当你重新启动游戏时,该命令应该可以工作。
ToggleGamePause或tgp – 将游戏置于冻结状态,即使离开控制台也是如此。与tfc和tm结合使用可用于排列完美的屏幕截图。再次输入以恢复游戏。
SetCameraFOV
fov或fov 0 0 - 将两个FOV设置为默认值70度。
第二个参数可以省略,但这会将第一人称FOV设置为70(这是默认值)。
警告: 众所周知,此命令会干扰哔哔小子屏幕,导致它看起来放大得太远,阻止你查看哔哔小子屏幕顶部的各种选项卡以及大多数位于左侧的项目。如果出现此问题,你可以尝试通过调整FOV来解决此问题。如果调整FOV不起作用,则需要在更改FOV设置之前加载以前的存档。
ToggleFlyCam或tfc – 将相机与角色分离,允许你在第三人称视图中独立移动它(范围限制在当前uGridsToLoad单元格设置的范围内)
tfc 1 – 另外冻结所有动画,对截图很有用。
SetUfoCamSpeedMult
sucsm 10 – 移动速度减半。
sucsm 20 – 默认速度。
sucsm 40 – 双倍移动速度。
ToggleMenus或tm – 切换UI覆盖显示(包括控制台)。此命令隐藏所有可用的菜单和用户界面显示。它还隐藏了控制台。但是,它不会禁用任何菜单或UI显示。他们仍然会接受用户交互或命令。因此,即使看不到命令,也可以使用控制台输入命令。 再次键入tm以将菜单切换为再次可见。
注意: 这可用于隐藏屏幕截图的UI。
screenshot – 在不移除任何HUD元素的情况下截取屏幕截图。截图存储在根目录“Fallout4.exe”中,命名为“ScreenShot#.png”。 与tm结合使用可使控制台和HUD不可见以获得更好的屏幕截图。
注意: 目标目录和屏幕截图文件的名称可以通过在与“Fallout4Prefs.ini”和“Saves”子目录(通常是你的Documents\My Games\Fallout4\"目录)。在文件的[Display] 部分中,添加以sScreenShotBaseName=开头并以所需目录的路径“和”屏幕截图前缀结尾的行文件名。
例子: sScreenShotBaseName="C:\Users\JohnDoe\Pictures\Screenshots, Game, Sorted by\Fallout 4\ScreenShot"
路径的最后部分 ScreenShot 成为屏幕截图文件名的前缀。如果省略,文件名将仅包含一位或多位数字,后跟“.png”扩展名。 如果包含,如本例所示,名称将以“ScreenShot”开头,以通常的数字和“.png”扩展名结尾。
将在“下一个”屏幕截图名称中使用的数字存储在“Fallout4Prefs.ini”的 [Display]部分的iScreenShotIndex=行中 ”文件,位于与“Fallout4.exe”相同的目录中。
如果所需目录的路径不包含空格或其他有问题的字符,则可以省略周围的双引号。
UpdateGodraySettings或gr – 启用/禁用/编辑God-Ray
CenterOnCell
coc PrewarSanctuaryExt01 – 传送到战前版本的庇護山丘
coc QASmoke – 传送到包含游戏中大部分物品到测试单元。
coc RedRocketExt – 传送到紅火箭維修站,一个位于庇護山丘和康科德之间的加油站。
SetConsoleOutputFile
注意: 在接受命令时,不会生成任何文件或内容。
RunConsoleBatch
例子: bat testfile加载'testfile.txt'的内容,放置在安装目录中。
tfow - 在本地地图上切换战争迷雾。
ToggleGrass或tg – 切换草地显示。
ToggleTrijuicing或tj – 切换Trijuicing。 [Unknown]
ToggleLODLand或tll – 切换远处的LOD显示。
ToggleSky或ts – 切换天空显示。
TogglePreCulling或tpc - 切换预剔除。
ToggleWaterSystem或tws – 切换水显示。在探索水下区域时很有用。它会在几秒钟内超时,因此你必须重新输入命令。当你进入另一个单元格时,它也会停用。
ToggleBorders或tb - 切换单元格和单元格四边形边框。
ToggleWireFrame或twf – 切换线框模式。
Hlp [espname] – 热加载插件。在CK或FO4Edit中编辑和保存esp之后使用。这允许立即测试编辑,而无需退出游戏并重新加载。在保存ESP之前,你必须先在游戏中运行FCF。
FCF – 强制关闭文件。关闭所有母版和插件,将文件句柄释放到esp,以便可以将其保存到CK或FO4Edit。参见 HLP。
QuitGame或qqq – "快速退出", 立即关闭游戏。
ClearScreenBlood或csb – 消除当前的血液飞溅、爆炸产生的灰尘和类似的屏幕效果。
SaveGame
注意: 已保存的游戏未列在默认的保存列表中。要找到使用命令“SaveGame”创建的存档,你需要选择“加载 -> 选择角色 -> 显示所有存档”。
LoadGame
SetGlobalTimeMultiplier
警告: 可以破坏很多东西。 安全值是0到25。超过50会降低帧率,更高会导致游戏崩溃。
CharacterLight或cl – 启用/禁用/编辑用于角色模型的边缘照明。Character Light也可以应用到其他目前不使用的模型上。它也可以从模型中删除。
cl on或cl off – 打开/关闭角色照明,这是游戏应用于角色/生物的人造光。
注意: 区分大小写,因此cl on将起作用,但CL ON不会。
cl rim float - 设置角色照明的强度。如果角色照明关闭,将无效。默认值为0.02,它也区分大小写。
例子: cl rim 0.02
Quests[]
SetStage
GetStage
sqt – Show Quest Target: Generates a list of current quest targets. Can also be used to find Quest IDs.
CompleteQuest
ResetQuest
Warning: This command can potentially break a quest, with no way to move forward on that quest. This can be due to several parameters of the quest such as being set to "run once" or automatically setting the stage to the highest possible value of that quest whenever the quest is "stopped". One workaround is to create a personal mod using a tool such as FO4Edit that adjusts the quest's parameters to allow for a successful reset. Note that depending on how complex the quest is, there might be a need to mod the quest to allow for a reset, and then after successfully resetting it, editing the mod to restore some or all of the original restrictions (such as restoring "run once" after resetting the quest). It is recommended that one backs up their save files before attempting to perform any quest modding in this manner.
ShowQuestObjectives
CompleteAllObjectives
caqs – Complete All Quest Stages: finishes every quest, granting you all quest items and quest related achievements, Very buggy and may cause the game to crash.
MoveToQuestTarget
ShowQuestStages
ShowQuestVars
saq - Start all quests, causes game to crash; unable to progress to beginning scene.
Inventory manipulation[]
All of these commands are applicable to both NPCs and the player. Where targetID is shown in the examples, replace it with either the reference ID of an NPC, or the word player (or the number 14) to apply the command to yourself. If targetID and its trailing period (.) are omitted, the commands apply to the currently selected item in the console. The console's selected item may be set manually using the prid
targetID.addItem
Example: player.addItem 001EC66A 1 to add one of every type of shipment to your inventory. As usual, leading zeros and case are irrelevant, so 1ec66a would also work in this example.
Warning: Unlike previous games (such as Skyrim), negative
Flag: Type random numbers (like 1, 2, 3) until you get the kind of armor you want (Standard, Sturdy or Heavy).
targetID.cf "ObjectReference.AddItem"
targetID.cf "ObjectReference.AttachModToInventoryItem"
Example: player.cf "ObjectReference.AttachModToInventoryItem" 1942d6 22dc7d – Modifies an item in your inventory of type "Green Shirt and Combat Boots" (1942d6) by attaching to it "Railroad Hybrid Weave Mk5" (22dc7d).
targetID.cf "ObjectReference.RemoveModFromInventoryItem"
targetID.drop
targetID.removeItem
targetID.removeAllItems
Example: targetID.removeAllItems player – The entire inventory of targetID is transferred to the player's inventory.
targetID.showInventory
targetID.equipItem
targetID.unequipItem
targetID.unequipAll – Unequips all items from targetID. The unequipped items remain in the inventory of targetID.
Warning: Using this command on a character in power armor will cause the power armor frame to be destroyed and the character to be permanently disfigured.
targetID.openActorContainer 1 – Displays the inventory of targetID using the same in-game dialog box that is used for containers, allowing items to be moved between the player and target inventories, and equipped/unequipped. However, any equipped outfit (for example, "Red Dress" or "Green Shirt and Combat Boots") is not shown. Equipped armor, hats, guns, etc. are shown. The equipped outfit can be made accessible in several ways: within the dialog box, equip the target with an alternate outfit (at which time that alternate will cease to appear in the list), or, before using openActorContainer, use unequipItem or unequipAll.
NPC manipulation[]
targetID.kill – Kills the target (unless essential).
targetID.resurrect – Resurrects NPCs. Will not work on NPCs who are "scripted" to be dead by default, either through a quest script's effect or an internal data flag.
Warning: Be aware that NPCs with crippled limbs/head can spawn without them or with a collection of giblets where the limb/head used to be. Disabling and enabling the NPC again after the resurrect command should fix this. If the NPC is killed after resurrecting them, they may also fail to ragdoll on their second death.
Some creatures will not resume their "animated" state when resurrected, and will simply glide along the ground while not moving at all. This is entirely dependent on the race/species of the creature - creatures that always do so include brahmin (both pack and non-pack variants) and Mister Gutsy. Disabling and enabling them again will fix this bug, but when not able to use those commands
ShowBarterMenu – Enables you to barter with NPCs.
recycleactor – Resets some NPCs.
Note: This causes randomly generated NPCs and random encounter NPCs (like a patrolling minuteman, raiders attacking a settlement, or a named traveling trader) to vanish completely from the area. This can be used without a "resurrect" command.
If used on the player, it will reset all effects currently affecting the player. This makes it useful for addressing glitches. The player's inventory will reset (be emptied), and any gear or items will be removed. A Vault 111 jumpsuit will be added and equipped. Appearance, level, perks, quests, caps, fatigue, and thirst do not reset.
Using the command on a companion will cause them to respawn on the next map change. Can be used when one is stuck in a Power Armor frame; the power armor set will spawn to the location where one wears it with all modifications undone.
It fixes the error from the above command by refreshing their model.
Using this command on a power armor frame will return the frame to its original location and replace all current armor pieces with a random assortment of leveled armor pieces (though the model won't change until entry).
Using this command on a random settler will "reroll" the settler, allowing for an alternate appearance or gender. "Rerolled" settlers will spawn at one of the settler spawn points around the settlement and will stick to it until the game is restarted (which will just assign them a new spawn point).
Note that this command will also reset the inventory of any NPC (including companions) to their default state, and as such, any gear or items given to them will be forfeit (the "resurrect" command also has this issue, so make sure to take any important items off of their bodies before you use that command as well).
The command openactorcontainer 1 may be used while selecting any NPC with the console to open up their inventory (as if you were trading items with a companion) as a workaround for the above issues. This will work on any NPC, including creatures and robots (hostility does not stop it from working, either).
If used on a robot companion, it will remove every mod installed on it and reset its appearance to its default state.
killall – Kills all NPCs and creatures in the area except for companions and "essential" NPCs that are too important to die. They will instead slump down until healed with a stimpak, or until enough time passes.
kah – Kills all hostiles in the area. Non-hostiles are unaffected.
setcommandstate 1 – It's a command that can be used on NPCs or settlers to get them to do things outside your settlements. A very useful command to make NPCs (guards, provisioners, etc.) get into power armor.
callfunction "actor.switchtopowerarmor" – A useful command function to order settlers/merchants/NPCs out of your power armor when dialogue is not offered. (Can happen on occasion when settlements are attacked.) First target the NPC, then type the command.
targetID.tai – Toggles the AI on an NPC. This basically freezes them until toggled again.
tai – With no selected target it will toggle the AI globally.
targetID.ToggleCombatAI or targetID.tcai – Toggles all AI combat routines.
tcai – With no selected target it will toggle the combat AI globally.
tdetect – Toggles AI detection: Disables AI from detecting anything. Including other NPCs, creatures and the player character.
targetID.sexchange – Changes the sex of the NPC. Please note that this does not always come out comely.
Warning: Only use this on disposable NPCs. This will mess up NPCs essential to quests, but it can be remedied by restarting the game and loading a previous save.
setessential
Note: As this requires the NPC's form ID (and what's shown when they are selected with the console is their ref ID), use their name and the "help" command to look up their form ID.
For example, to remove Deacon's essential status, type help Deacon 4 npc_, then use the ID it lists for him in the above command.
setessential
setessential
targetID.isessential – Returns 0 or 1 depending on whether the target is non-essential or essential.
targetID.isprotected – Returns 0 or 1 depending on whether the target is non-protected or protected (similar to isessential).
targetID.getav CA_affinity – Get Companion Affinity Level (Events usually triggered at 250, 500, 750, 1000 with 1000 being max, unless in a relationship with a companion which maxes at 1100)
targetID.setav CA_affinity – Sets Companion Affinity Level to an absolute value.
targetID.modav CA_affinity – Modifies Companion Affinity Level by a relative value.
Warning: It's generally advisable to use setav for Companion Affinity to avoid unintended consequences. See the general notes section for the Console Commands page.
ForceRepath - (AKA frp) - The selected NPC, if currently pathing, is forced to forget its current path data, and start to find new paths from scratch.
ForcePathFailure - (AKA fpf) - The selected NPC, if currently pathing, is forced to regard the path it is currently trying to take as a failure, and to re-evaluate its current pathing options in that light. (This is a somewhat-educated guess, that appears consistent with observed NPC behavior.)
ResetAI – Resets an NPC's AI. Example use case: An NPC is endlessly trying to walk through a wall, or similar non-traversable obstacle, and the commands ForcePathFailure and/or ForceRepath have revealed that it is not currently pathing. ResetAI will cause it to "forget" what it has "learned", which should stop its current behavior, and then begin "learning" again. As is apparent, the NPC AI is very limited, and the new results may not better, or even different from, the previous results, but it should provide at least a temporary respite from the immersion-ruining spectacle of an NPC relentlessly attempting the same obviously impossible action.
refID.moveto player - Moves NPC with refID to player
targetID.ToggleControlsDriven or targetID.tc – Allows you to control selected AI.
Note: Does not (automatically) remove control of your previous character. As such all commands like moving forward will be sent to both controlled targets. Toggle player.tc to remove control from the player character.
targetID.playidle editor_id – Causes the NPC to perform the specified idle. Idles can be found using the help command, by specifying a form type of IDLE (e.g., help "idle" 4 IDLE). [Note that not all idle's have the term idle in their editor IDs. Use creation kit or xEdit to see the complete list.] If the idle is not valid for the selected actor, nothing will happen (e.g., the actor is the wrong race, is/is not in first person, is/is not in power armor, etc.). Top stop an idle, use playidle looseidlestop or to stop the player, open/close the pipboy.
Factions[]
Main factions
Name
ID
Atom Cats
00048641
Brotherhood of Steel
0005DE41
Children of Atom
0002FB84
Diamond City security
00002F65
Triggermen
00083AD0
The Forged
0031010D
The Institute
0005E558
Minutemen
00068043
Player
0001C21C
Raiders
0001CBED
Railroad
000994F6
Gunners
00058303
Pillars of the Community
000BBF88
Neighborhood Watch
000E1ACC
see more at: Fallout 4 factions
targetID.AddToFaction
targetID.RemoveFromFaction
targetID.removefromallfactions – Removes the target from all factions. Be aware that this will also remove the player character from the "player faction" if used on themself.
setally
setenemy
Stats and character manipulation[]
player.GetValue
player.SetValue
Example: player.setav speedmult 100 (default)
player.ModValue
Example player.modav experience
Note: This will provide you with however much experience you enter as the amount. You will receive all levels gained after one level bar fills allowing for perk points to be spent. However, you'll need to allow the bar to fill out all the experience gained; if you enter a second amount before the first is done you'll have to wait for the first amount to finish. Therefore, using this command with too high a number at once (such as exceeding 400,000), is not advisable. You can, however, save and load your game in order to skip the wait.
Note: Modding experience into negative values has a variety of consequences depending on the size of the value change. These can be achieved by adding "-" before them, e.g. "player.modav experience -1000" will subtract experience by that amount, this can push the experience value into the negative. Negative experience values can be restored to positive values by applying a positive mod value, or by earning experience normally. The Player level can also be locked by applying a negative modifier to experience, however, this is irreversible and requires an integer of -3.4e37 - a 39 digit negative number beginning with as little as 34. This breaks the experience value, and will display with a value of "-1.j" in the console and "NaN" in the Pipboy.
player.ForceValue
Note: It is recommended to use ModAV instead of ForceAV, especially if you want to revert the change later. ForceAV overrides the automatic calculation of actor values, and nothing will affect that actor value again aside from another ForceAV or a ModAV. For example, with a Carry Weight of 200, a ForceAV carryweight 5000 will give the player character a carrying capacity of 5000. Getting an extra point of strength will not change that capacity, even if you ForceAV the Carry Weight back to 200 before getting the additional point of strength. On the other hand, a ModAV carryweight 5000 will result in a carrying capacity of 5200, getting an additional point of Strength will make that increase appropriately, and a subsequent ModAV carryweight -5000 will place the value back where it should be based on Strength. Also, Player.ModAV Experience ### will add or subtract experience from your XP pool. Adding experience such that the player advances more than one level will only give one perk point, one perk point per level. Subtracting experience will not reduce the player level. It is recommended to only add sufficient experience to advance one level at a time or not exceed 400000 xp point.
Using player.getav experience will yield your current XP pool, and using player.setav experience #### (where #### represents a value you want to have) will result in adding the appropriate number of levels AND perk points. (example...when player.getav experience is used it will result in a number, for this we'll say 1000. Now I want to add 1000 to it I will use player.setav experience 2000 this will add the number of levels adequate for a 1000 XP gain, and will add all the perk points for the levels gained.
player.addperk
Note: This command does not add preceding or succeeding ranks within a perk - it only adds one perk rank. For example, if you want to be a Master Locksmith (rank 4/4), you must also add (or have already learned) Locksmith perk ranks 1/4, 2/4, and 3/4.
player.removeperk
Note: For some reason this does not seem to work for the V.A.N.S. perk.
Note: For some reason this does not seem to work for the Critical Banker perk.
CGF "Game.AddPerkPoints"
CGF "Game.RewardPlayerXP"
player.sexchange - Change player character's sex.
Warning: think about removing sex-related perks
Warning: sometimes, for unknown reasons, this command crashes the game.
player.setlevel
advancepcskill
showlooksmenu
Example: showlooksmenu 14 1 – Edit player character (RefID 14).
Warning: Do not modify non-humans.
Note: Using this command does not open any special interface. The game does not freeze and the target does not stop moving. To get around this, position yourself in front of the target so that you have a good view, then open the console. Enter tgp (for ToggleGamePause) to freeze the game, then the slm command. When finished editing the target's appearance, open the console and enter tgp again.
showspecialmenu – Bring up the menu to change name and assign SPECIAL points.
getgs
player.resethealth – Refills health bar, leaves radiation sickness.
setgs fJumpHeightMin
Example: setgs fJumpHeightMin 90 (default)
setgs fjumpfallheightmult
Example: setgs fjumpfallheightmult 0.1 (default)
setgs fjumpfallheightmin
Example: setgs fjumpfallheightmin 600 (default)
player.moveto
targetID.moveto player – Moves the NPC or item to the player.
Example: 0003eff3.moveto player – Moves "Rylee" to the player
player.setrace
player.setrace Human – Reverts any race change.
Note: Changing into certain races can crash the game
Character variables[]
Most can be used by name, e.g. ModAV luck 10, but for the rest you must use the ID.
Commonly used variables
Name
ID
Name or ID
Note
Strength
000002C2
Name
1-10, 11+ diminishing returns
Perception
000002C3
Name
1-10, 11+ diminishing returns
Endurance
000002C4
Name
1-10, 11+ diminishing returns
Charisma
000002C5
Name
1-10, 11+ diminishing returns*
Intelligence
000002C6
Name
1-10, 11+ diminishing returns
Agility
000002C7
Name
1-10, 11+ diminishing returns
Luck
000002C8
Name
1-10, 11+ diminishing returns
Experience
000002C9
Name
Health
000002D4
Name
CarryWeight
000002DC
Name
SpeedMult
000002DA
Name
normal is 100.00, double speed is 200.00
ActionPoints
000002D5
Name
HealRate
000002D7
Name
ActionPointsRate
000002D8
ID
Aggression
000002BC
ID
See AI attributes
Confidence
000002BD
ID
See AI attributes
Energy
000002BE
ID
See AI attributes
Morality
000002BF
ID
See AI attributes
Assistance
000002C1
ID
See AI attributes
DamageResist
000002E3
Name
PoisonResist
000002E4
Name
FireResist
000002E5
Name
ElectricResist
000002E6
Name
FrostResist
000002E7
Name
RadResistIngestion
000002E9
Name
RadResistExposure
000002EA
Name
EnergyResist
000002EB
Name
Invisibility
000002F3
Name
1 is on, 0 is off
AttackDamageMult
00000357
ID
1 is Normal, 2 doubles character's damage
PerceptionCondition
0000036C
—
head condition, 0-100
EnduranceCondition
0000036D
—
torso condition, 0-100
LeftAttackCondition
0000036E
—
left arm condition, 0-100
RightAttackCondition
0000036F
—
right arm condition, 0-100
LeftMobilityCondition
00000370
—
left leg condition, 0-100
RightMobilityCondition
00000371
—
right leg condition, 0-100
Charisma affects settlement size. Base settlement size is 10 settlers for most settlements, plus your character's charisma. For example, if your charisma is 7, then your max settlement size is 17.
Other variables
Name
ID
Name or ID
Note
AttackConditionAlt1
000002CA
—
AttackConditionAlt2
000002CB
—
IdleChatterTimeMin
000002CC
—
IdleChatterTimeMax
000002CD
—
RotationSpeedCondition
000002CE
—
AttackConditionAlt3
000002CF
—
WorkshopID
000002D1
—
AnimationMult
000002D2
—
WeapReloadSpeedMult
000002D3
—
UnusedStamina
000002D6
—
Skyrim code remnant
ConditionRate
000002D9
—
RadsRate
000002DB
Name
CritChance
000002DD
—
It appears that 100 is a guaranteed crit.
MeleeDamage
000002DE
ID
UnarmedDamage
000002DF
—
Mass
000002E0
—
Rads
000002E1
—
VoiceRate
000002E2
—
MagicResist
000002E8
—
Suspicious
000002EC
—
BloodyMess
000002ED
ID
RadHealthMax
000002EE
—
PowerArmorHeadCondition
000002EF
—
PowerArmorTorsoCondition
000002F0
—
PowerArmorLeftArmCondition
000002F1
—
Paralysis
000002F2
—
NightEye
000002F4
—
DetectLifeRange
000002F5
—
WaterBreathing
000002F6
—
WaterWalking
000002F7
—
IgnoreCrippledLimbs
000002F8
—
Fame
000002F9
—
Infamy
000002FA
—
JumpingBonus
000002FB
—
WardPower
000002FC
—
RightItemCharge
000002FD
—
ArmorPerks
000002FE
—
ShieldPerks
000002FF
—
WardDeflection
00000300
—
Variable01
00000301
—
Variable02
00000302
—
Variable03
00000303
—
Variable04
00000304
—
Variable05
00000305
—
Variable06
00000306
—
Variable07
00000307
—
Variable08
00000308
—
Variable09
00000309
—
Variable10
0000030A
—
BowSpeedBonus
0000030B
—
Skyrim code remnant
FavorActive
0000030C
—
FavorsPerDay
0000030D
—
FavorsPerDayTimer
0000030E
—
LeftItemCharge
0000030F
—
AbsorbChance
00000310
—
Blindness
00000311
—
WeaponSpeedMult
00000312
—
ShoutRecoveryMult
00000313
—
Skyrim code remnant
BowStaggerBonus
00000314
—
Skyrim code remnant
Telekinesis
00000315
—
FavorPointsBonus
00000316
—
LastBribedIntimidated
00000317
—
Skyrim code remnant
LastFlattered
00000318
—
Skyrim code remnant
MovementNoiseMult
00000319
—
BypassVendorStolenCheck
0000031A
—
Skyrim code remnant
BypassVendorKeywordCheck
0000031B
—
WaitingForPlayer
0000031C
—
SkillMagAV01
0000031D
—
SkillMagAV02
0000031E
—
SkillMagAV03
0000031F
—
SkillMagAV04
00000320
—
SkillMagAV05
00000321
—
SkillMagAV06
00000322
—
SkillMagAV07
00000323
—
SkillMagAV08
00000324
—
SkillMagAV09
00000325
—
SkillMagAV10
00000326
—
SkillMagAV11
00000327
—
SkillMagAV12
00000328
—
SkillMagAV13
00000329
—
SkillMagAV14
0000032A
—
SkillMagAV15
0000032B
—
KARMA
0000032C
—
Deafness
0000032D
—
PowerGenerated
0000032E
—
PowerRadiation
0000032F
—
PowerRequired
00000330
—
Food
00000331
—
Water
00000332
—
Safety
00000333
—
Bed
00000334
—
Happiness
00000335
—
Artillery
00000336
—
WorkshopItemOverlap
00000337
—
WorkshopItemClampDirection
00000339
—
WorkshopItemZOffset
0000033A
—
WorkshopActorWounded
0000033B
—
WorkshopPlayerOwned
0000033C
—
WorkshopStackableItem
0000033D
—
WorkshopSnapPointRadius
0000033E
—
WorkshopAnythingIsGround
0000033F
—
IgnorePlayerWhileFrenzied
00000340
—
LeftWeaponSpeedMult
00000341
—
DragonSouls
00000342
—
Skyrim code remnant
CombatHealthRegenMult
00000343
—
FollowerState
00000344
—
FollowerDistance
00000345
—
FollowerStance
00000346
—
FollowerStanceAllowCombatOverride
00000347
—
WorkshopCurrentTriangles
00000348
—
WorkshopMaxTriangles
00000349
—
WorkshopCurrentDraws
0000034A
—
WorkshopMaxDraws
0000034B
—
WorkshopIgnoreSimpleIntersections
0000034D
—
WorkshopAllowUnsupportedStacking
0000034E
—
RadsRateMult
00000355
—
DragonRend
00000356
—
Skyrim code remnant
HealRateMult
00000358
—
ActionPointsRateMult
00000359
—
ConditionRateMult
0000035A
—
AimStability
0000035B
—
Default value = 1. Setting it to 2 eliminates scope sway.
PowerArmorBattery
0000035C
—
PowerArmorRightArmCondition
0000035D
—
PowerArmorLeftLegCondition
0000035E
—
ReflectDamage
0000035F
—
CraftingAbilityGeneral
00000360
—
CraftingAbilityExplosives
00000361
—
CraftingAbilityGuns
00000362
—
CraftingAbilityMechanics
00000363
—
CraftingAbilityMedicine
00000364
—
CraftingAbilityMelee
00000365
—
CraftingAbilityScience
00000366
—
CraftingAbilitySurvival
00000367
—
ComponentUsageMultChemical
00000368
—
ComponentUsageMultMetallic
00000369
—
ComponentUsageMultOrganic
0000036A
—
ComponentUsageMultTechnical
0000036B
—
BrainCondition
00000372
—
effect unknown
AvailableCondition1
00000373
—
AvailableCondition2
00000374
—
AvailableCondition3
00000375
—
One Handed Weapons
00000376
—
Skyrim code remnant
Two Handed Weapons
00000377
—
Skyrim code remnant
Marksman
00000378
—
Skyrim code remnant
Block
00000379
—
Skyrim code remnant
Smithing
0000037A
—
Skyrim code remnant
Heavy Armor
0000037B
—
Skyrim code remnant
Light Armor
0000037C
—
Skyrim code remnant
PickPocket
0000037D
—
Skyrim code remnant
Lockpicking
0000037E
—
Skyrim code remnant
Sneak
0000037F
—
Skyrim code remnant
Alchemy
00000380
—
Skyrim code remnant
Speechcraft
00000381
—
Skyrim code remnant
Alteration
00000382
—
Skyrim code remnant
Conjuration
00000383
—
Skyrim code remnant
Destruction
00000384
—
Skyrim code remnant
Illusion
00000385
—
Skyrim code remnant
Restoration
00000386
—
Skyrim code remnant
Enchanting
00000387
—
Skyrim code remnant
PowerArmorRightLegCondition
00000388
—
VANSPerk
00000389
—
MS04SilverShroudTarget
0001A7F5
—
TemporaryAngerLevel
0002DA12
—
BoughtHaircutAV
00043C2B
—
BoughtSurgeryAV
00043C95
—
DN084_DescentHasTeleported
00047FD5
—
DN084_ControlRoomOverride
00049647
—
EMSystemSleeping
00066514
—
DN131_CommonsTriggerTimestamp
000668D7
—
MS17CloseWork
0007C61C
—
PowerArmorVent
00084283
—
CompStrongBerserkAV
00084287
—
WorkshopRatingScavengeGeneral
00086748
—
WorkshopRatingScavengeBuilding
00086749
—
WorkshopRatingScavengeParts
0008674A
—
WorkshopRatingScavengeRare
0008674B
—
CA_LastDialogueBump
000971F3
—
ArmorPenetration
00097341
—
CA_Trait_Generous
000A1B1C
—
CA_Trait_Selfish
000A1B1D
—
CA_Trait_Nice
000A1B1E
—
CA_Trait_Mean
000A1B1F
—
CA_Trait_Peaceful
000A1B20
—
CA_Trait_Violent
000A1B21
—
CA_Affinity
000A1B80
—
CA_CurrentThreshold
000A1B81
—
CA_LastChangePositive
000A1B82
—
CA_HighestReached
000A1B83
—
CA_LowestReached
000A1B84
—
CA_HighestThreshold
000A1B86
—
CA_LowestThreshold
000A1B87
—
CA_MurderSessionCount
000A2C4D
—
CA_MurderSessionDay
000A2C4E
—
CA_MurderSessionVictimCount
000A2C4F
—
WorkshopRatingCaravan
000A46FD
—
WorkshopRatingFoodTypeCarrot
000A46FF
—
WorkshopRatingFoodTypeCorn
000A4700
—
WorkshopRatingFoodTypeGourd
000A4701
—
WorkshopRatingFoodTypeMelon
000A4702
—
WorkshopRatingFoodTypeMutfruit
000A4703
—
WorkshopRatingFoodTypeRazorgrain
000A4704
—
WorkshopRatingFoodTypeTarberry
000A4705
—
WorkshopRatingFoodTypeTato
000A4706
—
REOfferToJoinWorkshop
000A56F8
—
WorkshopCaravanDestination
000A56F9
—
MS19Infected
000A7981
—
MQ206Powered
000AB03C
—
MQ206SharedGrid
000AB03D
—
REAssaultRole
000ABEA0
—
RECampSC03DrethState
000ABEA2
—
RECheckpointRole
000AC504
—
GenericBrawlWinner
000AD3D4
—
GenericBrawlLoser
000AD3D5
—
ForceGreetOn
000AD3DA
—
MS16FahrenheitShield
000ADC87
—
MS16FahrenheitShieldDamage
000ADC8C
—
SentryBotMaxHeatLevel
000B247B
—
REChokepointSC02State
000B40D2
—
FWIsAttacker
000B9635
—
DetectionMovementMod
000BA43C
—
FallingDamageMod
000BA43D
—
ReduceLimbDamageMod
000BA43E
—
MineTriggerRangeMod
000BA43F
—
ChemDurationMod
000BA447
—
MinDefendCastleAttackerPhase
000C2E4F
—
WorkshopBellDistance
000C4441
—
Dogmeat_clickedPreMolerat
000C9B0E
—
WorkshopRatingPopulationSynths
000CFF76
—
DMP_ReleaseHoldPosition
000D97F3
—
TerminalVariable01
000DCE0F
—
FollowerForceGreetOn
000E1D04
—
MQ203HideMe
000E2B07
—
DN049_InRelevantStore
000E5259
—
HoldupAV
000E7726
—
DN049_Bake_Counter
000E9415
—
elevatorDestinationFloor
000EC855
—
HoldupCapsAV
000F3629
—
HoldupCommandAV
000F362A
—
HoldupFleeAV
000F362B
—
ProtectronPodStatus
000F39E2
—
DN084_DescentStartFloor
000F59D6
—
DN084_DescentEndFloor
000F59D7
—
CA_Custom
000F75E0
—
CA_WantsToTalk
000FA86B
—
CA_AffinitySceneToPlay
000FA875
—
FastTravelOverEncumbered
00101CB8
—
DN160_GhoulChargeToggle
00101DD9
—
MS09LorenzoStunned
0010214A
—
REVertibirdLandAirport
00109868
—
vendorIncome
0010C847
—
RentRoomAV
0010C92E
—
VertibirdLand
00110304
—
WorkshopGuardPreference
00113342
—
WorkshopRatingBonusHappiness
0012722C
—
WorkshopRatingBrahmin
0012722D
—
WorkshopRatingDamageArtillery
0012722E
—
WorkshopRatingDamageCurrent
0012722F
—
WorkshopRatingDamageFood
00127230
—
WorkshopRatingDamageMax
00127231
—
WorkshopRatingDamagePopulation
00127232
—
WorkshopRatingDamagePower
00127233
—
WorkshopRatingDamageSafety
00127234
—
WorkshopRatingDamageWater
00127235
—
WorkshopRatingFoodActual
00127236
—
WorkshopRatingHappinessModifier
00127237
—
WorkshopRatingHappinessTarget
00127238
—
WorkshopRatingLastAttackDaysSince
00127239
—
WorkshopRatingLastAttackFaction
0012723A
—
WorkshopRatingMissingBeds
0012723B
—
WorkshopRatingMissingFood
0012723C
—
WorkshopRatingMissingWater
0012723D
—
WorkshopRatingPopulation
0012723E
—
WorkshopRatingPopulationRobots
0012723F
—
WorkshopRatingPopulationUnassigned
00127240
—
WorkshopRatingRadio
00127241
—
WorkshopRatingTotalBonusHappiness
00127242
—
WorkshopRatingTotalFood
00127243
—
WorkshopRatingTotalPower
00127244
—
WorkshopRatingTotalSafety
00127245
—
WorkshopRatingTotalWater
00127246
—
WorkshopRatingVendorIncome
00127247
—
WorkshopRatingHappiness
00129157
—
WorkshopResourceObject
00129A8C
—
overheating
0012A935
—
DN035_ReserveRacersReleased
0013CB4E
—
CA_IsRomantic
00148DF6
—
CA_IsRomanceableNow
00148F8D
—
crRangedDmg
001504FB
—
PABatteryDamageRate
0015A8B2
—
TeleportRefCollOptionalRequired
001642A4
—
TeleportRefCollOnLoad
001642A5
—
ValentineFailedToHack
001694E6
—
MinDefendCastleAttackFromSouth
0016961B
—
HasItemForPlayer
0016FBC6
—
WorkshopAttackSAEFaction
00176339
—
Inst307Fight_InPeremiterZone
0017846B
—
ArmorBlockPercent
0018330E
—
ArmorShadowHide
00183312
—
ArmorQuietMod
00183316
—
Inst307Fight_AllowTowerCombat
001868BB
—
MirelurkQueenActiveSpawn
0018AFB3
—
WorkshopPlayerLostControl
0018BCC2
—
MinPrestonChat
0018BCC3
—
Freeze
0018C355
—
RR101_TourbotState
0019D073
—
MS09LorenzoSerumUse
001A7343
—
REFactionShared_IsAttacker
001AEE94
—
MirelurkQueenClimbOverride1
001B3BF8
—
Incendiary
001B88D8
—
WorkshopFastTravel
001BDDBA
—
HoldupFrenzyAV
001C5050
—
ProtectronPersonalityValue
001C5A31
—
PADamageMult
001C87D2
—
SpawnedLegendaryItem
001CD0AA
—
RoboticsExpertTargetConscious
001CF28A
—
WorkshopRatingMissingSafety
001E3272
—
MirelurkKingCanCloak
001E4504
—
HoldupExplosionAV
001E5F9B
—
LGND_PerkAV50
001E6851
—
LGND_PerkAV300
001E6D6E
—
AddictionCount
001EB998
—
LGND_WeaponConsecutiveHits
001EF483
—
LGND_WeaponAV
001EF5D9
—
RoboticsExpertTargetCanSelfDestruct
001F1A79
—
LGND_LessDmgAnimals
001F1D69
—
LGND_LessDmgGhouls
001F1DEC
—
LGND_LessDmgHumans
001F1DF0
—
LGND_LessDmgSupermutants
001F1DF2
—
LGND_LessFallDamage
001F1DF6
—
LGND_ArmorDisarm
001F1DF8
—
LGND_LockPickSweetSpot
001F3A48
—
LGND_LessDmgBlockSprint
001F3CAB
—
WorkshopTerminalLightColor
001F57D2
—
WorkshopTerminalTimerIntervalType
001F57D5
—
LGND_LessDmgStandStill
001F57E5
—
LGND_Frenzied
001F6AD7
—
LGND_LessDmgBugs
001F81E5
—
LGND_LessDmgRobots
001F81E6
—
PARadResistMult
00203A3A
—
HoldupImmuneAV
002049B5
—
POIS21_DogState
0020618D
—
IgnoreExplosionKnockdown
0020A24E
—
PA_OptimizedServos_AV
0020D96E
—
PA_RustyKnuckles_AV
0020D96F
—
WorkshopLightboxCycling
00210B6F
—
WorkshopLightboxCyclingType
00210C75
—
WorkshopTerminalLightBrightness
00210C77
—
WorkshopActorFlee
00214027
—
WorkshopTerminalSpeakerOctave
002154BA
—
WorkshopTerminalSpeakerPitch
002154BB
—
CA_WantsToTalkRomanceRetry
00215DD3
—
FollowerEndgameForceGreetOn
00218F37
—
MQ302Companion
00218F39
—
MiscStatRobotHasBeenDisabled
0021A175
—
CA_WantsToTalkMurder
0021BDFF
—
DestroyBOSCompanion
0022333A
—
WorkshopPlacementRestrictToWaterAV
002233CB
—
WorkshopPlacementRestrictToDirtAV
002233CC
—
WorkshopPlacementAllowWaterAV
002233CD
—
PA_OptimizedBracers_AV
0022B645
—
PA_KineticServos_AV
0022B646
—
WorkshopSpotlightTarget
0022BF7C
—
PA_OverdriveServos_AV
00230599
—
AO_Comp_Bar_Whitechapel
00231D9F
—
AO_Comp_Bar_Cooke
00231DA0
—
AO_Comp_Bar_Deezer
00231DA1
—
AO_Comp_Bar_Savoldi
00231DA2
—
AO_Comp_Bar_Takahashi
00231DA3
—
AO_Comp_Bar_Vadim
00231DA4
—
AO_Comp_Bar_Wellingham
00231DA5
—
WorkshopActorAssigned
0023830C
—
WorkshopFloraHarvestTime
0023830E
—
PA_ShockDmg_AV
00239EBA
—
PA_Charisma_AV
0023C9DF
—
PA_Agility_AV
0023C9E0
—
PA_Perception_AV
0023C9E1
—
PA_Strength_AV
0023C9E2
—
PA_Intelligence_AV
0023C9E3
—
PA_Luck_AV
0023C9E4
—
PA_Endurance_AV
0023C9E5
—
AddictionMedX
00245AC5
—
PA_Explosives_AV
00245B87
—
Mod_Brawler_AV
00245B9C
—
Mod_IgnoreArmor_AV
00245BA4
—
Mod_Stabilized_AV
00245BC6
—
Mod_ReducedPowerAttack_AV
00245BDB
—
Mod_StealthMove_AV
00245BEB
—
AddictionAlcohol
00245EF1
—
AddictionMentats
00245EF3
—
AddictionBuffout
00245EF8
—
AddictionPsycho
00245EFA
—
AddictionXCell
00245EFC
—
AddictionDaddyO
00245EFF
—
AddictionDaytripper
00245F02
—
AddictionJet
00245F05
—
AddictionOverdrive
00245F09
—
AddictionBuzzBites
0024615B
—
AddictionLorenzoSerum
0024615F
—
AddictionCalmex
00246BF5
—
AddictionFury
00246BFE
—
PA_Unarmed_AV
00248491
—
CCE_TestCompanionChatEvent
002486EC
—
COMQC_MQ104RescueNickAV
002488CA
—
COMQC_MQ106KelloggHuntAV
002488CB
—
COMQC_MQ106KelloggDeadAV
002488CC
—
COMQC_MQ201PrydwenArrivedAV
002488CD
—
COMQC_MQ202AmariDenAV
002488CE
—
COMQC_MQ204DenDoneAV
002488CF
—
COMQC_MQ204VirgilAV
002488D0
—
COMQC_MQ206HaveChipAV
002488D1
—
COMQC_MQ206TeleporterBuildAV
002488D2
—
COMQC_MQ206BackFromInstituteAV
002488D3
—
COMQC_MQ302InstituteDestroyedAV
002488D4
—
COMQC_PrydwenDestroyedByRRAV
002488D5
—
COMQC_PrydwenDestroyedByInstituteAV
002488D6
—
COMQC_PrydwenDestroyedByMMAV
002488D7
—
COMQC_RR101StartTrailAV
002488D8
—
COMQC_RR101MetDesdemonaNoJoinAV
002488D9
—
COMQC_RR102JoinedRRAV
002488DA
—
COMQC_RR102AtSwitchboardAV
002488DB
—
COMQC_RR302RepelBoSAtHQAV
002488DC
—
COMQC_RR302PrepVBirdAV
002488DD
—
COMQC_RRMQ302BoSDeadAttackInstituteAV
002488DE
—
COMQC_BoS100HelpAtPDAV
002488DF
—
COMQC_BoS101ArcJetDoneAV
002488E0
—
COMQC_BoS200JoinedBoSAV
002488E1
—
COMQC_BoS202FortStrongClearedAV
002488E2
—
COMQC_BoS301BuildPrimeBeginsAV
002488E3
—
COMQC_BoS302DanseIsSynthAV
002488E4
—
COMQC_BoS302DanseDiedAV
002488E5
—
COMQC_BoS302DanseLivedAV
002488E6
—
COMQC_BoS302BRRDestroyedAV
002488E7
—
COMQC_BoS303GettingAgitatorAV
002488E8
—
COMQC_BoS304LibertyPrimeUnleashedAV
002488E9
—
COMQC_Inst301AssaultLibertaliaAV
002488EA
—
COMQC_Inst302AssaultedBunkerHillAV
002488EB
—
COMQC_InstMassFusionBoSEnemyAV
002488EC
—
COMQC_InstVsMinRecruitedCivilianAV
002488ED
—
COMQC_Inst305ReactorOnlineAV
002488EE
—
COMQC_Inst306RRDestroyedAV
002488EF
—
COMQC_Inst307InstituteWinsAV
002488F0
—
COMQC_Min00KilledDeathclawAV
002488F1
—
COMQC_Min02AttackCastleAV
002488F2
—
COMQC_Min02CourtyardCleardedAV
002488F3
—
COMQC_Min02MirelurkQueenDeadAV
002488F4
—
COMQC_Min03ShawKnowsTheWayAV
002488F5
—
COMQC_Min03EnteredArmoryAV
002488F6
—
COMQC_Min03ArtilleryFiredAV
002488F7
—
WorkshopActorAlert
0024974A
—
WorkshopOverrideXYBounds
00249D41
—
Items, world, and target/reference manipulation[]
This is easiest if you first click on something in the world with the console open to target it. You may also use PickRefById
GetPlayerGrabbedRef – Gives reference ID of currently held Item (To grab, press and hold E on item and then type command in console)
PickRefById
Example: prid 3f2bb; moveTo player; – Selects Strong as target (wherever he may be) and then moves him to the player.
This works only with "cached" NPCs. Many are: if not, visiting their cell helps.
PickLastRef or plr - Picks the last spawned ref. Useful for selecting objects spawned via the console without having to click it afterwards.
Example: pt 34a3f; plr; modAngle z 180 will spawn a toilet directly in front of the player, select the newly created reference, and rotate it 180 degrees.
PlaceThere